Having the hardest time with Meddling Mirabels quest, this raccoon won't be chill!
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Having the hardest time with Meddling Mirabels quest, this raccoon won't be chill!

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Classic Arcade Games: Ms. Pac-Man
By: Morgan Filyaw
This week I visited Pinballz arcade where I had the chance to play the 1982 classic arcade game Ms. Pac-Man.
Me at Pinballz Me playing Ms. Pac-Man
The classic arcade game, as defined by Richard Rouse III in “Game Analysis: Centipede”, has the following traits: single screen play; infinite play; multiple lives; scoring/high scores; simple, easy-to-learn gameplay; and no story (462-465). Ms. Pac-Man, being one of the most iconic games of the classic arcade game form, follows all these aspects. On the surface, the game’s premise is straightforward; a novice player would quickly learn that points are earned from eating pellets and fruits; contact with ghosts leads to a lost life; and eating a “power pellet” temporarily turns the ghosts blue, allowing them to be eaten for extra points. Considering only these elements, the game may seem elementary, but the complexity of the ghosts as well as how the game changes as the player progresses make it challenging and contributed to its success.
The Enemy
One of the most complex elements and greatest strengths of Ms. Pac-Man is the game’s enemies: the four ghosts. At first, the ghosts’ movements may appear random to the player, but after a few tries—and many deaths at the hands of the red ghost, Blinky, or the pink ghost, Pinky—the player may realize that the ghosts’ movements aren’t all random. In fact, each ghost has its own personality, and some are better at catching the player than others. For instance, Blinky has a chaser personality, whereas Pinky likes to ambush Ms. Pac-Man.
[A few short clips from my gameplay showing the chaser personality of Blinky and the ambush personality of Pinky]
The distinct personalities of the four ghosts give the game more replayability, which Rouse states was very important for arcade games in order to be profitable (461). They keep the game from becoming boring while also giving players learnable behaviors.
Faster! Faster!
Another aspect of Ms. Pac-Man that contributed to its success is that it, like other classic arcade games, continuously gets harder and harder for the player as they progress. In the first level of the game, the ghosts begin at a certain speed; this speed increases when the player progresses to level 2, and so on. This increase in speed makes it harder for the player to anticipate the ghosts’ movements and thus makes it easier for the ghosts to catch Ms. Pac-Man. Another way in which the game increases difficulty is by decreasing the duration that the ghosts are blue after a power pellet is eaten.
[Two clips from my gameplay showing the duration that the ghosts are blue after a power pellet is eaten in level 1 vs level 4]
When comparing level one and level four, the duration decreases from 7.5 seconds to 6 seconds, giving the player less time to eat the ghosts as well as less time to play without the threat of the ghosts.
Overall, the complexity of Ms. Pac-Man’s enemies as well as the ways in which the game increases in difficulty made for a fun and engaging play experience that I very much enjoyed.
Works Cited
Ms. Pac-Man. Arcade Version, Midway, 1982.
"Ms. Pac-Man (Flash Game)." Arcade Division, 2019, www.arcadedivision.com/
classicgame2/classics/ms-pacman.html
Rouse III, Richard. "Game Analysis: Centipede." Game Design: Theory and
Practice, pp. 460-73.
Forget winter. GAMING IS HERE! It's time for Gen Con 50! Last minutes errands today, set up tomorrow and then it begins! We'll be in booth 2306 and bringing a very limited quantity of these officially licensed Gen Con game journals for $9.99 each. Who's coming? #gencon #gencon50 #gencon50th #gencon2017 #conquestjournals #conquestjournal #gamejournal
Unravel - Game Journal #2
Unravel is a photo-realistic 2D platformer. You play as a character named Yarny, who is in fact made out of yarn. While being small in size, you have to make use of the objects in the environment to proceed. Often times you will use your yarn to connect two points to use as a bridge. Or tie it around an object to pull down. But you don't have an unlimited supply of yarn, as it comes from your body. At all checkpoints, there will be bundles of yarn to replenish your supply.
"How beautiful this was, when it was new. And how beautiful it still is, even though time has made it different."
A moment that stood out to me, was when you're taught new mechanics after failing. There's no way you can proceed without a scripted action causing you to make a mistake. You'll have to use the yarn attached to you, to climb back up.
Each level is presented as pictures in an album frame. With the pictures being memories from a family, and the level is where the picture was taken at the time. After completing a level, you're taken back to an inside of house, with a picture album on the table you can interact with. The pictures shown seem like they are from a childhood from the developers. I appreciate how things in the pictures actually made it into the game. Whether it be small crabs in the ocean, or flies in a field. After seeing the pictures, those "enemies" all of a sudden held more meaning.
Each level has a handful of secrets, which usually aren't too hard to find. Levels can be completed by reaching the end and find a yarn patch that represents the level.
Often, I felt like I was solving the same puzzle in each of the levels. And was using the same mechanics over and over. And no matter how beautiful the world was, I never felt like I could stop and stare. But each level presented a new twist on what I had been doing for the whole game, and those moments, while being brief, stood out to me. While I wasn't there when the pictures in the game were taken, they were general enough which allowed me to relate. Nor did I know the people in the pictures personally. But I didn't have to, to be able to connect people close to me in my life, to the one's in the game.
Day and Night are not so Different - Moon pt 1
Here is Moon’s part one. It goes up to the same point as Sun but this is from the other point of view. This one is a little shorter just because of the character.

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Day and Night are not so Different - Sun pt 1
I've was playing Sun and Moon yesterday and the idea for this rp journal has been in my head since some of the early trailers so I decided to write it. There is another part 1 coming for Moon as well. Which should also be up today, was going to be last night but tumblr mobile is a pain so I waited to get at my pc. Its only up to just after the starters because of the time it took to write both parts but I'll put it under a read more in case anyone is still waiting to play and worried about spoilers.
Samurai
Game Journal: Fantasy Flight Games has another winner! Last year FFG started producing a line of Euro Classics and this is the line’s newest addition. Dr Reiner Knizia designed this simple yet intriguing family weight game. Ed (8 yrs) picked it up quick! Ava (10) takes the win. For more check this out: https://www.fantasyflightgames.com/en/news/2015/9/24/conquering-japan/. Or get the full scoop at the Geek: https://boardgamegeek.com/boardgame/3/samurai
Anyone else?
Tbh I made a little notebook dedicated to ACNL (as I have for all versions of the game) that has all the different guides. Like hair guide, face, the list of bugs and fish, and where and when to catch them. A list of furniture I want in my house, and where and how much to buy them. All my friends think it’s too much. But am I really the only one that’s done this?