rohanrns's GameLogBlogging the experience of gameplayhttps://www.gamelog.cl/gamers/GamerPage.php?idgamer=155The Industry (PC) - Mon, 12 Mar 2007 00:17:11https://www.gamelog.cl/logs/LogPage.php?Log_Id=1518The next level in 'The Industry' has the player battling against Mario in an attempt to 'out score' Mario. The goal is to collect more coins than Mario. Mario can jump higher than the player but moves slower so beating him is as simple as becoming acustomed to Mario's capabilities and limitations. The game's overall quality seems to degrade here and there are points in which Mario jumps off the actual screen in order to collect a coin which has yet to appear. The next and final level of the game grants the player a machine gun while more than one hundred Shigeru Miyamoto figures attack you. This is probably the most nonsensical portion of the game and is very loosely related to the story itself. In any case it is somewhat amusing but lacks any real depth or perception. The game ends here with a fade out. Overall the game has an interesting story and gameplay is engaging but could use more depth.Mon, 12 Mar 2007 00:17:11 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1518&iddiary=3184The Industry (PC) - Sun, 11 Mar 2007 23:44:12https://www.gamelog.cl/logs/LogPage.php?Log_Id=1518The Industry is a GameMaker game created by Sam Zublin-Meyer. The game follows a recent UCSC graduate as they attempt to enter the video game industry. The idea is totally original is is actually quite brilliant. Most games have some sort of sci-fi or otherwise fantasy element to it but this game's core story is sensible and realistic. However this realistic story and concept is sharply contrasted against actual gameplay. The first level consists of a simple platform-style level where the player must cross a number of "pong" paddles. The only object which can hurt you is the pong ball being hit across from the top and bottom of the screen. Again the gameplay and idea is really rather remarkable...both because it is an interesting transition from pong to this small platformer version of pong as well as it shows real insight into the history of video games. The game starts with what most consider the first video game: PONG. The second level has the player climbing tetris blocks. Another landmark in the progression of video games is made into another level. This platform style level is also interesting however not nearly as amusing as the first one. I don't quite understand the point of this level...you simply climb the blocks as they fall and eventually the game decides that you have beaten the level and allows you to progress. The third level is another gem. You stand atop a gradius-style ship and avoid enemies in a challenging yet amusing schmup. You can even jump to avoid enemies while still controlling the ship. Well designed and amusing.Sun, 11 Mar 2007 23:44:12 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1518&iddiary=3183Shadow of the Colossus (PS2) - Sun, 18 Feb 2007 18:33:48https://www.gamelog.cl/logs/LogPage.php?Log_Id=1329Part 2 of gamelog due 2/23 (classic game) After another hour or so of playing I can happily say that I got mutilated and utterly destroyed by what I can only describe as a huge bird which (if yellow) would be about 400x the size of Big Bird from Seseme Street. Unfortunately this bird refused to teach me the number "4" and it did not have odd friends such as those who lived in trashcans and others with psychotic obsessions with cookies. This bird meant business and its only business was forcing blood to pour from my head. This gigantic bird swoops and dives while my goal seems to be to jump onto its wing while it is swooping and climb to its head. Much easier said than done. My total amount of grip seems to vanish even before I reach the bird's spine and the constant shaking and bouncing does not help much either. Perhaps I should go out and find those grip-powerups or simple try again and again until I can beat the bird. It would be nice to tell my roommates: "I KILLED A HUGE BIRD WITH NO POWERUPS" however I doubt they would understand my rambling and would probably just say : "Rohan's gone crazy again...". In anycase, Shadow of the Colossus is an extrodinarly absorbing game and I am sure to enjoy it until I defeat all of these huge boss-type creatures. Unfortunately, I foresee little replay value for the game since after one has figured out the strategy for beating each of the creatures there is little puzzle left for the player to take part in.Sun, 18 Feb 2007 18:33:48 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1329&iddiary=2843Shadow of the Colossus (PS2) - Sun, 18 Feb 2007 17:21:57https://www.gamelog.cl/logs/LogPage.php?Log_Id=1329For classic gamelog due: 2/23 (PART 1) My initial reaction to this game: HOLY CRAP! The art is of course very pretty and whatnot. But the gameplay is where this game scores. Personally I love boss battles. Sitting there drudging through all the boring and menial side stories are boring I would much rather blow stuff up. Shadow of the Colossues completely satisfies my destructive needs and is rather fun as well. The game offers a very bleak on screen display system. Mainly consisting of the grip-meter which (next to your sword) is your only necessity in order to defeat these huge monsters. The idea behind this game is really rather brilliant: limited power ups, simple interface and controls, simple resource management (health and grip), but amazing boss-style creatures which are the only things you fight throughout the course of the game. Sparse powerups are indeed located throughout the world in order to increase