Barcalounger's GameLogBlogging the experience of gameplayhttps://www.gamelog.cl/gamers/GamerPage.php?idgamer=537Super Mario 64 (N64) - Fri, 22 Feb 2008 01:32:41https://www.gamelog.cl/logs/LogPage.php?Log_Id=2926NOTE: THIS GAMELOG IS FOR THE SUPERNINTENDO CONSOLE NOT THE N64. Gamelog entry 2 Gameplay The more I play this game, the more frustrated I get. I keep getting stuck on certain levels.... the ones w/ lava or in the sky. Also the occasional glitch is highly frustrating, getting stuck in walls and having to reset, or falling through floors that you should have clearly been able to land on. This game is such a classic game that everyone who plays video games seems to have had a Super Mario phase. A friend of mine came over one day and beat the whole game that day, granted he used secret paths and techniques, but regardles it still required some impressive play. Design One thing that is done very well in this game is the obstacles that require impeccable timing. From a design standpoint, it impresses me, because it is so creative and precisely choreographed. From the players standpoint its frustrating though, because it is so difficult. I wish that the two player mode was done differently. I would like to see the two players on screen at the same time when in the levels, not only when on the map. I think this would make it more fun and create a better social dynamic between the players.Fri, 22 Feb 2008 01:32:41 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2926&iddiary=5521Super Mario 64 (N64) - Fri, 22 Feb 2008 01:16:15https://www.gamelog.cl/logs/LogPage.php?Log_Id=2926Super Mario for Nintendo 64 is the kind of game that stays on the TV screen for a long period of time with sporadic spans of gameplay and progression occurring. We, my housemates and I, have been slowly progressing through the game always having to go back to certain levels to earn extra lives. The vast expanse of levels makes this game an epic excursion. The more you play the better you get, all the opponents are on set paths, so you can began to predict where the opponents are going to be. This game continues to be exciting to play, because while different people play they teach and show you where new hidden levels are located. That is one of the funnest aspects of the game to me. Every where I go I am looking for hidden levels or items, the exploration and discovery aspect is highly intriguing. (This entry has been edited1 time. It was last edited on Fri, 22 Feb 2008 01:19:46.)Fri, 22 Feb 2008 01:16:15 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2926&iddiary=5520Goldeneye 007 (N64) - Mon, 28 Jan 2008 16:10:39https://www.gamelog.cl/logs/LogPage.php?Log_Id=2305Classic Second Gamelog Entry Gameplay Playing this game a second time, I chose to play the multiplayer version. The screen becomes split either in half or in fourths, and the goals of play can vary. The fact that in the multiplayer setting you can do more than just fight each other, allows for more interesting gameplay. You are offered games like capture the flag, or team battles and can work against or collaboratively with the other players. I found that playing against “real” people was far more difficult than playing against the computer. For one you get people cheating and looking at their opponents perspective/screen, and gaining advantage by knowing where the opposition is. Secondly the computer players don’t seem to be as talented and agile as the “real” players. In the first person mode I felt pretty confident and comfortable playing the game, this changed though when playing the multiplayer version. Design I mentioned before that you were able to move in a direction while also “turning your head” and I thought that this was an interesting and innovative aspect. However when in stressful situations, I found myself getting lost in the head movement. I would get stuck staring at the ground or ceiling and lose my spatial awareness, resulting in getting killed. This frustrated me, however after more play I am sure that I could become more accustomed to it. I really appreciate in this game, the amount of freedom of movement that you have. You can jump over things, you can duck, you can side step, and you can run. Many games have played have a much more limited range of movement. This array of movement means that the environment we are in must also accommodate for all these options, which it does. The avatar is able to crawl through small spaces, and jump over walls, which gives the game a much more realistic feel. I enjoyed playing this game and feel as though it sets a standard for first person shooters.Mon, 28 Jan 2008 16:10:39 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2305&iddiary=4418Goldeneye 007 (N64) - Mon, 28 Jan 2008 15:50:53https://www.gamelog.cl/logs/LogPage.php?Log_Id=2305Classic GameLog Entry Summary Nintendo 64’s Goldeneye 007 is similar to Super Smash, the game I played for the first gamelog entry, in the sense that it incorporates two aspects of game play; individual play, and multiplayer/versus play. I played the single player version of the game first, which helped me get accustomed to the controls and style of the game. It is a first person shooter, you can move around the environment while also “turning your head” and looking around. The goal of the single player game is to complete all the missions and tasks laid out for you and eventually capture the main “bad guy”. Gameplay I found myself getting stuck on certain levels of this game, unsure of where I was supposed to go next. Certain objects in this game you can interact with, and others are just there to create the environment. Unfortunately sometimes it was difficult differentiating