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  • Sebastian Jurado - Journal Entries

    Sebastian Jurado - Journal Entry #01

    Name of game, game author, and game studio:
    The name of the card game that I played is called Speed. Although the game author is unknown, the game studio or publisher of the original game is called Pepys Games.

    Original platform & control mechanism:
    The original platform of the game is a standard playing card deck and the original control mechanism of the game is based off of a numbered order of cards with characters/themes such as an airplane, train, ship, motor, or animals.

    Control mechanism used:
    The control mechanism of the game is based off of the standard playing card number order going from the ace to the king card. If we had used the original version of the game then the experience wouldn’t have been entirely different, however there would be some minor visual and guideline/rule differences that would make the experience somewhat different. For example, a visual difference in the original version of the game includes the use of other unique characters/themes such as an airplane, train, ship, motor, or animal instead of using the typical royal suit theme of Jacks, Queens, and Kings. Another difference is the amount of cards that would need to be dealt to the players as well as the existence of a shared draw deck. In the original, there are only six cards dealt to players whereas in the version I played we have five along with our own side draw decks.

    Game play & mechanics:
    In a game of Speed being fast and having quick thinking is crucial. In order to play, you must first set up the cards depending on how many players are in the game. In a typical two player game, you begin setting up the cards in between both of the players. Once the game is set up and each player has their deck of cards, then the game can be started. When the game begins, each player must use the cards from their main deck and place down usable cards onto either of the two playable card spaces. If players do not have any usable cards in their main deck, they must wait until they have an opportunity for their cards to become usable. The primary objective of the game is for the player to eventually run out of all their cards in both their main and side deck. Once either player runs out of cards, the player must slap the two card spaces and yell “Speed!” to announce their win and the game ends.

    Strengths & weaknesses of art & design
    Regarding the strengths and weaknesses of the game’s art and design, there are generally more strengths than there are weaknesses. Some of the game’s strengths in regards to design include the fact that it’s simplistic and easy to understand, engaging, and promotes friendly competition. These aspects of the game are considered to be strengths because it makes players more interested and likely to play the game due to how simple it is and because it creates a competitive race-type situation which often compels people to play so they can beat the other players. The typical playing card deck used includes a nice amount of detail and color for the court cards but as for the remaining cards there is minimal design and color making it not the most visually appealing. As for the weaknesses of the game, the fast-paced nature of the game could be somewhat overwhelming for new players making them less likely to play. Another weakness is that when players are placing down several cards very quickly it can sometimes become confusing or hard to follow. Overall, this game has more strengths than weaknesses and can prove to be quite a compelling game.

    What made it fun?
    There were several aspects of the game that made it fun, including the emphasis on being fast or “speedy”. The thrill of all the players quickly placing down their cards in an attempt to win makes for an exciting environment. The emphasis on being fast corresponds with the competitive nature of the game which also contributes some “fun” factor to the game. Another aspect of the game that made it fun was the amount of people playing the game. Although Speed is typically a two person game, we attempted to play with up to five people. The larger number of players increased the sense of spontaneity within the game. This made it more exciting as you didn’t know when the game would end or who would yell “Speed!” and win first. Another aspect that made the game fun was the fact that other players could affect or interfere with your plans or actions within the game. This possibility created a nice element of surprise and challenge which greatly contributed to the “fun” factor of the game.

    Why would this game be considered influential? How does it fit into the evolution of games?
    This game would likely be considered influential because of how it emphasizes the importance of speed and competition with others. This game could possibly fit into the evolution of games by contributing to the type of competitive games that exist now with a time limit, including games like the cooking/restaurant simulator Overcooked or the platform battle royale game Fall Guys which place an emphasis on speed and competing against the clock. By comparison, while games like chess or checkers are competitive they are also typically slow-paced and lack a time limit. These slower types of games are also turn based which further contributes to the slow pace of game. On the other hand, in a game like Speed that is not entirely turn based, this allows for players to have more flexibility and allows for a constant flow of energy back and forth between players. A game like Speed that requires players to think on their feet and constantly be paying attention to what’s going on in the game really ensures that the players are engaged and interested in the game, therefore making them want to play the game again. In conclusion, the addition of a game like Speed into the game world has definitely contributed to the idea and possibility that games between several people can be fast-paced as well as not limited to turn-based actions only.

