MC Shalom's GameLogBlogging the experience of gameplayhttps://www.gamelog.cl/gamers/GamerPage.php?idgamer=207Super Smash Brothers (N64) - Fri, 23 Feb 2007 14:40:22https://www.gamelog.cl/logs/LogPage.php?Log_Id=1427After playing the game for a while I realized that the level you are playing with can correlate to a bonus if you are playing with that character. I found that starfox is better at playing on his spaceship level compared to other ones. As well as other players playing on levels away from their home base level. It was also interesting to see how you could time hitting the button to jump once you got kicked off the level. You usually can hit it three times and somehow get back onto the level, rather than losing a life. It really does matter if you hit it at first or wait a second, it brings more fun into the game I would like to see a smash brothers to be able to come up with characters from all the different platforms and make a way that the game can be played on all different platforms. It would really bring about the history of video games and a way to see the evolution of characters.Fri, 23 Feb 2007 14:40:22 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1427&iddiary=3013Super Smash Brothers (N64) - Fri, 23 Feb 2007 14:36:48https://www.gamelog.cl/logs/LogPage.php?Log_Id=1427It took me a few minutes to get back into this game, this is unlike any other game for this platform. It combines all of your favorite characters from N64 games over the years. Each character in the game has some of their abilities as they do in their own game. For example Link shoots a sword out as he does in Legend of Zelda. This is interesting because you can see how each opponent can compete against eachother, and see who is the best character in all of the N64 games. I also found that it is most enjoyable when you are playing with all four controllers rather than playing against the computer. All of your friends can't get an experience like this anywhere else. I believe the title of the game, smash brothers is used in the game because some of the objects you use in the game are used in a smash motion. As well as some people may wish to smash all the buttons at once and see what occurs. This is truly a work of genius for its time.Fri, 23 Feb 2007 14:36:48 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1427&iddiary=3011MLB 2K6 (360) - Fri, 09 Feb 2007 16:56:05https://www.gamelog.cl/logs/LogPage.php?Log_Id=1264The one aspect I didn't like about this game was the aspect of tapping the A button for turbo, I feel that if you want to be realistic, there is no turbo button in baseball. I mean how can a catcher beat out a play at first, who normally has no speed, now with this option has rockets for legs. I really think that people should use speed their have and not have any other aid to help you. It's also interesting to gain VIP points, this helps you unlock older jerseys, cooperstown legends, and attributes to the game. I don't usually mess around with the attributes and cheats, but it is nice to see the older jerseys that the teams had. Finally the sliding attribute lets you go outside or inside of the bag but the one problem I have is that when you are sliding into home it doesn't always work. Usually you push up on the analog stick and you barrell over the catcher but sometime you just slide facefirst, maybe there should be a separate button that you use to enable this. I can't wait for the next game to come out, woooFri, 09 Feb 2007 16:56:05 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1264&iddiary=2689MLB 2K6 (360) - Fri, 09 Feb 2007 16:52:44https://www.gamelog.cl/logs/LogPage.php?Log_Id=1264I personally love baseball so I might have a bias opinion towards this game, but it is one of my favorite to play. I enjoy the fact that you are able to create players, and trade fairly for players you want. One aspect that I think was really interesting was the new swing stick. It gives you the feel of if you were up at bat and having the timing to hit. I think this option is a lot better than usually pressing one button for a power swing and one button for a contact swing in older games. There is also a feel for situational hitting. The stick allows you to pull the ball, hit a grounder, or hit a fly ball. It really brings you into the game and cannot be found anywhere else. What a way to spend your day then at AT&T park and playing with the SF Giant, ahh i can't wait for baseball season. (This entry has been edited1 time. It was last edited on Fri, 09 Feb 2007 16:56:39.)Fri, 09 Feb 2007 16:52:44 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1264&iddiary=2688Super Mario 64 (N64) - Tue, 30 Jan 2007 17:39:37https://www.gamelog.cl/logs/LogPage.php?Log_Id=954Throughout the rest of the game playing I found that the levels progress slightly as the levels get higher. I tried playing other levels once the stars were obtained. A slight problem I thought with the water level was that you had to keep pressing the button to swim, it doesn't give you a constant motion that would make it a lot easier. Also, there is a large eel that goes faster than you so you either have to somehow get evasive skills or just be lucky. The Bowser level seems to be the tougher ones from the regular levels. These levels are larger and make certain use of the camera because there are various types of motion that the level creates. For all the bosses in this game you have to grab them and spin them, there is no shooting or fire balls that can help you. All the previous Mario games has him shoot something or you gain an ability, except in this game where you can just punch and kick or stomp. I don't see how the platform is larger and has greater ability and you can't shoot things or have that ability. But in the end it is still one the greatest names you will remember in video games Tue, 30 Jan 2007 17:39:37 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=954&iddiary=2091Super Mario 64 (N64) - Tue, 30 Jan 2007 17:03:16https://www.gamelog.cl/logs/LogPage.php?Log_Id=954The first thing that I noticed playing this game was the intro at the beginning that took you around the castle with the help of princess and toad. Once you start walking towards the castle you find that you have a camera, which I haven't seen in many other games of its kind. It gives you a vantage point from mostly all the angles you need to see from. It helps you look over a cliff or see