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Feb 7th, 2008 at 17:57:53 - Yoshi's Island DS (DS) |
GAMEPLAY:
I'm not sure if I got more annoyed at the game while trying to collect all of the items, or if I was excited about the challenging aspects of the game. Sometimes I would be missing ONE star at the end of the level and there would be no way to retrieve it. There were other levels that required me to use babies in a specific order to carry out tasks to get a flower or some other item. If I messed up one transition I'd have to start the level over to get it or die and start at the check point. It was frustrating!
The secret levels are way too challenging to complete. It is already hard enough to pass through the series of platforms and enemies, so imagining collecting all 30 stars, 10 red coins, and 5 flowers seems impossible. What skill is needed to do everything perfect?!
I think I focused too much on collecting items and forgot the main storyline and purpose of my goal of even playing the game. I sort of created a new goal of "COLLECT ALL ITEMS" and lost touch with the original purpose. I'm not sure if that makes the game good or bad, but I think it's neat that the designers allowed the players to recreate goals while using the same rules of gameplay (even if it was on accident or not).
DESIGN:
This game obviously focused a lot on level design. The placement of each item in the game was specifically designed to challenge the player to the extent of anger. The designers made the levels difficult by requiring a huge amount of accuracy while throwing eggs and calculating timing at the same time. Obviously the player can make gameplay less interesting by not focusing on item collection, but the designers kept their minds open to the people who would force their limits and do every single thing possible in the game... to the extent of exhaustion. This makes gameplay challenging if the player decides to have his/her experience that way.
There were a variety of platforms and objects used to help the player travel through the levels, ie: rotating wheels, platforms fixed on a path, vines, magnetic powered platforms, wind travel, temporary platforms powered by a button, and etc. All of these created interesting forms of gameplay while being experienced by the player. The player can spend as much time on a fixed/static platform while he/she talks to friends about other things in real life, but if the player is on a time-based platform, his/her attention is undivided.
Having the choice of switching between five babies (Mario, Peach, DK, Wario, and Bowser) made gameplay especially interesting. Some levels required certain babies to be chosen to get past obstacles, but it was free reign otherwise. Gameplay experience differs from one baby to the other because each baby has his/her own abilities. This either made gameplay more simplistic or challenging, depending on what the level required from the player.
The item collection in the game created a lot of challenges for the player. The replay values of levels are quite high when the player did not collect all of the items possible. The levels are saved with the best points scored so far, so the player is never docked for playing poorly.
The wacky color crayon graphics adds warmth to the game. The music is very whimsical. All of the art aspect of the game may seem simple, but it suits the mood of the entire game very well. The player is emerged within this fantasy land while playing with Yoshi and the babies because the visual features bind so flawlessly with the audio provided. When Yoshi is attacked by an enemy, the baby on his back cries endlessly until saved. Each baby has his/her own unique and character independent cry. Each action in the game has its own sound effect, which adds a lot of subtle depth to the game.
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Feb 3rd, 2008 at 18:54:34 - Yoshi's Island DS (DS) |
SUMMARY:
Yoshi's Island DS, as the name suggests, is a 2D platformer for the Nintendo DS. Baby Mario with the help of Yoshi go on a quest to find Mario's brother, Baby Luigi. He has been kidnapped by one of Bowser's minions, Kamek. In this game, Baby Mario and Yoshi receive help from Baby Peach and Baby Donkey Kong, who too have been captured by Bowser's minions. The two then go on to meet Baby Wario and Baby Bowser, both who leave the team for one reason or the other later in the game.
GAMEPLAY:
I have previously played the original Yoshi's Island and it was one of my favorite games for the SNES. I couldn't resist getting a DS just for this game because the old version was so great!
Anyways, the game controls, mechanics, music, and art concepts all still seem to be same, or at least very similar. The biggest difference playing this version is the dual screens. I can see flowers/coins up above me, or I can move my screen down and see items below. It's hard to control sometimes because the camera doesn't always go where you want it to. However, it's good to have almost free control over what is visible or not.
I had a difficult time readjusting my accuracy throwing the eggs. Maybe it's because the DS's controller is a tiny bit smaller? It's not comfortable holding L1 and R2 at the top. Yoshi can only hold a certain number of eggs and at some points I couldn't get anymore when I really needed at least one to get a coin or flower. It was annoying.
I got to play with Baby Peach in this game, which was quite strange when I first did. I wasn't used to switching babies, but new things came on the fly so I adjusted as well. You can't run with Yoshi while she's on his back, but she has the ability to float in the wind with her umbrella. She becomes useful for passing by parts of the level where only wind can take you to certain places. Another baby used was DK. He can't run either, probably because he's quite large. His eggs explode on collision, he can climb vines, and he can automatically flatten long vertical stumps with Yoshi's smash skill (time saver when I was looking for red coins!). I found myself using Baby Mario most of the time because he can run. The only times when he wasn't on Yoshi's back was when I needed to use other babies to get past certain obstacles that only they can pass.
I found myself redoing levels where I didn't get 100%s. That is, I didn't collect all of the 20 red coins hidden in the level, didn't get 5 flowers, and/or didn't end up with 30 stars. When I did get all/most points, a secret level will pop up in the map. These levels are insanely difficult and I had a hard time trying to complete them while scoring 100%. I got very emotional trying to get a flower, but the lava rose up too quickly for my needs...and I died. It's interesting that the designers would put such a difficult secret level in the first world because new players would need a lot more experience and maneuverability.
This entry has been edited 1 time. It was last edited on Feb 3rd, 2008 at 18:57:17.
