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    Phantom Abyss (PC)    by   jp       (Apr 6th, 2025 at 19:14:27)

    I'd heard of the game's hook (or gimmick if you will) as, everyday it's a different 1st person platforming game/run, and if you die - that's it. Play a different run later.

    I'm guessing stuff changed along the way, though the concept is still here - it's a reasonably challenging rogue-like 1st person platforming game. I've had fun, you have a whip to help you climb and each level has different modifiers (the whip has an ability) and you can pick up boons in your run (if you have enough coins to afford them) and hopefully make it to the end. BUT, you see a bunch of ghosts for everyone else who played this level - if someone died, you can collect their spirit or something for a small heal! During each run you collect keys you can use to buy permanent upgrades, and so you go up the progression ladder of many roguelites...

    Someone described this as first person temple run, which is close enough? I mean, the levels themselves are a lot more interesting than the "mere" reaction times that temple run goes for, here you can side-step/etc. stuff - and there are different paths, and in all you can be a bit creative for how you approach stuff...I've had fun so far - unlocked all the green levels and I've started on the blue ones!

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    Cuphead (Switch)    by   jp       (Apr 6th, 2025 at 13:37:03)

    I only get to play this when my son comes around - and we play together and I realized, yeah - I need to either start practicing seriously or just give up. And, I enjoy playing it co-op, so there's not much sense in practicing, so I decided to give up.

    We did make it to the 2nd island(?), and played some of the levels there - but I was clearly starting to see a steeper path to success. As in, it too us (mostly my fault) more and more tries to make less progress. He's already played it, beat it too? So, not much point for him really.

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    Sonic Rush (DS)    by   jp       (Apr 6th, 2025 at 13:34:08)

    I started playing this from the saved game - with new(?) character Blaze on "area 2" (I don't remember the exact name). And, I just could not beat the level - it was set in the casino world, and everything was moving super fast and on "automatic" - so, you just press move and the character zips along, bounces, etc.

    It's actually quite boring! Because you just do this, at some point you hit an enemy (very few enemies in the game!), lose your rings, and then carry on. But, I'd lose because I'd fall into a bottomless pit, lose three lives and then out.
    I'd say it wasn't so much frustrating as it was a disappointment. Yes, the point of Sonic is that it's "fast" - that's it's thing. But I find that there's little interaction to the game for most of the levels - you just "go along with the direction". It's neat when sometimes you get bounced around automatically, but for the most part I like to control the character.

    So, I deleted the save file and started a new one, this time with Sonic in the equivalent of green hill zone. This level has two areas and then a boss. So, it's like 3 levels make up a level.

    And, the experience was pretty similar - run on automatic for a while, lose rings suddenly or die, repeat with a bit more caution...etc. I did make it all the way to the boss fight - which I almost beat one too many times, and I just realized - ok, this is dumb - at least the boss fights have more gameplay ( you dodge, make an attack when the weak spot is open, etc.) - but it's still a pretty boring/uninteresting platforming experience.

    So, off to the shelf it goes!

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    Secret Files: Tunguska (DS)    by   jp       (Apr 4th, 2025 at 19:16:25)

    I think there's a weird moment in time when everyone thought that point-and-click style adventure games were dead, but they were not. And, I think this game is an example of a game that was under the radar of "mainstream" games press at the time? Or at least under the radar of the average consumer of videogames...

    This particular game is also a strange little time capsule - it's a port of what I think was a PC game...also at a time when people where porting all kinds of things to the DS. And, it works! Well, from a UI perspective at least. And it works pretty well. At least compared to another adventure game I played recently on the DS whose name I'm blanking on as I write this. I bounced on that one because it had some character/3D interactions that were awkward and unintuitive. Here, they were much smarter about it (I'm assuming they made UI "concessions" because it's on the DS). So, while you have a 3D character that navigates a static space - you don't actually have to move the character around directly in order to interact with objects/places in each scene. Press one button and all the interactive spots highlight, and you can just tap on them directly. I LOVE this solution - especially because I was never a fun of the "hunt for the pixel" approach that many games had (on PC) - and I'm super glad it didn't come across into this DS version (for all I know, the "here's all the highlights" was also possible on PC).

    But, the UI triumph aside, I still kind of bounced off this. I got stuck on a puzzle (how typical!) - and what I had to do was leave a location to visit another location and then continued...this seemed really "unfair" to me - as in, unintuitive - mostly because I had assumed I could not leave the locatio in the first place. It wasn't entirely unintuitive - but it was the sort of puzzle where I was sure I should be able to (in this case) get the key out of the aquarium - but it turns out that no, I had to leave the place, do some other stuff, and then come back. At this point I was well into the tried-and-true "try all the things with all the things", except that I did not know I could leave the location I was at. Sigh.

    So, from glancing at my list of DS games I still need to play...well, I wasn't THAT interested in the story so far and the puzzles didn't feel particularly interesting either..so, it was an easy game to put on the shelf.

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    Shogun Showdown (PC)    by   dkirschner       (Apr 4th, 2025 at 18:33:00)

    Clever little tactics roguelite. It reminds me of Into the Breach and other tactics games where you are given clear information about what enemies will do each turn. It's also reminiscent of Into the Breach because of the small play space. Basically, the game takes place on a 2d plane that is divided into like 8 or 9 spaces. Any given character occupies 1 space and can move left or right. You build a "deck" of "tiles" that include attacks and other special abilities, many of which involve movement (e.g., a forward dash that moves to the nearest frontal enemy and deals 1 damage). Your goal is to build up your tiles and progress stage by stage until you kill the Shogun.

