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    b-rabbit's GameLog for Mario Party (N64)

    Tuesday 15 January, 2008

    GAMEPLAY:
    This time around I went along and played solo in the one player adventure. This time I was sent to another world and was challeneged to play just the mini games. If I lost the mini game, I lost a life; if i won the mini game, I would gain a life along with some coins that I got from winning the event. All the mini games were mostly time based and against the computers, so you would have to beat the computers in the mini game inorder to advance. And with every 100 coins that you collect, you get another life. Some of the mini events were easy, but some were so insanely challenging.

    I had to play all the mini games to pass the one player mode. So beating all 50 mini games was hard. I really hated the last mini game also when toad comes on a mushroom and challenges you to one last game. I played that last game nearly 50 times before I finally beat it. I felt so angry every time that toad would beat me and I would want to give up, but i decided that since its the last game to beat, I might as well take the time to beat it, and I finally beat it. But every time that you would lose one of those mini games you would get so angry becuase it seems so impposible to beat.

    DESIGN
    What I thought made this a good game was using the classic characters of nintendo. Like how they used Peach, Mario, Luigi, Yoshi, Donkey Kong, Wario and Waluigi. And then thye incorporated those characters to having fun in a party game. I also liked how they have the different levels that you can play on, and each one is different in its own twists and turns. Thats what also makes the game challenging is the level that you play on. Because each level has a different surprise that keeps the game interesting. For instance, one of the levels called Luigi's Engine Room, there are these red and blue doors. While the red doors are open, the blue doors are blocked off so it forces you to move in one direction. On top of that, at the beginning of every turn the walls switch, so if the red doors were open and the blue were closed, now the blue would be open and red would be closed making you go different directions and sometimes blocking you from going to where you want to go.

    The way that the game makes conflict also is these question mark spaces. If you land on a question mark then something happens. Its different for each level, but it usually changes something in the level to mix up the level and completely change something. It can really screw you up some times. It also creates conflict with red spaces. When you land on a red space, you lose coins and it also puts you at a disadvantage for the final mini game. It could make it so that you are against the other 3 characters, so 1 versus 3. There is also Bowser (evil character) placed on the map that will take away a lot of your coins if you get to him.

    The ideas that Mario Party gave me was using characters that people may be familiar with or something that they may know. Like when you say "Mario", everyone knows what Mario is. So that is something that I want to bring to my game. So that when someone sees it they will be like, "hey I remeber somthing that". It also teaches me that I should make some parts of the game simple so that the person playing it wont get frustuerated, but I should also make a part of the game so that it's really hard for them to accomplish.

    Comments
    1

    This is exactly what we are looking for. Good Job. Keep on trying to expand the design aspects and looking at what makes a game good.

    Sunday 27 January, 2008 by TA-Nate
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