Identify One Example Game For Each For The Following Type Of Control Schemes


1-Screen-Oriented Steering:

    
(Asteroid Buddies)
                                                                                   
Asteroid Buddies is a remake of Asteroids. You control a small space ship and your goal is to destroy the asteroids, which will fall apart in smaller asteroids when you shoot them. The smaller the asteroid, the more points you get for hitting it. Scores can be multiplied (up to 4x) when you score hits without misses inbetween. A special feature in this remake are the asteroid buddies. These blue creatures want to sit on the biggest asteroids, and will be angry when you make that impossible. They cannot hurt you directly, but they might accidentally push you into a rock! Controls: use the 4 arrow keys for steering and thrust, and use the space bar or the right control key for shooting. If you like Asteroid games you should also try Rocks, a great game by ooeyug.

2-Avatar-Oriented Steering:


Click for larger
(Guitar Hero 3 Legend Of Rock)

To start, we'll get the simple stuff out of the way. Menu, camera, and shifting controls are basic digital functions which, for the most part, can be mapped with the "Key = Button" syntax. Keeping in mind that the Wii Remote will be held facing away from the body, we'll configure the d-pad to correspond in an intuitive way.
Key.Up = Wiimote.Left //Up, ForwardKey.Down = Wiimote.Right //Down, BackwardKey.Right = Wiimote.Up //RightKey.Left = Wiimote.Down //LeftKey.Escape = Wiimote.Minus //Menu backKey.Enter = Wiimote.Plus //Menu forward
Key.C = Wiimote.1 //CameraKey.B = Wiimote.2 //Look behindKey.N = Wiimote.A //Nitrous
Key.LeftControl = Classic.Down //DownshiftKey.LeftShift = Classic.Up //UpshiftShift + P + I + E = Wiimote.Home //Stop script running
3-Flying:

B17 Flying Fort
ees:The Mighty Eight 
Navigation is an important factor in the 
simulation. The aircraft can fly three le
r
vels of Navigation 
Complexity: Historical, Easy or Flawless but for this guide you will 
be flying with Flawless navigation.

• Click on the Game Option icon (top left) a red light will switch on when selected and then click on the      Continue button (bottom right). You will be taken to the Game Difficulty/Realism menu screen.
•  Select the second icon down on the left (marked 1,2,3) and then click on the Continue switch.
Scroll down the list to Navigation Complexity and make sure this is set at ‘Flawless’ and then click on the Continue switch.
• Click on the return to previous screen switch (bottom left) to return to the Main Menu screen.
• Now select to play a New Game (the icon of the B-17 – lower left).
• Click on the icon (a red light will switch on when selected) and then click on the Continue button (bottom right).
4-Point-And Click Navigation:
                                        16644 NO4 125x125 War 2 Victory by WiSTONE
                                                             (War 2 Victory By Wistone)

War 2 Victory puts the player into the role of a general in WWII, where they develop cities, train armies of historically accurate units, carefully manage resources, and battle against fellow players. We’ve focused heavily on getting players into the game, with an intuitive mission system which helps players build up their cities while providing them with additional resources to expand, and enhancing the multiplayer focus of the game, with the Alliance system and the Alliance Campaigns in which different alliances will battle with each other for diamond awards.





                    



