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    Jan 30th, 2007 at 19:32:59     -    Super Mario Bros. 3 (NES)

    As I resumed playing, I started thinking about all of the reasons why I classify this as a great game. I began to question what it was about this game that not only had an impact on games to come, but on my childhood as well.

    One of these reasons, is that the levels are straightforward: You go at them in order, not necessarily numerical, but in an order so that you progress in stages. The levels get harder as the player advances farther into the game, but at the same time, they retain an encouraging sense that they are not impossible.

    Stemming from that, the player can, in a limited sense, choose which way they want to go. True, compared to games today, the player has practically no say in where Mario eventually goes, the worlds progress with the games, however the player can choose at times, to enter say, level 3, level 4, toad's house, or a castle. In this way, players are granted more power to choose how the game progresses. They could even choose to skip a level altogether if there are alternatives routes present (and often there are).

    Another huge step in the way of games from that time, is that Mario has an items list. If I remember correctly, this is the first time in which players can collect and utilize different items in the game at any given time. This paves the way for more strategic playing, and also allows the player more freedom of movement. Mario himself cannot fly, or shoot fireballs, or swim very quickly, however, he can as a raccoon, a flower dude, or a frog, and in this game, a player does not need to necessarily wait for these items to appear within the level to use them, but can hoard them on the items list and select them upon entering a level, thus giving the player an advantage they wouldn't otherwise have.

    This game also has clear cause and effect features which make the rules explicit without them actually being stated. This is great for kids who cannot read yet, much like I couldn't when I first played this game. The story is not told as much through words as through actions and interactions. Yes, Toad talks to you, yes, the Princess writes you letters, but even if you don't read them, you know what is going on in the game. The player is aware that the Kings of the castles look strange, and also that Toad is distressed. The player learns that after the boss is defeated, the King turns into a person, and Toad is happy. Also, the princess writes a letter and gives a gift. It is not difficult to figure out that defeating the boss is a necessary component of the game, and that the boss is responsible, considering they have the kings' sceptors.

    Anyway, let me end by saying that I loved this game fifteen years ago, and I still enjoy it today.

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    Jan 30th, 2007 at 18:35:05     -    Super Mario Bros. 3 (NES)

    ...Might I add how stoked I am that my previous entry actually posted?
    Thank you Jose!

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    Jan 30th, 2007 at 18:33:39     -    Super Mario Bros. 3 (NES)

    Let me begin by saying that this game really sent me into the past. I don't believe I have actually played this game since I was four or five, (when SNES came out). Along with Contra, Super Mario Bros. 2, and Zelda, this was one of my all time favorite games.

    Anyway, after a good fifteen years of not playing, I picked up the little rectangular controller once again, and started from the very first level.

    It was amazing to me how many secrets I remembered about this game, and then also amazing how many I don't even know yet.

    The first level took me some time only because it took a while to adjust to the controls after so many years. After playing for a while, I began to wonder if some of the cool little secrets about the game weren't in fact, just little mistakes that didn't matter in the overall gameplay. For instance:

    Level 1:
    In this level, if you stand on the first white platform, and hold down and B pressed, you can fall back behind the scenery, including the bushes. This is not a particularly productive thing to do, it doesn't really help with anything, but it is kind of fun to watch Mario run behind the foreground, as opposed to in it.

    Upon reaching the first mini-boss, I decided to try something different. I still had my raccoon tail, so I could fly, and I decided that I would fly over the lava, instead of jumping platform to platform. Amazingly enough, if Mario flies over the last lava pit, and continues through the wall, and then presses up when he can move to the right no longer, Mario gains access to a secret room with a single treasure chest inside.

    Inside the chest is what looks like either a ladder or a recorder, either way, it goes to the items list, and brings Mario back to the main world, where the castle crumbles even though Mario never even encountered the mini-boss.

    I honestly never knew that that was possible, but I fancy I'll try it with the other mini-boss levels, I mean, who knows what could happen?

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    Jan 23rd, 2007 at 17:17:49     -    Legend Of Zelda: Ocarina of Time (N64)

    Due to lack of resources, I am logging yet another Zelda game.
    I'm not really complaining, I love these games, it's just that I'd like to see more variety in my own log. Ah well, I suppose I have some time to do that, considering this is only my second log.
    Starting from the Water Temple, I have been playing Ocarina of Time for a little under an hour now, and I have made it as far as the Spirit and Shadow Temples. The Water Temple, though frustratingly complex and repetitive, may well be my favorite temple along with the Spirit Temple. Aside from the fact that I find the water temple to be the most aesthetically pleasing, (and to have the least annoying music), I enjoy how puzzling the layout of the temple really is. It is so difficult to distinguish among the various floors, rooms, and water levels that it seems like you're never getting anywhere. I admit the layout makes the level feel very tedious and time-consuming, but at the same time, it really makes you think about what you're doing and where you're going. I mean, you don't want to drain all of the water if, say, you ultimately need to enter a room on the second floor.
    At the same time, draining all of the water may be entirely necessary in order to access the second floor room, if say, the room is locked, and you have not yet collected a key from the first floor or lower levels. I think the reason I enjoy this temple is that it is so unconventional. Unless you really explore the temple and get to know the layout a little bit, the layout really does make little to no sense.

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