    Game rating:
    I would rate this game five out of five stars. This game has been one of my childhood favorite games. I fondly remember this game as I would often play it with friends at a summer camp that I would go to as well as at family gatherings.
    Last edited by Sebastian Jurado; 01-14-2025, 07:25 PM.

  • #2
    Sebastian Jurado - Journal Entry #02

    Name of game, game author, and game studio:

    The name of the game that I played is called Mancala. Due to how ancient the game is, both the author and publisher are unknown. However, the earliest known geological origin of the game being played is believed to have been in Ancient Sudan or Ghana.

    Original platform & control mechanism:

    The original platform of the game is basically the combination of several small playable pieces such as stones, beans, or seeds along with small holes/pits in the ground or just a custom-made wooden board. The original control mechanism is based off of the small pieces or pebbles that the players move and use throughout the game.

    Control mechanism used:

    The control mechanism that I used is very similar to the original with virtually no differences. The use of small pieces that can be moved along with several input places remained consistent among both versions of the game. The experience would not have been all that different if I had used the original. The only difference, if any, would probably be the differences in the types of small moveable pieces or the amount that would be used. But other than that it would essentially be the same experience.

    Game play & mechanics:

    In a game of Mancala, strategy and careful calculation is key. In order to play, you must first prepare the board and set up all of the small pebble pieces equally throughout the board for the use of both players. Once the game is set up, the game then starts with two players who both take turns moving the pieces through each space on the board. It is up to the players to decide which pile they will move which then determines the flow of the game. The way the game works is very much based on choice. More specifically, intentional and deliberate choices made for the benefit of gaining more pieces. A common method of gaining more pieces in the game is through the processing of “stealing”. The way stealing works is by placing your last piece on an empty space on your side which grants you the ability to steal all of the pieces on the opposite side. Oftentimes, this was the deciding factor in determining the winner of the game as this method helped players gain way more pieces than usual. The primary objective of the game is to have the most amount of pieces in your mancala space by the end of the game, so it’s quite obvious why stealing is such an effective and commonly used method of winning.

    Strengths & weaknesses of art & design

    Regarding the strengths and weaknesses of the game’s art and design, there are a good amount of strengths that outweigh the weaknesses. Some of the game’s strengths in regards to design include the simplicity and scale of the game. Since the game is so small-scale and uses simple pieces, it makes the game way easier to comprehend and allows for player’s to likely want to play again. Another strength of the game’s design is the emphasis on interacting and reacting to the action of the other player. This element of constant back and forth creates a nice flow of engagement and interest which strengthens the game as a whole and contributes to the replayability of the game. As for a weakness of the game’s design, the fact that near the end of the game there is a smaller window of opportunity to clutch makes the ending sometimes more predictable which can make the game less fun. As for the art of the game, the main strength would likely be the colorful variety of the small playable pieces in contrast with the simplicity and lack of color in the board.

    What made it fun?

    There were few aspects of the game that made it fun, including the emphasis on critical thinking as well as the act of interfering with the actions or intentions of the other player. Having to think critically and make intentional choices that immediately has an effect and gives feedback on the effectiveness of your choice is what makes the game more fun. This element of the game often created a feeling of pride and encouragement whenever your choices contributed towards winning. Another aspect of the game that made it fun was the fact that certain choices you make could mess up or impede the other player. It made the game more interesting as you could sabotage the other player to affect the outcome of the game. Although there isn’t a requirement or expectation of speed or a time limit on this game, attempting a “speed round” oftentimes made the rounds more interesting as the outcomes would be more unpredictable and reinforce quick thinking. Additionally, making a good choice that leads to a beneficial outcome while thinking quickly also proved to be encouraging and served as a nice ego boost which contributed to the “fun” factor. Overall, the freedom of choice is what really made this game be more fun.

    Why would this game be considered influential? How does it fit into the evolution of games?

    The fact that mancala is one of the oldest known games in history is a testament to how influential this game is to the game world and the evolution of games in general. The creation of mancala serves as a huge stepping stone towards the overall development of games in general. The introduction and implementation of some of the most common defining traits of a game being used in mancala such as rules, a goal, and a feedback system serves as a perfect template for future games to be made. The creation of this game served as a good base/foundation for how games could possibly work or look like. It would likely be considered influential because of how it emphasizes the importance of critical thinking and using your brain, which is the foundation for almost all contemporary games now. Some contemporary games that also prioritize critical thinking that were likely influenced by mancala include games like Portal or the board game Clue. Mancala could possibly fit into the evolution of games by contributing to the creation of puzzle and strategy games without any specific time limit like chess or checkers. The “one player versus one player” format of mancala likely also contributed to the types of games similar to tic tac toe or rock paper scissors as well.

