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    Mar 3rd, 2008 at 01:38:10     -    Bejeweled 2 (Web)

    Gamelog Entry #2

    Gameplay:
    I had 1, 475 points by the time I reached level 3. From this, I think that in order for me to reach the next level, I have to get about 500 points. It was during level 4 that I realized the background changed. This time, the points were 25 for each three gems that are combined. Finally, I got the hyper cube. How this works is that which ever color I switch with the hyper cube, all the gems of that color will be destroyed as well. I switched the red gem with the hyper cube, so all of the red gems on the screen were destroyed.

    There were words coming across the screen, like good and excellent, when a combo of some sort was created. There was even an announcer saying “good”, which encouraged me to continue with the game. I tried to challenge myself by combining more than three gems together. In the end, when I was in the middle of playing level 5, there were no more moves that I could perform, and the game ended. Surprisingly, I got a high score of 8,129 which was displayed at the end of the game. The levels completed, time played, gems collected, biggest cascade, biggest combo, power gems created, and hyper cubes created were all displayed too.

    Design:
    The hint would appear in the game whether or not one presses the “hint” button, which doesn’t make sense because when I pressed the hint button, I lost 40 points because of that. It would have been better if the arrow did not come up every time someone takes their time deliberating. Instead, the game designers should have just stuck with the idea of subtracting points when the player uses a hint. There should have been a time limit for completing each level, even for the classic category. This way, the game will be more challenging, and therefore fun. I enjoyed the background and the songs. The background would change in each level, and they all looked futuristic. The music was a plus because the songs changed from time to time. This aspect kept the game interesting.

    The game levels did not exactly change when I was playing. I performed the basic tasks in each level; the only difference was that the points increased. “Bejeweled 2” should have been more like “Jewel Quest II” because that game had new gems in each level. There was also a time limit, and it actually had a story to the game. The similar aspect that these two games have in common is that they both had bonus points and new gems/special powers when a certain amount of gems are grouped together. The problem with this game is that I cannot tell what is required for me to do in order to reach the next level. For example, do I have to reach a certain score before I am allowed to progress to the next level? Despite the lack of challenges in this game, I did find this game playable because I managed to complete the entire game without taking a break or giving up.

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    Mar 3rd, 2008 at 01:37:05     -    Bejeweled 2 (Web)

    Gamelog Entry #1

    Summary:
    The object of the game “Bejeweled 2” is to swap adjacent gems to make sets of 3. Clearing multiple sets will give you extra points. Four gems will create a power gem, and five gems will create a hyper cube.

    Gameplay:
    Similar to the game “Jewel Quest II”, I was excited to play “Bejeweled 2” as well. I became more interested in the game because of the “technologic” sounding song in the beginning. The song was upbeat, and it had a catchy melody. There were many categories to choose from in this game ranging from classic, action, puzzle, and endless, but I decided to begin with classic first. The game was pretty easy, considering that all I had to really do was combine gems that creates sets of three.

    On the lower left hand corner of the screen, I saw the “hint” button. Curious, I clicked on it, and, yes, it did give me a hint. When pressing the hint button, it minuses 40 points. What I did not realize was that while I took my time thinking about what my next move should be, there was an arrow pointing to a gem (just to give me a hint). I thought that the hint would come up only when I clicked the hint button. I didn’t realize that it would be there throughout the entire game. This got annoying because I didn’t want the computer to constantly give me hints. I wanted to complete each level on my own.

    I also disliked how in the first level when I combined the wrong gems, a screen would pop up saying that I must create a row of three or more identical gems. There was no time limit in the game. The points were awarded in increments of ten, and twenty points for sets of four. I had to get 500 points in order to advance to level 2. Level’s score was in increments of fifteen. The good thing about the second level is that the screen did not show up saying that I had to match three identical jewels.

