Kab II's GameLogBlogging the experience of gameplayhttps://www.gamelog.cl/gamers/GamerPage.php?idgamer=720NFL Blitz (N64) - Wed, 05 Mar 2008 12:21:01https://www.gamelog.cl/logs/LogPage.php?Log_Id=2945ENTRY #2 GAMEPLAY: Although I have always remembered NFL Blitz fondly, I have to admit that it’s really only fun as a multiplayer game. I really don’t enjoy playing video games for too long or very frequently, so playing NFL Blitz in its one player mode is somewhat boring to me. However the multiplayer mode is a different story. Some games are just better played with others and NFL Blitz in my opinion is definitely one of those games. A good feature to NFL Blitz is the set up to multiplayer. You and someone else are able to play against each other or on the same team against either a computer or other people. This means that you can even play with three people, which is a feature I haven’t seen displayed on other football games. Although now that I think about it, I’m sure NFL Blitz isn’t the only game to have this feature. The game also allows you to use cheats such as infinite turbo running, big heads, playing in the rain or on other types of fields, etc… My suggestion, don’t play with cheats that alter the game. NFL Blitz to me is the type of game that’s funner without the cheats. I’d normally elaborate more on the game at this point but I don’t want to get into the design aspect of it in this section of the entry. And that’s somewhat of a problem because not much more can be said about NFL Blitz at this point. That’s the downside to football games of this nature, they’re all somewhat “singular” in their description. GAME DESIGN: What I like so much about NFL Blitz is the unique and beneficially simple game design. In some cases, I think game designers add to much complexity to their games and when it comes to football based video games, I think the designers behind NFL Blitz are the only ones who got it right. The game moves quickly and smoothly unlike other football games with add to much realism such as long quarters, flags being called, and complicated plays. NFL Blitz moves quickly and in an intelligent way, simplifies key game features. Most specifically, the controls of the game. Instead of having to learn complex controls and playing strategies, players of NFL Blitz can perform operations such as running, jumping, passing, and catching with ease. Other games design these aspects with more complicated controls and often require more precise and careful executions, which is a feature I find tedious and restricting when it comes to football games. For example, the controls in NFL Blitz are more simple and thus it is easier to control more of the game with less attention to picky details. You can change your player easily and passing to computer players is simple. Once you are the quarterback and the ball is in play, all you must do is hit “A” until the passer you want is selected, which shouldn’t take more then a second if you hit “A” fast, and then it will pass to that player. You then take control of that selected player and catching the ball only depends on whether or not you get tackled before completion or not. In other games the catching feature is much more complex and difficult to complete which is a major set back for me.Wed, 05 Mar 2008 12:21:01 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2945&iddiary=5653NFL Blitz (N64) - Wed, 05 Mar 2008 12:20:36https://www.gamelog.cl/logs/LogPage.php?Log_Id=2945ENTRY #1 SUMMARY: NFL Blitz is a series of football games which was primarily released for the Nintendo 64. Each NFL Blitz game is named the year it came out. For this game log I chose to play NFL Blitz 2003. In the game you are able to play as any of the 2003 featured football teams which all feature the players and statistics of the time. The 2003 version features different stadiums to play in, cheat codes, tournament modes, and multiplayer modes. It is similar in look but not control style to most other football games of the time and the core game mechanics are the same as in most other football games. GAMEPLAY: NFL Blitz is the only football game I have ever played which I like, and on a side note, its the only video game my dad likes. The reason I enjoy NFL Blitz and not its similar counterparts all lies within the game design of NFL Blitz. In other football games I find that the quarters take much too long and drag the game on for longer then I care to play. In NFL Blitz the quarters are only two minutes long and there are no long breaks in the game that drag its duration out. NFL Blitz also separates itself from other football games by distorting the reality of the game. This is the main feature and reason I like NFL more so then other games. In football games such as Madden, the game feels much to realistic and for me this was always a difficult and less enjoyable experience. Players could get flags called on them for running out of bounds or pass interference. And apart from flag calling, the control of other football games seems too complex for me. The passing and catching in other games seems poorly designed in all other games except NFL Blitz. I understand this perspective is not commonly shared, and I don't know why I can only play NFL Blitz when it comes to football games, but as they say, "to each his own."Wed, 05 Mar 2008 12:20:36 