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Jan 19th, 2007 at 19:26:21 - Super Mario 64 (N64) |
After playing a few more levels, I think part of the key to Mario 64's success was not only its simplicity in level design, but also the variety of levels (while maintaining this simplicity). Playing a level substantially consisting of water was a tad frustrating, but 'twas over soon enough and I was on my merry way. Considering that this game was among the first generation of platformers in 3-D, it displays a remarkable amount of replay value and aptitude with negotiating the 3-d space.
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Jan 18th, 2007 at 20:38:02 - Super Mario 64 (N64) |
I've actually never sat down and played this game (back in the day, I owned a PS1), but its status in the world of 3-D gaming is supposedly legendary. I played through 2 levels in this sitting, and I think the linear level design (a series of platforms, climbing a tower to fight an oversized boss character) was a particularly successfully executed aspect of the gameplay. The controls are responsive enough, albeit simplistic. The graphics were probably mind-bogglingly amazing for their time; I was somewhat bemused by the grandiose self-exaltation of what now seem like simplistic graphics. The one thing that I felt frustrated with was the difficultly of lining Mario up to read signs in an effecient manner (I spend an extra 5-10 seconds each time attempting to reposition him). I was also somewhat miffed by the camera controls. These problems were fairly minor and I look forward to "doing more homework" (as I explained to my housemates when asked).
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Jan 12th, 2007 at 17:35:05 - Ape Escape (PS) |
YES!!
I was introduced to a function in the game that allows you move the camera immediately behind Spike (the only playable character in the game, apparently) by tapping one of the shoulder buttons. I discovered this almost on accident, up until now I had been using the D-pad to (slowly) move the camera around. Although I do wish that the automated camera movement were a bit less frustrating. But I digress. I suppose I should try to answer some of the questions that are being posed by my professor.
Level design, while starting off relatively simplistic, is solid in this game. Of note, there is a level in which you must navigate the bowels of a dinosaur in order to find... monkeys. The level is huge and presents maze-like constructions and just generally a huge space to explore. I believe that the designers did a good job of trying to take advantage of the new controller by making the use of both analog sticks an integral part of gameplay. The solid level design, and the promise of new and interesting gadgets really beg the player to keep going, as each new gadget allows for older areas that were not accessible before to be cleansed of monkeys. I am unsure as to the emergent nature of the game. I can't really say that it exhibits any, the plot is fairly linear and the progession through the levels is relatively straightforward. I think in the world of single player platformers that Ape Escape demonstrates competance and complexity that would keep even the oldest of children pleasantly occupied.
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Jan 12th, 2007 at 17:07:58 - Ape Escape (PS) |
Ape Escape was one of the first games for the PS1 that tried to take full advantage of the then-new dual analong controller. Most of my gaming is done with cards, although back in the day I used to play a fair amount of RPGs and RTS games. Therefore I thought a platforming game would be interesting.
My first impression of the game, taken from my sister's game library, was somewhat tainted by the bizarre and quirky visual style. It is decidedly manga-esque, and the characters' voice overs are extremely awkward. The cut scenes were probably dubbed from the japanese and not re-rendered for the english version. But on with the gameplay. The controls definitely take some getting used to, although thankfully, the learning curve is relatively shallow. Movement is not really the issue; rather, the game asks that you move with the left control stick while simultaneously using the right control stick for directional attacks with "gadgets." You begin the game with 2 such gadgets: the "stun club" (which is really a lightsaber, probably renamed for liscensing purposes) and the "time net" (which allows you to capture escaped monkeys... who have travelled back in time with brain-enhancing helmets to take over the world). On a sidenote, the plot is rather silly. The most frustrating thing for me in the early levels is the camera. It always seems to impede my progress, especially during particularly heated battles with monkeys or at difficult platform-jumping sequences.
So far I have only unlocked 2 more gadgets: the underwater time net and the Monkey Radar, which allows you to locate your next target. Hopefully I can become more accustomed to the controls and camera and enjoy this assignment more.
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OLEG's GameLogs |
OLEG has been with GameLog for 17 years, 10 months, and 12 days |
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