grip and whatnot however they are extremely hard to find and get. But that's it! No funny rings the collect, no coins, no magic whatchamacallits. Simple and effective! The boss battles themselves are enchanting. Each one has some sort of puzzle or strategy (usually consisting of how to get onto the gigantic beast which fills your entire screen). Once atop the beast you must find (what I call) "the shiny spot" and shove your sword into him while all the time managing your grip to hold onto the monster's fur. So far what I love about this game is the simplicity of it all. There are very few other "people" in the game and the story is trivial. The game works as hard as it can to focus on destruction. But the destruction is not meaningless (GTA-style) but rather focused and goal oriented. (This entry has been edited1 time. It was last edited on Sun, 18 Feb 2007 17:23:10.)Sun, 18 Feb 2007 17:21:57 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1329&iddiary=2842Kirby's Squeak Squad (DS) - Sun, 04 Feb 2007 19:08:32https://www.gamelog.cl/logs/LogPage.php?Log_Id=1133The first boss was insanely easy. The boss himself was King Dedede and defeating him involved taking my sword power, and hammering the B button while in front of him. He did not have a chance to attack back and was dead within 1 minute. While the difficulty was low I imagine that the game will get progressively more difficult as I continue. After the battle a small cut scene showed that King Dedede did not have my beloved cheesecake and I was off to another world in order to fight more interesting enemies. The second world is more interesting than the first because we now start seeing levels which branch into various different rooms and lead the player to different exists. This makes the job of collecting the chests much more difficult and more entertaining. The puzzles are also becoming more confusing. Now we must figure out the correct combination of powers in order to open certain passages and doors. Some of the combinations are actually difficult to obtain because it involves gaining one power, holding onto it, and then rushing off to another part of the level to mix it with another power. Humorously, the bottom touch screen acts as Kirby's stomach. When he swallows something you can either press it to use it or use the stylus to mix it with another item. If you push the item towards the top of the touch screen the item will be thrown back into kirby's mouth at which point you can spit it out or otherwise utilize it. This feature is both extremely innovative as well as functional. It allows the player to easily manage all of Kirby's possessions in one easy to use display.Sun, 04 Feb 2007 19:08:32 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1133&iddiary=2438Kirby's Squeak Squad (DS) - Sun, 04 Feb 2007 18:22:07https://www.gamelog.cl/logs/LogPage.php?Log_Id=1133I picked up this game from GameStop a few days ago because it looked rather amusing. The game is a relatively standard Kirby side-scrolling game with a few key quirks which make it exciting. The story is a little silly (but hey we are working with a pink puffball so silly is allowed) because it consists of Kirby having some sort of cheesecake stolen from him and thus he goes on a great adventure in order to retrieve his cheesecake. Odd, but it seems to work. All of the standard abilities are avaliable, suck enemies up, absorb their powers, combine multiple powers to create new powers. The difference here is that each level contains a number of chests which you much get in order to achieve full game completion. There are 120 chests in all. I rather like this sort of gameplay because you can easily rush through all of the game and beat all of the levels in only a few hours. However, if you wish, you can take your time as your progress through the various worlds and complete the game entirely. A number of the chests are particularly useful because they unlock new abilities and allow you to become more powerful throughout the game. My intial criticism of the original version of this game (from the NES) still exists but is now diminished. In the original version one could very easly float through levels and simply fly to the exit. While this offered little in terms of fun or gameplay, it could be done. This new version actually locks you into "mini-boss" battles and has stages which change rapidly. This involves the player quite a bit more and makes the game signifiantly more interesting. More when I get to the first boss.Sun, 04 Feb 2007 18:22:07 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1133&iddiary=2437Legend Of Zelda: Ocarina of Time (N64) - Sat, 27 Jan 2007 14:43:15https://www.gamelog.cl/logs/LogPage.php?Log_Id=916Now do the bottle trick before triggering ganon and warp out of the area using any temple song or the Prelude of Light. Once reaching an area, you should now NOT have the master sword equipped. The lack of the master sword in your inventory opens a LARGE number of other odd glitches which I will explain below. 