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Yessenia Montalvo - Journal Entry

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  • Yessenia Montalvo - Journal Entry

    Baseball (Poker Variant)

    Thomas W. Lawson created the game is 1884 he received a patent for the game and sol packs at news stands and shops at the time.

    Our group played a poker variant based on baseball where 3s, 4s, and 9s are wild cards. The numbers match baseball elements: 3 for strikes/outs, 4 for balls, and 9 for innings. The game begins with each player receiving two cards—one face up and one face down. Betting starts after this initial deal. In subsequent rounds, players receive one face-up card with betting intervals between each deal. By the final round, remaining players should have five cards: one face down and four face up. The player with the highest poker hand wins the pot.

    The biggest strength about the game was that it was fast pace only took about 1-2 min a round, you don’t know what card you are going to be dealt, which can be seen as weakness but I think just adds more intrigue to the game. I think another weakness is that if you in a small group of 2 wouldn’t be very fun. As the momentum of the game build and people are already loosing money tension start to build and I think that was the biggest strength the game had.

    The biggest attraction for me was that you don’t know what cards your going to be delt. You just have to try to put together a decent enough hand with the card that are delt to you and hope that your hand is better then everyone else’s. The added risk of betting after every round not knowing if your bet is going to be worth while was also a fun factor. Overall I liked the random like feel it had and the constant decision making make it feel like it was high stakes. This game was influential because its base off a very well known sport. The game of baseball was so influential that Mr. Lawson created a baseball poker variant and we still play it today its a popular poker variant mostly found at casinos.

    I would rate this game a 3 - 5 stars it was a fun easy to play with the whole family but I think after playing a few round it could probably be monotonous like how uno can get when you play it to long. I really liked how easy it is to play and how fast the rounds are.

  • #2
    Backgammon


    Backgammon is a two-player strategy game with origins that are widely debated, though many believe it began in ancient Mesopotamia. The objective of the game is to move all your pieces to the opposite side of the board, known as your goal, by rolling two six-sided dice. The dice rolls determine the number of spaces you can move, and players can decide how to split the dice rolls between their pieces. If a player rolls doubles, they are able to take an additional turn, allowing them to move their pieces further on the board. A key mechanic in the game is that if a player lands on an opponent's piece and it is standing alone on a space, the opponent's piece is sent to “jail.” When in jail, the opponent must roll the dice to re-enter the board, restarting the affected piece from the beginning. The first player to move all their pieces to their goal wins the game.

    One of the game's strategic twists is that each player’s starting position is directly in front of their opponent’s goal. This creates a high-stakes challenge as players navigate around each other's pieces and strategically block paths. However, the game does have its quirks. If both players block each other's goals, it can create an endless loop of putting each other’s pieces in jail, which may slow the game to a crawl. Despite this, it's still one of my favorite thing about the game. Backgammon’s mechanics are timeless, and its mix of offense and defense has inspired so many other games. You can see its influence in board games like Go, Chess, and Checkers, and even in modern video games like Elden Ring and The Legend of Zelda. It’s pretty amazing how such a simple yet clever game has left its mark on gaming for generations.
    I would rate it 4 out of 5 stars instead of 5/5 because I was mad at my friend for a little while after, we had a rematch and it was worse.

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    • #3
      Computer Space

      Computer Space was created by Nolan Bushnell who was inspired by the first computer game Space Computer. The original game was played one a coin operated machine. So the controls would have been a little different in that you would use the control panel instead of a keyboard to play. However even with that I was having a hard time shooting, until I realized that your able to shoot and then move our shot middle fight after that it was a lot easier to shoot down enemies'. I like that you can use the mirror effect as a weapon it's a good easy way to get enemy’s from across the screen. My favorite part of the game is the fact that you can target enemies' with your shots and move them. The enemy’s targeting system was very accurate which also made it fun, because so many game now make it to easy for play. I think this game was very influential in that we to this day still see coin operated games. It’s actually the most common way to play a game in a public setting. It also introduced sound effect which added to the over all game. I would rate this game a 3-5 fun game to play by yourself. Very easy to get caught up in the simple yet effective gameplay.