    Game rating:

    I would rate this game four out of five stars. I’ve played this game a few times in the past and I’ve always had an enjoyable and interesting experience when playing. While it definitely isn’t the best board game, it makes sense why it’s a tabletop classic.

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    • #3
      Sebastian Jurado - Journal Entry #03

      Name of game, game author, and game studio

      The name of the game that I played is Pong. The author of the game is Nolan Bushnell and the game studio is Atari.

      Original platform & control mechanism

      The original platform of the game is a coin-operated arcade machine and the control mechanism is the game controller or dial-switch attached to the arcade machine.

      Control mechanism used

      The control mechanism that I used is the website online version of the game, specifically the website: [https://www.ponggame.org/]. The experience was virtually the same with the only difference being the control mechanism, using keyboard arrows instead of the typical game controller or dial-switch typically attached to the arcade machine version of the game. If I had used the original I don’t think it would have been different at all. The game is very simple so having a small difference in the control mechanism would likely have almost no effect on the gameplay.

      Game play & mechanics

      In a game of Pong, quick reaction time and concentration is crucial. In order to play, once the game begins you must use your control to move paddles which can hit the main moving ball back to your opponent. Depending on the game, your opponent may or may not be the computer, but oftentimes in the arcade version you would play against someone else with you in person. The game works very similarly to existing games such as ping pong or tennis. Essentially, you must hit the ball back and forth until once a person misses and does not hit the ball back, therefore making them the loser. If you lose focus on the ball and don’t anticipate it’s trajectory in time, you are likely to lose. The main mechanics of the game include moving the paddle, hitting the ball back, the ball getting into a player's goal, and a score counter.

      Strengths & weaknesses of art & design

      Regarding the strengths and weaknesses of the game’s art and design, the weaknesses outweigh the strengths. The game lacks any sort of use of color or interesting design. The moveable lines as paddles and circles as the ball are both the same white color, with the background being all black. These choices of color make the game pretty monotone and boring compared to other more colorful games. The only elements of art and design used in the game is the simple use of lines and the main ball being a circle. Perhaps the simplicity of the design and use of line and shape contributes to the game, but besides this the art and design of the game is quite bland and lacks visual appeal. The original design of the game is very similar to the design of the game ping pong, so adding more fun and bold colors could have set this game apart from its predecessor and could have been an interesting, new take. However, the game hardly takes any creative liberties and keeps the game essentially the same, contributing to a less intriguing overall design.

      What made it fun?

      Some aspects of the game that made it fun, includes the fast paced "back and forth" nature of the game. The game being fast paced made it more engaging and interesting to play. Having to focus intensely on the ball to make sure you hit it back also made it fun. The game Pong inherits almost all of the same elements or features of fast paced sport games, like football, baseball, basketball, and tennis which contributes to the “fun” factor. The game having the only activity being to pass a ball back and forth adds to its simplicity and makes it more accessible for players, therefore also contributing to the fun factor. The score system in the game made it more competitive and exciting, making the players invested in who the winner will be and who can succeed first. Moving fast and hitting the ball back to the other player just before it passes also added to the game’s “fun” factor. At first glance, this game may not seem very fun and appears to be quite simple and boring. However, once you get into the rhythm of the game and the dynamic between the players becomes more intense, the game becomes increasingly more fun.

      Why would this game be considered influential? How does it fit into the evolution of games?

      This game would likely be considered not very influential, because of its lack of originality. In terms of general design, this game is basically a direct copy of games that already exist and lacks any sense of uniqueness to it. This game was probably influential at the time of its release as it may have been the first type of video game similar to a sport-type game but in the scope of all of game history it likely isn’t the most important in the evolution of games. But even though the game lacks originality, this game may have inspired the creation of sports games like NBA 2K or Madden, which are very popular games now. So, considering the success of sports games later on in the future, this game was definitely a pioneer in the category of sports video games, showing the game industry and community that games based on sports can exist and can also be enjoyable in a different type of way. Considering how this game is almost identical to the racket sport games such as ping pong and tennis, it is logical to assume that the sports-related video games based on popular sports like football or basketball that were created later were inspired by games like Pong.
      ​​​
      Game rating

      I would rate this game three out of five stars. This game reminds me a lot of tennis or ping pong which the game is certainly inspired by. I like it because it is engaging yet simple.
      Last edited by Sebastian Jurado; 01-28-2025, 07:16 AM.