    During each run, you can purchase and upgrade tiles, mostly increasing their damage or decreasing their cooldowns, purchase passive abilities, use items, and other standard roguelite stuff--make yourself stronger by strategically handling whatever random things you get.

    Most every action you do takes a turn, and all characters take turns at the same time. So, you move right (1 turn) and all the enemies do a thing (one might move left toward you, one might queue up an attack). Then you queue up an attack, and those two enemies might queue up an attack and attack, respectively. Actually, it also reminds me of Crypt of the Necrodancer, which works like this, where all characters act simultaneously. In that game, when you move, everything else moves. Shogun Showdown is like that. When you do something, the enemies do something.

    I beat the Shogun for the first time this evening, which was maybe my fifth run or so. I had what felt like extremely overpowered weapons, a sword that I'd leveled up to deal 5 damage with only a 2-turn cooldown. I also had a bow-and-arrow with 4 damage and a 3-turn cooldown. The kicker though was a curse that doubled the next damage on an enemy. So, I'd just queue the curse, the sword, and the arrow. That took literally half the Shogun's health bar. Did it again, dead and into phase 2. No problem. Did it two more times. Dead. Easy. When you beat the Shogun, you unlock "day 2", which is the next difficulty level. You can also unlock additional characters with different skills, and you can keep unlocking new tiles and stuff. I consider it beat after taking out the Shogun once. It's a fun game, really tight, and makes you think ahead. It doesn't do much that you haven't seen before though.

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    1 : dkirschner's Phoenix Wright: Ace Attorney (PC)
    2 : jp's Phantom Abyss (PC)
    3 : jp's Sonic Rush (DS)
    4 : jp's Secret Files: Tunguska (DS)
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    Random

    Super Mario 64 (N64)    by   mwyattma

    Basically one of the best video games ever made.
    most recent entry:   Saturday 26 January, 2008
    GAMEPLAY

    Second time around, I’m still liking this game. It definitely gets harder as you play, and finding the secret levels and stars are a real joy. Come to think of it, the only way to play this game is to simply go through it on a new file. Playing levels I’ve already beaten has very little effect on me, probably because I think it’s so unnecessary. I really need that drive – the drive to complete the game – to keep me going. I think that’s true of most games for me, though.

    Looking further into this exhausted form of gameplay, I realize that there are only a few extra things one could do in the game. You only need 70 stars to win the game, but there are 120 to unlock, and once they are unlocked, you can visit Yoshi on top of the castle. He gives you 99 lives, but that’s not much of a reward as far as Super Mario goes. There are a few secret stages one can find, but they aren’t all that hard to find. Really, one of the only ways of improving this game after 120 stars is timing yourself on the levels. This kind of play, called, “Time Attack”, is kind of pointless because these days, there’s YouTube. On YouTube, there’s a video of some guy who beats this game in 20 minutes with 16 stars. I guess I could try and copy him, but he’s some type of God, and I don’t have that kind of time or dedication.

    But the game doesn’t exhaust itself that easily. It’s still fun to go through a level you forgot about, and you have many to choose from. Playing with friends also makes the game a lot better. I had a few people coming and going this time, and it’s really cool to have that interaction, even though it’s just a single-player game. I turned over the controller a few times when my friend challenged me to a time race. That was fun, but I think the game should have a built-in timer anyways.

    DESIGN

    Super Mario 64 is a pretty basic game… by today’s standards. Back when it came out, however, this game was a revolution. It was the first 3D platformer. It set the bar for every other game that would come after it, and that bar was high. The game may not have that much dimension by today’s standards, but it had EVERY dimension back in the day.

    LEVELS – This turns Mario into Super Mario. The level design pretty much defines the whole game (almost. See the next point, 3D). The whole game is planned out so that each level presents its own, unique challenges. Each level is unique, and is set up with its own unique goals. The levels can pretty easily force you to go certain ways, and they have a broad range of things they throw at you. Also, the way the level is presented can have a big change in the gameplay. When you go underwater, you have to watch your oxygen meter, although strategically placed coins can save you at the last moment. Sometimes you have to go across bottomless pits, lava, etc… Sometimes you have to find switches that change the landscape, effectively making a 4-dimensional level! The maneuvers you have to do are pretty spectacular, and very hard to pull off in later levels. This game, like any other Mario, provides a good challenge to the player because it forces you to have good timing. Of course, other than the levels, Mario has very little. There are secret stages, but it’s not so hard to find them, and once you’ve done it all, you’ve done it all. Personally, I don’t really count Time Attack as a good excuse for extending a game because it becomes very redundant, something that I find is the main cause for game exhaustion.

    3D - Super Mario 64 was the first Mario in the third dimension. Doing this forced players to think in a whole new way. At the same time, the potential for success in the third dimension was as potent as the potential for failure. Nintendo could have made something that didn’t follow off of Super Mario, but instead, they delivered something that was distinctly Mario, but even better. Basically, it made other Mario’s almost obsolete. Not to mention any other 2-D platformer.

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