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    jp's DK: King of Swing (GBA)

    [November 25, 2008 08:18:56 PM]
    I guess it took me 4 hours of playing this game to realize that:

    (1) I can't seem to get used to how you move around in this game


    (2) This game is really, really hard at times for no apparent reason. I mean stupidly hard. Not hard in the "I can't beat a tough enemy hard" but hard in the "I've spent 45 minutes at the end of a level trying to jump up on to the final platform".

    It's the second point that's the most annoying because, other than 2 specific instances where I spent A LOT of time, the game is enjoyable and interesting. That's why I'm wondering if my failure to clear the final jump of the last area of the Ice Castle in the Ice World has to do with an issue of adjusting to the unusual movement mechanics used in the game. (upon checking Gamefaqs I realize that the game has 5 worlds, of which I was close to the end of the 4th, so I did make significant progress in this sense)

    Movement. Hmmm....

    As far as the Game Ontology goes, we've always considered movement in a pretty straightforward fashion where the mappings are "direct". Up = move up, Down = move down, and so on. Essentially a displacement in a typical (cartesian) space. If you want to get more sophisticated, you can move along (x,y,z) as well.

    Things get tricky when you add rotation. Sort of. Rotation is not the same as displacement, and thus doesn't count as movement in the traditional sense. In most games you rotate in order to orient (what is being rotated) so that you can then move/displace. It sort of a prelude to movement. In some cases, there is no movement. Traditional rotation? Tetris - rotate the pieces so that they will hit the bottom in the right configuration.

    DK:KoS is a bit different. When you're in the air you can't really move anywhere. (strictly speaking you can "guide" your falls to the L/R). You do, however, have to get DK to move around... Grab a peg, and he rotates around it automatically. (the direction depends on which hand you grab the peg with ). You don't control the rotation, you only control the "grabbing". It's an interesting "weak example", I'm pretty sure, but I'm not sure of what. Does it count as rotating or moving? Hmm.. need to think on this a bit more.
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    [November 17, 2008 08:20:36 PM]
    For a "kiddie" looking game, it hasn't taken long for me to encounter a great amount of frustration. I've completed a little over 11% of the game and I'm stuck on a level inside a tornado. That doesn't sound all that bad EXCEPT that both sections of the level are incredibly frustrating due to some tough maneuvering you have to do at the end. I easily spent 30 minutes before I was able to clear the 1st section and I haven't been able to clear the second one yet. Grrrr... It's just one little jump. Failure doesn't mean "game over", but you do fly back down and then have to climb (part) of the way up...and try again. And again. And again.

    You know you're on to something when even the FAQS at Gamefaqs says this "So, the game's been pretty easy so far, right? Yeah, well, starting with this level, FORGET ABOUT IT. The difficulty is about to be jacked up to 11". I hope I figured out "the trick" to it soon...or at least just get over it.

    Other than that, this game is definitely a mind-twister when it comes to getting used to moving around. It's time to start thinking in circles! (literally
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    jp's DK: King of Swing (GBA)

    Current Status: Stopped playing - Got frustrated

    GameLog started on: Friday 14 November, 2008

    GameLog closed on: Tuesday 25 November, 2008

    jp's opinion and rating for this game

    Classic platformer design with the movement twist. Definitely worth looking at, but it isn't all that exciting in the grand scheme of things.

    Rating (out of 5):starstarstarstar

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