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      • #4
        Sebastian Jurado - Journal Entry #04
        Name of game, game author, and game studio

        The name of the game that I played is Space Invaders. The author of the game is Tomohiro Nishikado and the game studio is Atari.

        Original platform & control mechanism

        The original platform of the game is a coin-operated arcade machine and the control mechanism is the game buttons or joystick attached to the arcade machine.

        Control mechanism used

        The control mechanism that I used is the website online version of the game, specifically the website: [https://freeinvaders.org/]. The experience would have likely been different visually as it would be on an arcade machine screen with different graphics. However, as for the gameplay, besides the difference of the use of buttons and joysticks compared to the use of arrow keys on a keyboard, the gameplay would be virtually the same.

        Game play & mechanics

        In a game of Space Invaders, accuracy and precision is key. In order to play, you must control a spaceship and shoot projectiles towards alien enemies that are approaching. As the game goes on and the aliens get closer to you in the game, the speed of the aliens increases making the game more intense. Sometimes aiming at the enemies was a bit tricky since the enemies are constantly moving but after a while it became easy to anticipate and land a hit on them. The objective of the game is to avoid losing all three lives and to defeat all of the incoming aliens. If you were to lose all your lives after taking damage three times from the enemies then you would lose the game. If you were to eliminate all the enemies then you would win the game. Examples of game mechanics include shooting, moving, taking damage, eliminating enemies, and shield protection/deterioration.

        Strengths & weaknesses of art & design

        Regarding the strengths of the game’s art and design, the game has strong character design. The design of the aliens is simple yet unique. It resembles an alien in a cute and funny way which makes the game more appealing. The use of simple shapes and minimal color variation makes the game almost relaxing and not too visual overstimulating. The player’s ship and shields being the same color and the alien enemies being another color was a nice choice to help the player differentiate. An example of a weakness in the design that I saw was the shield of the player. The shields look odd and weird and they made me feel confused as to what the purpose of them even was. Eventually, I understood what they were for but if the design was a bit stronger or resembled some sort of sci-fi shield better then it would have made the gameplay for the player slightly more seamless.​

        What made it fun?

        Some aspects of the game that made it fun include the intensity and speed of the enemies as they approached as well as the music that gradually went faster along with it. It made the game feel more intense and made me feel like something bad will happen if they get too close to me. Another example of what made the game fun includes the challenge of accuracy and precision while using the projectile shooter. Since the enemies were always moving and almost dodging your attacks, it made trying to hit enemies way more exciting and actually hitting them more rewarding as you would overcome the struggle. Another example of what made the game fun includes the occasional fast-moving red alien enemy moving in the backlines of the enemy army. Having to spot, anticipate, and successfully hit this enemy was difficult sometimes. However, whenever you would actually succeed in hitting your shot it made the game way more intriguing. Another example that contributed to the “fun” factor of the game was being able to dodge projectiles coming from the enemies. Successfully dodging the projectiles was satisfying and created a nice sense of feedback and interaction between the player and the game.

        Why would this game be considered influential? How does it fit into the evolution of games?

        This game would be considered influential, because it was basically the pioneer and one of the first games within the shooter genre. It is considered to be a very influential part in pop culture and the world of video games in general due to its unique contributions and new, intriguing concepts/game mechanics. It fits into the evolution of games by introducing concepts and game mechanics of shooting projectiles, either from the player or enemies, which likely lead to the creation of future shooter games. The implementation of music into the game was also an influential aspect of the game. Prior to this game, not very many games had music, if any, so the fact that the music design of the game was utilized in a way that worked alongside the gameplay was certainly influential. Another reason why this game may be considered influential is the fact that it saved the high scores of players in between games. This feature made arcade games in general way more competitive and gave you an opportunity to make a lasting impact on the game if you were to achieve the highest score. The variation of character design, particularly enemy types, paved the way for games to become more unique in terms of the enemies you interact with in games.

        Game rating

        I would rate this game four out of five stars.

        Last edited by Sebastian Jurado; 01-29-2025, 09:27 PM.

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        • #5
          Sebastian Jurado - Journal Entry #05
          Name of game, game author, and game studio

          The name of the game that I played is Pacman. The author of the game is Toru Iwatani and the game studio is Namco.

