SSJiffy's GameLogBlogging the experience of gameplayhttps://www.gamelog.cl/gamers/GamerPage.php?idgamer=169Malloc (Other) - Sun, 11 Mar 2007 20:06:16https://www.gamelog.cl/logs/LogPage.php?Log_Id=1516The game greets the player with pre-rendered videos that transitions into a polished-menu system. The menu is set within a computer tower and select hardware components are the levels in which the player faces off with the AI. The game is a puzzle style and will remind the player of various board games. The AI is sharp and during the presentation it kept embarrassing the presenter with it's relentless style of play. So there are many levels (about six with a bonus level) which are set within the same style of play. The levels are themed via their component part which means different backgrounds and graphics are displayed. There are nifty aspects to the game though that make it stand out from the rest. It sports a multilayer function and apparently and online mode. Unfortunately the online mode was not demoed before us due to it being uncompleted. Malloc seems to be an engaging title, as it was being presented the audience was engaged with the action on screen. Thus the game is successful at being simple enough to understand but yet engaging (like Pong).Sun, 11 Mar 2007 20:06:16 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1516&iddiary=3181Super Mario Bros. 3 (NES) - Thu, 22 Feb 2007 14:08:15https://www.gamelog.cl/logs/LogPage.php?Log_Id=1330More of interest to the reader, the 15 unaccessible levels in SMB. 3. The game is already considered the largest level wise with some odd 90 levels. But unbenounced to most veterans is that 15 other levels (some playable, some not at all) are stashed away within the rom. Via means of gamegenies or rom cache hacks one can experience them. They definitely don't add to the existing game (as they weren't meant to) but they overall give a different feeling of what could of been. Some of them seem as they had the potentially but weren't followed through with. Que sera sera. Thu, 22 Feb 2007 14:08:15 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1330&iddiary=2873Super Mario Bros. 3 (NES) - Thu, 22 Feb 2007 14:08:08https://www.gamelog.cl/logs/LogPage.php?Log_Id=1330I grew up playing this game as I'm sure many others here have as well. I'm not entirely sure how any of the Super Mario Bros. games can be so addictive though the player has completed them repeatedly. The level design is effective and just works. Like in World 4 Screen 3 near the ending of the level, there are tricky jumps to reach the exit pipe. There are blocks that bounce the player back if they collide with them. That's one example of the small details that make the plat former so great. Also the numerous power-ups at the players disposal and for once the storage bars outside screens where the player can use any power-up in possession. No part of the game feels 'easier' per se. The boss battles are varied in how you do battle. Some of them have the abilities to keep Mario aground by stamping the floor, others hop around or fire projectiles. Essentially each world is given its unique feel not only by the it's boss but by the entire world leading on up to it. Thu, 22 Feb 2007 14:08:08 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1330&iddiary=2872Metroid Prime 2: Echoes (GC) - Mon, 05 Feb 2007 20:37:00https://www.gamelog.cl/logs/LogPage.php?Log_Id=1136Minor spoilers (for FREE!): I love the design of the storytelling. It's very subtle and unique to the environment. Storytelling is done through opening cut-scenes and scanning the elements of your environments. As one progresses more and more details called 'lore' are detailed and made clear. The game would be that of a progressive one and a little of emergence. The story while linear is embedded into four expansive environments to explore with thematic uniqueness to everyone of them. There is a formulaic way the game is progressed through: opening cut-scene for new environment, sub-boss, sub-boss, boss, more story. That is essentially what goes on throughout each level. Mind you it's not at all like Metroid Prime: Hunters for the DS (which, ahem, sucked.). Enemies and bosses are sprawled everywhere in your environment. The entire game is about this polarity going on between Aether and the asteroid-induced Dark Aether. So while one explores the 'light' world there is a portal in which one can explore the 'dark' side of the very same environment. Except in the darkness is where the Ing inhabit and thrive. While battling the Ing the surviving (and entertaining) space pirate cohorts come on down randomly on the player. So in essence it's you vs. all of them (yay). Unlike traditional you vs. them the story is developed and it's not some random 'kill them all!' scenario without reason to. Again, this is not my first time playing through this title. I love this series and am enjoying myself re-immersing in it. From early morning play to in between class chaos.Mon, 05 Feb 2007 20:37:00 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1136&iddiary=2443Metroid Prime 2: Echoes (GC) - Mon, 05 Feb 2007 20:35:21https://www.gamelog.cl/logs/LogPage.php?Log_Id=1136On release day I went out and hunted down this game and would find myself immersed in game play for a week. That was back in late 2004. Recently I've picked up the game and decided to play through again. So many things have changed since I last played the game (nostalgia-wise). It's as if it's a new experience yet again. Puzzles I could of cruised through back then are challenging again. Spoilers (for FREE!): So it being the second of two Prime series games this one takes a turn for the dark. In this game a Galactic Federation patrol ship swoops around the edge of it's territories and comes upon a Space Pirate supply ship. The patrol ship proceeds to engage and damage the Space Pirate ship and follows it on down to a planet called Aether. This planet however is in crisis as a full-blown war is on going. The war is between the natural inhabitants called the Luminoth and the invading horde of creatures called Ing. The Galactic Federation troopers get stranded on the planet due to a freakish atmospheric storm and spread out near their landing site. Little time passes till they encounter and are overrun by the hostile Ing. The Luminoth are near defeat themselves as the Ing encroach further onto their territory. This is where Samus and the game commences. Mon, 05 Feb 2007 20:35:21 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1136&iddiary=2442Legend Of Zelda: Ocarina of Time (N64) - Sat, 