what's behind you, very good job on creating this aspect that seems to go unnoticed by many. I decided to start off and play the first level available. This is pretty elementary compared to the other levels that are possible in the game. It automatically gives you one star you must get to start the level, however you are able to get a few others if you know where they reside. I think that they did a good job in creating stars that you must get in order or you can't get one without the other. I believe this really makes it a game of progression. You may want to get eight red coins first but it would be more beneficial to go in order for some if you wish. It was also interesting to notice that if you fail at getting a star there is no way to quit the game or level, the only way I found to do this was to find a way to die or try and go for another star. Usually games have a way to exit what you just got into.Tue, 30 Jan 2007 17:03:16 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=954&iddiary=2084James Bond Goldeneye 007 (N64) - Fri, 19 Jan 2007 03:40:38https://www.gamelog.cl/logs/LogPage.php?Log_Id=774I played about four games of the multiplayer version of this game. They lasted about 25-30 minutes for each game. We first decided hands down to be armed forces, or scientists, or civilians. For those of you that don't know, all of the player icons with a question mark on them. This is the only way to be fair, because anyone that is oddjob shouldn't be playing. The first game we played was in the facility, one of the first levels as you start out the game actually. We used power weapons to bring some excitement to the game. It worked, and we knew where eachother was if we saw the bathroom stall or a certain door, all of memories came back. The next game was in the complex, except this time we chose License to Kill as the scenario, this meant that one shot kills the opponent, and why not choose pistols as the weapon of choice. The problem about the complex was that the weapons were spread out all over the level, so if you were left with slapper only you were outa luck. I am 0 for 2 up to this point. Finally came the bunker level, and this time proximity mines were the option. I thought that placing the mines where the mines were first obtained would be a good tactic, it ofcourse backfired, I spawned my next life right in front of them, so not only did I get a suicide against myself, my kill total went down. This game took the longest to play because everyone kept getting kills but kept killing themselves too. It was hard to distinguish the difference between a mine and a bullet mark left from any type of gun. I guess I should have just started shooting anything I saw and seen what happens. Overall I feel that playing this game was a great blast from the past. It brought up conversation from when we all played this game when we were younger, and also what we remember about the levels we were playing in. I wish I could have this feeling more often. I would keep playing now if I didn't have a calculus test tomorrowFri, 19 Jan 2007 03:40:38 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=774&iddiary=1719NHL 07 (360) - Thu, 11 Jan 2007 19:26:08https://www.gamelog.cl/logs/LogPage.php?Log_Id=422So the second session didn't go as well as I had hoped. It started off that way by getting an early 3-0 lead but that then dwindled away to a costly 6-3 loss. I went scoreless throughout the rest of the game. I feel that I wasn't passing enough and did too much one on one or one on two actions to try and score. I also felt that having to attempt so many shots caused many odd man breaks on the other side for my goalie to try and save but most of the time it didn't go in my favor. The second game I played didn't get much better. I started off getting a penalty within the first few minutes and the led to a goal. And it seemed that every pass I made and shot I shot would be blocked or go astray. Nothing seemed to work. So i tried to get rough and tough and start checking anyone I saw, but that only led to more penalties, and to me for giving up 3 power play goals, and me scoring a big zero for the game. I feel that in order to become better I should learn to try and not do things all to my lonesome, adding in other players on the ice, there is no one person on a team, a team plays as a team, and they win. I also think that creating odd man rushes could be good and hopefully caused by my defense. Work on the poke check rather than full out elbows and checks. We'll see how this turns out.Thu, 11 Jan 2007 19:26:08 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=422&iddiary=1206NHL 07 (360) - Wed, 10 Jan 2007 00:22:36https://www.gamelog.cl/logs/LogPage.php?Log_Id=422I am currently in the middle of my dynasty, started from the current rosters. I have only had this game for about a month so I haven't had too much time to play it lately so I am only 5 games into the season. I put the periods on 5 minute length with one five minute overtime as well as a conclusion of shootouts. My team is one of my favorites, New York Islanders. I started at 615 and ended at about 7. I had time to play one game, I was down 2-1 with 3 min in the final period, somehow scored and tied it up, only to lose in a shootout. A few problems I noticed were that I had to realize that in overtime it was 4 on 4 the whole time, not the usual 5 on 5. Also a key component that I changed up was to make the edit lines option manual. I felt that it could be better so if I needed a score late, like I did in this game I could put the main scoring line in, which is usually line 1 or 2, rather than line 3 or 4 which are primarily checking lines. I also had a problem with the shootout period, going scoreless. I then proceeded to try a shootout by itself against the same team I lost to, and I lost in the 12th round of shooting, if anyone knows shootouts, this is a long one. The main problem I faced was that the right stick on the xbox controller which controls the shooting in sensitive. For example you can go right and then up for a wrist shot, or just down and up for a slap shot, but also going right or left can create a deke move, while rolling the stick to one side can cause a more effective wrist shot, I just need to get the timing down for each and I hope my next entry will produce a victoryWed, 10 Jan 2007 00:22:36 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=422&iddiary=1104