Thursday, February 25, 2010

Angry Birds: three-starring progressing

I have at least two stars on every level of the game. I have three stars on around 85% of the levels. I'm not sure I can go much further.

Sunday, February 14, 2010

Legend of Zelda: Spirit Tracks: slipping away

The desert temple was pretty easy in the end, even the boss (as scary as he looked). I love the new item, which raises the ground up by one level - though it's a shame you can't use it twice to go up twice and so on.

I've caught more rabbits - all of the grass and snow ones now - and have found a couple more force gem ones now. One of the latter opened up a new area in which I could race around an ice rink to get to doors before they closed. It took me lots of attempts at the second course before I realised that you can roll on the non-ice parts to give yourself a speed boost.

I'm not sure what to do next. One annoying thing I've realised is that the DS only thinks it's a new day if you save and quit the game, and turn the machine off and on. I've not been receiving post because I've just been shutting the DS up and putting it to sleep that way. I turned it off properly last night; I'll see if I receive anything later today.

Friday, February 12, 2010

Legend of Zelda: Spirit Tracks: deserted paths

The goron gave me a force gem after much persuasion, but it didn't open the number of tracks I was hoping for. Bored of searching for rabbits, I went back to the tower and saw the demon king getting into Zelda's body (f'nar) and flying off. Git.

It turns out that the sand by the ocean isn't, as you'd expect, a beach, but is instead a desert. So off to the sand sanctuary I went, collecting four sand rabbits on the way. Great, another type of rabbit for me to not collect all of. I met the fifth wheelchair bloke and he told me riddly things about an eye in a cave, twisty passages, and something else which I've forgotten. Hope it's not important.

Oh, and Mr Wheelchair Man is neither dead nor a man, apparently.

Saturday, February 06, 2010

Mirror's Edge: all white

The visual style of this game is marvellous. The use of colours and themes throughout the game - red for highlighting routes, other colours used one at a time for scenery, white used as the main world colour - works really well.

Level six down. The background story continues to be a bit pants, but it drives the game on and gives a sense of urgency.