goaker's GameLogBlogging the experience of gameplayhttps://www.gamelog.cl/gamers/GamerPage.php?idgamer=184Mario Party (N64) - Wed, 21 Feb 2007 22:27:38https://www.gamelog.cl/logs/LogPage.php?Log_Id=1333Onward to a new gameboard, I discovered that when you crank up the number of turn in a given round, it can get pretty tedious and almost tiring. Towards the end of a 25 turn round, the palms of my hand were starting to irritate from the minigames involving the rotation of the joystick as quickly as possible. The frustrations of this game were starting to come out just within the third round of gameplay. Everyone that I was playing with learned quickly that in the middle of a round, when it isn't your turn, the gameplay gets a bit slow. In the beginning of a round, everyone is pretty pumped to be the first one to a star and at the end, everyone is getting anxious about getting enough stars to catch up but otherwise, the board game element is pretty damn boring. The minigames are great and all but once you've played that one minigame everyone hates 5 times, it starts to suck. There is not really a huge variety in the minigame realm but I will say that there are a few that gets the players really excited to play. The competitive aspect of this game is really off the charts. I've rarely seen a group of people get this worked up over a N64 multiplayer game. Aside from the few tedious aspects and a HUGE investment of time in order to complete a round, Mario Party is a pretty excellent gameWed, 21 Feb 2007 22:27:38 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1333&iddiary=2863Mario Party (N64) - Tue, 20 Feb 2007 17:55:01https://www.gamelog.cl/logs/LogPage.php?Log_Id=1333It seems like when video games were created the idea of a board game had finally had a reason to shut up in the closet. This was a sad day for video games but little did they know that a game like Mario Party would eventually come around and liberate that board game style gameplay. Mario Party is takes that same old fashioned way of moving pawns around a board and put a digital twist on it in a very successful way. The first board that is immediately available for play when the game is turned on is the first that I engaged in. Its simplicity offers an easy way for new Mario Partyers to adjust to the new way of video gaming. After everyone has taken their first roll, the screen switches over to minigame mode. With an ingenious pregame screen that describes the game about to be played, the system offers a completely unintimidating way of immersing the player in and out of minigames. Once the minigame in completed, usually with much ruckus and rejoice, the rewards are dished out. The immdiate gradification of coins is a really awesome way of giving the player a definite sense of victory. Continuing around the board until the game is finished only proved that the winner is not at all definied until the round is completed. The bonus stars that are given out after the round is finihed gave all the players a sense that it really could be anybody's win at any point in the game.Tue, 20 Feb 2007 17:55:01 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1333&iddiary=2847Diddy Kong Racing (N64) - Thu, 08 Feb 2007 15:07:05https://www.gamelog.cl/logs/LogPage.php?Log_Id=1150In some ways this game only continues to get weirder. As minions of the giant pig type hog beast, you have boss races which include a walrus and a dinosaur of some kind. The boss races seem to be the easiest part of this game too which doesn't make any sense at all. Come to think of it, this game just doesn't make any sense on any levels. However, I may have spoke to soon on this game being too easy. The NPCs get considerably harder as the game progresses. That may be the only logical element of this game. The story is so incrediably loose that it is really hard to have any sort of attachment to the game. The only way I could see someone becoming attached to this game is by choosing one of your favorite Rare characters. This even includes Banjo from Banjo and Kazooie. The racing is actually addicting. It is really satifying to be awarded with a balloon after a successful race. The way the game is set up is fairly unique when it comes to the level design. It has hints of Mario Kart influence still but the themed worlds are suprisingly innovative. I'm not too suprised at all that there is now a sequel to this game because it is so weird that it actually comes across fairly charming and cute.Thu, 08 Feb 2007 15:07:05 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1150&iddiary=2492Diddy Kong Racing (N64) - Wed, 07 Feb 2007 16:30:48https://www.gamelog.cl/logs/LogPage.php?Log_Id=1150When Diddy was born into the Kong family I bet he didn't know he'd be in for a racing circuit. Where did this game come from? The entire presentation of the game is really odd. The minute you turn on the console you are bombarded by awkward noises and music. There is giggly children laughing, chirps, and flamboiant roars at random moments throughout the entire game. The one element that really sold me on this title is the flying aspect. One of the vehicles available on most of the courses is an airplane. Although hard to get used to, it has some really awesome flying dynamics. It is as if they took Mario's Kart and slapped some