Castlevania Dungeon Forums

The Castlevania Dungeon Forums => Fan Stuff => Topic started by: Patraw on April 04, 2009, 11:49:50 AM

Title: Hide your ramen, it's Schmoo!
Post by: Patraw on April 04, 2009, 11:49:50 AM
Schmoo

Ghastly, decapitated heads that first appeared in Konami's 1997 Sony Playstation Castlevania: Symphony of The Night (Japanese title: "Akumajo Dracula X: Gekka no Yasoukyoku", or "Demon Castle Dracula X: Nocturne in the Moonlight") video game. Schmoos float about the book-lined corridors of the Reversed Long Library area in a haphazard manner, colliding with, and injuring, unwelcome visitors. Assuming you've encountered at least one specimen, Schmoo is catalogued as entry #99 in the Master Librarian's enemy list, where it is rather unimaginatively described as 'Monster nicknamed "schmoo"'. They are ranked at experience level 28, have 50 hit points (HP), and have a base experience point value of 1,000 (the amount you'll actually receive is dependent on what level Alucard is currently at--if you're also a level 28 character, you'll get that exact value, if you're below that, you'll get more than 1,000 experience points per Schmoo kill; on the other hand, if you're above level 28, you'll get progressively less, all the way down to a measly 1 experience point at level 43 and above). Being undead, they are particularly vulnerable to "fire" and "holy" based attacks; however, as Schmoos don't have many HPs to begin with, and a defense rating of zero, it's probably not worth the time or effort to try to take advantage of said weaknesses. After destroying a Schmoo, you might get one of two rare item drops (having a high luck rating increases the likelihood of obtaining these objects). The first, a bowl of delicious Chinese ramen noodles, can restore 30 of the hero's hit points. The second, the Crissaegrim sword, is a fearsome blade that slices enemies to ribbons with ease--indeed, this is widely regarded as the most powerful/effective weapon in the entire game. While it doesn't have the highest attack power, the sword's ability to hit multiple times with each stroke, long reach, and zero recovery time make it an edged weapon without peer.


Materials:
Newsprint, Kleenex, white glue, dog hair (the animal was not harmed in acquiring it), nail polish, acrylic/watercolor paint, and marker.

Dimensions:
3.2 cm/1.3 in. x 3.2 cm/1.3 in. (widest point x highest point)

Time:
Roughly half a day on April 3, 2009.


(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy196%2Fkramwartap%2FSotN_schmoo.jpg&hash=2fa0f393e715ff305fa95413022cf6cf97660956)

For comparison purposes, below is the Schmoo game sprite from the Castlevania: Symphony of The Night video game.

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy196%2Fkramwartap%2FSotN_schmoo_game.gif&hash=2467be6b9c879a51f62437d25faa8f4fd7ac5c5e)
Title: Re: Hide your ramen, it's Schmoo!
Post by: Jorge D. Fuentes on April 04, 2009, 11:56:38 AM
lolz Great Job!

I always thought Schmoo was a flying sack with holes cut out of it, with a skull/decapitated-zombiehead inside of it.

Your take on it makes the thing his hair, which is very interesting.  You definitely got the smiley-like face spot-on.

Heh, Ramen.  :D

Again, good job.  You're building quite a menagerie, there.
Title: Re: Hide your ramen, it's Schmoo!
Post by: uzo on April 04, 2009, 12:18:22 PM
Wow. Thats awesome.

You always put so much great detail into your work. They always impress.
Title: Re: Hide your ramen, it's Schmoo!
Post by: Patraw on April 04, 2009, 12:19:30 PM
Jorge D. Fuentes :
Hmm, that's an interesting interpretation of the sprite--I can see the sack thing going on now that you mention it.
Title: Re: Hide your ramen, it's Schmoo!
Post by: Aridale on April 04, 2009, 02:59:39 PM
Ive always thought it was a head in like a burlap sack too
Title: Re: Hide your ramen, it's Schmoo!
Post by: Patraw on April 09, 2009, 12:07:54 PM
Well, I had me a look at Mr. Schmoo, in-game, and I guess I'll have to agree that the design is probably intended to be a head-in-a-sack.  Maybe it's the Mode-7 type distortion applied to the sprite's movement that threw me off--I dunno.  Like I said, this wouldn't be the first time I've seen something completely different in a sprite than everybody else.  ::)