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2945&iddiary=5652Super Mario Galaxy (Wii) - Fri, 15 Feb 2008 16:12:54https://www.gamelog.cl/logs/LogPage.php?Log_Id=2622ENTRY #2 GAMEPLAY: What I like about this game so much is its use of "Super Mario Brothers" nostalgia. What I mean by this is that the game features various elements from older Mario games that haven't been used in some time. For example, many old enemies reappear in this game such as gumbas, kupas, and of course, bowser and his kid. But it doesn't end there. The coins and stars look similar to what they used to look like in older games as do the question mark boxes which contain random aids such as coins or mushrooms. Also the game uses nostalgic sounds, such as when you die or get a one-up. But perhaps the most enjoyable feature in Super Mario Galaxy is the surprising versatility of the game itself. Mario's playing range is incredibly expanded in this game in comparison with older games, however, super mario sunshine was the first mario game to really expand the playing field. But in Mario Galaxy, not only is Mario himself more versatile, but the levels are as well. The gravity feature adds a lot of depth to the gameplay and the entire game is constructed around this. More example, many levels are designed in strange looking ways but once you play them you realize why. The gravity feature (and distortion of it) allows Mario to travel around levels in various different ways, each way with its own creative elements. For example, some games allow you to switch the gravity in terms of either vertical or horizontal gravity which makes Mario either "fall" upwards or downward, or side to side depending on when you use this feature. All these features are designed around the level goals so the player quickly masters the design and is able to face challenges with more creativity. DESIGN: The past entry and some of this one have already commented on design features of the game because based on the style and gameplay of this game, it's difficult to describe said features without elaborating on the game design, so if you'd like to read more about the design of the game, read my previous entry on Super Mario Galaxy. The main game design feature in Super Mario Galaxy which separates itself from older Mario games is undoubtedly the gravity feature. Because there are multiple planets in each level, and each planet has its own independent gravity, there is a wide range of gameplay which never seems to tire. Mario is able to transport himself from planet to planet by jumping into what I call launchers, and then you shake the Wii remote to propel Mario to the next planet. What I find distinctive in this game in comparison to older mario games (especially the ones from the N64 and older) is that instead of only being able to view specific areas of the level at specific times, is that you can see almost the entire level at all times. (Depending on what level you are in.) Does this technically make this type of Mario game a new platform? What I mean by this is that in the first few mario games you could only go left and right in the levels due to their platform type design. Then a new 3D platform was made for Mario 64, however you could only view a fixed portion of the game as you progresses through it. Then in Super Mario Sunshine and Mario Galaxy (especially the latter) you play in a similar view as Mario 64 however your view of the level is much more broad and you can see almost the entire level no matter where you are in it which gives the game a much larger feel. So what I'm wondering is does this constitute a new platform, or is this the same platform as Mario 64 but just with more advanced graphics?Fri, 15 Feb 2008 16:12:54 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2622&iddiary=4978Super Mario Galaxy (Wii) - Fri, 15 Feb 2008 15:40:33https://www.gamelog.cl/logs/LogPage.php?Log_Id=2622Entry #1 SUMMARY: Super Mario Galaxy is the new Mario game for the Nintendo Wii. It is the main Mario game for the system following Super Mario Bros (NES), Super Mario World (SNES), Super Mario 64 (N64), and Super Mario Sunshine (Gamecube). Like Mario 64 and Super Mario Sunshine, Mario Galaxy is designed in separate worlds which each have separate levels. You must collect stars in this game to restore light and power to Princess Peach's kingdom which has once again been attacked by Bowser. You must go through the usual sums of enemies in the previous games and fight bosses to get the stars at the end of each level. GAMEPLAY: My room mate just bought Super Mario Galaxy and I've been playing for about an hour now. I notice this game has the same type of level design as the previous two Mario games. Each world contains levels, each level contains missions, each mission gives you a star. You must collect these stars to progress in the game. However there are some obvious changes to the game such as the gravity feature. In this game, one of the most enjoyable features is the gravity simulation. In each level Mario travels from planet to planet which can range in size from very big to very small. Each type of planet has its own independent gravity which in my opinion, makes the gameplay considerably more enjoyable. This feature allows Mario to jump off planets but to fall to his death because the gravity of the planet will pull him back