mavid's GameLogBlogging the experience of gameplayhttps://www.gamelog.cl/gamers/GamerPage.php?idgamer=178The Adventures of Gilgadesh (Other) - Mon, 12 Mar 2007 20:19:56https://www.gamelog.cl/logs/LogPage.php?Log_Id=1522The Adventures of Gilgadesh, from the few minutes it was presented, looked like an interesting and colorful RPG. Some of the things that were good about this game is it's quick pace. Right after starting, you are attacked by villagers and chased out of the village with your green-haired partner. Good use of events are made in the opening scene, having battles and then many characters appear afterwards. I also liked how he made his scenery on the mountain, and the ability to jump over water and such. Some of the things he could have done to make this game more rich is more character development at the beginning. You have no clue who Gilgadesh is or why he is being chased out of the village.Mon, 12 Mar 2007 20:19:56 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1522&iddiary=3187mario 64 (N64) - Fri, 23 Feb 2007 17:23:39https://www.gamelog.cl/logs/LogPage.php?Log_Id=1442After my second play session, I now have 106 stars. Now that I’m reaching the last stars, it is becoming more difficult to get them. This is another interesting quality of Mario 64; some of the stars are hidden or require you to collect 100 coins, rather than just completing the missions given to you. Getting 100 coins in some levels proves to be extremely hard, taking several tries and a longer time to get these stars. The musical score in Mario 64 is also one of its best qualities. Nearly every song in this game can get stuck in your head all day, despite them being simple. Though there are about less than 10 different songs, some of which are repeated in various worlds, you still never get tired of them. This is so impressive to me because I am currently writing the music to our 80k final game and it’s a challenge to find a melody that will not be annoying listeners after a few plays. The sound effects are also very entertaining in the game, most of them being noises Mario makes. You never get tired of hearing Mario yell “Yahoo” every time he jumps, or “ohh!” every time he gets hit my an enemy. Overall, this game is a masterpiece. This game helps me realize everything I need in my own games to make them successful. They need what Mario 64 has; excellent level design, musical score, challenges, addictive game play, and rich, interesting characters. All these elements help create flow in Mario 64 and thus make players want to return and play this game more. The only thing I would change about this game is that they make more interesting levels. In my opinion a couple of the levels are boring and a hassle to play through, especially the water ones. Still, this game is nothing short of a masterpiece and am enjoing it immensily.Fri, 23 Feb 2007 17:23:39 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1442&iddiary=3049mario 64 (N64) - Fri, 23 Feb 2007 16:13:39https://www.gamelog.cl/logs/LogPage.php?Log_Id=1442For this game log I chose Super Mario 64, which by the time I played my first game session I already had about 90 stars. What stands out the most about this game, hailed as one of the best platformers ever made, is its almost limitless freedom and abilities. Mario can jump in more ways than any other game character you could think of, as well as punch, dive, fly, swim, wall-kick, run, crawl, and even turn invisible and metallic. In every world, Mario can perform almost any of these actions whenever the player wants (unless the necessary item, such as the blue cap to make you invisible, is unavailable) Thus gameplay in Super Mario 64 is definitely it’s greatest quality, making players want to go back and play this game every once in a while. This is because there are so few games today, even in the platform genre, which offer such freedom as this game. Every excellently designed world each holds it’s own special challenges and conflicts. In Mario 64 every world has it’s own theme unique to almost any other world in the game. There’s a dessert world, lava world, sunken ship world, haunted mansion world, ect. This is important because due to each world having its own theme, a more variety of challenges and monsters are possible. To progress in Mario 64, you have to complete certain missions in each level to gain your reward, a power star. In the dessert world the challenges are based closely to the design of the world, which differ from the challenges in other worlds like a snow world. Also, you will find dessert-theme monsters and obstacles like sand tornadoes and vultures, while in the snow world you’ll find snowmen and snowstorms complicating your adventure. Thus, the level design in Mario 64 holds one of the best works in any game, helping all worlds, missions and characters hold their own uniqueness. The, yet simple, is a classically Mario and flawless. Mario goes to the castle to visit Princess peach, but Bowser has captured her and taken over the castle. Now Mario must go into paintings in the castle and recover the power stars necessary to open doors, newer worlds, and ultimately access Bowser’s lair and find him. Getting all 70 stars necessary to defeat Bowser is somewhat easy. The real challenge, which I am currently trying to do, is get all 120 stars. (This entry has been edited1 time. It was last edited on Fri, 23 Feb 2007 16:17:57.)Fri, 23 Feb 2007 16:13:39 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1442&iddiary=3035Legend of Zelda: Four Sword Adventure (GC) - Sat, 10 Feb 2007 