27 Jan 2007 14:40:32https://www.gamelog.cl/logs/LogPage.php?Log_Id=917New found things you may now perform without the Master Sword: 1) Remote control - Epona Simply call over Epona using your Ocarina (it's ok to use it now) and have deku nuts as one of your c-items. Ride for a while and then drop a dekunut (you can't see the c-items but you CAN use them). Link will drop off Epona as she keeps running forth. As Link now moves Epona will perform the same movements. You may chase after her or you may have her chase you. Woo. 2) Hookshot - Gerudo Fortress and Lake Hylia. a) Gerudo Fortress Ride Epona up the Gerudo Fortress to the hookshot~able post with the red cloth tied about it's top. Use the c-item that has the hookshot assigned and clutch onto the post. Tap the action button and notice that the hookshot won't release. You may get off Epona and suddenly you'll be thrusted many feet into the air (proportional to how high your hookshot got on the post). Now you can float around! To end the trick simply go back to the hookshot point and the action will complete. Something cool to do is to fly out beyond the Gerudo Fortress boundaries towards the Colossus Temple..:) b) Lake Hylia At Lake Hylia bring up Epona to the big tree above the Water Temple. Perform said hookshot trick and yet again you will float around. Special thing to note here is that if an enemy (like a crow) hits you it will register and you drop. Note: These are the only tricks I know of that can be performed by using that ocarina glitch. Possibly some more YouTube browsing will yield seperate results. Something to note however is that this glitch works as performed only on the non-gold cartridge. For instruction on how to perform it on the gold-cartridge go to YouTube and watch the videos. (This entry has been edited2 times. It was last edited on Sat, 27 Jan 2007 14:44:55.)Sat, 27 Jan 2007 14:40:32 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=917&iddiary=2024Legend Of Zelda: Ocarina of Time (N64) - Sat, 27 Jan 2007 14:39:52https://www.gamelog.cl/logs/LogPage.php?Log_Id=917I was bored one evening while looming over what to do with my copy of Twilight Princess when I stumbled onto a certain YouTube video. This video demonstrated a series of glitches possible in Ocarina of Time for the N64. I watched it and was amazed at what I was looking at. There just so happened to be an N64 with Ocarina of Time in the living room and so the glitch-quest began. The following are required: 1) You need a fish in a bottle (bugs won't work well), 2) Random non-disposable item (bow, big hammer, hookshot) 3) Become an adult (if not already). Go to an open-space in Hyrule. On your c-stick menu have the fish+bottle on the left and the random item on the right. Now drop the fish and catch it right away (small scene of you catching it plays) then right away hold Z and perform a back flip. In the midst of back flipping hold on on both the fish+bottle AND random item buttons. If performed correctly the game will glitch into making your random item be an ocarina (which is fully-playable). The use of that glitch on it's own is none, just make sure you can pull it off. Here's where the fun begins: During the battle with Ganon (after the castle has collapsed) you can perform this trick and play the Sun's Song (> ^ v > ^ v). This will reset the battle but you will notice that you no longer have the Master Sword. Ganon has already knocked it away before! A clear indicator of not having the sword is the display of your sword-icon not having anything. Okay, perform the glitch again (do not initiate the battle with Ganon again, just stay near Zelda.) and play the Requiem of Light to warp to the Temple of Time. You've no sword, success! Do not equip the BigGoron sword for it will end the series of glitches.Sat, 27 Jan 2007 14:39:52 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=917&iddiary=2023Gradius (NES) - Tue, 16 Jan 2007 17:43:38https://www.gamelog.cl/logs/LogPage.php?Log_Id=655Today I yet again attempted to overcome the challenges of my 'corrupt' copy of the game. Luckily I managed to overcome the limitations imposed by the physical and kept going. The Gradius series formula of play is amazing. I haven't found other games such as it that I enjoy playing. The controls are simple with a d-pad and A & B buttons. In-game it's a matter of strategy of when to upgrade and what weapon/resource to upgrade. As you arm yourself with heavier weaponry the AI becomes increasingly amassed and more aggressive to destroy the space-fighter you pilot. Once the player gets through the initial level they are greeted with solid levels with a controller-smashing amount of difficulty.Tue, 16 Jan 2007 17:43:38 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=655&iddiary=1516Gradius (NES) - Mon, 15 Jan 2007 21:18:06https://www.gamelog.cl/logs/LogPage.php?Log_Id=655After looking over at fellow user's Txh0881's Gradius post I must comment further. The game is made more difficult by the lack of 'continues' as found in Gradius III. After your initial lives are out then you're done and must restart from the beginning. This only adds to the intensity of surviving and keeping all your weapons. Which by the way works in this system: destroy specific targets, attain orange upgrade globes, select which weapon/resource to upgrade, and go unleash hell.Mon, 15 Jan 2007 21:18:06 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=655&iddiary=1502Gradius (NES) - Mon, 15 Jan 2007 21:14:08https://www.gamelog.cl/logs/LogPage.php?Log_Id=655I loved Gradius III for the SNES and in my past ventured over to the NES installments of the series. But today I have contested with the original Gradius. First off it's an real-time side-scroll shooter. The objective is to apparently fly through a galaxy of seemingly endless hazards and unidentified hostile aircraft. Now whenever I play Gradius III I dominate that game. I know 'rule strategies' which a veteran player would know but would be unbenounced to a new-comer. This time I bring my same strategies from Gradius III to Gradius I and get my ass handed to me. I've must of restarted the game 30 times just trying to get through the initial level (the one with the two mountains firing off rocks). But ungodly patience broke through and I passed by the hostile mountains. However I was promptly defeated on the next level by a maze-style design of rock formations with anti-air guns strewn all over. That's it for me and Gradius today. I need 'relax' time.Mon, 15 Jan 2007 21:14:08 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=655&iddiary=1501