towards it. The camera angles do a great job of allowing this to happen smoothly. Another feature about this game which I noticed immediately was the great use of the Wii controller. Instead of over complicating a game like this with detailed controls, the Mario team has done what they do best, great control versatility, with the most simple executions. In the game, you don't use the Wii remote to control Mario. Instead you use the nun-chuck attachment to move him around and the combinations of buttons on both the remote and nun-chuck will enable Mario to do any of his multiple moves. The remote is used mostly for collecting "sprites" which are like stars you can use to shoot at enemies or collect to progress at certain parts of the game. This simple yet versatile control design is what makes the game so appealing and fun to play.Fri, 15 Feb 2008 15:40:33 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2622&iddiary=4977Super Monkey Ball 2 (GC) - Wed, 06 Feb 2008 16:18:49https://www.gamelog.cl/logs/LogPage.php?Log_Id=2342ENTRY #2 GAMEPLAY: I spent too much of my last entry talking about the story of Super Monkey Ball which as I said, is pretty much just game filler. This type of game really isn't designed to have a coherent story. Also, because each level has the same basic design, in terms of what you must do anyways, it's hard to elaborate more on gameplay without discussing game design. So I decided to stop playing the main game for now and go on to the mini-games featured in SMB. Some of the mini-games are surprisingly innovative. The target practice mini-game is especially fun. In this mini-game you can open up the ball which the monkey is contained in and the two half spheres make a glider. But first you must direct the monkey down a ramp which propels the monkey in the air. Once the ball is airborne, you must choose when and where to open the ball (thus making the glider) and based on when you do this the monkey has a specific speed and gliding range. There are three targets per level and if you are able to perfect the ramp execution, you can make it to the final target for the maximum point score. However, if you loose to much speed the monkey will fall into water and you obtain no score. The target game also contains items which can help the player reach the desired target area such as magnets which allow the monkey not to roll on the target and thus it is easier to land on a bulls-eye. However obtain this item means sacrificing other points. All these details are described to give you a feel of the versatility of the mini-games. This is perhaps the main reason why SMB has a great replay value. It's fairly simple in its main game mode, but the obstacles and multiple features added to the game add depth to the playing value. Each mini-game contains the same type of formula: a simple game which various features which add depth and thus complexity to something otherwise fairly simple. GAME DESIGN: The main game mode of Super Monkey Ball starts out with simple and easy levels in order for the player to get a good feel and understanding of the game's design. This is like tutorial modes in games but instead of making the tutorial separate, it is incorporated into the beginning stages of the game which seems to be an increasingly popular idea. Each level's objective is to direct the ball (with a monkey inside) through the finish line by avoiding various obstacles. The only control in the main game mode is the joystick which doesn't actually move the ball itself but actually moves the level which then in turn, directs the ball. Some of the features included in the main game mode include switches which can pause, speed up, or slow down obstacles in the level. These switches are only featured in specific levels. Obstacles include simple things such as holes in the ground or narrow paths you must navigate through however as the game advances, the obstacles become more and more difficult. For example, in one of the harder levels you must place the ball on a platform which shoots the ball up into the air and you must then quickly direct the level (remember you do not actually control the ball, you control the level) so the ball falls onto the correct platform. Levels are separated into series with each series ranging in difficulty. Each series of levels has its own theme such as underwater, in the jungle, or in outer space. However, the theme of the level is somewhat unimportant because it does not influence the gameplay, but rather, the game look.Wed, 06 Feb 2008 16:18:49 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2342&iddiary=4479Super Monkey Ball 2 (GC) - Wed, 06 Feb 2008 15:52:12https://www.gamelog.cl/logs/LogPage.php?Log_Id=2342SUMMARY: Super Monkey Ball 2 has no real connection to Super Monkey Ball 1 in terms of a progressed story, so you can start out playing #2 without any confusion. The game is basically one of those old marble-maze games in which you must direct a ball through obstacles and finally through the finish line. Each level is timed and becomes progressively more difficult as you advance in the game. The game is called super monkey ball because a monkey is inside the ball you direct and the game has many monkey-type themes such as collecting banana's for extra lives. The game also features multiple mini-games such as baseball, bowling, pool, and