shotgunfish's GameLogBlogging the experience of gameplayhttps://www.gamelog.cl/gamers/GamerPage.php?idgamer=270The Simpsons: Bart's Nightmare (SNES) - Sat, 10 Feb 2007 02:08:14https://www.gamelog.cl/logs/LogPage.php?Log_Id=1299Right, so what I covered doesn't sound that fun, and you still don't know how to win. That's what this part is for. So after a while of wandering around, you stumble across a page of homework! After getting frustrated about what you're supposed to do with it, you realize that you're supposed to jump on it, as everyone should do with their homework. This starts the minigame sequence, the staple of this entire game. You get a choice of two doors, each one representing a different minigame. There are about 7 different types of minigames in all. In these minigames, you have to control Bart around some crazy dream environment to the goal. Fighting off Itchy and Scratchy in the Simpson's home, defeating Homer Kong as Bartzilla, and shooting Mr. Burns out of the sky as a superhero are among these intense minigames. If you are good enough to beat the odds and make it through, then you are awarded a piece of homework and sent back to the streets of Springfield. Losing costs you a few Z's and your dignity. The problem is that some of these games are difficult to understand and very frustrating, due to the fact that you rarely win. But if you can keep strong without giving up, you can figure out the tricks to win. Thats basically Bart's Nightmare in a nutshell. When you lose, the amount of pages are added up, and the final scene takes place with the Simpsons standing in front of their refrigerator. The more pages you get, the higher the grade on your paper, and the less angry your family is at you. I still don't get why Homer would put your paper up on the fridge if you got no pages and finished with an F, but I guess Bart never really did any better. This game is VERY frustrating and doesn't explain itself too much. It's a difficult game to figure out, and, looking back, it's not that good of a game. I was mostly loving the nostalgia from playing a game that I struggled so hard to beat my brother at. At least I know that if I fall asleep while doing my homework, I can still get an A on it.Sat, 10 Feb 2007 02:08:14 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1299&iddiary=2771The Simpsons: Bart's Nightmare (SNES) - Sat, 10 Feb 2007 01:48:49https://www.gamelog.cl/logs/LogPage.php?Log_Id=1299The Simpsons: Bart's Nightmare is a game made for Super Nintendo and Sega Genesis back in the days of the huge Simpsons hype. It was pretty addicting when I was a kid, and I didn't get to play it often, so I became attached. Somehow I found a friend who had the game, and I decided to pick it up for my gamelog. Oh no! Bart fell asleep and lost his homework! It's time to tough up and search the Dreamworld for the missing homework pages before he wakes up and gets a bad grade. You are immediately thrust onto the streets of Springfield, wandering aimlessly, looking for homework papers. Except... they don't tell you that. So if you're not used to the game, you're getting killed by statue heads and three-eyed fish, and getting really pissed off. That minor problem aside, this is an addicting game. The street goes on forever in both the left and right directions, looping the background. You can move freely about the sidewalk on either side, and even on the street if you want (watch out for buses), steering clear of Simpson-based obstacles. If you get hit, you lose a "Z" from a little bar at the top of the screen. When you lose all of your Z's you wake up and your grade is pretty much screwed. Don't worry, you can shoot bubble gum at the blue Z's floating around Springfield to add them to your bar (What?). Basically, there's no real plot, characters are simply the lovable cast of The Simpsons, and gameplay is very random and confusing. The level is designed very simply, but it's fun to navigate around the obstacles, and you never really have to worry about where you're going. There are even some powerups around that can make you invulnerable, or help you get Z's fast. This game is fun for any Simpson fan, but I can imagine losing interest VERY fast.Sat, 10 Feb 2007 01:48:49 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1299&iddiary=2766Super Mario Bros. 3 (NES) - Wed, 31 Jan 2007 21:30:08https://www.gamelog.cl/logs/LogPage.php?Log_Id=1007Ok, I know you can use the flute to warp straight from World 3 to World 8, but we're not going for speed. All of the other worlds that are typically skipped are the best in my opinion. The secrets become more rewarding and the challenges become more challenging as you get deeper into the middle worlds. Every world has its own theme, and being able to experience completely different types of levels every time you move to the next world just adds to the fun. There are limits to how far you can handle the same scenery and the same type of obstacles, and I'm glad to report that each level has a few specific challenges that you aren't quite going to match anywhere else in the game. Also, little secret areas are well hidden throughout some of the levels, which can reward you with a few measly coins or a rare and exciting suit to transform you into a new Mario with new powers. These new forms aren't really too important for anything, but it's definitely fun to able to use it when you find it. You are also able to collect some items in an inventory that you can access from the world map, giving you the option to start a level off in the right way. What frustrates me in Mario Bros. 3 is how you can so easily lose one of these rare pickups, simply by getting hit by an enemy. Not only that, but some obstacles are just out of sight until there's nothing you can do about them. Sometimes the only way to get through the level is knowing that an unseen problem is