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    Jan 30th, 2007 at 17:39:37     -    Super Mario 64 (N64)

    Throughout the rest of the game playing I found that the levels progress slightly as the levels get higher. I tried playing other levels once the stars were obtained. A slight problem I thought with the water level was that you had to keep pressing the button to swim, it doesn't give you a constant motion that would make it a lot easier. Also, there is a large eel that goes faster than you so you either have to somehow get evasive skills or just be lucky.

    The Bowser level seems to be the tougher ones from the regular levels. These levels are larger and make certain use of the camera because there are various types of motion that the level creates. For all the bosses in this game you have to grab them and spin them, there is no shooting or fire balls that can help you. All the previous Mario games has him shoot something or you gain an ability, except in this game where you can just punch and kick or stomp. I don't see how the platform is larger and has greater ability and you can't shoot things or have that ability. But in the end it is still one the greatest names you will remember in video games


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    Jan 30th, 2007 at 17:03:16     -    Super Mario 64 (N64)

    The first thing that I noticed playing this game was the intro at the beginning that took you around the castle with the help of princess and toad. Once you start walking towards the castle you find that you have a camera, which I haven't seen in many other games of its kind. It gives you a vantage point from mostly all the angles you need to see from. It helps you look over a cliff or see what's behind you, very good job on creating this aspect that seems to go unnoticed by many.

    I decided to start off and play the first level available. This is pretty elementary compared to the other levels that are possible in the game. It automatically gives you one star you must get to start the level, however you are able to get a few others if you know where they reside. I think that they did a good job in creating stars that you must get in order or you can't get one without the other. I believe this really makes it a game of progression. You may want to get eight red coins first but it would be more beneficial to go in order for some if you wish.

    It was also interesting to notice that if you fail at getting a star there is no way to quit the game or level, the only way I found to do this was to find a way to die or try and go for another star. Usually games have a way to exit what you just got into.

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    Jan 19th, 2007 at 03:40:38     -    James Bond Goldeneye 007 (N64)

    I played about four games of the multiplayer version of this game. They lasted about 25-30 minutes for each game. We first decided hands down to be armed forces, or scientists, or civilians. For those of you that don't know, all of the player icons with a question mark on them. This is the only way to be fair, because anyone that is oddjob shouldn't be playing. The first game we played was in the facility, one of the first levels as you start out the game actually. We used power weapons to bring some excitement to the game. It worked, and we knew where eachother was if we saw the bathroom stall or a certain door, all of memories came back. The next game was in the complex, except this time we chose License to Kill as the scenario, this meant that one shot kills the opponent, and why not choose pistols as the weapon of choice. The problem about the complex was that the weapons were spread out all over the level, so if you were left with slapper only you were outa luck. I am 0 for 2 up to this point. Finally came the bunker level, and this time proximity mines were the option. I thought that placing the mines where the mines were first obtained would be a good tactic, it ofcourse backfired, I spawned my next life right in front of them, so not only did I get a suicide against myself, my kill total went down. This game took the longest to play because everyone kept getting kills but kept killing themselves too. It was hard to distinguish the difference between a mine and a bullet mark left from any type of gun. I guess I should have just started shooting anything I saw and seen what happens. Overall I feel that playing this game was a great blast from the past. It brought up conversation from when we all played this game when we were younger, and also what we remember about the levels we were playing in. I wish I could have this feeling more often. I would keep playing now if I didn't have a calculus test tomorrow

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    Jan 11th, 2007 at 19:26:08     -    NHL 07 (360)

    So the second session didn't go as well as I had hoped. It started off that way by getting an early 3-0 lead but that then dwindled away to a costly 6-3 loss. I went scoreless throughout the rest of the game. I feel that I wasn't passing enough and did too much one on one or one on two actions to try and score. I also felt that having to attempt so many shots caused many odd man breaks on the other side for my goalie to try and save but most of the time it didn't go in my favor. The second game I played didn't get much better. I started off getting a penalty within the first few minutes and the led to a goal. And it seemed that every pass I made and shot I shot would be blocked or go astray. Nothing seemed to work. So i tried to get rough and tough and start checking anyone I saw, but that only led to more penalties, and to me for giving up 3 power play goals, and me scoring a big zero for the game. I feel that in order to become better I should learn to try and not do things all to my lonesome, adding in other players on the ice, there is no one person on a team, a team plays as a team, and they win. I also think that creating odd man rushes could be good and hopefully caused by my defense. Work on the poke check rather than full out elbows and checks. We'll see how this turns out.

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