Castlevania Video Marathon: Castlevania II: Simon's Quest (NES) Part 1 (http://www.youtube.com/watch?v=JQIaajSX-ek#)
Castlevania Video Marathon: Castlevania II: Simon's Quest (NES) Part 2 (http://www.youtube.com/watch?v=QbkJEr0dR0A#)
Castlevania Video Marathon: Castlevania II: Simon's Quest (NES) Part 3 (http://www.youtube.com/watch?v=8aXRO9RHnI0#)
Castlevania Video Marathon: Castlevania II: Simon's Quest (NES) Part 4 (http://www.youtube.com/watch?v=OLYXH8OPmcc#)
CV2 is a not an ordinary sequel. How many sequels out there, that almost completely change the genre of the game, but leave basic gameplay of its predeccesor intact? I'd say not much. For the first time I played this game on NES-clone in 1998. However I knew about this game for quite a time from a small guidebook "Secrets for 120 games", that I bought in 1996. From there I also learned about existence of CV3, but that's another story. At the time I was surprised about how much coverage this game received in the book - the whole two pages described what I should and in what order to complete it. Most of the games were described with a small blurb that included only passwords, so I knew this game should be something more than CV1.
In 1998 I traded "4 in 1" cart from a friend. Cover of the cart said that it had 4 games: TMNT, Chip & Dale 2, Red Pig (Tale Spin hack) and Tiny Toon. However, in reality, there were TMNT, Chip & Dale 2, Fire Bird (Choujou Sentai Jetman) and Castlevania 2. Surprisingly CV2 was hard to find on this cart because of the glitch. You could switch between the games via Reset button. But for whatever reason most of the time Castlevania 2 didn't showed up after reset game (it should appear after Jetman). In order to make it appear I should either hope for the luck, or use next method. I started the first level of the Jetman, then pushed Reset button. After those simple manipulations, CV2 was almost guranteed to appear. Having guidebook I didn't have much trouble to understand how I should play this game, in which direction I should go and what should I find and where. The biggest problem was how to find Mansion with Dracula's eyeball and where in the world Dracula's Castle was. On the first matter guidebook said that I should show Dracula's Heart to the Ferryman, but shouldn't give it to him. And there was absolutely nothing about location of the Dracula's Castle.
In order to complete the game for the first few times, I used a password that gave me all the items. I have figured out where Dracula's Castle was, when I remembered about the bridge, on which I can't jump earlier in the game. I went there, having all Dracula details with me, and finally destroyed blocks that didn't allow me to jump on the bridge. However I died in my first battle with Dracula. I didn't know that I could damage him, whilst he is appearing. So, I've waited until he fully materialised in the room and furiously attacked me with his fire rings. I didn't expected it and died. Next time, I tried to throw Golden Knives at him, while he still was blinking. I did that just for fun and was very surprised, when I saw that they actually hit Dracula. I was surprised even more, when they killed him after like 6 seconds and he couldn't even make a single shot. In retrospective I think, I shouldn't have been surprised by this battle. Not after other "boss" battles in this game. The final riddle was how to access Dracula's Mansion with his Eyeball. For a time being I thought that misterious instructions in a guidebook refered to some hidden ability within the game, that should allow me to give items to Ferryman. However, in one of my playthroughs I equiped Dracula's Heart and went to talk with the Ferryman. I noticed that dialogue has chnaged and hoped that it will change the outcome of our travel. And it did!! It was one year after I beat this game with password, that I figured out how to access Dracula's Mansion with his Eyeball. There was actually one final mistery - how to get a Silver Knife, but that wasn't really important for me or for the game completion, so I didn't spend much efforts to find this thing. I learned how to get it only in 2010, after I read about it in some FAQ, on the internet.
This game also, some sort of true predeccesor of the "metroidvania" style games and have many innovations. Many things in this game were certainly inspired by Vampire Killer (version of the Castlevania for the MSX computer). Merchants, hidden merchants, hearts as currency, overall accent on the adventure style, all of this was seemingly taken from the Castlevania 1 junior brother. However practically all of this aspects were realized in much better ways, than in VK. You gain much more hearts for killing enemies and there is no books that affect cost of the items. Also, you can have much more subweapons at the same time, however you can't use two of them simultaneously. The game aslo have very primitive experience system. The only thing it affects is a lifebar. On each uneven level up, lifebar is restored. On each even - it becomes longer. However, it takes quite a lot of time to level up, and in general enemies in this game are not so hard to desperately upgrade yourself over and over. It is completely enough to just upgarde your primary weapon. You start the game with Leather Whip and then can buy 3 upgrades / new versions of this weapon in different cities throughout the game. The final upgrade you receive for free in the end of the game, just before the fifth mansion with Dracula's Ring. Subweapons could be obtained via trading in the cities. Some of them could be found in remote locations on the map with the help of garlic and the most powerfull subweapon could be obtained after victory over Reaper in the Mansion with Dracula's Eye. Said subweapons include: three versions of dagger (simple, silver and gold), only one of them is really useful. Diamond that bounces of the walls, predeccesor of my favorite weapon "Rebound Stone" in Symphony of the Night, albeit it is more heavy, does little to no damage and generally have nasty tendency to just fly out of the screen. In general it is almost useless. There is also Holy Flame, that creates a pillar of fire. Very useful in battle with Reaper and annoying slimes. Holy Water makes a comeback, but is doesn't burn when you shatter it on the floor. And it make very little damage to enemies. It is mostly used to break shatter some stones on your way to secret passages. There is also Oak Stakes. They could be used as a weapon, but they main purpose is to destroy orbs with Dracula's remains. There are also two passive subweapons - Garlic and Laurel. Garlic allow you to summon hidden merchants in two different places in the game (Carmilla's Cemetery and dead end near Deborah's Cliff) and Laurel gives you temporal complete invicibility to everything. Its main purpose is to cross large poison swamps. Initially you can have only two laurels in the begining. But after you'll acquire Silk Bag, from hidden merchant near Deborah's Cliff, you'll be able to carry up to eight of them at the same time. CV2 also has timer, that count how many time you spent in the gameworld. It is crucial to the receiving the best possible ending in the game. And there is also annoying Day / Night cycle. During the night Monsters have more lives and Simon couldn't use merchants or churches in the cities. The game also has a fully functional inventory / menu. Very simple and comfortable at that. Surprisingly it is much better then one in SOTN and it's probably the only new thing in the game that will not confuse player.