target practice. GAMEPLAY: I haven't played super monkey ball in a long time now but immediately I remembered the control style and main features of the game. What makes SMB so fun for people of all ages is the easily mastered controls. When playing the main game (not mini-games or challenge mode) the player doesn't even need to use buttons, the joystick is the only control needed. It may sound like such a simplistic game would lose its appeal in a short timeframe but the innovative level designs and obstacles make the game surprisingly addictive. The story of the game is pretty absurd and irrelevant. However, due to the game's level design, it's not hard to understand why the writers didn't focus much on the story. Each level is a different maze and the only aspect that connects one level to another is the look of level. (The design is different, but the colors and backgrounds are the same for each level until you progress to the next series of levels, then they change colors and backgrounds until the next series and so on) With such a game design, a story for the game is somewhat unneeded but SMB has one anyway. The story goes that the monkey you play as must fight the evil Dr. BadMonkey who has destroyed the main monkey village. With each series of levels the story progresses but the main story aspect is you are constantly going through mazes in order to get to Dr. BadMonkey. Like I said, it's not Shakespeare.Wed, 06 Feb 2008 15:52:12 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2342&iddiary=4478mario 64 (N64) - Thu, 24 Jan 2008 17:09:02https://www.gamelog.cl/logs/LogPage.php?Log_Id=2016ENTRY # 2 GAMEPLAY: After playing this game a bit further I began to remember why I originally liked it so much, (for reasons other then just "it's really fun") In older Mario games, the system platforms limited the gameplay and less player interaction could be achieved. I don't mean to insult these games in anyway, I love them just like everyone else who's played them. But Mario 64 was the first game in which you had a 3-D platform to play in, and those masters over at Nintendo took full advantage of what was possible to do. It's true that Mario 64 wasn't the first game to have this type of 3-D platform, but it definitely was the most innovative in using it for its time. (The game was released twelve years ago in 1996) I remember first playing it and being amazed at how versatile the gameplay was. Instead of a 2-D platform game in which you can only go left-right, up-down, you could go anywhere (well, seemingly anywhere). And what's more is that Mario's challenges enabled him to do various different tasks such as sliding down a mountain, being shot out of a cannon, and flying. All these features were executed in such a new way and people weren't used to playing Mario in this way. That's where I think the real success of the game took off. A new take on a classic character. GAME DESIGN: I have been referring to Mario 64 as a 3-D platform game but in reality it is more of a combination of both 2-D and 3-D elements. The game is twelve years old mind you so obviously there are some graphic-wise limitations. The levels are 3-D and Mario is free to run/jump where he pleases. But many objects in the game are two dimensional. For example, the trees always face you because they are two dimensional. The same applies for certain enemies and other objects. Still, for its time and even in ours, it's a revolutionary game. What I like most about this game is the level design. You start out in the main area which is Princess Peach's castle. But within that castle there are paintings you must jump into which "portal" you into a level. On top of that, each level has separate challenges. This makes the levels much more fun to play in comparison to the levels of older Mario games because instead of completing one level and moving on to the next, you get to re-visit the level and find new ways to play it. It's a great design idea which gives the game a better replay value. This design has was so successful that all other pure Mario games have followed it. (Super Mario Sunshine of the Gamecube has a very similar level design as does Mario Galaxy. The latter being more innovative but still holds onto the basic level design idea) What else makes the level design great are the different features you can bring into the level. For example, in some levels there are goals which seem to be impossible to accomplish. However, as you progress in the game, you unlock different Mario hats which enable you with certain powers such as turning into metal, flying, and turning invisible. All of these hats can be used in certain levels which allow for even more innovative game play and fun. I suppose the reason Mario 64 is so highly acclaimed, commonly being ranked as the #1 game of all time, is for a combinations of factors that fortunately all fell into this game. Such as the new 3-D platform which many players weren't used to, the innovative level design which gives the game a great replay value, and the wide-raging yet simple control styles. Yeah, I'd say all these features are what made Super Mario 64...super.Thu, 24 Jan 2008 17:09:02 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2016&iddiary=3913mario 64 (N64) - Thu, 24 Jan 2008 16:27:37https://www.gamelog.cl/logs/LogPage.php?Log_Id=2016SUMMARY: Super Mario 64 is an innovative 3-D game in which the famous character Mario must collect stars to save Princess Peach. The game is set in Peach's castle but Mario collects stars in different worlds/levels that are entered by jumping into paintings located throughout the castle. The levels and challenges become progressively harder as the game advances. GAMEPLAY: I don't play much video games now, but I most assuredly did back when the N64 was king (the prime moment of video game living in my opinion). So it was interesting to play Mario 64 again for the first time in god knows how long. I still remember all the controls and challenges so the game wasn't confusing for me. What still amazes me, even in our current era of video games, is the innovative control style. Nintendo always seems ahead of the curve when it comes to control design and controller usage. In Mario 64, Mario is capable of various actions which are acquired by different combinations of buttons and joystick movements. All the controls, if written down on paper, would seem to difficult to memorize, but Nintendo has a great ability to make even the most complex controls simple to execute. A factor that makes Super Mario 64 stand out as much as it does (the game has been highly acclaimed and considered by many to be the best game of all time) is the story line. Like past Mario games, the objective is to save Princess Peach and Mario must fight his way through the usual bunch of enemies (Goomba's, Turtles, Bombs, Flowers that bite you, etc...) before fighting Bowser. But what makes Mario 64 so fun to play for me is the time it came out in. Currently, the latest Mario game is Mario Galaxy for the Wii, and by all means its a great game, but it feels like too much time has elapsed and Mario games aren't really Mario games anymore but rather, really great games with Mario in them. (I didn't explain that last sentence too well but I'm not trying to elaborate on Mario Galaxy, the main point here is that due to its current release and platform, Mario Galaxy seems too modern, at this point, to be a classic) And that's why Mario 64 appeals to me so much. Enough time has gone by to give the game a nostalgic feel and for whatever reason, that increases my enjoyment level.Thu, 24 Jan 2008 16:27:37 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2016&iddiary=3910Perfect Dark (N64) - Wed, 16 Jan 2008 16:04:53https://www.gamelog.cl/logs/LogPage.php?Log_Id=1950Entry #2 GAMEPLAY: Perfect Dark is an excellent 1-player game, but seeing as how I haven't been able to play this game in years, (see last entry) I wanted to explore the game's other options, so I quit playing the solo missions and started playing around with the game's other features. There is a great target practice mode in which the more you advance in single player mode, the more guns/weapons you unlock. It didn't take me long to remember why I used to love Perfect Dark so much. What separates this game from other shooters are all the small details and features added into the game which make it extremely versatile. For example, the multiplayer mode allows you to choose the weapons in the level and where they are located, choose your own customizable character and character's name, the guns all have secondary functions which means each gun has two separate executions, a feature which significantly distinguishes stratigies, and many other specific options are obtainable. All these customizable features work greatly together and the game has more entertainment value due to multiple different set-up options. I also must admit some bias when it comes to N64 games because this system came out at the peak of my video gaming (I would have been about 7 when I first got one) And thus I am much more familiar and skilled at this system then others. But I've been able to compare Perfect Dark with many other shooter games which came out for more advanced systems and I still classify Perfect Dark as the best shooter of all time. The auto-aim feature is a great example of how this game perfects itself from others. In Halo, you have to operate two joy sticks and there is no auto aim feature which makes it very difficult for people unfamiliar with X-box controllers, such as myself. But Perfect Dark has a much easier control style to master. It uses only one joystick to move the character and two left/right buttons to side step, which enables the character to move in anyway a Halo character could, only with more ease. I suppose the point I'm trying to make is that Perfect Dark has a very smooth feel to it. It's easy to get the hang of and once you do, you realized why this is the best of the best. GAME DESIGN: When reading the template for the "Game Design" portion of the entry I realized that some of my gameplay comments could have been better used in this portion of the entry. However, now I have more space to elaborate on specifics rather then broad definitions. What's great about the design of Perfect Dark is the remarkable balance between simplicity and complexion. For example, the single player mode is fairly simple in its look and objective. All that needs to be done is advance through the level without dying and completing objectives which are written out for you. The Levels are designed simply enough for the player to know where to go despite never having played the level