          Original platform & control mechanism

          The original platform of the game is a coin-operated arcade machine and the control mechanism is the buttons/joystick attached to the arcade machine.

          Control mechanism used

          The control mechanism that I used is arrow keys on a keyboard through the website online version of the game, specifically the website: [https://pacman.live/play.html]. The experience would have been somewhat different using the original, with a few visual and general functionality differences. For example, the graphics on the screen of the arcade machine version would be a lot different compared to the version I played on my computer. Another example of how the experience would have been different is the fact that the original version your chances to play were locked behind a paywall as opposed to the online website version you can play infinitely without paying at all.​

          Game play & mechanics

          In a game of Pacman, smart and quick thinking is crucial. In order to play, you must control the character Pac Man and navigate through a big maze filled with white pellets and the occasional variety of fruit, while at the same time avoiding the dangerous ghosts who roam around the maze. The objective of the game is to consume all of the pellets in the entire maze without getting caught by the ghosts. Pac Man moves at a constant speed as he travels in the maze. Some of the game mechanics of Pac Man include the ability to move around the maze, consume standard and power-up pellets, and teleport to the other side of the maze through the use of side maze passages. Another interesting game mechanic is the ability to consume ghosts after eating the larger white pellets, which allows you more time to consume the other white pellets without any ghosts pestering you.

          Strengths & weaknesses of art & design

          Regarding the strengths of the game’s art and design, the game has interesting character and environment design. The simple yet fun design of Pac Man and ghosts, as well as the colorful art of the fruits seen throughout the game really contribute to the game’s overall aesthetic and visual appeal. The design of the maze is very nice as well, being not too complex and not too overly simple and repetitive which contributes to a more interesting gameplay. The white pellets all being the same color makes the game’s objective easier to understand and identify. The differences in the sizes of the pellets, the colors of the ghosts, and the types of fruits creates a good visual variation for the player which makes the game more engaging and intriguing. As for the weaknesses of the art and design of the game, I would say that the only weakness is the predictability of the ghost enemies which can make the game too easy.

          What made it fun?

          Some aspects of the game that made it fun include the thrill and intensity of being chased by the ghosts throughout the game. Having to evade and juke out the ghosts definitely made the game more engaging and fun. The game would become kind of scary and sort of stressful (in a good way) whenever the ghosts all gang up on you and surround you. Especially when there would be an increase in the ghosts’ speed, the game would become exponentially more thrilling and exciting as you would basically need to run for your life away from the ghosts. Another aspect of the game that contributed to the “fun” factor was the big pellet power up ability which would allow for Pac Man to eat the ghosts instead, essentially turning the tables of the game. Oftentimes throughout the game it would feel as if you are overwhelmed and cornered by all these impending ghost enemies, but after consuming the big pellet power up it would provide the player with a temporary defense or way to fight back against these ghosts. This interesting ability would give the player a sense of control over the game as instead of being the prey of the game, the player would instead become the predator with all the ghosts running away in fear.

          Why would this game be considered influential? How does it fit into the evolution of games?

          This game would be considered influential, as it was acknowledged to be the world’s Most Successful Coin-Operated game. Being one of the most popular and commercially successful coin-operated games certainly makes this game very influential as other coin-operated games would attempt to match or mimic similar things from Pac Man to achieve the same success. It likely emphasized the fact that people enjoy games that are easy to understand as well as bright and colorful, which probably contributed to games in the future following this sort of formula. It fits into the evolution of games by introducing the interesting mechanic of power-ups, specifically referring to the large power-up pill/pellet that Pac Man can consume. Most games at the time followed the format of player vs enemy, but most lacked any sense of variation in gameplay or abilities. The implementation of this feature really made the game more unique and therefore influenced other games in the future. Another way Pac Man fits into the evolution of games is with the implementation of a large maze/environment space for the character Pac Man to be able to traverse in, which likely influenced games in the future to have bigger and more complex environments as seen in future games like with Mario running through the Mushroom Kingdom.
          ​​
          Game rating

          I would rate this game five out of five stars.
          Last edited by Sebastian Jurado; 02-02-2025, 01:52 PM.

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          • #6
            Sebastian Jurado - Journal Entry: Super Mario Kart (SNES), Super Metroid (SNES), and Starfox

            Name of game, game author, and game studio

            The name of the game that I played is Star Fox. The author of the game is Shigeru Miyamoto and the game studio is Nintendo.