wings on it. The one obvious difference between the racing in MK and Diddy is the weapon upgrades. Instead of a semi random weapon being chosen for you in MK, you can save the weapon and upgrade it as you collect more of the same icon on the course. So far the story seems pretty scarce. There is supposedly some master pig-hog-type thing that is the antagonist but it is all very hazy as to what the story is. You are supposed to drive around a multi-climate island and into different world of racing but the island is so small that it is a little bit hard to see the difference in world until you enter one of the huge swinging doors. Within the first hour and a half of playing, I feel like I've almost beaten the entire game but we will see...Wed, 07 Feb 2007 16:30:48 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1150&iddiary=2472Legend Of Zelda: Ocarina of Time (N64) - Wed, 31 Jan 2007 01:52:43https://www.gamelog.cl/logs/LogPage.php?Log_Id=972My second hour of this game was even more evenful as the first and, suprisingly, I didn't step foot into a single dungeon. Up to this point in the world of gaming, I think, that the highlights of RGPs were the dungeons and The Ocarina of Time seems to break away from that. I spent the second hour of this game building the story with much interaction. Normally, a story will consist of a massive cut scene and it will have very little, if no, player interaction. The story spent a lot of time within the walls of a major city and a very step-by-step player exploration of that story. Emotional attachments are made with this game at very early stages of this game. It is obvious that the game is setting the player up for many dungeons and quests in this open ended world. The qualities of both emergence and progession are very prevalent in this game. The story gives it a very linear quality but the huge presence of minigames gives the character many simple ruled puzzles for the player the defeat. This is just another awesome blend that this very well rounded game presents.Wed, 31 Jan 2007 01:52:43 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=972&iddiary=2161Legend Of Zelda: Ocarina of Time (N64) - Wed, 31 Jan 2007 00:46:54https://www.gamelog.cl/logs/LogPage.php?Log_Id=972From the moment that a new game is started on this amazingly well-rounded RPG, any kind of player can tell that this game will take you on a most epic journey. The game is dripping with innovation that from the moment its turned on. As if being the first of its kind wasn't enough, it sets an incredibly high standard for RPGs to live up to. The introduction is incredibly in depth but does not overwhelm the player with too much information. A camera angle from the fairy's view is a quirky innovation that is seen right off the bat. This gives a wonderful sense of the players surroundings and the direction that they need to head within the first area of exploration. From the first hour of game play, I could get a real sense of what might lay ahead because the dungeon offers a smooth landing into the world of Hyrule. It is not too easy and not too hard. It allows for the player to become comfortable with their surroundings but not being overwhelmingly forward with its dynamics. The first dungeon left me wanting more!Wed, 31 Jan 2007 00:46:54 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=972&iddiary=2148Super Mario 64 (N64) - Thu, 18 Jan 2007 21:55:28https://www.gamelog.cl/logs/LogPage.php?Log_Id=662As I continued on my quest for Peach's cake, I began to pick and choose my favorite parts of this platfomer. The level design is really awesome in the sense that every world really utilizes all of Mario's capabilities. The different puzzles in each section of the castle teach you the nessecary skills when it comes to using Mario to navigate the world. On top of that, it builds the skills up until you reach the Bowser level which puts all the skills to test. Along with every level having several really fun challenges, there are also many tedious levels that grind at ones paitence. However, the game usually gives you enough fun challenges to allow one to skip over the boring/hard challenges and keep you moving through the different blocked off sections of the castle. The one trick that the game pulls that is one of the more clever elements is the pre-level screen that gives the player a hint. This gives the player on a goal when entering the level but doesn't keep them to it. Since it is harder to come complete a goal without a hint, the game generally requires that you keep to the goal that is intended. Yay for the Bowser levels!Thu, 18 Jan 2007 21:55:28 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=662&iddiary=1645Super Mario 64 (N64) - Tue, 16 Jan 2007 16:02:13https://www.gamelog.cl/logs/LogPage.php?Log_Id=662During the first hour of gameplay in Super Mario 64, the majority of time is spent getting used to the world of this 3D platformer. The game throws you out in front of a castle with only an invitation to go inside to eat a cake. With a turtle on a cloud as your only companion, you venture inside. Once again, Nintendo throws us a curveball with a friendly little announcement from Bowser telling us that he has taken the princess hostage. I think that he probably ate that freakin' cake. With no time to waste, I