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    Feb 9th, 2008 at 02:26:39     -    Legend Of Zelda: Ocarina of Time (N64)

    Gamelog entry #2

    Gameplay:

    During my second session of gameplaying, I spent the entire time inside of the Deku Tree. So I did not learn anymore about the storyline during this time. Instead, there were lots of puzzles: figuring out to opening doors (by lighting torches, by stepping on buttons on the ground). Also there are characters that you have to defeat by using your shield to deflect the Deku nuts that they spit at you.

    Some of the puzzles took me many times to complete. There was on in particular where you have to jump from the very top of the tree with a burning torch in order to fall through a web leading you to a lower level inside of the tree. This was the task which frustrated me the most because after failing so many times, the task became redundant.

    Design:

    As I mentioned before, this is a 3D game, which is played from a third person perspective. The movement of the main character is pretty straight-forward: You use the joystick in the center of the controller to move Link in that direction and A is used as the main select button and B as the weapon button. You can choose the Select button to go to several screens that enable you to either: switch your weapons, look at your map, look at your quest status (keeps record of everything you collect), and look at other items you've collected. Also, there is a Z-button trigger that enables you to focus on a specific object or person in order to attack it or talk to it. After doing a little online research, I found out that this control scheme was revolutionary at the time of the game's release.

    The reward structure of the game is: when you defeat enemies you can get more ammunition or rupees. Also you can be awarded rupees for smashing wooden chests or cutting down shrubbery. When you have to defeat multiple guards, there is often a specific sequence that you must defeat them in in order for him to give you a clue about how to defeat the next boss.

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    Feb 9th, 2008 at 01:29:32     -    Legend Of Zelda: Ocarina of Time (N64)

    Gamelog entry #1

    Summary:

    Legend of Zelda: Ocarina of Time is a 3D action-adventure game in which you play as the character Link who is given the task of saving the mythical land of Hyrule. The Deku Tree summons Link and tells him that he is the kingdom's only hope. Link has a sword and shield but also picks up other weapons along the way, as well as magic spells to use against any antagonists.

    Gameplay:

    The game opens with a lot of dialogue. It tells you that the Deku Tree is sending the fairy Navi to wake up Link (the only boy in the village without a fairy) and become his fairy and help navigate him through the journey in saving the Hyrule Kingdom. You feel an immediate sympathy for the character Link when you learn that he is the only boy in Kokiri without a fairy guide. This makes you automatically feel a caring emotional connection towards him. Also, the anticipation of knowing you must somehow save the kingdom without really knowing how or why the kingdom needs saving in the first place keeps you intrigued. The Deku Tree does not specifically tell you everything you must collect and defeat; the player has to figure that out on their own as they go along. This creates an element of surprise as the story slowly unfolds.

    This is a one player game so I did not have any social interactions with other players, but I did announce my occasional frustration with other people that were in the room not playing.

    The game has a very specific flow. You have the freedom to go almost wherever you would like in certain areas of the land, but in order to move on and progress to the next land, there are certain tasks you must complete. For example, in order to be allowed to leave the village of Kokiri, Link must first find his sword and buy his shield. Then he was allowed to pass the guard to visit the Deku Tree. Also in the village, signs help you to learn how to use your weapons, like using your sword to cut down shrubbery which gives you rupees (the local currency). Each task you must complete allows you to learn the skills that you will later need to use in the game.

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    Jan 26th, 2008 at 01:56:10     -    Super Mario World (SNES)

    ENTRY ONE:

    Summary:

    I played Super Mario World on Super Nintendo Entertainment System. In this game, Mario (and Luigi in the two player version of the game) must travel through various worlds (which are divided into even more levels) to rescue Princess Toadstool from her kidnapper, Bowser.

    Gameplay:

    I had not played this game for at least ten years and I had hardly any memory of how any of the levels were set up, so I was starting to play as a true beginner. I had good memories of playing it with my aunt when I was young, so I felt reminiscent as I began. The easiness of the first few levels and the happy music made me feel relaxed. It wasn't until the second level that I began having more difficulty in avoiding losing lives.

