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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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    Super Mario Bros (NES)    by   toni

    No comment, yet.
    most recent entry:   Wednesday 27 January, 2010
    SUPER MARIO BROS.

    Mario the legend in video games or if I may put it as Mario – a synonym for video games which every child or adult has at some point of time associated with the game whether figuratively by being glued to the monitor or passively seeing others play. A mention of the video games doesn’t go without the mention of Super Mario Bros. It’s been more than three decades since the creation of the character, but till today the legend lives in our hearts and minds.

    Not being a game freak myself, Mario of course went unheard. It was the buzz word of days of my childhood. Taking game design as a part of my course curriculum has given me an opportunity to analyze the game from various aspects - conceptual, design, and technical with a critical eye.

    GAMING SESSION 1:

    Mario and his younger brother Luigi, both plumbers from Italy live in the mushroom kingdom reigned by King Koopa - a dragon like figure. Mario’s aim is to save the beautiful Princess, Toadstool or Princess Peach, who is kidnapped by Koopa. He has to successfully cross eight worlds to finally reach the “damsel in distress.”

    En route, each castle is protected by dragons (minions) with super powers like shooting fire balls. Mario gathers all energies and powers by eating various kinds of mushrooms while finding his way out of sewers and tunnels.

    Mario collects coins which add up to an additional life with every 100 coins. To get rid of the enemies, i.e creatures coming out of the dirty sewers, Mario jumps on them smashes their head and keeps going. The journey of the little boy is very exciting with a different theme of each world like the water world, ice world and of course the fire world etc. and Mario strives through it all.

    With nothing as sophisticated as the PS3 Dual shock, I was all geared up for a headstrong start of super Mario with my Logitech game pad…

    Select : 1 player game

    World: 1.1

    “…..tdtdtdtdtdtdtdtdtddd…..”

    I had only three lives to begin with. How on earth was I supposed to cross 8 stages and save the beautiful Princess with those ugly creatures coming from every nook and corner of the kingdom?

    But Thank God! There were at least some things in my favor too. Yes….the gold coins among the brick walls and the mushrooms. Yes, they made Mario bigger and equipped him with firing abilities. I was enjoying every jump, every smash but…. there came a pit and I fell into it. L

    Left with just two more lives. I started all over again. But this time was better. I accidently bumped into a brick wall and there came out a slightly different mushroom. Eating that up gave me another life…Wow! That was cool stuff. I was beginning to unfold the mysteries of the mushroom kingdom…J

    But there came a pit again and I couldn’t manage to jump over it

    “…doop….” I fell again! L

    Giving it yet another try, this time with extra level concentration, I managed to master the moves and crossed the small pits on my way. Did that mean that it made my life easier? Naah… there came bigger pits and uglier creatures. ”…Doop…” I was doomed again and this time for a Sunday breakfast to one of the ugliest turtles that came out of the tunnel L and there it went…

    GAME OVER!





    GAMING SESSION 2

    Huh…. did that mean I gave up? No way… I was finally living my childhood and Mario was undoubtedly addictive. I didn’t think even once before starting the game again and this time with a lot more enthusiasm. Also, being totally engrossed in the game I had forgotten that I was playing for an assignment and needed to look at the game from a game designer’s point of view.

    The controls of the game are simple with forward, backward, jump, fire and speed buttons on the game. With such easy controls of the game, the challenge lies in the adept of moves and timings and finding the mysterious shortcuts and way outs from various stages.

    The second session was equally intriguing as the first one. The manner in which the mysteries of sewers and tunnels or the hidden “One up” mushrooms and coins were unfolding at each accidental step was amazing. The absence of a map in the game created the ambiguity and added another level of fun to the gaming experience. The originality and unfamiliarity of the new enemy characters made the game special. The goofy looking characters like turtles, ducks and frogs added to the comical background.

    I had finally crossed the first world, when I experienced something totally unexpected. Treading through the wonderland, happily eating mushrooms, collecting coins and shooing away all the ugly enemies, I entered a tunnel which led me to the water world. Mario was now swimming instead of jumping around. That was so cool! I was excited to see the all fresh background and creatures. They were getting better and prettier. Turtles and ducks were replaced by jelly fishes and flying fishes. The music score changed too and it was an altogether new experience.

    The innovative ways of defeating the enemies by climbing on their backs or eggs than actually killing them as it would be in other stereotype game plays, adds to the fun.

    Even though the game sticks to 2D, the design team has done a great job in making it lively and vibrant. The background is simple and flat with a play shadow and gradient at some places like tunnels and sewers, to give it a 3 dimensional or rather 2.5 D effect. Seeing the gaming scenario of today’s times, the graphical effect of Mario can be improved upon even though remaining 2D is not a problem. We can enhance the backgrounds perhaps with a more glossy look to keep the legend alive for the generations to come.

    The animation of the figures accentuated by the sound effects for every jump, bounce, spin or power up, is very basic yet powerful. This is another arena for improvement with the latest and high tech animation software’s and techniques.



    CONCLUSION

    Nintendo Wii recently produced the New Super Mario Bros. that too in 2D. Contrary to the massive 3D development in the gaming and film industry these days, 2D won the rounds in this case with the launch the game which won the best game title recently.

    During the two gaming sessions, I found that I was playing the same levels over and over again, but I continued to find them equally interesting, difficult and as fun as they were in the first round. There aren’t many games that provide the level of fun or replay value of the Super Mario Bros.

    Playing Mario for the course has given me an assignment for submission and a favorite past time for after school hours and weekends. J If the New Super Mario Bros on Wii is a testament to the lifespan of our favorite Italian plumber, then I wouldn’t be surprised to see him living for another 25 years!

    [read this GameLog]

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