scrambled about looking for something to challenge my mustached wits. The game shows a linear side by allowing us to go into only one of the many numbered doors. After diving through a gravity defying picture of liquid on the wall, I arrived in the first world of star challenges. Apparently, Bowser has cleverly placed all these stars in worlds that require physical controller skill and puzzle solving smarts to recollect them. I think that this level design is absolutely genius. It was the first of its kind by allowing us to have freedom to explore pleasently sized worlds that are full of life and cute little challenges. The first level seemed to do a wonderful job at introducing the variety of star challenges and the moves that Mario can perform that are nessecary to complete the tasks. While the first level is easy enough to give a huge sense of accomplishment, the second and third stages make it more challenging. It is not possible to complete all the challenges in any of the levels without unlocking the "wing hat" which allowing for another dimension in the sky. This, once again, makes the game loosely linear which, I think, is absolutely essential to the integrity of this new level design. The first session of this game that I have not played since I was very young left me wanting to go back for another...Tue, 16 Jan 2007 16:02:13 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=662&iddiary=1512Super Mario 64 (N64) - Tue, 16 Jan 2007 16:02:08https://www.gamelog.cl/logs/LogPage.php?Log_Id=662During the first hour of gameplay in Super Mario 64, the majority of time is spent getting used to the world of this 3D platformer. The game throws you out in front of a castle with only an invitation to go inside to eat a cake. With a turtle on a cloud as your only companion, you venture inside. Once again, Nintendo throws us a curveball with a friendly little announcement from Bowser telling us that he has taken the princess hostage. I think that he probably ate that freakin' cake. With no time to waste, I scrambled about looking for something to challenge my mustached wits. The game shows a linear side by allowing us to go into only one of the many numbered doors. After diving through a gravity defying picture of liquid on the wall, I arrived in the first world of star challenges. Apparently, Bowser has cleverly placed all these stars in worlds that require physical controller skill and puzzle solving smarts to recollect them. I think that this level design is absolutely genius. It was the first of its kind by allowing us to have freedom to explore pleasently sized worlds that are full of life and cute little challenges. The first level seemed to do a wonderful job at introducing the variety of star challenges and the moves that Mario can perform that are nessecary to complete the tasks. While the first level is easy enough to give a huge sense of accomplishment, the second and third stages make it more challenging. It is not possible to complete all the challenges in any of the levels without unlocking the "wing hat" which allowing for another dimension in the sky. This, once again, makes the game loosely linear which, I think, is absolutely essential to the integrity of this new level design. The first session of this game that I have not played since I was very young left me wanting to go back for another...Tue, 16 Jan 2007 16:02:08 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=662&iddiary=1511Harvest Moon 64 (N64) - Thu, 11 Jan 2007 17:04:00https://www.gamelog.cl/logs/LogPage.php?Log_Id=398After a second, closer look at many of the paticular aspects of Harvest Moon 64, I became aware of a very addictive quality that could pertain to all of them. At first glance, I couldn't get over the amount of laughable conversation held with the majority of the characters. This included the girls that you were intended to goofily persue. However, after another few hours of gameplay, I became severely addicted to the persuit of friendship and status within the world of the game. When developing a friendship in the game, you are often suprised with a visit from the character and given an exclusive invitation or a gift. This quickly becomes very exciting and keeps you glued in order to recieve more special visits. Occasionally, a major event will occur, such as, a wedding, the building of a bridge, or a huge festival. The holidays in the game, seem to be the most exciting aspects. After visiting a few festivals, you realize that they are the most crucial times to gain some real headway on the social side of the game. If you have a love interest, They will usually have some sort of special event with that girl. Farming is fun but only for a short period of time. I found myself begging the month to come to a close so the crops would die and I could start on a new vegetable or fruit. Raising animals is exciting soley for the huge increase in money flow that you start to aquire. However, forget about the animals even one day, and you will not recieve any kind of monetary feedback on the next. I started the game out with a lot of skeptical notions but as I grew fond of the huge amounts of minigames I am very excited to continue playing the game.Thu, 11 Jan 2007 17:04:00 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=398&iddiary=1192