Tuesday, September 20, 2011

Tiny Tower: diminishing allure

The fun is starting to disappear from the game, as I've run out of new things to discover.  I've got a finely balanced tower at the moment, with fifty-nine floors (sixty including the lobby) meaning I have space for 110 bitizens and jobs for 111.  But nobody moves in with the required skills, and I can't be bothered to wait for people to turn up over and over again.  The game's also given me some very annoying floors of late, including a pub and a video rental shop which get stocked up and then sold out very very quickly indeed.

Oh, and both John and Kieron are miles ahead and I'm never going to catch up, so I've lot that sense of urgency as well.

Saturday, September 17, 2011

Starfox 64 3D: blurgh

It seems I can't play this in the back of a taxi; it makes me feel motion sick.  I hope this doesn't apply to all forms of transportation.

Friday, September 16, 2011

May's Mysteries: the Secret of Dragonville: completed!

I was very near the end the last time I played, it seems, since I turned it on, completed two puzzles, and that was that.  The ending was perhaps the least satisfying I've ever seen; I was expecting to meet Uter, and have to solve some particularly difficult puzzles in order to complete the game.  Instead, after solving the last puzzle (a particularly easy sudoko-type add-up-to-100 thing), we went into Uter's room and after a five-minute video and some dialogue, the game just ended.  I was left with May and Tery sitting on a log in the sunshine, and an opportunity to retry any puzzle or complete any I'd missed.  But I'd finished them all by that point.

So that's that.  Well worth the £15 I paid for it, but it's not as good as a Layton game.

Wednesday, September 14, 2011

Back to the Future the Game: Part 1: completed!

I love Back to the Future.  The fact that this game isn't based directly on the films but is a whole new storyline is amazing.  They've taken liberties with the whole backstory as well, transporting me back to meet Marty's grandfather and Doc when he was a boy.  And, most shocking of all, I went to years which didn't end in a '5'!

What wasn't amazing was how the game stuttered and glitched all over the place, and I'm running it on an iPad 2.  I dread to think what it was like on the original.  It was also awkward having to control Marty with a virtual joystick, and invisible walls just made it frustrating all too often.

I got the first part free, and I'm in two minds whether to buy the rest.  I want to know what happens in the story, but I found playing it rather frustrating.  Maybe I'll buy it on the Mac during a Steam sale instead.

Friday, September 09, 2011

1000 Heroz: running

1000 Heroz is an iPhone game where a level lasts for 20 seconds, on average.  Every day, you get a new level.  For a 24-hour period, any time you register on that level gets entered to the leaderboard, and once that period is up, then your time is enshrined for ever.  You can replay the level, try to get a better star rating, but you'll never be able to share it.  You're too late.

As such, it's pretty compulsive, and the fact that you can register for individual leaderboards means that competition can get quite intense.  I've been doing relatively well on the UGVM leaderboard, with a few top spots to my name; the same can't be said of the RLLMUK leaderboard, but then there are frequently people there who are in the top ten for the world.  My best world ranking was number 50.

Today I'm just outside the top 100, but am still pleased.  There's quite a gulf on the UGVM leaderboard.



Here you can see me registering a time just behind my best, but still a long way ahead of Sessile's.  There's still three hours for someone to beat me though ...

Thursday, September 08, 2011

May's Mysteries: the Secret of Dragonville: picross disaster

I'm still trying to finish off the bonus puzzles before progressing.  I've completed them all other than the hidden pictures - the picross puzzles.  There are loads of them, more than every other puzzle type (other than the sliding puzzles) put together.  They're all 10x10 puzzles, and I'm getting increasingly annoyed.

Why?  Because in quite a few, you have to guess in order to complete the puzzle.  Not only for  one or two spaces, but in Hidden Puzzle 37 I had to guess where eight of the pieces were. This is because there were diagonal lines in the pattern, with relatively few black squares.  Hidden Puzzle 35 was even worse - it was actually impossible to start the puzzle without guessing.

This really annoys me.  The project manager probably heard that these picross puzzles are quite popular, and they're easy enough to program.  So he told the development team to add in forty more.  Nobody on the development team understood the need for the puzzles to be solvable though - the importance of a lack of symmetry, the proportion of coloured squares, and the lack of diagonal lines, just wasn't understood.

So we're left with a slog through picross puzzles which can, at times, require you to use up a number of the hints you've been working to earn.  Really disappointing.

Half-Life 2: meeting up with friendly faces

I had played Half-Life 2 a bit before, despite what my gaming diary says.  First on my old PC, then on the original Xbox, then on the Xbox 360.  I even started it on the Mac, but never got that far.