    The story is very generic: you are required to save a kidnapped victim from the main ' boss'/enemy, so it is not so much the storyline that makes the game engrossing, but rather the intense gameplay that requires you to be constantly avoiding an enemy in addition to collecting rewards. The fast paced nature of the game makes it fun and keeps your interest.

    Another part of what makes the game interesting is the variety of characters. The gameplayer encounters new characters in almost every level (although there are still many recurring characters throughout).


    ENTRY TWO:

    Gameplay:

    For the first gameplay session, I played a two-player game with someone who was not very experienced in the game. Being on the same skill level made the game more exciting because we were taking about the same amount of time to complete the levels. However, for my second gameplay session, I played with another friend who had a much high skill level than I, and therefore the game was less fun for me because he was completing all the levels before I could so I was not able to win any of the points.

    Both players often vocally expressed either happiness because of successful completion of a level or frustration. The competition and dialogue with another human player made the game more fun than if I were to play by myself or against the computer. I enjoyed the social aspect of the two-player game mode.

    Design:

    It is a 2-D side scrolling game. Even with the simple background animation, it is still clear what terrain the game creators are trying to convey. The characters are very obviously not supposed to represent realism. The animation is simple and undetailed; usually consisting of fairly simple shapes with faces on them.

    The reward system is straight-forward:

    -Coins give you points.
    -Mushrooms give you lives (or make you larger)
    -Stars give you invincibility
    -Flowers give you the power to throw fireballs
    -Feathers give you a cape to help you stay in the air longer when jumping
    -Yoshi lets the player ride him and he also eats and spits our fire at enemies

    The music during the regular levels is cheerful and comforting. However, in the haunted houses and castles, the music gets much more intense: it is similar to the regular soundtrack but played in a minor key. Also, when you are running short of time, the music speed increases causing you to feel more anxious about completing the level.

    Each level gets progressively harder and is designed to gradually increase your skill in the game.

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    Jan 15th, 2008 at 02:42:25     -    Donkey Kong Country 2: Diddy's Kong Quest (Arcade)

    Summary:

    In Donkey Kong Country 2: Diddy's Kong Quest, Donkey Kong is captured by Captain K. Rool, and Diddy Kong and Dixie Kong must play through the levels to try and save Donkey Kong. You can choose which character to play and switch at any time. If you lose one character (either Diddy or Dixie) to an enemy, the other one picks back up and continues alone until they find the other character in a barrel along the way. The first few levels take place on a pirate ship, and the obstacles are K. Rool's crew on the ship. You must try to collect as many bananas as possible through each level because you earn an extra life for every 100 you collect.

    Personal Gameplay Experience:

    My emotional state changed a few times while playing the game. I started out feeling excited about playing the game because I had not played in so long. After playing for a few minutes, I already started to get sucked into the game, almost in a catatonic state. That went on for about the first four levels or so. Then once the levels started to become increasingly difficult, more focus was required. After getting stuck at a certain part in one of the levels, I started to get a little frustrated. It took me quite a few tries to get through that particular level, but once I finally got past that part, I felt like I had accomplished something, and the frustration transformed back into excitement.

    Both of the characters Diddy Kong and Dixie Kong are likable in their own way; they specialize in different areas: Dixie can be in the air a lot longer when jumping because she uses her hair as a propeller, but Diddy moves quicker and is just easier to control in general, especially while airborne.

    The story line is nothing special. It is one that has been done a million times. Someone gets captured, and it is your mission to go save them. However, the game itself is an incredibly well crafted platform game and really fun to play.

    Game Design Commentary:

    The levels of the game very in respect to the setting, but the objectives are always the same. The game creates conflict by the use of the enemies that act as obstacles in each level. As the levels progress, the enemy's become increasingly more difficult to get past. Some of the enemies even throw objects such as cannonballs and hooks at you. Also, at the end of each area (4-5 levels), there is a "boss" that you need to defeat. The game keeps the player interested by creating a fun environment and having fast-paced gameplay that keeps you wanting to continue.

    The tone of the game world is fast paced, and almost panicked at times, but the bonus levels are a little bit different. In those, the music changes to more upbeat, happy songs. In the normal levels, the music creates that atmosphere of quicker and more focused gameplay.

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