before. This is accomplished by allowing the player to go to limited areas and although the levels are not simple themselves, it is a simple process to figure out where to go to in order to progress. Yet at the same time the single player mode offers a range of different elements. You could play the same level twice but in completely different ways. And in fact, each level has an easy, medium, and hard mode, all of which have different objectives which add to the game's depth. Reading this you may think that Perfect Dark is nothing exceptional, but keep in mind that this game was made almost a decade ago and at the time, was the only shooter around like it. (It was the follow-up to Goldeneye and is very similar, but the new features offered by the game put it in its own category.) Also, I think this game still holds up even in the generation of newer, better-looking games. Perfect Dark has many innovative features. There are various weapons in the game and each one has its own specific features. For example, the Falcon 2 gun is a pistol which is 100% accurate but only one shot at a time can be fired. The MagSec 4 is also a pistol but is able to shoot 3 bullets at a time for faster damage, but is not as accurate as the Falcon 2. What's more, each gun has it's own secondary function which allows the players to increase their options. Take the Laptop-Gun for example. Its primary function is to be an accurate machine gun, but the secondary function allows you to throw the gun and it will become a turret which shoots enemies for you. These functions work well in a multiplayer environment due to the versatile gameplay achievable by all players, however they are specifically fun to use in single player because then the levels are actually designed to incorporate specific gun functions. I hope elaborating on certain details of Perfect Dark has painted somewhat of a picture to those of you who have not played the game. But to summarize the game design in a more basic way I'd say: Think of Perfect Dark as a normal shooter game. Basic single player and multiplayer, reminiscent to other shooters of the time. Then add layers of features, customizable options, innovative cheat codes, advanced artificial intelligence, easy to learn-yet complex in execution control style, and a whole menu of guns all of which have been carefully crafted to fit into game play with maximum enjoyment. That's Perfect Dark in a nut shell.Wed, 16 Jan 2008 16:04:53 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1950&iddiary=3822Perfect Dark (N64) - Wed, 16 Jan 2008 00:28:05https://www.gamelog.cl/logs/LogPage.php?Log_Id=1949Game: Perfect Dark (N64) SUMMARY: Perfect Dark is a first person platform shooter game which was released on the Nintendo 64 in 2000. Although the game contains different characters and story lines, it is widely considered to be the follow-up to Nintendo's 1997 game Goldeneye. The reason for the comparison is that Perfect Dark was made by RARE WARE, the same company that made Goldeneye, and consequently, contains many similarities to the older game such as control styles, game design, weapons, multiplayer, and even some of the same levels. The main objective of the game is to hunt down future-based political officials who stand in the way of your organization's top-secret missions. GAME PLAY: I used to play Perfect Dark a lot when it first came out. My brother and I played multiple N64 games in the late 90's and early 2000's, but my interest in new games faded as I grew older. However, after not playing Perfect Dark in years, I recently bought the game online and just a week or so ago played for the first time since I was about 13, so my level of enjoyment is a bit higher then usual when playing video games. The game is incredably fun to play and extremely detailed for its time and system. It's basically an updated and perfected version of Goldeneye. The plot is reminisant of many James Bond films only this time it's set in the future. Your character is Johanna Dark and you are an agent working for a futuristic secret service organization. Your primary goal is to find information and pursue a man named Mr. Blonde who is plotting terrorist crimes. The first person platform is utilized to full extent, which just enough level design in the game to keep a good balance between over crowding the shooter perspective, and making it too bland and vast. The artificial intelligence in the game is more responsive and realistic then most games which came out at the same time. This would include the A.I. talking, "Why can't we shoot her!?" or "NOOOO!!" and different "death falls" which take place according to where and how you shoot them. (Yes to some this would sound disgusting, but I refer to it not to sound immature, but to give insight on the small details which make the difference between a good game and a great game.) There are many other great features here such as target practice which lets you get accustomed to different weapons, all of which come with secondary functions, yet another great add on. And further more, each gun has its own personal features such as accuracy, x-ray vision, scope, charge shots, and many more. It's a game of many features, all designed to perfection. Time to play on.Wed, 16 Jan 2008 00:28:05 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1949&iddiary=3821