            Original platform and control mechanism

            The original platform of the game is the Super Nintendo Entertainment System and the control mechanism is a controller with four main buttons and a D-pad.

            Control mechanism used

            The control mechanism that I used was a keyboard through the website online version of the game. The experience would have been very different if I had used the original control mechanism. It would have been different because the buttons on the original would have been configured better and would have been easier to use/play with. Playing with keyboard felt very odd and uncomfortable as Starfox was meant to be played with a a D-pad and two buttons separated in a organized configuration as opposed to on a keyboard with several different key buttons bundled together randomly.

            Game play and mechanics

            In the game Starfox, constant focus and precise aiming is very important. In order to play, you must control a flying aircraft and maneuver the vehicle through rings and away from obstacles in your way, while also shooting at objects in your path. The gameplay felt very immersive and almost felt like an actual 3D game as the environment and camera movement felt very responsive and smooth when steering the aircraft. At times it was a bit confusing for me to know where I should go and I struggled to follow the rest of the aircraft fleet as the other aircrafts would be moving too fast. The objective of the game is to complete the level by going through various routes by flying. The primary mechanics of the game include piloting and maneuvering the aircraft using the movement buttons to go up, down, left, and right as well as using other buttons to shoot projectiles.

            Strengths and weaknesses of art and design

            Regarding the strengths of the game’s art and design, the character colors and overall design was well done and felt generally cohesive. The choice of various animals being part of a space airfleet was very intriguing and quite unique as I’ve never really seen common animal characters in space before in the format of a game. The way that the characters were designed in a cute and pixelated way was very visually pleasing. This visual style certainly made the game more interesting. The art and design of the environment, particularly the design of the planets, outer space, and cloudy sky, was nicely done with interesting choices that were eye-catching. However, a weakness of the game’s art and design is specifically the aircraft design. I think the design of the aircraft could have been more developed and had more detail as it looks very simplistic compared to the design of the characters and environment.​

            What made it fun?

            Some aspects of the game that made it fun was the fast paced movement of the game. As the aircraft would fly in the air it really felt like I was actually piloting it. The movement felt very smooth and it simulated the feeling of flying through the air quite well. Additionally, I enjoyed the large rings that the aircraft would have to fly through. Making it through the ring while moving at a fast speed felt rewarding and was almost like an incentive to the player for being able to properly and precisely control the aircraft which made me want to continue playing so I could consistently fly through the rings. Another aspect that made it fun was the moving platforms/doors throughout the level. Having to time your movements and try and make it through certain pathways before they were closed off made the game particularly exciting and that much more enjoyable. When you would overcome the challenge of making through the small window of space made the game feel more engaging and thrilling. Lastly, another aspect of the game that made it fun was the inclusion of other aircrafts flying along with you. It made the game feel more real, or in other words more interactive, especially since you would need to try and maneuver the aircraft so you could follow the air fleet’s movement.

            Why would this game be considered influential? How does it fit into the evolution of games?

            This game would be considered influential because of its revolutionary visuals and use of 3D polygonal graphics. At the time of its release, many console games were mainly using 2D graphics and design. Which is why Starfox is so significant, as it was one of Nintendo’s first games to utilize 3D polygonal graphics, so the introduction of this game was certainly a step towards games improving their visuals as a whole, with almost all games eventually moving towards 3D design in the future. Considering how prior to this game, there weren't very many games that incorporated 3D graphics, this game played a big role in pushing the game industry farther than it had gone before. The implementation of 2D with 3D was a compelling combination of design elements that likely led to the future creation of 3D Nintendo games, such as Super Mario 64. Overall, this game acted as a stepping stone for Nintendo to allow for them to explore the 3D medium further and really displayed their capability with this new medium for game design. With exciting gameplay and visually appealing characters and environments, Starfox played a big part in setting the quality standard for Nintendo and many games in the future.

            Game rating

            I would rate this game three out of five stars.​
            Last edited by Sebastian Jurado; 03-18-2025, 01:36 AM.

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            • #7
              Sebastian Jurado - Journal Entry: Any PS One Game - Crash Bandicoot: Warped

              Name of game, game author, and game studio

              The name of the game that I played is called Crash Bandicoot: Warped. The author of the game is Evan Wells and the game studio is Naughty Dog.

              Original platform and control mechanism

              The original platform of the game is on the Playstation One and the control mechanism is the Playstation One controller with a typical D-pad and the iconic shape buttons with the triangle, square, circle, and x on it.