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      • #4
        Pinball

        Pinball was originally created in the 1700s from an existing French game called Bagatelle. It was similar to a smaller version of a billiards table where players used cues to launch the ball. In 1800, the cue stick was replaced with a spring launcher, which is more like the pinball we see today. In 1931, Raymond Moloney was one of the first to manufacture pinball machines commercially, though they didn't have electricity at this time. In 1933, Harry Williams introduced the first electric bumpers. The next major change came in 1947 when flippers were invented, allowing players to actively control the game rather than relying purely on chance Player skill (timing, reflexes, and nudging) directly affects success, making it a challenging and rewarding game. Playing a digital version of pinball was interesting—while the camera movement felt strange at first, I got used to it as I played. The experience is quite different from a real pinball machine, which creates an immersive atmosphere with sounds, lights, and vibrations. Real machines typically have digital screens showing your score and feature storylines that progress as you play. As you rack up points, you either complete missions or fail them. The physical experience just doesn't quite compare to the simulated version. For me, the most addictive part of playing pinball is knowing you have a limited number of "lives" and trying to make each one last as long as possible. As you progress, the increasing lights, sounds, and vibrations heighten the overall experience. I also love the storylines and visual art that make pinball machines so popular. I give pinball 5/5 stars—every time I play, I can't resist the urge to try just one more game. Compared to video games, pinball requires precision, reflexes, and knowledge of table rules, which can make it frustrating for beginners.

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        • #5
          The Oregon Trail

          The Oregon Trail was first released in 1971 as a educational text only game for school children. In 1985 a group of engineers and designers completely reconceived the game to the one that we now know today. The whole point of the game is to travel with a wagon of 5 people to Oregon. You start of will a set allowance of money that you have to spend before the trip. You can spend money on Ox to pull the cart, food, amenities, spare parts for the wagon. After you have purchased everything you might need, your ready to leave and start your path to Oregon. As you travel there are different obsticales you have to over come. Like having to cross a river that is deep, or a member of your team breaks there leg, the wheel of the wagon can broken. In all these instances you have to some how resolve and overcome these obstacles to try to make it to Oregon. Along the way there are stopping points where you can buy more supplies, talk to people, and rest so you can increase health. I think one of the draw backs could be that it does tent to feels a bit repative in that is always asking you the same questions but I do think that they did a good job of trying to combat that by having played be able to hunt for food, rest, talk to other people. My favorite aspect of the game was thinking about all the potential scenarios that could happen so that I can make sure to buy enough supplies for the trip. I think that this is a very influential game it went from being a educations kids game to a mobile, easily assessable computer game. I would rate this game a 5/5 I really liked that game and thought it was kind of funny at times.

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          • #6
            The Legend of Zelda

            The Legend of Zelda was released in 1986 in Japan. This game introduced the concept of non linear game play. Which was huge around this time when all game where pretty linear. The game is set in the world of Hyrule and the main character is a boy named Link who tried to collect eight fragments of the triforce in order to free a princess named Zelda for the villian Ganondorf. As you progress in the game you collect item that let you shoot and slice enemies. I think using thr original controls would have been really fun but it's honestly still playable without it. I love the game because the whole goal of the game is to collect the fragments and save the princess for Ganon, but how you decided to train, what weapons to use and where to go is completely up to you. I think the game's biggest strength is that your able to move freely around the world. There is no one set of directions you have to follow. I think that what makes the game fun because there is no right way to play the game. It's all based of users experience which around this time was really cool. This game was super influential it was the first game to have non linear gameplay which opened up a whole new genera of games. I would rate this 5/5 I love all the Zelda games I have played every single one. It's so cool to see the progression of mechanics and graphics over the years.

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            • #7
              Comix Zone

              Was first created in 1995 by sega its super interesting because the game is set in a comic book were the player progresses through the comic panels jumping from panel to panel fighting enemies. The controls were weird at first they weren’t the traditional AWSD keys to move around but once I found the right input the game felt good. The mechanics and player movement felt flood for alot of the other game around that time. While the combat system is simple is satifying in that once your perform a combo of punches and kicks you you get a sense of the rhythm in the game and how easy some of the first few enemy’s are. I think another draw back is that its a very short game. Meaning threat the replayablity while satisfying it is short lived. I thought the art style was so fun it fit really well with the gameplay and over all game design. This game would have been one of a kind when it was first released. Its easy to use and fun art style make it easy for player to get roped into the game. I would rate this game a 3/5 star because I was sad that it was such a short game.

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              • #8
                Graded to here.

