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    Feb 10th, 2007 at 00:47:37     -    Contra III: The Alien Wars (SNES)

    I still couldent beat that level. The design remained beautiful, and the final boss was just too dificult. I can get almost to the end without dying, however, its not very exciting after many passes. I find that there are quite distinct patterns, which means that if i really practice carefully, i can beat it. At this point, Im just a little discouraged. That is all.

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    Feb 9th, 2007 at 22:13:02     -    Contra III: The Alien Wars (SNES)

    Contra 3 was first introduced to me in 2003, by a friend of mine who was obcessed with playing extremely hard video games. He heard about the Contra series' legandary dificulty, and so he spent the next two months beating it on an emulator on his computer. Towards the end of this mission of his, I began to play as well. It was very hard, and unfortunaltey my keyboard just was not up to the rapid button presses. Now with a new keyboard, i can play competently as well. Heres what happened today.
    It always takes a while to get used to the controls again, contra gives no opportunity to become accoustemed to the button scheme. Right from the beginning the player finds enemies comming from behind him, from angles, and flying as well. In order to beat the first level, the player must get every powerup and use them to their full abilities to be able to play at a somewhat casual response rate. None of the dificulty can be blamed on the controls however, because the eight degrees of fire are not strictly limiting: the bullets fan between directions nicely. The player must be very precise, because the size of the charicter is so large, reactions cannot afford to be imprecise.
    I am still stuck on the first level, but I swear ill get past it soon.

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    Jan 31st, 2007 at 23:49:58     -    Katamari Damacy (PS2)

    I finally beat my moon size goal of 130km at 148.35! Hooray! The suspense is so high only because time will feel truly wasted if I do not beat my previous size. Its funny how that works, after a time in certain video games, the suspense comes only from the negative possibility that all your time spent has been for nothing. When doing something the size of the moon, a new strategy comes into play towards the end, and that is the "where is everything" phaze. Its important to stay near the center, however, its important to remember that new items are generated out in the ocean after your katamari reaches a certain size. This time, i was very aware of my position the whole time, and never found myself rolling in a direction without an object infront of me to pick up. Overall, A serious sense of accomplishment comes allong with picking up every item in the world, and after gathering every cloud in the sky, I felt pretty good.

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    Jan 31st, 2007 at 20:04:31     -    Katamari Damacy (PS2)

    Ahh, katamari, the playfull hallucination of strategy games. When I started this game, it was pretty dificult to figure out the conrolls. After a while, i realised the two joysticks were two vector-potentials, and they were added together for each joystick position. Soon, the controls became intuitive, and I was able to look at strategy instead of simple movement. My recent play of the game was an attempt to get over 130m for my moon. (moon level, obviously.) Ive come to realise that there are three groupings of item types to get in the game. Items that are placed randomly, those placed in a row or circle, (for a run of one type) or in large bunches, for newfound-size discoveries. Katamari definitely rewards the player for finding places accessible only at certain sizes. Once in these places, a cluster of items just small enough to be picked up exists, usually increasing the players size by 10 to 20 percent. These seem to be the key to quick growth, and once I found the order of these places, beating the levels was very easy.

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