01:35:17https://www.gamelog.cl/logs/LogPage.php?Log_Id=1217After the second gaming session, I realized that the one thing that would actually be better in this game is if you can’t pick up the other players. For some reason, and I can’t image why, but players didn’t like when I picked them up and threw them into a pit of doom as I grabbed the 300 Force Gem. This is fun, but it tends to get annoying for everyone after a while. Also, everyone’s weapons can hurt each other which gets frustrating. Four Sword Adventure has given me a few ideas for my own game project. Like any other Zelda, FS makes me realize that a perfect blend of puzzles and action would be very suitable for a successful game. Some people enjoy hacking through countless monsters, but a mind-nudging puzzle every now and then helps keep things interesting. Four Sword does in fact get more difficult as you progress. You will find yourself dying A LOT more times in the later areas just from falling into lava pits and such. Also, puzzles will tend to get much more difficult and require more teamwork and strategy. Without multiplayer, this game would definitely be dull.Sat, 10 Feb 2007 01:35:17 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1217&iddiary=2763Legend of Zelda: Four Sword Adventure (GC) - Fri, 09 Feb 2007 05:28:59https://www.gamelog.cl/logs/LogPage.php?Log_Id=1217I just finished my first game session of playing The Legend of Zelda: Four Sword Adventure with my girlfriend and roommate. This game, in my opinion, is one of the most underrated and overlooked games on Game cube, which is mostly Nintendo’s fault for requiring each player to use a Game boy Advance to play. The characters in this game aren’t too creative, but they are the legendary Link. Each player controls a different colored Link, who has split into four when he pulled out the Four Sword. You use the typical shield and sword, but can also find different kinds of weapons. This makes this game much more interesting when each character needs to find certain weapons to proceed. The game’s story isn’t too thrilling; you pulled out the Four Sword and now Vaati, wind sorceress, has kidnapped Princess Zelda and the Maidens of Hyrule. Game play is this game’s best feature; playing multiplayer is extremely difficult for so many reasons. This game not only requires plenty of teamwork, be it fighting a boss that requires a specific colored Link to attack or pushing a huge boulder, but there is also a sense of competition. It’s always awesome solving a puzzle with your companions, but it’s even better when you throw them off a cliff and claim the best weapons for yourself. The levels were perfectly designed for the multiplayer, and quite frankly this game sucks without people to play with. This game creates conflict from all the various enemies, puzzles, and unique areas. There are certain enemies that anyone can easily destroy, but later you encounter enemies that require special strategies. For example, the boss of Hyrule Castle will shoot a certain colored powerball at the characters. If the ball of power is green, only the green Link can swing it back; same goes for the red, purple, and blue Links. Better yet, when one character reflects the ball, it changes colors and flies toward another Link until it finally hits the boss. Puzzles are never like any other puzzles, making each one interesting. Each level is also different, each with their own themed environment, keeping things fresh.Fri, 09 Feb 2007 05:28:59 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1217&iddiary=2595Super Mario Bros. 3 (NES) - Wed, 31 Jan 2007 17:13:01https://www.gamelog.cl/logs/LogPage.php?Log_Id=1011After my second play session, I am further impressed by this game’s level design and music. In World 3, there is a water-based theme and the music fits perfectly to the map. Each respective level is loyal to the world map’s theme and thus it continues to actually feel as if the level you are in is indeed part of the world. The characters in this game are as interesting and entertaining as ever. The enemies in each level also fit respectively to their environment, such as aquatic enemies in the water world or sand monsters in the desert level. What is more unique is that each world has it’s own boss, a child of King Koopa, and each has their own personality and way of fighting. In the other Mario games, bosses were repeated. This is the kind of game that it is impossible to find anything that you feel should be changed. Excellent musical score, interesting enemies and bosses, exciting levels and world, and an overall fast paced feeling that lets new and experiences players alike have fun with this. The inclusion of a 2-player mode in which you are [technically] working together for the first time is also a major innovation. This game is definitely a game to look at when searching for inspiration on designing just about any other genre of game.Wed, 31 Jan 2007 17:13:01 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1011&iddiary=2313Super Mario Bros. 3 (NES) - Wed, 31 Jan 2007 03:15:44https://www.gamelog.cl/logs/LogPage.php?Log_Id=1011I managed to play up to the middle of World 2 on my first play session. Super Mario Brothers 3, in my opinion, is easily the best NES Mario there was. This game was one of the games I played through about a million times as a kid and even today I still enjoy it. Every level in this game is uniquely done so that no two levels are the same, yet they all fit into the environment of their respective world. Each level is also perfectly designed so that if you know the level already, you can swiftly fly through