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    ericz's GameLog for Super Smash Brothers (N64)

    Saturday 9 February, 2008

    GAMEPLAY
    By now I should be used to how absorbing Super Smash Bros. is once you get wrapped up in it, but it still surprises me. It's simply addicting to get good at a certain character's skills (I still prefer Link). It can also be fun to explore a wide range of characters.
    The game creates a highly competitive atmosphere. But despite the "battle arena" goal, the different levels can give the game different moods. For example, I find that it's almost hard to take the game seriously when played in the Kirby level. This isn't a bad ting--I just think that particular level gives the game a sillier, lighter mood. On the other hand, when we play the Starfox level, things can get intense outside the TV screen. Maybe it's because each level has it's own music, which really sets the tone of that particular round. The point is, the freedom that players are given to customize each game round (by their choices of characters and level) makes Super Smash Bros. super fun.



    DESIGN
    Super Smash Bros. employs emergent gameplay more than progressive, and consequently the level design is not the most important aspect of this game's design. In fact, the levels are all small, 2-D floating platforms. But they don't need to be large, because the fun emergent in this game comes from the actions that the players can take.
    A key element in Super Smash Bros. is that, depending on which character each player picks, they will each have a different set of actions possible using the same controllers and the same possible buttons. Players build a repertoire of skills as they learn combo moves and unique button sequences for their character. Each player requires a slightly varied fighting style (Kirby may spend a lot of time in the air and pounding other players, while Link will probably stay more on the ground and fight with his sword or other weapons.)
    Another key aspect in the design is the limited number of lives. With a small number of times that players can die, it keeps the games to a relatively short time-span (with the exception of the occasional seemingly endless battle between two or more really experienced players, which can actually be drawn out a long time). This, along with the fact that there is always action on some part of the screen, leads to a fast-paced gameplay. Although some may argue that it interrupts flow in the game, I like this fast-paced system. It means that, even if you are eliminated from a round quickly, it will not be long before you can play again with a clean slate in the next round. Nintendo was smart to design a game that caters so perfectly to audiences with short attention spans.

    Comments
    1

    [Nicolas Kent - Grader]

    The gameplay section should include more analysis of the game dynamic, and not a blow-by-blow of your gameplay experience.

    Wednesday 13 February, 2008 by Jade
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