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    thenah's GameLog for Mystical Ninja: Starring Goemon (N64)

    Thursday 6 March, 2008

    Gameplay: When we left our heroes they had just slain a giant head statue boss, what awaits them? The king with both a 'Pass' to the outside world (apparently the town is a concentration camp where its citizens have no freedom?) and a moon symbol. And although I, as the player, know not what it does I take it gladly. Time to get back on the trail of that dastardly Peach Mountain Gang. No further than a few zones outside of town I reach the Wise Old Man's house which is promptly blown up. Hey, isn't that Impact's Shell in the rubble? (These characters are from a series, I have never been able to beat the SNES version of Mystical Ninja). Then the most amazing thing in video game history happens, a giant robot beams my characters up and I watch a 'Power Rangers' style suit up sequence accompanied by Japanese vocals. I can tell you from experience, this never EVER gets old. Which brings me to something I failed to mention. The music all the while has been a mere 16-bit, but it packs a powerful punch for its time, both setting up the mood and the surreal Japanese world the game takes place in. This music has a major influence on Boss fights and I have rarely seen material to match its caliber since. But on to the boss battle. I am at the 2/3rds view of a continuous road with robot goons and buildings which I can knock down for fuel. The better I do on this warm-up, the more health my robot will have in the oncoming fight. And the boss fights are especially fun due to the arsenal of attacks both the opposing robot and my robot have at their command. I can use a light punch, hard punch, nose missile, chain pipe grab (and reel in), kick, kick combo, punch combo, punch kick finisher, super fist, and the ever popular charged beam. Oh, and block, but it is for wimps. As the sumo robot flies around, I must have a 'rock-paper-scissors'-like battle, if he does such and such, I counter it with such and such. Still, it does simulate a giant robot battle much better than most games. Once he is destroy we all rejoice and continue on our journey. This game rocks!

    Design: Unique design elements include but are not limited to...
    Ground-breaking 16-bit music
    One of the first heavily Japanese influenced style
    Giant robot battles and pre-battles add duel fighting system in the game (though the game decides which one you need to be using).
    Distinct power-up modes and weapons skills associated with each different character.

    Similar design elements found in Platformer/Adventure games...
    Heart based health that can be raised with certain items
    Simple coin currency system
    Hit-based combat
    Free flowing staged based layout

    Comments
    1

    Well done, though you just listed the design elements, rather than discuss any of them. -Trevor Prater(grader)

    Tuesday 11 March, 2008 by Tdprater
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