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Jan 16th, 2007 at 00:02:56 - Kirby's Adventure (NES) |
It seems that you can simply float along the top of most levels to beat them. Although this eliminates the "fun" factor of most levels it is entirely possible to complete a majority of the game with little attention.
Someone is going to leave a comment and call me a moron for this...but I just realized that after sucking up an enemy you can push the down arrow key to absorb an enemy's powers and use them during the rest of the level.
Just fought my first giant tree guy who seems familiar from other guys. He dropped apples which I had to suck up and chuck back at him. Rather amusing and well designed.
I absolutely love the little dance after you beat him, I think I'll keep playing the game to see the little dance again.
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Jan 15th, 2007 at 22:46:14 - Kirby's Adventure (NES) |
I have played a few of the recent kirby franchise inventions. These include things like kirby tilt 'n tumble on the gameboy as well as kirby 64 for the n64.
I have never touched Kirby Adventures and this would be my first outing with it. The music (the chirps and beeps) is classic and surprising entertaining. The graphics, however, surprised me the most. When I think NES, I think bland single color pixels. But kirby seems to have an enormous pallet of expressions as well as little quirks which make him seem almost like an actual creature or animal. I love the way he is animated throughout this game...arguably better animated than in recent renditions of kirby.
But the game seems harder than I imagined it. The more recent kirby installations are fairly simple, contain tutorials, are sort of baby the player along. This version is evil! Bad guys are placed with keen insight into where my jumps are going to land. Gameplay is difficult and power-ups are rare but the cute little puffball keeps me coming back for more.
Level design is nothing short of brilliant. The rules are well defined and the linear path of the game keeps you on track. Simple to learn, difficult to master.
Although, we can probably attribute some of the game's difficulty to my laptop's keyboard. This is probably not the best controller to play with.
The lack of story is odd (we see loads of story development in more recent games). Possibly the included instructions with the game had some sort of story?
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Jan 9th, 2007 at 01:11:55 - Yoshi's Island DS (DS) |
Round two with Yoshi.
I got to my first boss battle in this game. Two giant very round enemies. I had to collect eggs coming from a little plant and then fire at the giant guys. Each time I hit them their pants shrunk. After maybe 5 or so hits their pants disappeared and they turned red and vanished off screen.
This is a little questionable I think. Hitting people so their pants shrink and fall off. Odd imagination these developers have. Otherwise the boss battle was fairly difficult. I imagine the next one will step it up a bit.
The following few levels gained in complexity. They are now longer and now house more paths and even more odd puzzles and side-minigames.
Yoshi also turned into a helicopter for a little scene. The player had to maneuver around various obstacles in a set period of time in order to complete the screen. It was confusing and rather frustrating at first mainly because I did not understand where to go or what exactly was happening.
Similarly, when (as Yoshi) you must jump on different wind streams in order to float across a gap I found myself cursing in frustration. Only after repeated trial and practice did I learn that the key was in making a high initial jump and then continuing to hammer the "A" button while floating across the gap.
I am actually having quite a bit of fun with this game. I think I'll stick with it for a while.
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Jan 8th, 2007 at 23:24:10 - Yoshi's Island DS (DS) |
My roommate has Yoshi's Island DS and I decided to give it a try.
I have played Yoshi's Island before however only briefly. The DS version carries a large number of the same items which I originally enjoyed in the SNES version.
Firstly the pastel-style graphics which captured my eyes in the original return. They look as cheerful as ever and bring back my childish dreams. The music is also memorizing and further sends me back to a time when I had no worries or problems.
The game seems easier than I remember, however. I remember spending hours struggling with the old Yoshi's Island whereas I can fly through levels on this one. Granted I am not trying to go for 100% completion and I am skipping a number of the secret tunnels. Also, this is the first world of the game so the ease of play is understandable. Hopefully the game will grow more aggressive and difficult as I play on.
The solid platformer controls return. I love the intuitive nature of the controls for almost any mario game. The game seems to respond to thought more than to touch.
Numerous puzzles riddle the various stages of Yoshi's Island DS and some of them are much more difficult than others. A few have very helpful hint boxes thrown in front of them while others are cleverly hidden and require agile jumps and timing to reach. This varying level of difficulty is intriguing because it lets a player either rush through the game to complete the levels or spend time collecting all of the interesting artifacts in a level before progressing. Either way allows the player to continue onward in the game without being forced to hunt down objects hidden in a level.
The only problem thus far is I have trouble taking the story seriously. Baby Mario is unable to defend himself and thus must be carried by various Yoshis to reach his destination. While the plot seems interesting the execution is humorous. Little baby mario cries has yoshi tries to jump at the bubble floating away. You swallow enemies as yoshi in order to turn them into eggs. These eggs are then turned into projectile weapons launched at enemies and obstacles alike. I really enjoy the level of humor found in this game and whether it is intended or not I am having fun with it.
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rohanrns has been with GameLog for 17 years, 10 months, and 13 days |
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