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    Feb 21st, 2008 at 01:26:51     -    The Legend of Zelda (NES)

    Gamelog Entry #2

    Gameplay:
    I think that there are many pathways to go, but there is actually only one right direction to go to in the end. I managed to find one of the caves where there was a fairy who restored my lives/hearts. I was yet again faced with the challenge of trying not to get attacked by the monsters, especially the underwater ones. This time, there were so many monsters coming to me from different directions at the same time. Some of them shot arrows too, which seemed unfair because it wasn’t as though I could run fast.

    I entered one of the caves where, when I hit defeated the monsters inside it, I was able to obtain a key to one of the doors. I enjoyed the fact that although there were two doors within the cave, there was only one main door. This helped me to know that I was actually progressing in the game, and that I was going the right way too. This was the fun part: experiencing a change of scenery with the castle-looking cave. The monsters in the cave were not as hard to defeat; there were a lot too. I got a map that showed me where I was, and the red dot on the map was my target/destination. The map was what I was waiting for since I started playing the game.

    Design:
    I was hoping that the features of this game could have been more like “Kirby’s Adventure” or “Super Mario Bros”. Although the colors used in these two games were basic, it did have variety in the sense that I was able to tell where I was going, and I was able to identify the different objects. I think that this game would have been much better if the life wasn’t so limited. I’m not sure if I would gain more hearts/life as the game progressed, but it definitely not fun to have to die so fast when I was so close to beating a level. Also, I would time the monsters at a speed that was not so fast. I would have had the monsters gradually attack me instead of having many monsters all come to me at once.

    One of the challenges that the game provides is having the player choose/figure out which direction to choose from. There were different elements to the game: the life potion, rupees, heart, fairy, clock, sword, boomerang, key, map, and Triforce. One of the reasons why I continued playing the game was because I finally found the cave that led me to other destinations. This is a 2D game that did not have one pathway like “Super Mario Bros”. However, when you play the game, you’ll end up at just one “right” pathway. The aspect of having there be rupees instead of points stood out to me. For me, it would have helped if there was a map for me to use in the beginning, instead of later. Of course I would still explore other places, but I wanted to know if I was even progressing in the game. I wouldn’t mind continuing with this game, if only the game would actually work the second time I tried playing it on the NES!

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    Feb 21st, 2008 at 01:26:00     -    The Legend of Zelda (NES)

    Gamelog Entry #1

    Summary:
    Prince Darkness “Gannon” stole one of the Triforce with power. Princess Zelda had one of the Triforce with wisdom. She divided it into “S” units to hide it from “Gannon” before he was captured. The object of the game is to capture Gannon, and get back the Triforce with power.

    Gameplay:
    I was really excited to play the classic game, “The Legend of Zelda”. Most of my recollection of this game was when I was younger, when my older brother would play it on his Gameboy. The problem that I had while I was playing this game was that there were many places to go, but I didn’t know which direction was the right one to choose. The different areas that I explored looked the same as the others, and at times I could not figure out if I went to a certain place already. The landscape was like a maze, which made it kind of confusing.

    When I entered one of the caves, I was able to obtain a sword. I thought that the aspect of getting rupees instead of points was quite nice. When I lost my power, I had to stand really close to the monsters and then hit it. The sword was short after I lost the power of the shooting sword. I was able to speak to merchants in the caves, and random people who gave me helpful hints on what I should do, or where to go.

    This game was not as fun as when I was playing “Kirby’s Adventure”. I did find the game’s story believable, but I must say that it was the typical male hero who saves a princess story. Now that I think about it, this story is quite similar to “Kirby’s Adventure”. I felt frustrated when I hit the monsters; they kept coming closer to me no matter how many times I pressed the sword button. It also got tired of having to start the game back at the beginning when I lost my lives.

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    1Bejeweled 2 (Web)Playing
    2Castlevania: Dawn of Sorrow (DS)Playing
    3Jewel Quest II (Web)Playing
    4Kirby's Adventure (NES)Playing
    5The Legend of Zelda (NES)Playing

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