between which objects where static and which are able to be manipulated. This game does not create a super realistic environment, but it definitely is attempting to. Though not 100% convincing, the graphics are done well enough that it doesn’t distract from gameplay.Mon, 28 Jan 2008 15:50:53 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2305&iddiary=4417Super Smash Brothers (N64) - Tue, 15 Jan 2008 02:16:26https://www.gamelog.cl/logs/LogPage.php?Log_Id=1660Second Gamelog Entry Gameplay Nintendo 64’s Super Smash Bros. has a whole second element to it outside of the onscreen gameplay. This is the social interactions between you and your opponents. This includes trashtalking, taunting, intimidation, and maybe even a little physical contact. These real life interactions are almost worth more than the game itself. The onscreen game doesn’t offer very many rewards or merits, however being able to flaunt your victory in your opponents faces makes up for the absence. I was playing against three of my friends; two of them whom were exceptional at the game. I am definitely in the still learning category in terms of skill level, but this did not make the gameplay any less fun. Every time that I would get blasted out of the screen, I would make sure to voice my distress, and agony, which grated on the other players. Because of my whining they would target me and this created a very tense, very loud, and exciting environment. The first few rounds of play, I finished with negative scores. I died three times as many times that I killed another player. However fear not, for as we continued to play I began to get a feel for the game and eventually was able to vanquish my opponents and claim the title as number one, (a proud moment for me, much taunting and trashtalking followed.) DESIGN The two friends of mine have been playing this game regularly since its release in the mid-90’s. The fact that they have been playing for such a long time, is a statement to the quality of this game. The real life interactions are always different depending on who is playing, and the environment they are playing in, and this is really what makes the game so timeless. The game also has an interesting aspect to the controls, they call it the “Tap” feature. It distinguishes the difference between you holding the toggle switch in one direction as opposed to tapping it in that direction. This allows for a lot more button combinations, and therefore a greater variety of possible actions. When you use the A and B buttons you can change what the button does based upon how you manipulate the toggle. The only downside to having the toggle do so much is that I found my thumb getting sore and raw, that may just be do to my soft virgin video game hands. This game seems limited though when it comes to level design. After playing all the levels they all become similar. There is basically a small level, a big level, and a hard level. The hard levels come with built in obstacles like lava, carnivorous flowers, or giant angry pokemon. This game has an updated version that’s just been released, Brawl. Brawl offers online play, and more characters at once. I am curious to see how the game play is different and hope to get a chance to play it soon, however I am skeptical that it could be as fun as Super Smash. Tue, 15 Jan 2008 02:16:26 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1660&iddiary=3731Super Smash Brothers (N64) - Sun, 13 Jan 2008 17:19:06https://www.gamelog.cl/logs/LogPage.php?Log_Id=1660First Gamelog Entry First off, I am not a gaming enthusiast. As a child I was prohibited to play video games and as a result I am gaming challenged. I live in a house with five other people and they all can navigate Mario over the lava and through the pies with much more ease than I can. Everyone and their mother seems to have developed these highly tuned 21st century thumbs. They have this inert ability to make rapid, and minutely different movements with their thumbs in just the right order to make their character flip, jump, and fly all over the screen. I get lost in all the buttons and what-nots, and find that because of this I have had a low tolerance for video games. However, now that I am a grown adult I can play video games at my own free will. I have started to find certain games that work for me. The kind where you just jam all the buttons at once and eventually the character does something beneficial, or at least interesting, Nintendo 64’s Super Smash Bros offers this kind of gameplay. The user, or users, (up to 4), get to choose one of some ten characters, and they battle in one of approximately 15 environments. All the environments are “high-up”, sheer cliffs border the platforms that the players battle on. The objective is to smash your opponents off the cliffs, or out of the screen. This game is intriguing to me because it has some interesting aspects to it. One, it has an active sense of framing on the screen. As in if all the players are close together, it zooms in and fits all the players in the smallest frame possible, so that we get the most close up view. As the players fall further apart the screen zooms out and opens up the frame so to allow all the players in the frame at once. Also as a players damage goes up, they are more susceptible to your attacks, a player with twice as much damage as another, will fly twice as far as one with half the damage, even when the same attack is used. I have been playing this game in one player mode, I am now going to play it again, this time with three other people, I am curious to see how this changes the game. Sun, 13 Jan 2008 17:19:06 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1660&iddiary=3391