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                • #9
                  Super Metroid (SNES)

                  Super Metroid was developed by Nintendo R&D1, and playing it felt a bit different due to the SNES controller’s design. The layout is more horizontal, with the D-pad on one side and four action buttons on the other. To get a more authentic experience, I decided to play the Nintendo Direct version of the game using a Switch Joy-Con in horizontal mode. It felt much better than using a keyboard since the buttons weren’t so spread out. When you first start, all you can do is basic movement, but as you progress, you collect power-ups that let you explore new areas. The Morph Ball allows you to roll into tight spaces, Missiles deal extra damage, and other upgrades help open previously inaccessible paths. I really liked this aspect because it made the world feel more connected and gave the game solid replay ability. That said, the game does have a few downsides. The map can be hard to read, and the wall jump feels clunky at first—it definitely took some time to get used to. Also, while I enjoyed the pixel art and atmosphere, I found that some of the basic enemies became repetitive, which made combat feel a little dull over time. Overall, I’d rate this a solid 3/5. The power-ups and exploration were great, and I liked how the game encouraged you to carve your own path. Unlike many games at the time, it didn’t hold your hand but instead rewarded curiosity. If the combat had a bit more variety, it would’ve been even better

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                  • #10
                    Crash Bandicoot (PS1)

                    Crash Bandicoot was created in 1996 by Naughty Dog as a PlayStation exclusive. Andy Gavin and Jason Rubin aimed to make a 3D platformer inspired by Donkey Kong, Mario, and Sonic. The original game was played on the PlayStation with a controller designed for comfort during long play sessions. I played the original Crash Bandicoot on my Nintendo Switch using a Pro Controller to replicate the experience. While it worked well, I imagine the original PlayStation controller might have felt a bit "crunchier" in comparison. The main goal of the game is to reach the end of each level, progressing along the world map. Throughout each level, you're timed, tracked on how many boxes you smash, and how many character symbols you collect—some of which unlock secret paths in the same or future levels. One of my favorite mechanics is how enemies can be used strategically; depending on how you hit them, their bodies can ricochet off other boxes or objects, making it easier to smash multiple boxes at once or take out nearby enemies. One of the game’s drawbacks is its simplicity. Since your only moves are running, jumping, and spinning, the gameplay can start to feel repetitive. However, it makes up for this with challenging levels, unpredictable enemy placements, and tricky jumps that always seem just a little too far apart. By the time you finally complete a level, it feels like winning an Olympic gold medal. What makes the game really fun is how it builds suspense. While you don’t see a timer or box count while playing, everything is revealed at the end of the level, making the results feel like a surprise. That little bit of anticipation adds replay ability. Crash Bandicoot was a cool game for its time, though not the most original—it was essentially a 3D mash-up of Mario and Donkey Kong. While it may not have been the most groundbreaking title, it was still a solid stepping stone in 3D gaming. I’d give it a 3.5/5 stars, mostly because of the nostalgic late-night sessions playing it on my Game Boy under the covers. I love games that challenge players, and this definitely feels like one of those.

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                    • #11
                      The Legend of Zelda: Ocarina of Time (N64)

                      The Legend of Zelda: Ocarina of Time​ came out in 1998 on the Nintendo 64, developed by Shigeru Miyamoto, Koji Kondo, Eiji Aonuma, and the rest of the Nintendo team. Back then, you’d play it with the N64 controller, which had a weird "M" shape with three grips. It had one analog stick, a D-pad, six face buttons, L and R shoulder buttons, and a Z-trigger on the back, plus a slot for accessories like the Rumble Pak. I played it using Switch Joy-Cons, which gave me a similar feel, but I imagine using the original controller would’ve been different, especially since it only had one stick making movement and camera control feel kinda unique. The gameplay was next-level for its time. It had open-ended exploration, Z-targeting for smooth combat, time travel mechanics, horseback riding, and items that could manipulate time, weather, and open new areas. It wasn’t just about getting from point A to B you had to figure things out, collect tools, and solve puzzles. One of the best things about Ocarina of Time is the incredible soundtrack, it’s still one of the most memorable in gaming history. Even today, people remix and sample its music. The world and characters are super immersive, and the game gives you this huge sense of adventure that sticks with you. Of course, it’s not perfect. Some areas feel a little empty, and the camera can be frustrating—it sometimes clips through walls or gets stuck at weird angles. But you can tell Nintendo was experimenting with camera perspectives in 3D space, which was pretty new back then. Even with a few flaws, this game is a masterpiece and one of the most influential games ever. My favorite part? How items and tools unlock new abilities and areas—especially the ocarina, which wasn’t just for music but actually played a huge role in solving puzzles and progressing through the game. I’d give it 4.8/5 stars. The camera could be annoying, but the story, gameplay, and world-building make up for it. It’s one of those games that still holds up and is worth playing even today.

