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    Mar 11th, 2007 at 20:06:16     -    Malloc (Other)

    The game greets the player with pre-rendered videos that transitions into a polished-menu system. The menu is set within a computer tower and select hardware components are the levels in which the player faces off with the AI. The game is a puzzle style and will remind the player of various board games. The AI is sharp and during the presentation it kept embarrassing the presenter with it's relentless style of play. So there are many levels (about six with a bonus level) which are set within the same style of play. The levels are themed via their component part which means different backgrounds and graphics are displayed. There are nifty aspects to the game though that make it stand out from the rest. It sports a multilayer function and apparently and online mode. Unfortunately the online mode was not demoed before us due to it being uncompleted.

    Malloc seems to be an engaging title, as it was being presented the audience was engaged with the action on screen. Thus the game is successful at being simple enough to understand but yet engaging (like Pong).

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    Feb 22nd, 2007 at 14:08:15     -    Super Mario Bros. 3 (NES)

    More of interest to the reader, the 15 unaccessible levels in SMB. 3. The game is already considered the largest level wise with some odd 90 levels. But unbenounced to most veterans is that 15 other levels (some playable, some not at all) are stashed away within the rom. Via means of gamegenies or rom cache hacks one can experience them. They definitely don't add to the existing game (as they weren't meant to) but they overall give a different feeling of what could of been. Some of them seem as they had the potentially but weren't followed through with. Que sera sera.

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    Feb 22nd, 2007 at 14:08:08     -    Super Mario Bros. 3 (NES)

    I grew up playing this game as I'm sure many others here have as well. I'm not entirely sure how any of the Super Mario Bros. games can be so addictive though the player has completed them repeatedly. The level design is effective and just works. Like in World 4 Screen 3 near the ending of the level, there are tricky jumps to reach the exit pipe. There are blocks that bounce the player back if they collide with them. That's one example of the small details that make the plat former so great. Also the numerous power-ups at the players disposal and for once the storage bars outside screens where the player can use any power-up in possession.

    No part of the game feels 'easier' per se. The boss battles are varied in how you do battle. Some of them have the abilities to keep Mario aground by stamping the floor, others hop around or fire projectiles. Essentially each world is given its unique feel not only by the it's boss but by the entire world leading on up to it.

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    Feb 5th, 2007 at 20:37:00     -    Metroid Prime 2: Echoes (GC)

    Minor spoilers (for FREE!):

    I love the design of the storytelling. It's very subtle and unique to the environment. Storytelling is done through opening cut-scenes and scanning the elements of your environments. As one progresses more and more details called 'lore' are detailed and made clear. The game would be that of a progressive one and a little of emergence. The story while linear is embedded into four expansive environments to explore with thematic uniqueness to everyone of them. There is a formulaic way the game is progressed through: opening cut-scene for new environment, sub-boss, sub-boss, boss, more story. That is essentially what goes on throughout each level. Mind you it's not at all like Metroid Prime: Hunters for the DS (which, ahem, sucked.).

    Enemies and bosses are sprawled everywhere in your environment. The entire game is about this polarity going on between Aether and the asteroid-induced Dark Aether. So while one explores the 'light' world there is a portal in which one can explore the 'dark' side of the very same environment. Except in the darkness is where the Ing inhabit and thrive. While battling the Ing the surviving (and entertaining) space pirate cohorts come on down randomly on the player. So in essence it's you vs. all of them (yay). Unlike traditional you vs. them the story is developed and it's not some random 'kill them all!' scenario without reason to.

    Again, this is not my first time playing through this title. I love this series and am enjoying myself re-immersing in it. From early morning play to in between class chaos.

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    1Counter Strike: Source (PC)Playing
    2Gradius (NES)Playing
    3Legend Of Zelda: Ocarina of Time (N64)Playing
    4Malloc (Other)Playing
    5Metroid Prime 2: Echoes (GC)Playing
    6Super Mario Bros. 3 (NES)Playing

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