right around the corner and that you have to be ready for it. Other than that, this is one solid game that has lasted through the ages, and I don't know anyone who wouldn't enjoy playing this game. It is definitely an inspiration to all games that follow it.Wed, 31 Jan 2007 21:30:08 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1007&iddiary=2397Super Mario Bros. 3 (NES) - Wed, 31 Jan 2007 02:19:49https://www.gamelog.cl/logs/LogPage.php?Log_Id=1007Super Mario Bros. 3 is a game that really takes me back. The first Mario Bros. game was a little before my time, but this game is something I've seen a lot of back when I was a kid. Just like a game of its time, Mario Bros. 3 has absolutely no story, maybe you're trying to save the princess. I wouldn't know, that's not why you play this game. The controls are basic: move with the control pad, jump with A, dash/special move with B. Nothing too complicated, so it's naturally been perfected with optimum control and comfortability, while still remaining challenging to master. Each level is designed perfectly for the platforming genre that is Mario. Every level is fairly short and has a number of platforms and enemies placed in perfect position to create some kind of challenge for the player to overcome. Nothing too long, so those with short attention spans can keep from boredom. As you progress, you encounter inconveniently placed obstacles and get less room for error, making the game more challenging as you near the end. The world map is a new look at the worlds of Mario, where you can move about a certain path on the map, and must go through a short stage when you encounter a roadblock. Sometimes you are given a choice of which path you would rather take, but you still have the option of being a perfectionist and taking ALL the paths. There are also special spots on the map where you can take place in a bonus event, and the reward is almost always worth your while. Powerups and items make a huge role in Mario Bros. 3. Of course, you have the classic mushroom, flower, and star powerups: a classic choice. But, in addition to those, there are a good number of other powerups that can turn Mario into a frog or a tanuki (racoonish animal), as well as some items that can allow you to skip levels or entire worlds. So far, Mario Bros. 3 has turned out perfectly: the controls work amazingly, and the level design is creative and spontaneous. There is definitely no way of getting tired of this game (unless you lose too much), a key item in the making of a good game. Keeping the game simple, and perfecting all of the aspects can really go a long way; something that I will consider for the making of my game project.Wed, 31 Jan 2007 02:19:49 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1007&iddiary=2166Shadow of the Colossus (PS2) - Fri, 19 Jan 2007 22:03:30https://www.gamelog.cl/logs/LogPage.php?Log_Id=861Now the fourth, fifth, and sixth, battles in Shadow of Colossus is where things start to get more interesting. Same rules apply: climb around the Colossi and stab it in its weak points to kill it. But now the strategies to defeat them are becoming more difficult. You need to take the surrounding land and obstacles into consideration, as they are the only way you can get past these much more crafty beasts. Difficulty is increasing, and the strategies change a little every time you fight, so it's pretty hard to lose interest in this game. Unfortunately, there is almost no character or story development. It's simply kill a Colossi, find a new one, learn how to climb it, then kill it. Repeat until everyone's dead. Despite this predictable plot, it's still lots of fun to do all of those processes. What really makes this a good game is a combination of variety, where every battle is different, and the idea of conquering such an impossible task. It's great that you never need to get bothered with all of the little things when all you really want is the big showdown, and it's just awesome to play David in the role of taking down all of these Goliaths.Fri, 19 Jan 2007 22:03:30 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=861&iddiary=1917Shadow of the Colossus (PS2) - Fri, 19 Jan 2007 19:39:51https://www.gamelog.cl/logs/LogPage.php?Log_Id=861Shadow of the Colossus is a game that stands out in the action/adventure/puzzle type genres. While most action games pride themselves in throwing wave after wave of enemies at you, Shadow of the Colossus has but 16 enemies to fight. You beat 16 guys, you win. What's crazy about this is that every single enemy you face is the equivalent of a boss in most adventure games. You are pitted against enemies thousands of times your size and are expected to come out victorious. Sounds a little tough to me, but I think our hero can pull it off. Why fight such ferocious beasts? Well, our unnamed hero must take on this task in order to recover the lost soul of a mysterious girl. Don't really know who she is at this point, but I'm guessing she's pretty important if the hero is willing to risk his life for her. Not only that, but the gods who have put him on this quest mention that the price he pays for defeating all of these Colossi could be severe. With that in mind, our hero heads off to the first beast. Not a very in-depth story, but I don't believe that to be the point of the game. The first three fights weren't too bad, as they help you get used to the style of the game. The controls are a little... different, but you get used to them after a little bit. Where the game really shines is in the battles themselves. Just looking at these monsters gives you an immediate feeling of hopelessness. I knew the game was designed to allow you to beat them, but I felt like it was still impossible. Then you have to find a weak spot, get the Colossi to hesitate, and then start climbing its fur to get to the weak spot. Once you