1) Remote control horse. Equip deku nuts, and call your horse. Get on top of it and ride for a little while, then press the C-button for deku nuts. The C-buttons will NOT appear on screen but you can still use them. Once throwing the deku nut you will fall off the horse and it will continue running as if you were on top of it. At this point take out your sheild and hold the R button to use it. Now use the joystick to change the shield's angles and you will notice that the horse moves in accordance with your joystick movements. This results in the remote control horse 2)Fly Equip hoverboots, hookshot/longshoot, and get your horse. Ride to an open area with something you can hookshot onto. I used both the lake (water temple) and the gerude fortress. At the lake, ride your horse to the big tree, use the C-button for hookshot and you will clamp onto the tree. Notice that the hookshot will stick to the tree and not release. Now push the A button a few times to get off the horse and you will begin floating. You can now use the joystick to "fly" almost anywhere in the area and when you go back to the tree and touch your hookshot to the anchor point on the tree you will jump incredibly high into the air. This is similarly done at the gerude fortress with the wooden pole with the red flag outside the fortress. In order to reset and make the game go back to normal, simply equip your master sword in the inventory menu. Have fun!Sat, 27 Jan 2007 14:43:15 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=916&iddiary=2025Legend Of Zelda: Ocarina of Time (N64) - Sat, 27 Jan 2007 13:37:01https://www.gamelog.cl/logs/LogPage.php?Log_Id=916I have already played Ocarina Of Time many many times and am familiar with the game. The game itself has excellent details, an amazing quest, and a ridiculous number of side quests. So instead of simply playing the game through, my roommate and I decided to try some of the interested glitches which can be found on the internet. The first one is how to play any item as the ocarina. This one is slightly difficult because it requires a significant amount of practice and your timing must be just perfect. First you need a bottle and you need to put something into the bottle that you can let loose and catch again. I used a fish. Additionally equip some useless item to one of your C-button. I used the hammer. Now go to an open area where you have lots of room and few enemies. Open the bottle and let the fish (or whatever you are using) onto the ground and then immediately catch it again. Now hold the Z button to enable Z-targeting and hold the joystick back and push the A button in order to do a backflip. At the climax of your backflip begin pressing the C-button of your useless item. If done correctly you will pickup the item and go into a pose in which you can play the item as the ocarina. You might ask, how is this useful, who cares if you can play item? Read on. This allows us to do something funny. In the final battle with Ganondorf he knocks away your master sword and your ocarina is disabled. Wait for the final battle to commence and let Ganon knock away your sword. Once this occurs, do the bottle trick above and play the Sun Song on your ocarina. This will reset the stage until right before the cut scene of ganon growing and knocking your sword away. Notice at this point you do NOT have your sword and do NOT attempt to equip it at any point further as this will reset this little trick. More on next gamelog... (This entry has been edited1 time. It was last edited on Sat, 27 Jan 2007 14:42:58.)Sat, 27 Jan 2007 13:37:01 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=916&iddiary=2022Kirby's Adventure (NES) - Tue, 16 Jan 2007 00:02:56https://www.gamelog.cl/logs/LogPage.php?Log_Id=658It seems that you can simply float along the top of most levels to beat them. Although this eliminates the "fun" factor of most levels it is entirely possible to complete a majority of the game with little attention. Someone is going to leave a comment and call me a moron for this...but I just realized that after sucking up an enemy you can push the down arrow key to absorb an enemy's powers and use them during the rest of the level. Just fought my first giant tree guy who seems familiar from other guys. He dropped apples which I had to suck up and chuck back at him. Rather amusing and well designed. I absolutely love the little dance after you beat him, I think I'll keep playing the game to see the little dance again. Tue, 16 Jan 2007 00:02:56 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=658&iddiary=1505Kirby's Adventure (NES) - Mon, 15 Jan 2007 22:46:14https://www.gamelog.cl/logs/LogPage.php?Log_Id=658I have played a few of the recent kirby franchise inventions. These include things like kirby tilt 'n tumble on the gameboy as well as kirby 64 for the n64. I have never touched Kirby Adventures and this would be my first outing with it. The music (the chirps and beeps) is classic and surprising entertaining. The graphics, however, surprised me the most. When I think NES, I think bland single color pixels. But kirby seems to have an enormous pallet of expressions as well as little quirks which make him seem almost like an actual creature or animal. I love the way he is animated throughout this game...arguably better animated than in recent renditions of kirby. But the game seems harder than I imagined it. The more recent kirby installations are fairly simple, contain tutorials, are sort of baby the player along. This version is evil! Bad guys are placed with keen insight into where my jumps are going to land. Gameplay is difficult and power-ups are rare but the cute little puffball keeps me coming back for more. Level design is nothing short of brilliant. The rules are well defined and the linear path of the game keeps you on track. Simple to learn, difficult to master. Although, we can probably attribute some of the game's difficulty to my laptop's keyboard. This is probably not the best controller to play with. The lack of story is odd (we see loads of story development in more recent games). Possibly the included instructions with the game had some sort of story? Mon, 15 Jan 2007 22:46:14 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=658&iddiary=1503