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    Jan 18th, 2007 at 22:48:40     -    Virtual Console: Gunstar Heroes (Wii)

    I really think I like this game. I've been playing it for awhile, but still can't get past the fourth stage without using a continue. The game is quite challenging, though probably not as challenging as the Contra series, which is good or bad depending on your point of view.

    Gunstar Heroes is a side-scrolling shooter, similar to the Contra series. You progress through the stages with a range of weapons, blowing up crap and chucking your enemies everywhere. Unlike Contra, a direct hit will not kill you immediately. You have a certain amount of life, and when that depletes completely, you die. The tradeoff, however is that you only have one life. If you die at any point during the stage, you are faced with the continue screen and, should you choose to continue, are dropped off at the beginning of the stage or a checkpoint somewhere in the middle.

    The controls feel very natural, considering it's a port, and I was using the Wiimote to play. The weapons are varied; you can hold two weapons at any one time and use each weapon separately OR you can select both of them at once for a special combo-weapon. Considering that there are four different weapons, this gives a total of 14 different shot types! My favorite weapon is the lightning sword; a combination of the flamethrower and the lightning weapon. It is extremely damaging, but it is the weapon with the shortest range. Not only do you have ranged weapons, but melee attacks as well. If you press fire while you are covering an enemy, you will chuck the enemy in the direction of your choice. If you press jump while already in the air, you will do either a dive attack or a flying kick. Press down and jump while on the ground and you slide into oncoming enemies. There is a fourth melee attack, but I can't seem to replicate it very well.

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    Jan 18th, 2007 at 19:30:35     -    Soul Calibur III (PS2)

    So I played Anthony for a few hours recently. He certainly picked up his game since we last played. He started with Mitsurugi, and I with Siegfried of course. We were pretty even, though I think I won more of the matches. When fighting Mitsurugi, the match either goes one way or the other. Once he puts you on the ground, it's difficult to get your mojo back. If you try to roll away, you get a sweep, if you try to rise ducking, you get uppercutted, if you try to rise standing, you run the risk of getting grabbed. Mitsurugi is one tough customer, so in this case, the best defense is a good offense. Make sure Mitsurugi's out of range for most of the match, which can be hard considering Mitsurugi has almost as much range as Siegfried, but if you manage to keep the right distance, you can poke him without running the risk of getting knocked down. If you fall, you have about a 1/3 chance of recovering the match. So after some Mitsu smackdown, Kilik decided to come out of the closet. Some of Kilik's weird spin moves were hitting, but I was able to read and block most of it. When that wasn't enough, out came Maxi again. This time, I didn't fare so well. I kept letting him get close, which I learned was a baaaaad idea. There just isn't any way to properly read and punish his stupid high/low strings that doesn't involve mind-reading. Thus, the solution here is to again, keep out of range. This is a little easier with Maxi than with Mitsurugi. Mitsurugi is slower than Maxi, but has more range, so it requires some intuition in order to see the fine area where you can move without worrying about being hit. Maxi is faster, but has less range, so it's easier to know when you are/aren't in the sweet spot. However, this knowledge didn't save me from many an embarrassing Maxi-mixup-landings. I guess I just need to fight Maxi more. :/

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    Jan 18th, 2007 at 18:35:16     -    Soul Calibur III (PS2)

    What can I say? I totally, utterly, stomped everyone I played today. Anthony seemed to be kinda out of it. He obviously hadn't played for awhile, so I guess this is forgivable. In other news, upon revisiting this game, I realize it still has the same problems I left it with. Sometimes the hit-detection is off, as Siegfried's sword will CLEARLY go through the opponent, yet nothing will happen. Like most fighters, single-player mode is only so interesting, but again, like most fighters, single-player mode is one of the least important game modes. 2P mode doesn't disappoint, even a year after the game's release. Chronicle of the Sword is still pretty lame, as even though it is a rumored strategy game, all it boils down to is zerging the pathetically stupid AI's base until one of your units are left, then let your units recover, rinse, and repeat. So again, we are left with just the 2P mode. Which is by no means bad. In fact, it's really the only reason you'd still be playing any game a whole year after its release. I guess it's not too shabby, huh?

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    Jan 13th, 2007 at 04:27:12     -    Guilty Gear XX Slash (PS2)

    Managed to save it!

    It was brought to my attention that some explanation is required in my further logs for this game. Guilty Gear: The Midnight Carnival XX Slash is the third revision of the Guilty Gear XX fighting game series. Being such, there will be a need to explain certain moves and conditions and how they are performed. Let me attempt to clarify. I will be using numpad notation for unnamed moves (from the 1p (left) side of the screen. This notation references the numbers of the numpad as if they were directions on the D-pad (e.g. 6 is right, 5 is neutral, 9 is the diagonal up/right, etc.)) I will also be using the following button notation: P K S H and D. P being punch, K being kick, S being slash, H being hard slash, and D being dust. While this may not be the most descriptive method for people who are unfamiliar with the game, a proper rundown of every move and move property for every character would require easily 100 pages of text, not including the situational reasoning for which each move may/should be used. I will, however, do my best to clarify and describe as many particularly important scenarios as possible. If you have any questions, please comment with them, and I will be happy to answer.

    Anyway, today I had a fun time introducing two of my friends to the game. Both of them being Street Fighter 3rd Strike players, they became relatively proficient relatively quickly. It's actually quite surprising how well one can successfully learn a new fighter once becoming knowledged in a staple of the genre, even though said games are quite different.

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    1超連射68K (PC)Playing
    2Cave Story - 洞窟物語 (PC)Finished playing
    3Gradius (NES)Playing
    4Guilty Gear XX Slash (PS2)Playing
    5Perfect Cherry Blossom (PC)Playing
    6Soul Calibur III (PS2)Played occasionally
    7Super Mario Bros. 3 (NES)Playing
    8Virtual Console: Gunstar Heroes (Wii)Playing

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