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    Jan 26th, 2008 at 02:38:11     -    Super Mario Bros. 3 (NES)

    Gamelog entry#1
    SUMMARY
    In Super Mario Bros. 3, Mario must travel through worlds to the end facing enemies and obstacles. There’s different levels he must get through and receive a card at the end. Mario is allowed to jump and smash enemies as well as change size by capturing toadstools and turning into a raccoon character. He must get to the end to save the Princess.

    GAMEPLAY
    I was in an overall happy emotional state when playing this game. During the first level, though it took me a while to accomplish, I had the freedom to jump several times my height and there was no great threat once I realized I could smash enemies by jumping on them. Each level was like a puzzle in an obstacle course sort of way where I had to jump over buildings and collect points.
    So far, I’ve only dealt with Mario, but he’s a very able and determined character. Only getting through the first couple of levels, I haven’t seen a whole lot of the story progression, but Mario is finding cards at the end of each level. The narrative progression is minimal when going through levels besides the bigger goal at the end.
    This game wasn’t the most action packed or intense game I’ve played, but the game was overall fun and very enjoyable. The obstacles and enemies made it challenging to get through each level and I actually failed quite a few times before getting the hang of it. I still want to go further in the game to see more about it and learn more of the story line, but I don’t think this game was completely interesting. I think if I played longer and got further along in the game, I would be much more interested. My experience didn’t flow as much during the game because it took me awhile to get the hang of it. And once I lost in a level and lost all my lives, I would start back at the very beginning, which became slightly frustrating. Even with this setback, I still came back to take on the challenges, trying to beat the game.


    Gamelog entry#2
    GAMEPLAY
    The second time I played I wanted to get through levels more quickly. I began not to care so much about each box and smashing every enemy and just wanted to get to the end. This made me quite careless when playing and didn’t have a good effect on my game play since I would die quickly. I soon changed my technique and became more patient and careful on the levels. I then had a better chance of advancing and could explore the other levels and beat them. At this point I was more interested and interactive with the game. I began to have a flow and was more at ease as I became use to playing the character Mario.
    I’m still not far enough to see narrative progression, but I’m sure if I pass through all the levels I’ll see more. On my second trial and once I got use to playing, it was definitely more interesting and I could have more fun. This added to the flow of my game experience and now I want to finish the game and reach the goals.

    DESIGN
    This game was made very interactive. What made it compelling was the obstacles in the way that made it challenging at each level. I thought all of the obstacles and enemies were placed well and were complex which kept it from being boring. There was always an obstacle that Mario had to overcome whether it was a jump, enemy, box, or building. This kept the player always thinking and interactive during the game.
    The level design was also well thought out in the game. There were always new and interesting levels to do. I hope to use there innovative level construction elements in the game that I design.

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    Jan 24th, 2008 at 19:31:45     -    The Legend of Zelda (NES)

    Gamelog entry#1

    SUMMARY
    The Legend of Zelda is an adventure game that allows the player to explore a virtual world while fighting obstacles. You can go into different taverns, gain lives, and change weapons.

    GAMEPLAY
    At the very beginning of the game, I was uninterested until I found enemies to fight. After I started to explore around, I became aware of the map and wanted to explore every aspect of it. E wanted to partiall memorize my path and pay more attention in order to find my way and become familiar with the world.
    Since you can go anywhere and there’s no direct or leading path, I was free to go anywhere. I found a special tavern that led to a dungeon. It was smaller than the big world and easy to follow with a map. I could locate where I was going and I could find a clue and a piece of the Triforce.
    The game got progressively interesting as I went on. My purpose became to find the secret levels and understand their clues. While doing this, it is difficult to navigate through the world. As of now, I don’t feel fulfilled playing this game as a beginner; however, when I am playing I feel focused with a need to find all the clues and beat the game.


    Gamelog entry#2

    GAMEPLAY
    During my second round, I was definitely more ambitious and focused. There are probably still a few more hints I need to realize like which weapon is better for an opponent and why my arrows sometimes don’t work. I felt very competitive while playing a second time. There was a need to beat the enemy swiftly and no one could stand in the way of a goal I was tring to reach.
    The narrative progression still increases slightly as you find more clues. I’m still not exactly sure what to do, but my current main purpose is to find the clues and their relevance. The story is still confusing to me, but the music has an effect on my mood. The suspenseful music in the taverns makes me more cautious and focused.
    Overall the game is fun to play, although I don’t feel I’ll be satisfied until I beat it. The obstacles I fight become an annoyance as they get in the way of me exploring faster.

    DESIGN
    The design template of this game was very simple with areas you could move and objects and creatures blocking your path. The multiple ways you could go and many different paths you could take make it one big puzzle including secret taverns, dungeons, and stairs. The game gives you the freedom of an infinite number of paths to take. With the limits of the design, you get a similar experience during the whole game.
    The level design in this game varies and you have to find each level. You don’t have a direct path and you need to find a special entrance in the world to get to the dungeons. In each level you find many artifacts important for game play and that help you. There’s also an old man with a clue and each level is like a puzzle that gets progressively difficult.
    The game keeps challenges of finding special taverns with levels, opponents to fight, and puzzles within the level. The game keeps these interesting by coming up with harder opponents and more difficult puzzles within the levels. Navigating through the level is a puzzle. Thgame keeps the player interested by telling clues and making levels to find them.
    The game has a great space to navigate through and different paths to get to different screens. If I could change the game, I would make the goal clearer. I would also make the pathway more set and direct so the player doesn’t end up going in circles. It was frustrating because after a while you would become disoriented. This game gave me the idea of using different levels with portals or special taverns leading to them.

    Note: After playing I went back and read the storyline for Zelda. This changed my views of the game in so many ways. Had I known the object I would have been much more enthusiastic about playing in the beginning like I feel now. I find the storyline very romantic and epic with adventure. The purpose is also more emotional with the goal to find Princess Zelda.

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