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                      • #12
                        Tony Hawk’s Pro Skater 3 (PS2)

                        Tony Hawk’s Pro Skater 3 was developed by Neversoft and published by Activision, originally launching on the PlayStation 2. Designed for the PlayStation controller, it utilized two analog sticks, making movement and tricks feel fluid. However, playing on a keyboard was a very different experience. Without an analog stick, tricks were mapped to individual keys, making quick combos harder to execute. The L1/R1 and L2/R2 buttons on the original controller allowed for smoother spins, reverts, and transitions between tricks, making gameplay feel much more natural.THPS3 is all about chaining as many tricks as possible to rack up massive scores. The main objectives of the game include collecting the letters S-K-A-T-E hidden across levels, completing trick challenges that require mastering specific moves, and finding secret gaps, hidden paths, and level-specific challenges. The Revert mechanic was a breakthrough feature, allowing players to continue combos after landing from a vert ramp, which made long, high-scoring trick chains possible. Other key mechanics included grinds, wall rides, and special tricks, which became available once the special meter was full.THPS3 offered a multiplayer mode, adding even more fun to the experience. Players could compete for the highest score, play classic modes like H-O-R-S-E or Graffiti, and challenge friends in online trick battles. The game had high replay value, as players could always return to levels to improve their score, find hidden areas, and master every challenge. One of the biggest strengths of the game was its smooth animations, with falls and landings feeling realistic for the time. The inclusion of real-life skaters and real-world locations added authenticity to the experience. The game’s soundtrack was another highlight, fully immersing players in the energy and culture of skateboarding. However, some aspects of the game showed its age. Character models looked blocky and outdated, even compared to other PS2 games. Some levels felt empty, lacking detailed environments or interactive elements. THPS3 is fast, fluid, and easy to learn, but mastering its mechanics takes skill. The gameplay is both relaxing and engaging, allowing players to either skate freely or push for high scores. The Revert mechanic keeps combos going and makes pulling off big tricks incredibly satisfying. Before THPS3, skateboarding games were clunky and unrealistic. This game helped define the arcade skateboarding genre, was one of the first console games to have online multiplayer, encouraged freedom and creativity in gameplay, and changed how extreme sports games were made. While it may not be perfect, it remains a legendary game that set the standard for future skateboarding titles. I would rate it a solid 3/5.

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                        • #13
                          Halo Reach (Xbox 360)

                          Halo Reach was Developed by Bungie, Published by Microsoft in 2010. It was created for the Xbox 360 platform and was designed to be played with the Xbox 360 controller. The controller featured a left and right stick for movement and camera control, a D-Pad for weapon selection and abilities, and the A, B, X, Y buttons for essential actions. It also had left and right bumpers and triggers for grenades and shooting. The fact that it was both wireless and wired was a huge deal at the time. Playing with the original Xbox 360 controller would have made a difference. The analog sticks had a unique resistance curve, making movement and aiming feel more precise and balanced. The rumble feature added an extra layer of immersion, especially during explosions, vehicle impacts, and deaths. Halo: Reach is a sci-fi first-person shooter focused on precision shooting, tactical movement, and teamwork. With A single-player campaign, Multiplayer mode with various game types, each with unique combat strategies. Firefight mode, where players must survive waves of enemies. not to mentions the best part driving around the large maps and getting into vehicle combat. Multiplayer was also especially fun because of its variety of game modes, which kept matches exciting. The environments are beautiful, and the alien weapon designs are visually striking. However, some textures appear low-resolution or muddy, making them feel out of place compared to the otherwise high-quality graphics for its time. Some character animations feel a bit stiff, but overall, the game looks and feels great to play. I played the campaign it was pretty fun, the weapons feel satisfying to use. However, the aiming mechanics feel a little stiff, making it a little harder compared to other FPS games. The multiplayer experience was incredible—one of the first console multiplayer games I played growing up. I remember playing split-screen with my cousins, where we’d take turns playing the winner. It was that game amazing competitive spirit that made Halo special. Halo: Reach was an influential FPS because of its Strong storytelling that made players care about Noble Team, Diverse and exciting multiplayer modes and Overall satisfying gameplay and mechanics, which influenced future Halo games and FPS titles. I would rate this a 4/5 because Beautiful storytelling, Great multiplayer replayability, and cool alien weapon designs.