Last night I decided to work through a bit further.  I'd previously, it seems, got through to a section where I was driving a hovercraft around, and I spent a good twenty minutes driving around trying to work out where to go - and being killed by rocket launchers.  After a while I, by accident, found that if you shot one end of one of the containers lying in the water, it fell off, meaning you could drive through that and out into safety.  So I did, and then carried on through the waterways.  This game was designed for a quick save option.

In fact, this game was designed to be played several years ago.  Some of the mechanics feel very clunky now - a lack of recharging health, expansive armoury, empty corridors and long loading pauses.  When a helicopter appeared, I felt as if I was fighting the controls rather than the enemy.  I eventually dispatched it, and have driven over the side of a dam, found some friendly faces and am now in a tunnel on the way to Ravenholm.  Apparently, people don't go there.  I am.

Tuesday, September 06, 2011

May's Mysteries: the Secret of Dragonville: at the foot of the tower

After setting fire to the zoo and setting all the animals free, with no illustrations of fire or video of fleeing animals, I've crossed the lake and found Uter's tower.  The script hints quite strongly that once I've gone in, there's no return, so I'm going through a lot of the bonus puzzles before I do.

One of the things I don't like about this game is that each puzzle has the same reward - 30 points.  Some really difficult puzzles feel that you should get more; some simple ones (like the matchstick puzzles) should get fewer.  With the Layton games, the size of reward gives you a hint as to how difficult a puzzle should be, so you can go in with the correct expectation.  With this, you go in blind.

Monday, September 05, 2011

Tiny Tower: grinding upwards

I now have 47 floors in my tiny tower, and each is becoming more expensive to build.  Following advice from Kieron, I've been ruthless and evicted anyone from my tower who doesn't have a competency rated 9 - and then I've gone through and got a load of new people in to replace them.  There's still a bit of an imbalance though; I've five jobs open on service floors, and four bitizens with 9s in other areas.

The biggest disaster, though, is that Kieron has overtaken me (with 50 floors) and John isn't far behind (with 46).  My excuse is that I neither have a job where I work at home, nor have been off work awaiting a baby.  Such things help with tiny tower building.

Wednesday, August 24, 2011

May's Mysteries: the Secret of Dragonville: unsolvable puzzle

I've come across a puzzle which I think is impossible to solve without a huge amount of luck and randomness. It's puzzle 48 in the main story, and I've had to skip it.

In the puzzle, you have to put the words of ice cream flavours into the grid. The flavours you have are BANANA, CHOCOLATE, CARAMEL, COCONUT, LEMON, MOCHA and PISTACHIO. Words are placed like in Boggle, moving only horizontally or vertically. Spaces can be used more than once for the same letter. The first letters of words are placed outside the grid, and then you have to fit the rest inside.

The grid looks like this:



B





******
C******P
C******
L******



C
M



For the words starting with letters other than C, you can at least start off with the first letter. For LEMON, you can see that the word has to continue along the bottom, since you can't have a word starting "CM". But after that I get stuck.



B





*A****
C*****IP
C******
LEM**O*



C
M



I've had a load of goes at solving this, and nothing. I've tried terminating the PISTACHIO on the MOCHA's O, but that hems in the whole of the right side of the board. The hints suggest concentrating on the words starting with letters other than C (gee, thanks), and then the second hints says that the positioning of CHOCOLATE is key. That really doesn't help.

So, any ideas, anyone?

Update!  Tom from Croatia (see comments) has solved it!  The solution can be found on my new blog.

Friday, August 19, 2011

May's Mysteries: the Secret of Dragonville: a crime against humanity

Some of the bonus puzzles are picross puzzles. Amazing!

Unfortunately, some of them could have multiple solutions and the only way you can solve them is by guessing. If you put a mark in the wrong box, you lose a 'life' - and you get five lives per puzzle. Guessing in picross games is evil, and it upsets me.

Other than that, the game continues to be charming and unnervingly similar to Layton. I've now found an underground tunnel under a grave, and Mayor Doyle didn't follow me down the rope. Was he kidnapped, or is he the bad guy after all? I suspect the latter.

Thursday, August 18, 2011

May's Mysteries: the Secret of Dragonville: go here, here, here, here ...

The similarities to Layton are blatant, to be frank, including the static shots of the character when you pass or fail a puzzle. The music sounds similar, the dialogue is similar, the way that you're told to look for different things and search in certain places is very similar. The only difference is the quality of the puzzles and the fact that there's no annoying little sidekick piping up at inappropriate moments.