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Jan 20th, 2008 at 21:24:51 - Donkey Kong Country 2 (SNES) |
GAMEPLAY:
The game got a lot more challenging because new monsters, harder levels, and interactive environmental gadgets were introduced. The hooks, as an example of an interactive environmental tool, are very easy to use but having to jump from one hook to another with precise accuracy wasn't as easy as I thought. I ended up having to use Dixie's slow-fall to navigate through the series of hooks for an easier time. Another one of these gadgets are the animal boxes. There are characters, such as a rhino, snake and spider, that help Diddy and Dixie on their quest within special predefined animal zones. They help you traverse through the level easier and help you get to secret stages you could never reach otherwise. I like these animal characters because they add new color to the game, making new challenges if you lose the animal while within an animal zone.
Some levels I encountered started requiring both Diddy and Dixie to be present in order to get to secret levels or to get certain items, such as tokens or block letters. When I couldn't locate a DK barrel to revive Diddy or Dixie, I got upset and wanted to start the level over. Even though I didn't want to go to such extremes, I wanted to collect all the items I possibly could. This challenge I made for myself added depth to my game play experience, but it made me feel like crap if I couldn't do it. But never before did I appreciate the Diddy/Dixie duo so much.
I noticed that the first couple of levels did an excellent job introducing you to the controls of the game. What surprised me was how little had to be learned to use the controls, but mastering them took a while. As levels increasingly grew difficult, I had be extra careful when controlling the characters. Jabbing buttons in this game does you no good. The connections between the characters and the controller made me feel like I was in the game. When I died I thought, "Gosh, that was MY fault for doing a horrible move." I would secretly punish myself for doing a bad job then continue on playing. To me it's never the character's fault, even though they too are separate entities. I never felt this way in any other platformer. Having to control two characters added a lot to this experience.
DESIGN:
The first thing that needs to go on this list is the fact that there are two characters to control. Diddy and Dixie work together hand-in-hand and they have different skills that need to be used when encountered by specific tasks in the game. The two also work together as a team to reach goals. The creators of the game were well aware of the balance that the players would have to use between the two Kongs. The innovative element of having a different variety of movements with the two characters also leaves the game very open ended when it comes to attacking challenges. Because one task can be done using Diddy, Dixie can do it another way as well. Whichever way is easiest is determined by how the player interprets the difficulty of controlling each character.
Donkey Kong Country 2, just like any other platform game, has a general path that leads to the end of a level. Any player would assume that going straight (from left to right) will eventually lead to a dead end and completion of a level. However, the use of space in this game adds adventure. The existence of secret levels to collect bonus tokens makes the game that much larger and exciting. These levels are sometimes tricky to get to and one of the most popular ways to indirectly lead the player in a correct secret track is to lay a trail of bananas. A player would never fall down a random pit because death is almost certain, but if there is a trail of bananas that lead you to another area, the player almost always will follow them.
The designs of each level is highly dependent on the location of the level on the world map. If the level was at the top of a pirate ship near the sails on the map, then some physical designs of that particular level featured sails and a lot of sky. Not one level was designed like the next because the details of locations were different on the map. Some levels also have different mechanics. An example of that would be a level where lava or burning water rises as you continue traveling. The player is then forced to race against the clock in order to survive. The multitude of levels keeps the player on his/her feet because what's to come is unexpected.
The tone of the game is very cheerful. There's no blood or violence and the most that ever happens to an enemy is a bonk on the head. There's the occasional explosion of TNT barrels, but the enemies only fall through levels of platforms and disappear. The design of the avatars is very cartoony and is suitable for all ages to play. The music is very energetic and the sound effects are comical. Overall, the color schemes of the game are fairly bright and vibrant and there are occasionally some darker complimentary colors that try to portray evil.
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Jan 20th, 2008 at 17:40:29 - Donkey Kong Country 2 (SNES) |
SUMMARY:
Donkey Kong Country 2: Diddy's Kong Quest is a 2D platform game and is a sequel to Donkey Kong Country. The game starts out after our hero Donkey Kong is captured by his arch rival Kaptain K. Rool. The player has to travel through a series of levels and maps with Diddy Kong and his girlfriend Dixie Kong to rescue him. The Kremling Krew, a vicious group of crocodile-like creatures, and other monsters are sent out by K. Rool to distract and attack Diddy and Dixie on their quest to save Donkey Kong.
GAME PLAY:
The first thing I took notice of when I started the game was the music. Each track suited every level so perfectly it made my game play more enjoyable. Not only was the music great but the graphics were very cartoony and uplifting. Even though the maps were usually designed to seem dark and eerie, the connections and interactions I had with the characters (Diddy and Dixie) brightened up the screen's mood. The sound effects were also great too. An example would be one of the Kremlings in a barrel. These Kremlings would pop out of the barrel when you are within a certain radius and make a low pitched "OUAAA" echoing sound. While they move back and forth they create squeeky car brake sounds. It's very comical and alerting at the same time.
Having to take full advantage of the two character's skills was very engaging and also allowed me to experiment with the controls to figure out new moves. However, it took a while for me to get comfortable with the controls and I got especially frustrated when I couldn't jump while running. All of my actions had to be carefully planned out if there was an endless ledge right beneath me. Knowing that I have these two characters to use made me feel safer because if I ever lost one person, I could always find him/her again by finding a DK barrel.
There's a general one way path to reach the end of the level but I had to explore and go astray from the original path to find secrets. This made my game play more lively because I was able to do whatever I wanted and wasn't forced to stay on any one path. It was great knowing that I could easily travel back/forth and up/down because if I ever felt like I missed something, I could go back to search.
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Xoulone has been with GameLog for 16 years, 10 months, and 12 days |
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