This timeline is a about my video game playing history.
Created by seiisler1 on Aug 6, 2010
Last updated: 08/07/10 at 10:29 AM
Question 1: Why was this game important to you? Answer: This game is very important to me because it was the first Real Time Strategy game that I have every played in the Final Fantasy Series. Not only was it my first RTS but it was given to me on birthday as a special gift. Question 2: From the Design Perspective, What made the game fun? This is a type of game that used the combination of Real Time Strategy with 3D scrolling effects. This game was fun because the designer's allowed players to level up and receive skills and bonuses based on their level. Players were also allowed to customize their characters to what they see as the best fit for them. Finally, this game had the best story line throughout each fighting event.
Question 1: Why was this game important to you? Answer: This game is very important to me because it was one of the two games that my brother-in-law got me addicted to. It was also the only game on the Sega Genesis that I was able to get my father to play with me by taking turns and competing to the end. Question 2: From a Design Perspective, What made the game fun? Answer: This game was one of my first games that allowed me to travel all over the screen, from top to bottom and from left to right. This was also one of the most challenging games for me because after jumping on a trampoline too many times or stepping on a bomb, it would explode and disappear. This made the game very challenging because a player could easily die if one wrong move was made. This was also one of the first games that I played that allowed point and power up combo's based on how you play the game.
Question 1: Why was this game important to you? Answer: This game was very important to me because it was one of the two games that my brother would actually play with me. This game became a nightly fun time for my brother and I. This game was also the first sports game that I was ever able to play on a video game system. Question 2: From a Design Perspective, What made the game fun? Answer: This is a type of game where players were introduced to the up and down screen scrolling. This game finally introduced the ability to be able to break the glass around the rink and the ability to save records right on the game itself. So the designer allowed players who played in the Stanley Cup tournament to save there progress and come back to it later instead of having to restart like in previous versions.
Question 1: Why was this game important to you? Answer: This game is very important to me because it was the first game that I ever owned on the Super Nintendo. For many people, Mario was the first, but for me Donkey Kong Country was not only the first game that I had played but is still today one of the most fun games that I have ever played. Question 2: From a Design Perspective What made the game fun? Answer: This is the type of game that brought me into the world of side scrolling and search and find games. I am not talking about solving puzzles, I am talking about the ability to be able to find the letters "KONG" around each level to access a bonus round. This game was also fun because players were able to control both playable characters at the same time. And last but not least, this game was the first game for me where the designer's had very soothing music when playing in water levels.
Question 1: Why was this game important to you? Answer: This game is very important to me because it was the first game that I was able to play on the Sega Genesis. This game was also the first game that I conquered and was able to boast about it to my family. The funny thing is that fifteen years later, my family still talks about me beating the game over and over again. Question 2: From a Design Perspective, What made the game fun? Answer: This is a type of game that combines the usage of side scrolling and time limits. This game was fun because not only did you have to go from the start to finish, every other level of the game had a different background and design to it. To make the game a challenge for me, each level had a designated time to to defeat it in. If one was not able to make it to the end before the time was up, the game would give a death sound and make you start over.