Wednesday, August 17, 2011

May's Mysteries: the Secret of Dragonville: very laytonesque

I read a review that said that May's Mysteries was reminiscent of a Layton game. It's not just reminiscent, it's virtually identical, down to the art style, the idea of the fantasy world, the story and the interaction. Controlling May, you move between locations, tapping on characters to solve puzzles, build the story, and get points. The puzzles aren't quite the same as in Layton - there are a few limited types, including text-entry and rearrangement - but the feel is identical.

One thing that I can see being annoying is that I've got one puzzle wrong so far, and after failing it I wasn't given an option to retry it. This goes against my OCD tendancies somewhat.

But it's charming from what I've seen so far, and it's very likely that I'll see this through to completion.

Tuesday, August 09, 2011

Goldeneye 007: all over the place

I've not played a FPS on the Wii before, save for a few games of Red Steel on launch, so I found it pretty hard to adapt to the controls of this. To start with I was weaving all over the place, unable to aim or even get through a door. By the time I got to the end of the level, jumping off the dam, I was still finding aiming a bit tricky, but could at least walk down stairs without falling off the side to my death.

I was expecting a remake, but it's very different, with the levels being designed to be more complex. This is both a good and bad thing. Bad, because I was hoping to recognise everything. Good, because they're actually very well done indeed.

Monday, August 08, 2011

Tiny Tower: not restarting

I may have been a little overkeen on my last post about Tiny Tower. There is no synchronisation between different devices as such, only the first time that you play. When I started it on my iPhone, it asked me if I wanted to resume my game; however, after that point my iPad and iPhone have led completely different tower lives. I'm not playing it on both, so I've deleted it from my iPad.

I'm now up to 21 floors, and have some really rubbish people in residence. I'm slowly evicting them and trying to get people with better skills in.

Friday, August 05, 2011

3D Classics Xevious: not an arcade machine

The 3D effects on Xevious are possibly the best I've seen on the 3DS, and they are game-changing in a way I've not experienced before. The two layers of game are separated to such an extent that you can focus only on one plane of action at a time, and you have to constantly move between the two to avoid bullets and enemy ships. It makes it a lot harder, having to watch for bullets int eh top plane while lining up bombs in the bottom - to the extent that I've not managed to complete the first level yet.

Its arcade origins cause some issues though. When you use a life, you're put back at the start of the stage you're at, but the enemies are as tough as the part you'd got to. So you can be put back at the start of the first stage, but suddenly the enemies are shooting at you rather than passively moving out of the way. As a result, if you lose a life it's actually better to quit and restart. Obviously, in the arcase this is designed to make sure that you only stay on for a limited time, but here it just feels annoying.

Tuesday, August 02, 2011

Tiny Tower: you can't please all the people ...

... any of the time, it seems. Tiny Tower is a sim game, where you build extra floors, juggling between residential and commercial types, so as to maximise returns from all the shops who employ the bitizens who live in the tower.

Each bitizen has an ideal job. None of my bitizens have an ideal job which matches to the business types I have in my tower. They are all moderately happy - I'm doing my best to make sure they're doing something they're good at, after all - but I do wonder why they're moving in to a tower where they can never be completely happy.

I like the way it sychronises my game between my iPad and iPhone. It means it gets played a lot more.

Wednesday, July 27, 2011

Burnout Paradise: online shenannigans

Having been turned off only by the size of the single player game, I was more than happy to join the UGVM gang online. It's a completely different game when you're playing with people you know, driving around the same city and randomly crashing into them. The races from point-to-point were great fun (even if the game did glitch and give me an old banger, when everyone else was in an F1 car), and marked man events - where everyone tries to takedown one nominated player - led to hilarious carnage.

A few days later, I went online by myself, and it was still fun - just not as much. But it helped me to get a few more achievements, and I'm now over 10,000G. I may need to play more Wii games to compensate.

Saturday, July 23, 2011

World of Goo HD: factories and virtual worlds

I played World of Goo on my Mac some time last year, but found it a little too tricky to control, with my mouse skills not up to the fast speeds needed. On the iPad, it's a different story. I've been making my way through the story, and have completed the first three chapters now, moving onto a strange virtual world where it's seemingly less about creating structures as it is about flicking goo balls between parts of the level. I'm not sure I approve.

However, the other game within the game, of building a tower of goo, is very addictive indeed. It's made all the more so since you can constantly see a cloud just overhead representing someone else's tower - and you want to build just a little further to beat it. I've got 200 goo balls in my playground now, so am starting to reach a fair height.

Friday, May 20, 2011

The Game of Life

I've not posted for a while. And I won't be posting for a while either.

I'm getting married tomorrow, and then I'm going on honeymoon. I have a feeling there may not be many videogames played.