Shadow of Phoenix

Respect for Games

Latest Activity

  • Developing Solitaire with Strategy

    Last week, I focused on learning how to make a card game in the Godot game engine. My goal is to make a Solitaire game that encourages the player to create a strategy before playing then the game checks how well the player follows that strategy. I will provide the option of playing without creating a strategy beforehand. The game will store statistical data on wins, losses, etc. for each strategy. It would also be cool if there is an option for the game to learn how the player plays the game (without creating a strategy beforehand) and show statistics on what the player did and if the result was a win or loss. But we’ll see about that. Why do I want to make a Solitaire game like this? One day, I would love to make a strategy horror game but I want to start by making simple games into strategy games. I enjoy playing Solitaire which is a simple but fun game. The player does need to strategize to increase the chances of winning. As I play Solitaire, I keep thinking that it would be great if I could set up my strategy before playing then the game can check on how well I follow the strategy. Plus, keep track of how effective the strategies are. The only downside is that the strategy steps would have to be already programmed into the game with the player organizing each step to how they want. If players have any ideas that isn’t already programmed into the […]

  • No Super Metroid This Week

    I didn’t have time to play Super Metroid this week. I focused on other projects. I have been thinking about how I can produce more video content. I would like to upload videos every week or two but the video projects I think about can take a month or longer. I would probably need to focus more on making simple videos but I’m not sure what those videos would be yet.

  • Super Metroid: Learning to Not Fear Failure

    I’ve spent the last week thinking about how my experience playing the Space Colony stage in Super Metroid relates to real life. One question I kept asking myself is why was I nervous about escaping the colony until I practiced jumping the platforms at the beginning of the stage? Once I practiced, I was more relaxed and not afraid of failing to escape in time. I think I was nervous on my first two attempts of trying to escape the colony because I didn’t know what I was doing especially when it came to jumping the platforms to get to the exit. On my third attempt, I practiced jumping at the beginning of the stage before having the time pressure of escaping and it was easy. Now I wasn’t worried about escaping on time. Even if I didn’t make it on the third attempt, it would be ok because I can play it again and do better on my next attempt. But I escaped in time on my third attempt. How does it relate to real life? I see it as a lesson to not fear failure. Many people, including myself, learn to think that failure is a bad thing. I don’t want to see it as a bad thing. Failure is an opportunity to learn what I did to cause that failure and improve myself on the next try. Whether it is a video game or a project I’m working on, I can fail and retry as many times as I need to as long […]

  • Played & Recorded Super Metroid – 1. Space Colony

    https://youtu.be/vCg1oFIFU6E I played and recorded my playthrough of the first stage, Space Colony, in Super Metroid. I was able to play it through the Nintendo Switch Online and capture footage with the EVGA XR1 capture card. The footage I captured is the video above. It took me three attempts to complete this level. During my first attempt, I take my time to get a feel for the controls and soak in the environment. I love how the music and environment scenes give the impression that something horrible happened and Samus may encounter it. Once Samus reaches a dead end and a Metroid in a jar which Samus cannot perform any action with, a boss called Ridley appears out of nowhere. I remembered from reviews and analyses on Super Metroid that Ridley cannot be defeated but I wanted to practice shooting and dodging. I always have a hard time shooting and dodging in video games. No matter what I do, Ridley kicks Samus’ butt. Once her health is at 22 out of 99, Ridley leaves and a self-destruct timer of one minute begins. I was nervous as I move Samus back to the entrance which is now the exit. The platforms Samus dropped down from the entrance, she now has to jump back up those same platforms to escape. Jumping back up was a lot of trouble. The camera tilts to the left, tilts to the right then back to the left. Also, there are what looks like steam projectiles coming from the sides of the platforms, […]

  • Ready to Record Super Metroid

    Last week, my goal was to figure out how to setup the Nintendo Switch to record game footage of Super Metroid on the Nintendo Switch Online and start recording Super Metroid once I get the chance. I did get the Nintendo Switch setup with the EVGA XR1 capture card. I have not had the chance to record Super Metroid. I plan on doing that this week. That may not seem like much progress but small accomplishments are better than none. Plus, I have to balance this project with being with my loved ones, other projects and a full-time job. Accomplishing small goals or parts of goals is how I improve myself along with everything that life has going for me. For anyone wondering why I would still write about my progress on my project even if it was small, I think posting weekly updates on my progress is a good thing to do. It allows me to reflect on what I’ve accomplished and the next steps for the coming week. I also want to keep creating content for anyone that’s interested in my projects. A project can take weeks to complete, which can leave people wondering when they can see my next project. If I take too long, they may start thinking that I’ve given up without telling them. My solution is to provide weekly updates so my audience will know what is going on and that I’m not giving up on what I’m doing. I may not have many people following what I’m doing right […]