              Control mechanism used

              The control mechanism that I used was a keyboard through an online website emulator version of the game. The experience would have been different if I had used the original control mechanisms, because the controls would have had better configurations and would have just been generally easier to use for the player. Specifically, instead of using the arrow keys or WASD on a keyboard, a PS One controller would have had a better control layout that would be more comfortable for the player with a D-pad for movement and two other simple buttons on the other side.

              Game play and mechanics

              In the game Crash Bandicoot: Warped, you play as Crash and travel to different areas in which you encounter enemies and collect different items like fruit. The game starts off with a cinematic cutscene and introduces the main characters Crash, Coco, Aku Aku, and Doctor Neo Cortex. Basically, the main objective of the game is to play as Crash and defeat evil enemies while traversing through vast environments. When you first begin you start off in the world hub where you can choose from various types of levels or environments to play in, and whenever you are ready and choose the one you would like to play in and you get teleported there. The main mechanics of the game is to play as Crash by moving around, jumping, breaking crates and spinning. Other mechanics of the game include teleporting to different worlds and collecting wumpa fruits as you explore the level.

              Strengths and weaknesses of art & design

              What made it fun?

              Why would this game be considered influential? How does it fit into the evolution of games?

              Game rating

              I would rate this game four out of five stars.
              Last edited by Sebastian Jurado; 03-19-2025, 10:49 PM.

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              • #8
                Sebastian Jurado - Journal Entry: Halo

                Name of game and game studio

                The name of the game that I played was Halo 3, specifically the Xbox 360 emulator version. The game studio who made Halo 3 was Bungie Studios.

                Original platform and control mechanism

                The original platform of the game is the Xbox 360 and Xbox One. The control mechanism is the standard Xbox controller, with dual joysticks, a D-pad, and the four ABXY buttons.

                Control mechanism used

                The control mechanism that I used was an Xbox One S controller via the Xbox 360 emulator version of the game. The experience honestly wouldn’t have been that different, since there are virtually no differences between the Xbox One S controller and the Xbox 360 controller. The layout and configuration of the buttons are the same, therefore the experience was the same as it would have been if I had used the original Xbox 360 controller.

                Game play and mechanics

                In Halo 3, you play as Master Chief, the main character, who is a Spartan soldier associated with the UNSC military in the game. As you play the game you must complete several objectives such as traversing through the environments in which you must clear bases and reclaim areas. Using certain weapons such as guns & blasters, you must fight aliens called the Flood. The game is fast paced with engaging visuals and constant focus on completing tasks and objectives. As for the mechanics of the game, the main ones include movement/exploration, item interaction such as swapping weapons and equipping new weapons, as well as combat including shooting and damaging enemies. The shooting/damage system in the game didn’t feel very satisfying to me, with there being almost no visual or audio cues indicating that you’ve hit the target. There were audio cues for the weapons being used, however I would have liked for there to have been a more developed feedback system whenever I hit my shots on the enemies.

                Strengths and weaknesses of art & design

                Regarding the strengths of the game’s art and design, the game has very compelling character design. The most appealing character to me was probably Cortana, the AI character, particularly especially in today's age with the rising use of AI. I think a personified character based on AI is very interesting and unique. The main character, Master Chief, as well as the other soldiers within the USNC have interesting personalities and dynamics with each other. The characters and their voice acting are very immersive, almost making you feel as if you are actually part of a space-military team. The armor/suit of Master Chief is very cool and futuristic looking, which really adds to the sci-fi appeal of the game. The environment design is well-made, with all the vast forest and rocky environments that you must travel through. However, one weakness that I felt that the game’s environment design had was that some areas just felt too dark, making it difficult to see your surrounding teammates and enemies. Although this weakness made it hard to focus on the main objective, the game had very nicely made foliage and terrain design which made me feel more immersed as the player.

                What made it fun?

                Some aspects of the game that made it really fun were keeping track of all the incoming Flood enemies that you had to fight as well as trying your best to aim and successfully hit your shots on each one. My favorite gun that I used was the dual spikers. It felt fun and engaging to shoot at the aliens with two guns at once. Although it may not be true, using the two guns felt more impactful when it came to damaging enemies as opposed to just using one gun. It was also fun to sneak behind the aliens who had shields and shoot them from behind to surprise them. The variety of aliens you could shoot also made the game more fun and less predictable. Another aspect of the game that contributed to the fun factor were the cinematic cut scenes which really made the game feel as if I was playing in an interactive sci-fi movie. Additionally, following and completing all the game objectives was also really fun. It made me feel as if I was part of the UNSC military team as I had to, in a sense, “follow orders” by completing the missions. Lastly, traveling and exploring throughout all the various organic and hard surface environments also really contributed to the fun factor of the game.

