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Jan 31st, 2007 at 16:38:10 - The Legend of Zelda (NES) |
This session I had a friend with me who had played the game before which helped me find the location of the first dungeon. The first dungeon was actually farther away from the start of the game than the third dungeon was which didn't make much sense to me, but in the end didn't really matter i guess. Even with the help of my friend finding the entrance of the dungeon was still difficult and i think the game should of given you some hints on where to go. Finally having found the dungeon, it had a ddistinct feel to it that was different than the other one i beat. For one thing enemies in this dungeon were bats and skeletons, instead of the knights and blobs. This gave the game a refreshing feel that gave the game play more meaning, to discover new enemies and environments. Also in this dungeon was forced, by the game design, to find the bow. This made the dungeon feel more complete for me since I'm used to the newer Zelda games. Something that I'm not used to though happened, finding very useful items from random enemy drops. I acquired the boomerang this way and it seemed very odd to me to have an enemy that you didn't even need to kill to drop such a valuable item. I feel this could of caused some players to miss out on some of the game play and lessened their experience with the game. The last thing in the dungeon was the boss fight, which is probably the best part of the game. This boss fight however was disappointing because of the non existing challenge of destroying the boss. All i had to do was stand in one spot and swing my sword, then POOF, the boss was dead and the dungeon was done. Then I got the customary heart at the end and a piece of the triforce, which made it feel like i accomplished something important for the overall goal of the game.
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Jan 31st, 2007 at 04:31:00 - The Legend of Zelda (NES) |
Although this isn't my first time playing Zelda in the NES, this is the first time I've played this classic game for more than a few minutes and i have to say it doesn't disappoint. The game starts off with no story and just plops you down in the center of a large realm. The game then forces you to grab a sword then unleashes you onto the world with no direction. I find this to be a small flaw with the game because it gives the player no direction to go and leaves the player feeling lost. But the desire to explore kept me playing and the joy of fighting the array of creatures scattered around the map was entertaining enough. Nintendo also did a good job of varying the environment so you get a sense of finding new lands. After wandering around the world map for awhile and randomly finding some bombs, i stumbled upon my first dungeon. At the top left of the screen it said it was the third dungeon, so somehow i managed to skip the first two dungeons. Although this initially seemed like a game design flaw, in the end it didn't prevent me from running through the dungeon. Something that i found weird though is that the dungeon seemed incomplete in the sense that it didn't give me any more items. I guess this is a game convention that has been introduced in the newer zeldas, but its a convention that makes dungeons seem more meaningful. Something that the zelda dungeons have had since the beginning is the heart at the end which adds a reward for the completion of a dungeon. Then i stopped playing after that dungeon
This entry has been edited 1 time. It was last edited on Jan 31st, 2007 at 16:23:38.
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Jan 19th, 2007 at 17:31:24 - Super Smash Brothers (N64) |
Having nobody else to play against, i decided to try out my skills in the single player mode. I put the game on hard mode thinking that the game would be a breeze, and it was. Each level is its own scenario usually consisting of a character or killing multiple characters. To keep the game exciting though, nintendo threw in opponents that have super abilities such as a large amount of life. Also there are levels that have nothing to do with killing other computer controlled characters, these levels are timed puzzles where you either need to destroy targets or land on top of all the platforms on the level. This puzzle element to the single player game keeps the texture of the game from becoming repetitive.
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Jan 19th, 2007 at 04:16:01 - Super Smash Brothers (N64) |
I would like to start of by saying that i play ssbm all the time and have gotten pretty good at it, but ssb i don't play too often. For this game log i played a friend, who is decent at ssb, 1on1. I really shouldn't use the word decent for my friend, if he were to play any average Joe, he would win every time, but against me, he didn't win a single game. This is actually one of the main reasons i love ssb so much, its because of the immense depth of the game.
There are a number of features that nintendo implemented in the which allowed the fighting to have so much depth. One of the most important of these game design features, is the ability to reduce lag when hitting the ground after an aerial. While landing on the ground after performing and aerial attack, one can press the z button which enables you to perform your next action quicker. It sounds easy, but its takes training to achieve any kind of consistency to perform this advantageous move. I'd also like to point out that pressing a button at a certain time, and getting rewarded for it, is extremely fun for game play. I remember losing countless quarters to an arcade game back in the day where all you do is push a button to make a spinning light stop on the spot that would give you the most tickets. Moving on, the ability to perform short hops, as opposed to the normal size jumps, adds another lair of depth into the game. Being able to short hop increases the pace of ssb games and allows players even greater control over their character. Well these are just 2 awesome, innovative ideas that the genius over there at nintendo came up with to make ssb a great game.
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tricap has been with GameLog for 17 years, 10 months, and 11 days |
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