TASK 5:The interaction Model(s) in The Game That Engaged Me Before


Sine Mora is a lot of fun.  There I said it.  Do I need to go on with the review?  Okay, I’ll go on.  I’ll admit that I didn’t know too much about Sine Mora so my expectations weren’t high or low.  I heard a few things and several of my friends were anticipating it so I figured it had to be decent.  I’m happy to report that it’s one of the most beautiful games on Xbox Live Arcade.
Sine Mora doesn’t try to reinvent the wheel with its side scrolling action.  But what it does is present the same, simple mechanics that you’ve likely played a thousands times in a well crafted way.  The gameplay is centered around an unusual theme … time.  The more enemies you shoot down, the more time you’ll get to finish a stage.  Each time you’re hit, a bit of your time is reduced so fly carefully.  Once you run out of time, that’s it. I can recall several moments when I was trying to shoot anything just to get more time to play.  The tension is kind of crazy. 
One of the cool things about Sine Mora is that it allows you to fast forward its scenes and get straight to the fighting.  Personally I wanted to get straight to the action but the set pieces in this game are so wonderfully done, that I found myself enjoying the calm before the storm.  A few seconds before you engage in battle, you get a visual tour of the surrounding landscape.  Once it’s time for action, the timer begins and the enemies start flying at you.  They attack in the air and on the ground so you’re constantly checking for bullet direction.  As you destroy the enemy, you’ll see red, green, blue and yellow spheres flying at you.  These little circles are your power-ups, bombs, shields etc.  Grab them at all costs!  What’s interesting about the power-up red spheres is that once you’re hit, you see them fly away.  Hurry up and grab them again to keep your weapon properly boosted.  I was chasing red circles like a madman.
                                                                          
As you get to the end of a stage (and sometimes during the middle, beginning) you’ll run into some huge bosses that will intimidate you once they’re revealed. They’re huge and it takes a considerable amount of bobbing and weaving to finish off some of them. The bullets come at you in tight spaces and huge amounts. Sine Mora gives you a slow-down power which slows the action down so you can maneuver.  It comes in handy but it runs out fast.  The bombs are also very useful and entertaining to watch go off as well. 
The game is a fun challenge that takes on an entirely different feel because of how well it is presented.  The story itself is really intriguing.  You follow a group of animal pilots trying to stop some sort of mass extinction.  Each pilot has his or her own plane that you control and each has his or her own story to tell.  You can sit and listen to the dialogue and story play out or use the fast forward option I mentioned above.  As you play the Story Mode, you get to unlock some of these pilots and planes to use.   I didn’t find myself fast forwarding a lot because I was either restarting from death or really ready to get that last power-up for the massive firing bonus.
I don’t want you to think it’s too hard but the game is a challenge especially when you play the Arcade Mode.  It’s a challenge so be ready.
Visually, as I’ve mentioned a few times before, the game is beautiful.  Some of the small details like bullets dropping from your plane are just amazing.  Some of the bosses in the game give you plenty of ”wow” moments as in are you serious I have to fight that?  There’s an underwater level that you’ll really enjoy and a sequence in which you have to hide in some trash to proceed that will make you smile.
One of the things I wish had been done though was including a bit of co-op.  Sadly to say this game is a single player experience.  There isn’t even an option to go up against friends on Xbox Live.  I would also have liked an option to choose a different plane and pilot during Story Mode.  Picking different planes to create a different strategy for certain bosses would’ve been even more fun but as it stands, you have to fly the plane that they give you.
Conclusion:
Sine Mora is a really beautiful side scrolling 2D shooter that really puts the shine back into Xbox Live Arcade.  I won’t deny the lack of co-op is frustrating because I would’ve loved partnering with a friend to sift through the air dealing damage to things.  It brings back the love affair I’ve always had with old school shooters and reminds me that the quality of titles is only limited to that in which a studio can imagine.
If you have the Microsoft Points to spare, you should take to the skies with Sine Mora.

TASK 4:A Narrative With The Character in The Game And The Game And The Function Each Character

Character Elements in Street Fighter:

                                                  Ryu-tatsunoko.jpg
From the series show Ryu to be highly focused on his training, aiming to become the strongest he can. However, his powers also attract several criminals who want to use him for their plans. In some games, Ryu has an alternate form known as Evil Ryu...

                                                            Super Dhalsim.png
From the series show Dhalsim is characterized as a pacifist who goes against his beliefs by entering the World Warrior tournament to raise money for his village. In his ending, Dhalsim wins the tournament and returns home on his elephant Kodal. 

                                                            Ken (Super Turbo).PNG

From the series show Ken made his first appearance in the original Street Fighter released in 1987 Ken is three-quarters Japanese.He is characterized as the former sparring partner, best friend and rival of the main character, Ryu, who trained under the same master (a character whose identity would later be fleshed out asGouken).