                Why would this game be considered influential? How does it fit into the evolution of games?

                This game would be considered influential because of its intriguing character design, cinematic scenes, voice acting, storyline, and its sci-fi appeal. Its initial release sold millions of copies and performed very well in terms of sales, which is not only very good for the game industry but for game developers as well, showing that this genre of game should be focused on as it is widely popular and loved by many. This game fits into the evolution of games as it was one of the first majorly successful sci-fi first-person shooter games on the Xbox consoles. This game really elevated the first-person shooter player's experience through the implementation of immersive cinematic cutscenes and engaging gameplay. Another reason why this game fits into the evolution of games is the split screen feature that is included in the game. Having this feature really contributes to the concept of multiplayer and the interaction between two people playing a game at the same time. This feature is in some ways reminiscent of arcade games in the past, with two people playing with each other on the same screen, except with more modern graphics and advanced control mechanisms such as with the use of separate controllers instead of attached joystick knobs found on typical arcade games.

                Game rating

                I would rate this game four out of five stars. I used to play this game when I was younger and it was actually one of my first introductions to first person shooters and 3D games in general. This game is special to me as makes me feel very nostalgic and think of my childhood.
                Last edited by Sebastian Jurado; 04-01-2025, 07:24 AM.

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                • #9
                  Sebastian Jurado - Journal Entry: Your Favorite Game Music Track

                  My all-time favorite game music track would definitely be the Undertale soundtrack which includes only instrumental music, specifically a blend of chiptune and other instruments like piano and horns. Specifically, my favorite songs from the Undertale soundtrack are “Fallen Down”, “ASGORE”, and “Your Best Nightmare”. These songs evoke strong feelings for me and really make me feel a wide range of emotions. From feelings of inspiration, hope, humor, and determination to feelings of melancholy, sadness, and unease, this soundtrack describes the game’s characters and their dynamics as well as the battles in an intriguing and interesting way.

                  The song “Fallen Down” has a very somber and pensive feel to it. I’ve always loved songs like these, specifically songs that have a soft and almost sad feel to it. For me, this song describes the feeling of being lost and lonesome, which I think fits very well with the situation the main character is in at the beginning.

                  The song “ASGORE” has a very upbeat and uplifting sound which really motivates and makes me feel energized. At first the beat starts off with a consistent and fast-paced pre-chorus, with the song then building up and transitioning into the chorus with an explosion of energy. This buildup of energy and rhythm in the song always makes me feel empowered and confident, which coincides well with the boss battle in the game.

                  The song “Your Best Nightmare” plays during the boss fight with Omega Flowey, which is certainly a very overwhelming and, in some ways, disturbing experience. For context, in this fight, you go head-to-head with the final boss Flowey in his ultimate form. After gaining his power from five human souls that he stole, he uses very powerful attacks and can do anything he wants, including having control over your save file and setting your abilities to limited movement. Most of the song is very hectic, chaotic, and unnerving, making the player feel uncomfortable and overwhelmed as they get bombarded with several attacks from Omega Flowey. My favorite part of the song is when the song transitions with a static sound, changing from the chaos of Omega Flowey’s theme to the theme of the stolen souls. I found this difference in the sound design to be very intriguing. This constant transition was meant to show the struggle of control and power between Flowey and the other souls that he stole. When the song is chaotic and frantic, that means Flowey is in control. But when the channel changes and you hear the static sounds, the song transitions into a recurrent hopeful and optimistic beat which represents each of the souls that are trying to help you, the player. The song changing tempo and beat entirely shows a change in control entirely and further emphasizes their revolt against Flowey. This use of leitmotifs in the song was fascinating and helped me understand how Flowey was indeed separate from the souls he had stolen and was not fully in control, basically not as "all powerful" as he said he was.

                  In conclusion, I love how games utilize music to emphasize certain ideas and emotions for the sake of the player’s experience. Without music, I think games wouldn’t be nearly as impactful. They bring out emotions and thoughts that can make the player feel more immersed and engaged in the game and its story.
                  Last edited by Sebastian Jurado; 04-03-2025, 02:36 AM.

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