  • New Project: Upgrading Samus in Super Metroid

    In the first project of my mission to understand how games can help us better ourselves, I’m examining Super Metroid. More specifically, the upgrade system of Super Metroid. The mechanics of upgrading Samus provide us with methods of upgrading ourselves. The inspiration to investigate the upgrade system of Super Metroid came from reading a book called 20 Essential Games to Study. Written by Joshua Bycer and published by CRC Press. In chapter two, Bycer presents Super Metroid as a guideline for the action sub-genre Metroidvania. Metroidvania comes from combining Metroid with Castlevania. On page 6, Bycer explains that “The upgrades in Super Metroid radically changed your movement and offensive options over the course of the game. Samus was easily controllable from the start, and she only got better over time.” He further explains that upgrades are rewards for player exploring the environment. Plus, some paths can only be accessed if the player has obtained specific upgrades. Enemies also become stronger as Samus increases her strength. I’m fascinated by how players are encouraged and rewarded to continuously improve Samus. I want to explore ways of encouraging and rewarding myself to constantly grow myself in the real world. I have actually not played Super Metroid. It was released on the Super NES at various dates in 1994 depending the region (NA, JP and PAL). I grew up with the Sega Genesis and PlayStation. I had friends that had Super NES consoles. We played many games together but I don’t remember playing Super Metroid. As much praise as Super […]

  • Can Games Help Improve Ourselves?

    Can Games Help Improve Ourselves?

    I think they can. Games can help with learning, building good habits, decreasing bad habits, procrastinating less, motivating us to do tasks that don’t naturally interest us, and much more. When I say games, I mean any type of games: video games, board games, card games, tabletop games, etc. By studying any type of games we enjoy (and maybe also ones we don’t enjoy), we gain more knowledge about ourselves. We can use that increased knowledge about ourselves to become better in real life. I’m on a mission to gain knowledge on what I enjoy and don’t enjoy about games and their mechanics. With the new knowledge, create my own game prototypes to experiment how effective its mechanics are in helping me improve myself. I will report my experiences in weekly blog posts on this site. Then create and upload a video essay on YouTube to share my experiences with a wider audience. I hope you, my dear reader, will join me in this journey to understand and improve ourselves through games.

  • Shade’s Review of Resident Evil 2

    Posted on this Site: Wednesday, March 20, 2002 Originally Published on Sunday, March 15, 2015 at https://shadevideogames.blogspot.com/2015/03/shades-review-of-resident-evil-2.html When a video game is a success, there is usually a need for a sequel that improves on the original and adds to the storyline.That’s exactly what Resident Evil 2 accomplishes.Biohazard 2/Resident Evil 2 began development soon after the release of the first game with Shinji Mikami as producer, Hideki Kamiya as director, and the story written by Noboru Sugimura.The game that the team started making was quite different from the final product released with Elza Walker as a playable character instead of Claire Redfield, Leon and Elza never crossed paths, the police station was created to look more like real life police stations, and many more differences.This version, commonly known as Biohazard 1.5/Resident Evil 1.5, was discarded more than half-way through development in favor of creating the released game fans know and love. Resident Evil 2 was released on the PlayStation in North America on January 21, 1998, and on May 8, 1998 in the PAL regions.The Japanese version titled Biohazard 2 was available on January 29, 1998.The Dual Shock version for the PlayStation came out in North America and Japan later that year, and re-released on the PlayStation Network years later.It was also ported to the Game.com in 1998.In 1999-2000, the game was ported to Windows 95/98, Nintendo 64, and Dreamcast.A GameCube version was released in 2003, and Japan got a release for Windows XP in 2006. Like its predecessor, every version has its differences.A minigame called Extreme Battle […]

  • Shade’s Review of Resident Evil (1998 Dual Shock edition)

    Posted on this Site: Wednesday, March 30, 2022 Originally Published on Monday, March 9, 2015 at https://shadevideogames.blogspot.com/2015/03/shades-review-of-resident-evil-1998.html How can I have a blog primarily about survival horror, and not talk about Resident Evil?The series that popularized horror games, and gave the genre its name.It was originally released on the PlayStation on March 22, 1996 in Japan as Biohazard, and as Resident Evil for North America (March 30, 1996) and the PAL regions (August 1, 1996).Sega Saturn and PC versions were released in 1997.PlayStation owners got the Director’s Cut that same year, and a Dual Shock edition in 1998.It was later ported to the Nintendo DS in 2006 with the title Resident Evil: Deadly Silence (Biohazard: Deadly Silence in Japan).A remake with the same title was also developed for the GameCube that came out in 2002, and it recently got a HD re-release for current consoles and PC. Each version is distinct from the others.Firstly, the graphic scenes and Chris lighting a cigarette in the beginning of the game are censored in North America and PAL regions, but they’re uncensored in Japan.The Director’s Cut was suppose to restore the uncensored scenes.Instead the scenes were still censored, though it had new features such as a beginner difficulty mode and an advanced mode. The beginner mode has double the ammunition and ink ribbons. Advanced mode is a harder difficulty with different camera angles than the original game in addition to items and enemies being rearranged in different locations.Resident Evil on PC did have the uncensored scenes along with Chris and […]