Street Fighter Series Plot Overview:
Ryu was the winner of the first Street Fighter tournament. In the final battle, he was on the ground after being knocked down by Sagat. Sagat reached out to take Ryu's hand — feeling he had won, but the Satsui No Hadou overtook Ryu and he performed a Metsu Shoryuken, giving the Muay Thai champion his infamous scar.Shadaloo had nothing to do with the first tournament, it was ran by Sagat, prior to him joining the Shadaloo organization.Adon and Sagat are the only confirmed characters that Ryu faced. This was backed up in Street Fighter Alpha 2 when Gen and Ryu battle, they speak as if they've never met before, even though Gen was in the original Street Fighter game.Some time after this tournament, Akuma challenged Gouken to a fight. Gouken was supposedly killed, but of course resurfaced in Street Fighter 4.

Feedback Elements

FEEDBACK ELEMENTS


                                                     Snake game
                                 
                                                                   Feed The Snake

Game Discription:
Feed The Snake is a classical arcade game. You must control the snake who should eat a little for the travel. The object of the game is eat, eat and eat. From the little worm you can grow to the mighty python. We can advise the game for everyone who loves to play classical snake game.
As in the classic snake game you shouldn't cut into the walls. Teleports situated on the levels of the game became global improves and relief, they will make your life and life of your snake easier.

Type of Feedback element contain on this games is:

                                            

Text indicator:
Most games contain a fair amount of text even in action games,when player doesn't normally expect to do much reading.Besides being as a label for menu items,text,can appears as a feedback element.It can appears inits own,It can also be an indicator to other feedback elements.Text represents idea well...
  
                                            


                                                            



Task 3:CHOOSE A GAME YOU DISLIKE AND ANALYSE ITS GAMEPLAY TYPE.




A Tale of Two Time Travelers

Final Fantasy XIII-2 Screenshot
HIGH The beautiful metropolis Academia.

LOW "To Be Continued..."

WTF Why is Noel wearing parachute pants?
At this point, there's nothing I can say about Final Fantasy XII that hasn't already been discussed at length by players far more knowledgeable about the series than I am. For me, it was linear, lifeless, and had a ridiculous story told with unlikeable characters. In fact, the game was awful to the point that I couldn't even finish it, which was a special insult considering the number of bad role-playing games I've been able to suffer through. (I'm looking at you, Dragon Age II) Above all else, the game showed that the way to save the Japanese role-playing game (JRPG) wasn't to suck out most of its content, leaving a crumpled shell in its place.
The biggest step taken by Square Enix to overcome the mistakes of FFXIII was to go back to the tried and true format of past titles in the franchise. For example, towns offering sidequests (a hallmark of the genre) return virtually unchanged, complete with people incapable of solving their own problems. I went through the entire game without doing a single one of these help-outs since I'm generally a critical path player, but although this template may be uninspired, it's at the very least reliable. The shift also makes Final Fantasy XIII-2's world feel more alive.

TASK 2:NAME ONE OF YOUR FAVOURITE GAMES AND ANALYSE WHY DID YOU HAVE FUN PLAYING IT.

 


Sine Mora Games

Sine Mora Screenshot
HIGH You can't beat the feeling of imminent death suddenly giving way to absolute victory.

LOW Your friends don't like it when you curse the television so.

