PsyLight0150's GameLogBlogging the experience of gameplayhttps://www.gamelog.cl/gamers/GamerPage.php?idgamer=1066Super Mario Land: 6 Golden Coins (GB) - Mon, 19 Oct 2009 22:36:18https://www.gamelog.cl/logs/LogPage.php?Log_Id=3991GAMEPLAY Super Mario Land 2: 6 Golden Coins has an interesting gameplay experience. Especially when fighting bosses. Bosses are killed by jumping on top of them but they move faster each time you hit them. The only boss in the game that takes more than 3 hits to kill is the last boss, and even so, it takes 3 hits to move him up to the next stage. One would think that this creates less of a challenge, but the bosses can move extremely quickly and you must go through an entire level before reaching the boss. Gameplay is based mostly on running and jumping. One feature of the gameplay I really enjoyed, was the ability to get a little extra height on the jump by holding up on the D-pad. While jumping. Another factor that gives the player more control is the fact that Mario only jumps as long as the player holds the button down. This makes shallower jumps possible in areas with low ceilings. DESIGN Levels in Super Mario Land 2: 6 Golden Coins are designed to trick you into hitting spikes or falling through pitfalls. Power-ups are few and far between but coins are everywhere. Mario can only hold 999 coins at a time and if the player finds enough bonus rooms, ends up wasting a lot of coins if they are not spent. However, there is a store that chooses prizes for having a certain amount of coins. The best thing you can really earn though are more lives. The levels are also designed with low ceilings. There are many features that the developers added to the game that make it more challenging. For example, goo that Mario has to swim through that is thick and hard to move through, enemies that shoot projectiles, water that is easier to move through than goo (but still difficult), conveyor belts, spinning blades and spikes, bubbles Mario can fly in, etc. The general challenge created by the environment itself makes the game addicting and fun to play.Mon, 19 Oct 2009 22:36:18 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=3991&iddiary=7458Super Mario Land: 6 Golden Coins (GB) - Mon, 19 Oct 2009 22:08:19https://www.gamelog.cl/logs/LogPage.php?Log_Id=3991SUMMARY In Super Mario Land 2: 6 Golden Coins, you play the famous Nintendo character, Mario. The game is a platform in format and you use Mario to interact with enemies of various types. The main method of getting rid of an enemy is by jumping on top of them. GAMEPLAY Since the method of destroying enemies in mario is mainly just jumping on top of them, the gameplay is difficult. The player is forced to get close to enemies and if the player does not land right on top of them, they loose health and shrink. The game is also difficult because even with the highest level power-up, Mario can only take 3 hits. The game overall is hard to understand. There seems to be no storyline but killing bad guys and getting to open a secret door at the center of the island. There is no good reason for Mario to even be on the island in the first place and levels are played as the user chooses. There are different areas with different stages but they do not need to be played in any particular order. One aspect of the game that I really enjoy though, is how the level designers added extra stages to each area that act as shortcuts. Also, each level is full of secrets and some have unique properties like goo, floating in bubbles, or swimming underwater.Mon, 19 Oct 2009 22:08:19 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=3991&iddiary=7454Super Smash Brothers (N64) - Mon, 28 Sep 2009 22:30:31https://www.gamelog.cl/logs/LogPage.php?Log_Id=3953GAMEPLAY As I continued to play Super Smash Brothers I really started to notice the detail that went into the game. Each level has unique environmental obstacles. Also, there are numerous weapons and power-ups used to expedite the winning process that are just fun to mess around with. For example, there is an ordinary fan that you can beat other characters over the head with, as well as, a baseball bat, and a giant hammer. Nothing is more satisfying than clearing the entire stage with a good old swing of the hammer... except, of course, a home run with the baseball bat. There are also many different types of levels that result in different types of gameplay. Some challenge you in mastering your character's mobility. These levels often ask the player to "break all the targets" or "land on all of the platforms." Other levels challenge you to defeat swarms of opponents or opponents that are extremely difficult to knock off. Some of the more difficult opponents require the help of friendly AI characters on your side. I am grateful that assists were added to those levels because it really balances the game out, gives you a realistic chance of winning, and keeps the game challenging. DESIGN Super Smash Brothers is very complex in many different aspects of game design. The levels themselves present unique backgrounds and unique platform styles that are schemed for the level. There are also alternate types of abyss the player or opponents can fall into(resulting in death). Each level is designed to be a challenging platform to fight opponents on. They force a player to watch his or her footing. Some levels even have ways of saving players from falling, such as barrels or clouds, when they are knocked off of the arena. The size of level