So what my thoughts about this game are: it's confusing. And I mean not in a good way. I seriously doubt that I would be able to figure out how to complete this game on my own, without the help of the guidebook. While advices from the guidebook weren't that extensive, they provided enough information for me to figure out what to do. Without it I would be completely lost in that game, as practically any other gamer back then, when the game was released. While the puzzles are not really hard, the game itself does a very bad job at providing any meaningfull directions for the players. To begin with, street signs doesn't give you information in which city curently you are. It's just says where can you go from this place. And without global map, it's pretty much means that you must create your own map of the gameworld or just have to memorize where you can go from any given location. Townsfolk advices are a whole another can of worms. Even the most useful advices are formulated in so cryptic way that it is very hard to understand, what exactly you need to do. But most of them, are either complete lie or doesn't have nothing to do with the Dracula's Riddle. It looks like Konami wanted to emulate what real life villagers could know about Dracula's Riddle: only some basic stuff and useless rumors. But I think they went to far with it, turning essentially you main source of in-game information, into walking sack of rumors and lies. There are actual clues in the game, in form of hidden books. But the problem is, no one tell you in the game, that those books do exist in the first place. I don't count "clues to Dracula riddle in...mansion" as meaninfull clue. It could refer to his parts. I only discovered those books by accident, when I was throwing Holy Water in one of the hidden merchant's houses. And then I found out that Dracula's Eyeball allow to see their locations. However, even those books have only some very basic advices on how to complete the game. And the second book that you can find in Berkeley Mansion (the one with Dracula's Rib), says that Simon become a ruler of Brahm's mansion, if he defeat Dracula. Of course it is very related to the game. NOT. There is also the problem with merchants in Dracula's Mansions. No one in the game tells you that you must find them and buy Oak Stake to destory the orb in which Dracula's details being contained. Once again I needed to figure out it by myself. In general it looks like CV2 become a victim of a poor planning. I mean, if Konami developers added even a primitive global map in the game and made clues a bit less cryptic, it would become actually quite easy to make your way through it. But they decided that the more Riddles = more fun and made the game the way it is. It gives CV2 a certain charm, but render it boring and almost unplayable for the new players.
Graphics in the game are nice. It uses a similar style to the CV1, but with completely different colour palette, making it very bright and sometimes quite gloomy game. For example Dracula's Mansions look very dark, despite bright colouring. Hanging bodies doesn't help much in that regard. Music is top notch. It was supposedly the very first game where Bloody Tears appeared and because of this game I become a fan of this composition (however I have a certain disliking towards it today, since it was remixed too often). My favorite track in this game is Dwelling of Doom. I think it's one of the best tracks in the series, and it is a shame that it was completely forgotten. Even more so than Wicked Child, that at least reappears from time to time. Gameplay is pretty dynamic. Hitboxes are more or less like in CV1, but Simon feels a bit lighter and faster. Sadly there is almost no period of invicibility after receiving a hit, and that means that in some situations, enemies could simply juggle Simon aroung until he runs out of lives. Unlike VK, the game has infinite continues and after using them, you even began the game right at the place where you previously died. However you receive penalty for using continues - you timer increase, meaning you lose chances to see the best ending, and you stripped of all experience points and hearts. Since timer stops when you are in any indoor location, you'd better to accumulate hearts in the Dracula's Mansions. Especially in the begining, because many enemies in there give you more hearts, than monsters outside, even during the day.
So, final thoghts. CV2 is a nice game. It is beautiful, while maybe not so visually unique as the first part. Soundtrack is good, however a little bit repetetive and there is too little music overall. Gameplay is interesting, if you have clear instructions on what to do. Without them, you most likely will be lost in the gameworld and frustration. It's an odd game. Interesting and dynamic, but not without hidden spikes in the bag. It could be dificult, but if you be careful enough and upgrade often there will be no troubles with monsters. In general, I like this game and think it's one of the unique and interesting games in the series.