WTF Who's the wife when a bison fathers a wolverine?
Some Hungarian friends of mine once suggested that their bizarre mother tongue might have roots in the languages of the Far East. "Really?" I mused aloud, while secretly scoffing at such a ridiculous notion. I might have continued to find that completely unreasonable if I had never got my hands on the devilishly entertaining new shooter Sine Mora.
From the famous(ly) Japanese dev Grasshopper Manufacture and the now famous Hungarian outfit Digital Reality, I was sure that these two countries would have nothing to offer each other, but what do you know? The delicious combination of excellent shooter mechanics and a bizarro, beautiful fantasy world of gruff animal pilots is as tasty as a peanut butter and jelly sandwich smoothie. Yes, Sine Mora is some serious gaming magic.
What we have here is a wonderful re-invention of one of gaming's oldest and most trustworthy styles—the shmup. Sine Mora is of the "bullet hell" variety, and there's where its particular gameplay distinctions are made. Instead of a number of "lives" to use or even a traditional health bar, the anthropomorphic pilots of the game are tethered to a time mechanic. Each stage must be completed in a certain amount of seconds. With each enemy destroyed, more time is added to the clock. With each mistake, seconds are taken away, until their ship is ultimately destroyed.
The real draw of this mechanic is the player's special ability to speed up their movement effectively slowing down time and letting them nimbly maneuver through a sea of cannon fire. This Matrix-like trick is pleasing to say the least, as certain death gives way to a panicked ballet of survival that is equal parts terrifying and beautiful.
That's not to say that this ability makes the game easy; far from it. The difficulty in even the very first level of the "easy" story mode can wallop one quite well if they don't concentrate. The difficulty subtly ramps up from there, continually testing both the player's skill at avoiding death and also their knowledge of just how big their vehicle's hitbox is.
Sine Mora Screenshot
The game's most exciting and frustrating moments come in the form of its amazing bosses, something any shmup needs to ace to be considered on-point, and truly, Sine Mora's bosses deliver.
Inspired by anime legend Mahiro Maeda, the bosses of the game are beautifully conceived, multi-appendaged creatures that demand precise movement and copious patience thanks to the many different styles of bullet waves they have to toss at the player. Frustration with the complex patterns is ever-present, yet any curse-laden tantrums are balanced by the exhilaration of destroying their myriad explodey segments.
As I mentioned before, Sine Mora takes place in a vibrant and colorful "dieselpunk" world populated by anthropomorphic heroes.  The care in constructing the rich backstory and characters comes through immediately—not only in the game's narration, but also in the detailed visuals of the world.

TASK 1 : CHOOSE OF YOU FAVOURITE GAME AND DISSECT THE GAME ACCORDING TO ITS STRUCTURAL ELEMENTS

HIGH Making it to a safe ledge with just a sliver of stamina remaining.
LOW Staggering around for half an hour with a sliver of life with an irritating "heartbeat" rumble and an ugly red-screen effect ruining the look.
The core of I Am Alive, the part of the game I admire, wonderfully depicts the challenge faced by its nameless protagonist trying to cross a shattered metropolis. As he climbs through dust-choked buildings broken by some undescribed event, each movement drains his strength.  

STRUCTURAL ELEMENTS
1) Rule-based
-I Am Alive is ruled by a stamina bar which determines how much strength the main character has before collapsing. If his stamina depletes before finding a place to rest, it's possible to perform a last-ditch push. If safety hasn't been found after that, the next thing to come is a wetly abrupt halt at the end of a long fall. Unlike most games where climbing plays a large role, it's extremely important to survey the territory ahead and plan a route before taking any action. With certain paths leading nowhere and some maneuvers requiring more strength than others, rushing forward and expecting the game to compensate for poor decisions is a quick way to end the adventure.
2) Feedback driven
-I Am Alive is bold, challenging, and refreshing in its approach, but I would guess the difficulty might put some people off. Although I hesitate to call it a hard game, the constant resource management and extreme levels of caution and awareness required to play successfully are not the norm. There are also some rough areas that could have used work, such as obstacles or surfaces that seem able to be scaled, yet can't be. Some instances also occur when the developers are clearly pushing the player towards a conflict, signaled by things like open doors becoming locked (and vice versa) in order to funnel the player a certain way. It's a little too overt at times and can intrude on immersion, but I forgave it in light of what it gets right.

3) Goal-oriented
- order to travel where he needs to go, the character will often scale the sides of dead skyscrapers, find pathways across broken concrete, hang from dangling pipes and claw into impossible fingerholds. While extreme climbing is hardly new, how it's done here is.
 
4) Problems
- The time given is too short.
5) Interaction
- Types of interaction in this game is the "single-player"
6) Representation
-Representation in this game is concrete because the game is played live