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                          • #14
                            Legend of Zelda SoundTrack

                            My favorite game soundtrack is Hands down, The Legend of Zelda series. Koji Kondo is an absolute genius. Not only did he create the unforgettable music for Zelda, but he also worked on Super Mario. The soundtrack plays an essential role in shaping the atmosphere, emotion, and storytelling of the series. The Zelda soundtrack is just so good, and I never get tired of it. Some of my top picks are Lost Woods. That looping melody perfectly captures the feeling of being lost in a mystical forest. Zelda’s Lullaby, Great Fairy Fountain is whimsical and enchanting, it’s one of the most magical songs in gaming. and Gerudo Valley with its Latin inspired guitar that feels perfect for traveling the dessert. But if I had to pick just one, it’s gotten be Song of Storms. There’s something hauntingly beautiful about it, it’s simple yet powerful, carrying this bittersweet, almost mystical energy. It’s also one of the coolest Zelda songs because of how it interacts with the gameplay. In Ocarina of Time, the melody is played by the old man in the windmill, creating a paradox where Link learns the song in the future and teaches it to the same man in the past. What’s even more interesting is that the Song of Storms actually has in-game effects. In Majora’s Mask, it revives dried-up water sources, and in Breath of the Wild, it’s linked to a quest that gives you rubber pants that are shock resistant. In Link’s Awakening, it’s key to opening the Wind Fish’s egg, leading to the final boss. In Wind Waker, it gives you control over the wind's direction, which is huge for sailing. In Tears of the Kingdom, it makes it rain, which is either helpful or annoying, depending on what you're trying to do. This song has a special place in my heart but the sound track as a whole is amazing Even without lyrics, the music tells a story. The impact of The Legend of Zelda’s music extends far beyond its individual tracks. Each piece contributes to the overall sense of adventure, danger, and discovery. Koji Kondo’s work on the Zelda series has left a lasting legacy in the world of video game music. The Legend of Zelda soundtrack isn’t just background music it’s a core part of what makes the series so immersive and unforgettable. 5/5 stars, no question. I even have Lost Woods as my alarm for my 7:30 AM class.
                            Last edited by Sen07; 04-03-2025, 03:01 AM.

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                            • #15
                              Fez (XBOX 360)

                              Fez is an indie 2D puzzle-platformer designed by Phil Fish, developed by Polytron Corporation, and published by Trapdoor. It was originally released in 2012 on Xbox Live Arcade for the Xbox 360. The original control setup was built around the Xbox 360 controller left stick for movement, face buttons for jumping and interacting, and the triggers for rotating the world in 90-degree turns, which is the heart of the gameplay. I played it on PC with a keyboard, and honestly, it felt a bit clunky at first. It took a few minutes to adjust to the different inputs especially rotating the world with WASD instead of triggers. But once I got into the rhythm, it felt surprisingly smooth. You play as Gomez, a flat, pixelated character who receives a magical fez that unlocks access to a hidden third dimension. This twist reveals secret paths, treasures, and areas that the original 2D perspective completely hid. The core mechanics are simple but clever walk, jump, and rotate the world to shift perspectives. That last part is what makes Fez shine. By rotating between four fixed 2D angles, you realign platforms and reveal solutions to puzzles that seem impossible from a single viewpoint. Your goal is to collect golden cubes and cube fragments to piece the universe back together. There’s no combat, no enemies just exploration and a calming sense of mystery. Some parts of the game are genuinely tricky, especially when you start wandering into new areas while trying to remember where you left off. The world map, although visually fun, can be a little confusing when you're trying to backtrack. Still, getting lost kind of adds to the charm. The art style is bright, colorful, and pixelated in the best way. Each area feels distinct, thanks to the soft color palettes and smooth animations. It’s retro without being outdated. One moment that stuck with me was the first cutscene after Gomez gets the fez. I started mashing buttons, and suddenly the screen glitched out, filled with equations, and then just went black. I genuinely thought the game crashed until I realize it was the game transitioning to its 3D world mechanic. It scared me for a second, but honestly Super cool. What I love most about Fez is how relaxing it is. The game doesn’t push you. You can explore, solve puzzles, uncover secrets, or even speed run sections if you want. It gives players freedom without pressure, which is rare in most platformers. And the rotating perspective makes even the simplest areas feel fresh and exciting. Fez is one of the most creative indie games out there around that time. It arrived during the peak of the indie boom and brought something totally new to the table. The way it uses space and perception redefined what puzzle platformers could be it explores clever designs. Instead of holding your hand, the game trusts you to learn on your own, which feels rewarding. 5/5 Stars. Fez is relaxing, charmingly a little challenging, and just super adorable pixel art goodness.

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