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Alleyway: completed

Posted on 20/10/2015 Written by Xexyz

I remember always wanting to buy Alleyway, as it had an exciting cover evoking memories of Super Breakout, but at the time I didn't have a Game Boy.  By the time I got a handheld of my own (excluding my Mum's Game Gear, that would be the Game Boy Colour I bought on launch day from WH Smith in Bristol, just before I caught the coach back to London for the weekend) Alleyway was old news, a relic from a simpler time.

Simple it is.  I finally got a copy for free through the Club Nintendo stars catalogue last month, and I've been playing through it since.  Being able to suspend and resume play is a luxury that the original didn't have, but even with that it's disturbing how easy it is.


I did appreciate the way that levels were varied, with static levels followed by the same levels with progressing blocks, and the same levels with blocks scrolling across the screen.  I found the powerups to be pleasantly understated and useful.  I liked the bonus levels that popped up where the blocks didn't stop your bat and you just had to clear them in the time limit.


But that doesn't take away from the fact that on my first playthrough of the game, I completed it with seven lives left.  I'd have been a bit annoyed about that if I had bought it for £30 back when it first came out.

Filed Under: Gaming Diary Tagged With: 3ds, completed, GB

Luigi’s Mansion: completed!

Posted on 09/10/2015 Written by Xexyz

Yes! After only twelve years, it's done!  And people said it was a short game!

In fairness, it is a short game, and not overly difficult, but it's actually significantly longer than, say, the single-player components of most Call of Duty games.  It's infinitely more charming and fun.  Overall, the game took me about 9 hours to complete, and that was including a bit near the end where I ran around the whole house trying to find the last few boos.  I had collected most of them through normal play, but there were some hidden in Level 1 rooms which I had completed before acquiring the scanner.


The game continued to be inventive, the the last moment.  Puzzles were rare and because of this they threw me - having to freeze a stream to cross it was used in only one place, and was an elegant way to prevent early progress.  Although the game was actually very linear, it didn't feel like it.


The final boss battle was the hardest part of the game by far.  I wasn't expecting Bowser ...


... but it wasn't him, anyway.  It took me a couple of attempts, but finally he was defeated (with me on minimal health).  I actually remembered to capture it on my video box for once.


So, game completed and Luigi happy for a while.  Having seen what he went through, I'm not surprised he's so aggressive in Mario Kart 8.

hmgh

Filed Under: Gaming Diary Tagged With: completed, GameCube, Wii

Luigi’s Mansion – a moment of revellry

Posted on 04/09/2015 Written by Xexyz

The game is - necessarily - dark and a bit spooky.  Which made this part, where you start various instruments playing themselves, a welcome break.

Filed Under: Gaming Diary Tagged With: GameCube, Wii

Luigi’s Mansion: a competition I never entered

Posted on 01/09/2015 Written by Xexyz

Because I was 12 years too late.

I didn't buy this at the Gamecube launch, opting instead for Super Monkey Ball and Star Wars Rogue Leader. I bought it a few years ago at a car boot sale, and finally I've started to play it.


And it's marvellous. The gameplay is a little dated now, granted, and the controls are taking a bit of getting used to - in particular, the torch control doesn't shine in the direction you point the C-stick, but rather rotates left and right and points up and down; combined with the fixed camera position it makes the frantic ghost catching more difficult than it should otherwise be. Pointing the torch or vacuum up and down seems a little pointless as well. Part of the difficulty comes from the fact that the controls on Luigi's Ghost Mansion in Nintendoland are more like a twin-stick shooter.

But control grumbles aside, it remains very playable. It is a relatively little game, but as with all Mario games it is constantly innovative. You never feel like you've played a section before, and even when the enemies repeat they are presented in a new way. For example, toward the end of my play session I went into a room where the standard enemies were invisible and only showed in the mirror that ran the length of the room.


I've completed the first area now, and well through the second. Apparently the game lasts for about seven hours - which is probably the same as a Call of Duty campaign. Probably less blood.

Filed Under: Gaming Diary Tagged With: GameCube, Wii

Luigi’s Mansion: a competition I never entered

Posted on 01/09/2015 Written by Xexyz

Because I was 12 years too late.

I didn't buy this at the Gamecube launch, opting instead for Super Monkey Ball and Star Wars Rogue Leader. I bought it a few years ago at a car boot sale, and finally I've started to play it.


And it's marvellous. The gameplay is a little dated now, granted, and the controls are taking a bit of getting used to - in particular, the torch control doesn't shine in the direction you point the C-stick, but rather rotates left and right and points up and down; combined with the fixed camera position it makes the frantic ghost catching more difficult than it should otherwise be. Pointing the torch or vacuum up and down seems a little pointless as well. Part of the difficulty comes from the fact that the controls on Luigi's Ghost Mansion in Nintendoland are more like a twin-stick shooter.

But control grumbles aside, it remains very playable. It is a relatively little game, but as with all Mario games it is constantly innovative. You never feel like you've played a section before, and even when the enemies repeat they are presented in a new way. For example, toward the end of my play session I went into a room where the standard enemies were invisible and only showed in the mirror that ran the length of the room.


I've completed the first area now, and well through the second. Apparently the game lasts for about seven hours - which is probably the same as a Call of Duty campaign. Probably less blood.

Filed Under: Gaming Diary Tagged With: GameCube, Wii

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98: There Were No Ramekins
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Sleigh bells ring, are you listening? Of course not. You don’t listen to the podcast so why would some random jangling entertain you, eh? But do listen, because it’s only bloody Christmas again!

In Episode 98, deKay and Kendrick chat about some The Game Awards stuff, Half Life 3 (or not), and games!

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96: Magic Beans
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