platforms makes it difficult for players high damage to stay on, and the features that save players from falling make it harder to knock opponents off. Damage is another design aspect of the game that was clearly carefully weighted to give each player a fighting chance. With each hit a player or opponent receives, each subsequent hit knocks them back further. The single player gauntlet is designed so that opponents are harder and harder to knock off. For example, Metal Mario, who is extremely hard to knock or throw off of the level because of his enormous weight. Super Smash Brothers graphics are clearly two dimensional and rendered into three dimensions. The special effects of each hit are two dimensional, as are beam or particle effects. The effects compliment the game well and do not look out of place until someone pauses and shifts the camera. Also, sounds appropriately compliment players actions and certain game effects. The game is designed well overall, but there are still things that I think they could have improved on. Yet another design aspect of the Super Smash Brothers is its bonus system. Each time a player completes a stage, they are awarded with a bonus based on how they achieved victory. I personally like this system because it makes players challenge themselves in order to gain extra points and unlock new characters. However, players must be careful because there also points deducted for cheap shots.Mon, 28 Sep 2009 22:30:31 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=3953&iddiary=7393Super Smash Brothers (N64) - Mon, 28 Sep 2009 21:46:38https://www.gamelog.cl/logs/LogPage.php?Log_Id=3953SUMMARY In Super Smash Brothers, the player is a character of your choice that goes up against various opponents in the game. The player must knock off all of their opponents and expend all of their opponent's lives to progress to the next level. Objects and environmental obstacles are used to make the gameplay more interesting and they randomly spawn in the middle of battles. Multiple players can also be unlocked for completing the single player mode under certain difficult circumstances. GAMEPLAY Super Smash Brothers is a fun game that almost never gets old. There are so many different ways to play the game and the characters you use to play are all from popular sources. If anyone has played any of the Nintendo classics like, F-Zero X, Donkey Kong 64, The Legend Of Zelda: Ocarina Of Time, Star Fox 64, or Earthbound, they will know at least one character in the game. Putting famous characters against each other in a battle royal is a very interesting concept. However, the victor is mostly decided by a player's skill when using their chosen character. Each character may have his or her own moves, but the player must be proficient at using a wide array of characters and moves to become talented at the game itself. I personally found myself wrapped up in the thrill of winning and the frustration of losing. Winning or losing is meaningful to the player because if they are killed by an opponent controlled by artificial intelligence, they begin to question their reflexes and their capability of actually defeating said opponent. It becomes a game of defending your honor so to speak. When you play the game, there is definitely a desire to become unbeatable.Mon, 28 Sep 2009 21:46:38 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=3953&iddiary=7390Gunz: The Duel (PC) - Fri, 21 Aug 2009 20:41:08https://www.gamelog.cl/logs/LogPage.php?Log_Id=3833SUMMARY Gunz is game that is extremely rich in tradition, style, skill, and community. Since it is an entirely online game, the player cannot play unless they are connected to the server. The objective of the game itself is heavily dependent on the mode that is being played. The game can be played like a first person shooter but the skill of a player is determined by how well he uses swords and gun combinations. Over the years, many sword and gun fighting styles have been created by players. Gunz is a game that sets itself apart from all other RPG's and FPS's. In fact, it should have its own gaming category. GAMEPLAY When you first start playing Gunz, you aren't sure what to expect. It is a totally free game and many private servers exist for it as well as the main ijji server. Once you begin playing, you start out at level 1. Before you can join the main lobby where other players are, you must select a class for your character. If you are new to the game this can be deceptive because each "class" is actually the same person. There are no classes. What you choose in the beginning just decides the weapons that you start with. Every weapon can be equipped by anyone. On the main ijji server, weapons and equipment cost bounty and other items such as elements cost actual cash. However, on Gunz private servers, weapons, equipment, and clothing items are often free- the only restriction is level. The max level on Gunz is 99. Your level does not make you a "Pro" because anyone could just use machine guns and "spray" their way to level 99. What makes you a pro at Gunz is your mastery of multiple sword and gun styles and your ability in various game types. What is so unique about Gunz is its uncanny ability to show a player's skill. For example, a level 1 could kill or "drop" a level 99 depending on his or her skill level. In order to be considered "pro" you must gain respect among other players, display unique skill and talent, not limit yourself to one style of fighting, keep an open