get to the weak spot, you plunge your sword in there a couple of times, and the deed is done. But it has to be done quickly, or you'll lose your grasp and be shaken off. Overall, I think the system is well done, and will only get more intriguing and challenging as the game progresses. I really like this game so far, and the battles are amazing to take place in. It does get a little frustrating when you're constantly falling off a Colossi or can't find out how to beat it, but if you keep trying, you will figure things out eventually. It's also a little disappointing to find out that there aren't any smaller enemies to face, nor are there any extra skills or moves to learn, but the real fun is just in developing new strategies for each battle.Fri, 19 Jan 2007 19:39:51 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=861&iddiary=1909The Legend of Zelda Twilight Princess (Wii) - Thu, 18 Jan 2007 19:18:24https://www.gamelog.cl/logs/LogPage.php?Log_Id=518The final showdown between Link and the forces of darkness are drawing close, and Link has only a few things left before he's ready for the conclusive battle. Things start to get a little repetitive and boring when you go on all of the little quests necessary to get into the village in the sky. There are no major battles, no challenging puzzles, just a long and pointless search. With all of the anticipation for another exciting dungeon, this is just wasted time. Before this escapade, I decided to take on some side quests and reap the benefits. Some places are well hidden, but not too frustrating to find if you try. And the reward for finding a secret area is almost always worth your while. The main quest is laid out for you in plain sight, but there are a lot of side quests to discover along the path. And if you aren't that into going out of your way to get these rewards, many of the side quests are collection quests, where you gather random items as you progress through the main game. So it's definitely worth your while to make a little effort and try to get the Poe souls and bugs that you might happen to see on your way. I think that Twilight Princess makes the system of side quests very well: very challenging to complete 100%, but easy and still rewarding to get the quests partially complete. This is something that brings me a lot of relief because I have no intention of finishing these quests all the way, but I still like the benefits of starting them. Now that I'm back on the main quest, with a couple of extra hearts and arrows, it's only a little bit longer until I reach the exciting climax and try to bring peace back to the world. (This entry has been edited1 time. It was last edited on Thu, 18 Jan 2007 19:18:45.)Thu, 18 Jan 2007 19:18:24 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=518&iddiary=1624The Legend of Zelda Twilight Princess (Wii) - Wed, 17 Jan 2007 03:42:56https://www.gamelog.cl/logs/LogPage.php?Log_Id=518The Legend of Zelda: Twilight Princess had a massive hurdle to leap when it attempted to surpass the legacy left behind by the previous installments of the Zelda series. Nintendo has used Zelda to set standards for how games are supposed to be made, and it comes to little shock that Twilight Princess has surpassed its ancestor's greatness. Graphically, Twilight Princess can't be called the greatest in the field, but there is definitely more than enough smoothness and detail in the world of Hyrule to completely pull me in: every blade of grass dances in the wind, and every drop of water glistens in the sun. Not to forget the mystery and wonder of putting on your iron boots and sinking into the deep, wide depths of Lake Hyrule for the first time. The controls are a little weird at first, but given the new Wii technology, I guess it's practical. To attack, all you need to do is swing the remote. And shooting your various projectiles is simple point-and-click action. Everything else is pretty basic, but I never really expected much change from the old, but practical, Zelda control system. The story is a little recycled: Bad guys are messing with your land, and only Link, hero of time, can stop them and return peace to the world. Can he pull it off? Well, it would be a pretty crappy game if he couldn't. This time Link needs to make use of the Twilight Realm, Hyrule's dark side, to make light prosper once again. One rule: in the Twilight Realm, Link has to take the form of a wolf. Wait, a wolf? Awesome!! Personally, I can never have a dull moment when I'm tearing an enemy apart with the wolf. Being able to control Link and his wolf counterpart, along with the use of the collectible items found throughout the world, to solve the many puzzles in Twilight Princess keeps the game fresh and exciting through the entire gameplay experience. Add that with the unlockable, secret, sword techniques and mastering the fighting system, and it's difficult to not want to play the game the end. Where I think Twilight Princess really separates itself from the mold of the other Zelda games, is the development of many of the game's secondary characters. Usually, everything revolves around Link and his quests, but in Twilight Princess, many of the other characters are big parts in cutscenes and sidequests, making more of an impact on the player. Watching cutscenes is no longer a boring deviation from play, but more of an exciting continuation of the story. Just like watching a movie. Twilight Princess is overall a solid game, something I don't really find that often in games anymore. This is one I plan on finishing to the end.Wed, 17 Jan 2007 03:42:56 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=518&iddiary=1531The Legend of Zelda Twilight Princess (Wii) - Wed, 17 Jan 2007 00:05:21https://www.gamelog.cl/logs/LogPage.php?Log_Id=518Wed, 17 Jan 2007 00:05:21 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=518&iddiary=1523