THEcorrupter's GameLogBlogging the experience of gameplayhttps://www.gamelog.cl/gamers/GamerPage.php?idgamer=298Super Mario Bros. 3 (NES) - Thu, 22 Feb 2007 14:01:11https://www.gamelog.cl/logs/LogPage.php?Log_Id=1346After another round of Super Mario, I recognized the variety of enemies the player must become accustomed to in order to defeat each course. Each enemy has their own unique attacks that the player must overcome. As the gameplay grows more challenging, more enemies are presented making each course a kind of emergent gameplay as well as progressive since the player must find a successful way to make it through the ambush of enemies. Another aspect of the game making the gameplay more interesting is the puzzles that come up periodically in some levels that add another challenge and conflict to the game. So instead of just trying to get past the enemies to defeat the level, the player must also strategize to figure out how to progress in the game.Thu, 22 Feb 2007 14:01:11 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1346&iddiary=2871Super Mario Bros. 3 (NES) - Thu, 22 Feb 2007 02:56:54https://www.gamelog.cl/logs/LogPage.php?Log_Id=1346Playing Super Mario 3 on Nintendo Entertainment System really brings me back. With all the more advanced game systems I have been growing accustomed to, I found it to be refreshing to play an old classic. The simple game design strengthens the games familiarity with the player. The narrative throughout the game defines the objective as the player moves through each level. Keeping the character design simple and limited is not to the game's disadvantage. The simple recognizable design of Mario is something that should not be altered too much with each game advancement in order to keep the classic feel of the game series. I enjoyed how each level progresses and get slightly more and more difficult as the player moves closer to the end. The first level for instance is more of a trial for the player to get accustomed to the game. As the levels continues, more challenges are presented in a way to test the player's ability to use all of Mario's moves to the best of their ability to complete the level. With so many levels with a unique game design and challenge in each one, the game becomes a classic to play again and again.Thu, 22 Feb 2007 02:56:54 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1346&iddiary=2868James Bond Goldeneye 007 (N64) - Wed, 31 Jan 2007 15:30:23https://www.gamelog.cl/logs/LogPage.php?Log_Id=1048After another go at Goldeneye, I decided to play multiplayer instead of the single player misson objective. I found the multiplayer to be much more entertaining and challenging. The several options of weapons makes the game enjoyable as the players grow accustomed to the advantages and disadvanges of each weapon. Depending on the weapons used, the game can be viewed as more of a strategy to defeat the other players. Using proximity mines allows the player to plan a set up to kill the other players whereas using a gernade launcher is more mass destructive. One problem I encountered with Goldeneye is the unfair advandage long term players have once they have become too accustomed with the game. If one plays the game long enough, he or she is able to know the exact location where their enemy will start after they have been killed. Thus, the long term player can go to the location as the other player regenerates giving them the advantage of having weapons before the other player has time to gather guns and ammo. At this point the game losses its appeal. Perhaps a ramdom order of where the losing player comes back into the game would more enjoyable play.Wed, 31 Jan 2007 15:30:23 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1048&iddiary=2280James Bond Goldeneye 007 (N64) - Wed, 31 Jan 2007 14:14:54https://www.gamelog.cl/logs/LogPage.php?Log_Id=1048Although playing as James Bond has its appeal, I found 007 for N64 to be more tedious than entertaining. I found the gameplay a bit boring after the first few levels. Most of the progression throughout each level was more frustrating than challenging. i had little trouble killing the enemy or defending bond, my only distaste was how long it took me to figure out how to get through the level. The clues the game gives the player to find his or her way to complete the missions are vague if given at all. I found that most of my time was spent trying to make sense of what to do next instead of enjoying the gameplay as it progressed. The level design was worthwhile since it is strongly based off the film itself. Any fan of Bond will appreciate the gameplay experience as the level progresses since it has the familiarity of the actual movie. This concept helped me get through the levels since I could remember back to the film to find a clue to move ahead. Bystanders were able to engage with the game as well by recalling the objectives of the film in order to complete the missions in the game.Wed, 31 Jan 2007 14:14:54 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1048&iddiary=2254Super Mario 64 (N64) - Fri, 19 Jan 2007 13:25:45https://www.gamelog.cl/logs/LogPage.php?Log_Id=777After another round of Super Mario for N64, I've also come to appreciate the way in which the player has the option to choose which level he or she must play in order to proceed to the next course. In earlier Super Mario video games, the levels were following one after the other with no freedom for the player to decide which course to play next. In the N64 Super Mario, although the player must achieve a certain number of stars before allowed to the next story of the mansion, he or she can go through a variety of levels one story at a time. Also since each level has several stars to obtain, having the option to go back and forth between levels makes the game much more enjoyable.Fri, 19 Jan 2007 13:25:45 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=777&iddiary=1769Super Mario 64 (N64) - Fri, 19 Jan 2007 13:10:41https://www.gamelog.cl/logs/LogPage.php?Log_Id=777Today i picked up an old favorite, Super Mario for N64. Growing up with this game I have come to appreciate the various levels the game progresses for the player. Even the way in which the player must choose each level is almost as intriguing as a level itself. Mario must wander through Princess Peach's castle and jump though different paintings in order to enter each level. The castle itself is an adventure equipped with secret levels, puzzles to open other sections of the castle, and a few stars to win as well. What I liked best is that the castle is also used as a sort of practice course for the player to learn the different moves Mario can perform. Several posted signs are located outside describing how to do jumps, kicks, combo punches, etc. Unlike Super Mario for Super Ninetindo Game System in which each level is immediately followed by the next without any intermission, Super Mario for N64 gives the player a time to perfect his or her moves before attempting another level.Fri, 19 Jan 2007 13:10:41 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=777&iddiary=1768Mario Kart (Wii) - Fri, 12 Jan 2007 03:10:22https://www.gamelog.cl/logs/LogPage.php?Log_Id=565Today I played Mario Kart on Nintendo 64. I played with a friend of mine who was no challenge as usual to destroy. One aspect of Mario Kart is the secret tricks the game has in the tracks. The jumps you can make to cut corners are something only an experienced gamer can perform. The most awesome of all is the first jump to the left hand side of the screen in the final course, Rainbow Road. One must line up the jump carefully and get a good enough head start to make it. If done successfully, the jump can cut off about 1/4 of the track giving the player a more than intimidating lead. Another jump one can make is on Wario's track. There are several in fact, some proving more difficult than others. First at the beginning of the track is not too difficult to achieve if one gives themselves enough space to make the jump. What is the most challenging in my opinion with this race course is right after the first jump at the beginning. Once on the other side, there is another jump immediately afterwards which is a lot harder to do. The trick is to get a running start and make a jump right before hitting the wall to get a bounce off the wall to get to the other side, which is right in front of the finish line. If both jumps are done successfully, one can finish the track in less than two minutes. However, sometimes if the second jump isn't done properly, the character can end up on the top of the wall and have the cameraman pick him up and drop him back on the course. This situation intrigues me because depending on the angle on where you hit the top of the wall, the cameraman can put you back behind the wall, on the other side having to do the first jump again, or if lucky can place the character right behind the finish line ready to start the next lap. Although frustrating to do, the reward of finishing one of the longest tracks in the game in less than two minutes feels pretty good to achieve.Fri, 12 Jan 2007 03:10:22 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=565&iddiary=1328