mind, not show off, and not use cheap or skill-free weaponry such as "spray"(anything that spams bullets without you having to really aim). True Gunz players use and apply styles of fighting such as K-style, M-style, D-style, E-style, Psy Style, and more. Each style consists of unique techniques, strategy, and combos. Simply put, if you don't know a style, you cannot win. So it contributes heavily to gameplay. Here is an outline of all styles known by me: K-style: Stands for "Korean Style". It was the first style ever invented since it was created by the Koreans who played the very first beta of the game. It is also currently the most widely known and used style. The primary moves of k-style are called "butterfly" techniques. They go on to double butterfly, triple butterfly, insta-sword, meteor fall, etc. All techniques in k-style involve block canceling. Block canceling is the act of using block in order to cancel an animation and perform another action immediately after with less delay. M-style: Stands for "Monk Style". This style was named after the player "Monk" who exploited the games glitches to achieve insane slashing and blocking speed. Monk style consists of "Four Divine Gates". The motto for Monk Style users is "Go beyond the limits." Each gate is used in different fighting situations and represent the directions of a compass North, South, East, and West. The Four Gates are "Tortoise Gate"(Perfect blocking technique),"Dragon Gate"(triple butterfly with insane speed),"Tiger Gate"(Traveling butterfly technique so fast dashes are silent and the player barely leaves the ground), and "Phoenix Gate"(Perfect ground slashing technique). All of the Monk Style techniques involve moving so fast that your character animation freezes. D-style: Stands for "Dagger Style". This style uses dagger to its maximum by spamming slash and dash as fast as possible because daggers are very low delay weapons. The style also includes unique moves like e-lunge(extended lunge) and hell climb(wall climbing technique). E-style: Stand for "European Style". Apparently invented(or blamed on) Europeans, this style involves running rolling and tumbling around while spraying opponents with machine guns never using sword. Psy Style: Stands for "PsyLight Style". Named after PsyLight(me) by my students. This style only exists on private servers with Dual Giant Swords. I created this style myself and many people use it today. It focuses mainly on using hold & release timing, dashes, and jumps to cancel out slashing animations on Dual Giant Swords. It allows people to use the highest delay(slowest) swords on private servers. Giant swords cannot block or flip like normal swords but can be used in offensive and defensive situations with proper training. Also, since the swords cannot block, without proper training, anyone using the swords may find themselves knocked back or helpless. Psy style allows giant swords to hit faster than butterfly techniques and never receive knockback. When it comes to guns it mixes k-style gun techniques with the slashing techniques of psy style. There are more styles than just these few. Aside from styles, there are also game types such as Deathmatch, Team Deathmatch, Gladiator, Team Gladiator, Berserker, The Duel Match, and Quest. Most of the time, people just quest for fun. After reaching a "Pro" status, there is no need for questing. Inside of the main game types there are also mini-games that people play and traditions that are followed. Over time players learn the traditions on Gunz. Typically, your skill is judged on how well you perform in different game types & situations. The Duel Match is a game mode that allows you to go 1 on 1 with any opponent that joins the game. Within the 1 on 1 setting, rules are traditionally declared before the fight begins. This is often stated by typing one of the following: bnb, snb, b, s, is, or ig. The first b in "bnb" and "b" stands for "Both" which means both sword and gun. The nb in "bnb" and "snb" stands for "nonbow" which means the players do not bow before fighting. In any other case, the players bow to each other as a sign of respect. The Terms "is" and "ig" refer to a mini-game that pros play. It is called "insta" and it can be played with sword or gun. In order to play, the opponents try and flip one another. Whoever gets flipped first gets the first turn. When the first to go has been decided, they flip their opponent and either try to slash them to death or shoot them to death before they hit the ground depending on whether it is an insta-sword or insta-gun game. There are also mini-games that the Game Masters host. They include games like Hide & Seek where the players are not allowed to wear any armor or equipment and have to hide. The Game Master then kills off as many people hiding as he or she can find until only one remains. DESIGN +Unique and innovative elements that make Gunz a good game -Abilities The structure of Gunz is so unique because of the ability of your character to instantly execute moves that you command it to do. There are delays set on animation so that the characters cannot abuse certain aspects of the game as well but things like block animation canceling were put in so that reflexes could be put to use. The controls are easy to understand because they are logical. The idea to add dash by double tapping a direction or the ability to wall run or flip off of a wall using the jump key(space bar) was natural for players to use. Also, by letting certain