it. This gives gamers a sense of control over their pace, which makes the game more fun. The music in this game is amazing and will definitely get stuck in your head even after your done playing. Also, each world has its own music that sets the mood perfectly. The items in Super Mario Brothers 3 are also one of its attributes that games this Mario game one of the best. There are stars, mushrooms, flowers, frog suits, hammer suits; and the coolest of all- Raccoon tail which gives you the ability to fly! Better yet, you can now store items found outside of the world map in a special storage and use them whenever you want.Wed, 31 Jan 2007 03:15:44 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1011&iddiary=2178The Legend of Zelda (NES) - Fri, 19 Jan 2007 17:16:55https://www.gamelog.cl/logs/LogPage.php?Log_Id=693Throughout my second session, I am constantly reminded of one of this game's most alluring attributes, which is its intense challenge. Even though I've played this game before and have been playing it for a few hours now, I still end up getting dominated by enemies all the time! This game is difficult, which in turn makes it much more interesting than a dull easy game. One thing I noticed during this play session is the excellent level design throughout the game. Like I mentioned before, each dungeon is different from the other. But each dungeon is designed to make each one more interesting than the others. The whole world map itself is a masterpiece of level design, with dungeons, secret grottos, and such perfectly placed throughout the land of Hyrule. Legend of Zelda is an incredible inspiration to the game I foresee in my project. A perfect blend of challenging action mixed with mind-ticking puzzles to keep the game flowing yet challenging. An excellent reward system is needed, such as finding better weapons and more health, makes the player feel as if they are truly progressing in the game. This is very important, making players feel as though they’re watching their character grow up and develop into a greater fighter. The music is also definitely worth mentioning.Fri, 19 Jan 2007 17:16:55 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=693&iddiary=1847The Legend of Zelda (NES) - Thu, 18 Jan 2007 00:19:07https://www.gamelog.cl/logs/LogPage.php?Log_Id=693I am currently searching for the third dungeon and I just got the white sword. To be honest, I haven't played this game in years and thus I’m having trouble finding this certain dungeon. This game is still as hard as ever though, but hopefully I get more of the hang of it in my next play session. What undoubtedly sets this game apart from the rest of the games in the NES era was its almost limitless freedom. This is what I love about this game and every Zelda after; you literally can go in any direction you want right from the start. I love the fact that you yourself have to actually search for the next dungeon, rather than follow a linear path that leads you to it. This makes exploration a necessity, which only makes the game grasp my interest even further. The map is enormous for an NES game, as well as the variety of enemies and weapons. No dungeon is the same, including its boss, which helps remove the feeling of repetitiveness. The large disposal of weapons to be found are also a very engrossing attribute of this game, allowing you to battle your enemies in several different ways-including discovering their weaknesses and strengths. This game is admittedly very difficult, full of different kinds of conflict out to get you. Just searching for where to go next is a challenge itself, as well as the enemies that progressively become harder to defeat. Sometimes the conflict is too much for certain people and they unfortunately never make it past the second dungeon. But I think that the difficulty of this game is what makes it more appealing than others. There are also puzzles keeping you from proceeding which add more appeal and conflict.Thu, 18 Jan 2007 00:19:07 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=693&iddiary=1576Kingdom Hearts (PS2) - Fri, 12 Jan 2007 01:06:43https://www.gamelog.cl/logs/LogPage.php?Log_Id=389During my second playing session, which was about 2 hours, I noticed more qualities that caused me to enjoy this game more. Like mentioned in the last blog, the characters definitely make KH more engrossing. Though I had doubts, the combination of Disney and Final Fantasy characters did in fact work. The more I play, the less doubt I have that this game's best quality is its gameplay. It offers a quick pace and fast leveling, keeping players hooked. I also noticed that the bosses are interesting as well. All the bosses each have their own distinct way of killing, making the fights more interesting. I can't think of any boss fight being similar to another, causing me to look forward to the next boss. The Gummy ship part of the game is horrible, adding a boring shooting mini-game with an overly-complex ship building system. This game helped me further confirm my opinion that the most important aspect of a game is always it's gameplay. KH helped me realize that in order for my game projects to be successful, I must first make sure that the game itself is entertaining to play and will keep gamers attached. My game project must also exhibit only enough complexity to keep the players interested, but not so much that they are scared off by it-KH pulled this off well. Memorable characters is also essential, which there are plenty of in KH.Fri, 12 Jan 2007 01:06:43 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=389&iddiary=1278