animations to be countered by other animations, MAIET allowed room for styles of fighting and wall climbing to be developed. Elements can also be purchased from the store that have various effects on players that do damage over time or slow opponents down. -Fighting Gunz is an amazing game due to the unique capabilities of players when in a fight. People have a chance to move out of the way of bullets and switch between weapons quickly unlike other FPS's or RPG's. Also, The game is extremely well balanced. The fact that a level 1 can take out a level 99 is ingenious. When people play gunz, they play real people most of the time instead of questing/grinding the whole time. Everybody knows that grinding is the worst part of any RPG. -Interface/Ranking Another useful aspect of the design of the game itself is the easy to use interface and ranking system. Text highlights when the mouse is over a box. The lobby has a button that takes you to an item shop shop and a place to equip purchased items. Items are easily equipped by double clicking or dragging & dropping which makes it easy to use. Game types are shown in the lobby along with your player stats so that you know your level, experience, money, hit points, armor points, and what type of games are available for you to play. There is also a ranking system on the main website where you can see your standings with other players. +Levels -Quest Levels The levels of gunz link together by a teleport during quest mode. When questing, the party must beat each level before progressing. Each level shows a new part of the same themed map and spawns bigger, tougher enemies as well as more smaller enemies. -PVP Maps Generally, different maps favor different game types. Bigger maps favor sword matches and smaller maps favor people who use machine guns and grenades. The Duel Match is held in a map called Hallway which is just a great hall map which is perfect for dueling. Many of the bigger maps have giant pitfalls which are fun to flip people into or fight over by using wall cancel to stay in the air. +Challenges -Players Since 90% of the game is multiplayer, it provides opportunities to put yourself up against the pro's. However you aren't so great of a player and you aren't looking for such a tough challenge, there are beginner channels that allow you to play with other beginners. -Maps Some maps are difficult for new players because it is easy to fall off of the map and commit suicide. -Bosses Quest mode allows you to sacrifice quest items earned in normal quests in order to fight boss monsters.Fri, 21 Aug 2009 20:41:08 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=3833&iddiary=7181Gunz: The Duel (PC) - Fri, 21 Aug 2009 16:45:52https://www.gamelog.cl/logs/LogPage.php?Log_Id=3833SUMMARY In Gunz: The Duel, the player you use is viewed from a third person over-the-shoulder chase view. You start off as a person that has the ability to run up walls, dash, wall run, flip people with a sword, slash with a sword, or use a gun. The objective of the game is to get as many kills as possible in order to gain experience. Games are hosted by players on the Gunz server and a player can join any match they want. GAMEPLAY Feelings while playing During gameplay, I felt excited whenever I heard the satisfying "beep" of my hit counter going off every time I landed a hit on an enemy. Seeing the hit counter go off multiple times and forming combos is exciting because if you're good, you can hit them so fast that they cannot hit back due to the animation the enemy gets in once they are hit. It's exciting to play because it takes a great deal of skill to land successful hits. Opponents always know how to block as well as dash, dodge, & tumble out of the way. Storyline Since the game is totally online, there is no actual storyline. There is a quest mode that has various monsters for you to kill just for fun or to test your skills against boss monsters. However, if you are a true pro, there is no point in questing because quests are too easy and you can level up purely off of other players. Quests do not give much experience either. Maps The maps are well designed for the Gunz style of fighting. There are lots of places to wall run or wall cancel, and lots of places to fall to your death. If you're good enough, you can have midair fights with other players over huge pitfalls. Fun? Gunz is fun to play from the get-go. There's almost no limit to what you can do. Every player is given an equal chance and you always have the opportunity to improve and test your skills against the pros. Interesting? Definitely. Gunz deserves its own gaming category for being a cross between an RPG and an FPS with unique ways of fighting that involve animation canceling. Social interaction? Since I've been playing a while, when I logged on, lots of people were saying hello to me. I'm part of a clan and everyone just has fun and socializes in clan chat. Other players that don't know me at all and have just joined get fairly upset when I beat them though... Pace? The second I entered my first match today, I jumped right into the action. The game is extremely fast paced and requires insane finger speed and timing. Once you get into the flow of the gameplay, analyzing opponents actions and taking proper measures to counter them, there's nothing like it. (This entry has been edited1 time. It was last edited on Fri, 21 Aug 2009 20:36:40.)Fri, 21 Aug 2009 16:45:52 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=3833&iddiary=7180