Now let me ask forumgoers a small question:
What is your favorite Mansion in CV2?
Mine is Bodley Mansion - probably the easiest mansion to conquer in the game and the most straightforward in my opinion.
Castlevania Video Marathon: Castlevania 3: Dracula's Curse (NES) (Trevor only - One life run) Part 1 (http://www.youtube.com/watch?v=QsrSY-BgFPM#)
Castlevania Video Marathon: Castlevania 3: Dracula's Curse (NES) (Trevor only - One life run) Part 2 (http://www.youtube.com/watch?v=VY7Sd74Tpkw#)
About the video:
I HATE THIS GAME. In the video I used very cheap tactic to kill Doppelganger, but that was the only way I could gurantee myself victory over the bastard. After two weeks of playing in THIS GAME, I quite lost any patience to continue playing it until he will behave as expected. And by the way, this video showcases my first succesfull attempt to complete CV3 on one life. All attempts before this one were failed.
Now onto actual (weighted) review:
For the first time I've heard about CV3 from my NES guidebook "120 secrets in 1" in 1996. I was pleasantly surprised that there was another Catlevania on the NES. However I didn't have a chance to play in that game until 2003, when I played it on the emulator in the internet club. Back then I managed to get to the Ghost Ship level and couldn't continue, since I didn't have much time to play in the club. For the second time I played this game and completed it, in the 2005, on my old computer. This playthrough left only bad memories - I played CV3 on the crappy emulator, that didn't had save states function for the NES games and worst yet, didn't allow to reassign buttons on the keyboard. So, I struggled through the game playing in the very uncomfortable buttons layout. I must admit, that I can't play console games on the keyboard for dear life, so my attempt to complete CV3 on the keyboard and without save states was a very bold and ill-thought effort. I completed the game after a week or so, but in the process I broke said keyboard, cursed this game countless time and in general was very dissappointed with it. Of course, most of my hatred towards CV3 was unjustified back then, since it wasn't fault of the game, that I couldn't play it on joypad or at least save progress. But for a long time I ignorantly hated this game and recent Marathon was the first time, when I decided to complete it after disaster of a walkthrough 7 years ago.
So what is my new opinion of this game? It doesn't become better, but for a different reasons. But let's begin form the begining. For a quite a time, after playing CV2 on my NES-clone, I assumed that CV3 should have been like CV2, but better. Meaning more territory to explore, more mansions, towns, better defined clues for Dracula's Riddle, normal bosses e.t.c. I was genuinly surprised, when I started playing CV3 for the first time. It was like I played some sort of original Castlevania variation. I was very puzzled by that turn of events to say the least. I am not sure what exactly possesed Konami to get rid of everything that made CV2 stand out from its predeccesor. Maybe CV2 wasn't commercially succseful? Or maybe Konami decided that it was to experimental for its own good? So in the end they threw practically every single element of the CV2 out of this game. No open world, no towns, no mansions, no clues, no merchants. The second thing that surprised me is that the game tryed to look like CV1. And that after CV2 was slightly different in its appearance. But did they threw everything away and didn't try to make something new in place of thrown out elements? Well, first and foremost this game feature several playable characters. You start the game with Trevor C. Belmont. On your road to the Dracula's Castle you can team up with several other characters - mage Sypha Belnades (who disguise herself as the man - it was surprising revelation for me, when I completed CV3 for the first time), Grant DaNasty - wall climbing pirate and Alucard - son of Dracula, who reblled against his own father and try to stop him from destroying the world. Each additional character have its special powers - Sypha could use lighting, ice and fire magic, Grant - crawl on the walls and ceilings and Alucard can use fire attack, similar to attack Dracula used in the first game, and he can transform into a bat. You can have only one teammate at a time, and if you come across one of those characters, when you already have someone with you, you can only exchange you current partner to a new one. Having different teammates allow you to explore levels (since some parts of them are only available for certain characters) and also see different endings. Also, as some sort of remain of CV2 style you can choose your path after some levels. It adds tonnes of replayability to the game.
Now about graphics. CV3 tries to do two things at the same time -to look like CV1 and be prettier. That said, its quite a hard task, since CV1 unique looks was a product of NES graphical limitations and time when the game was released. Said limitations created an unique look for the game, that was very natural and very distinct. CV3 tries to emulate it and add some new colours and schemes. However, it doesn't look that good. Graphics has advanced in 4 years since release of the CV1 and game looks like designers always struggling to stay in the style dictated by CV1 appearance. Sometimes it really shows. For example in the Mad Forest there is beautiful and dark area inhabitated by owls that shows how the graphic advanced, but most other levels look pretty uninspired and consist from platforms formed by blocks, very often bright orangeish blocks for whatever reason. Graphics in CV3 are more crispier and brighter, but that works against the game. CV1 had quite a dark colour scheme, while CV3 adds some bright colours into the mix. The result is strange and sometimes less then pretty. Sometimes levels look like a mish mash of different colours and strange palettes, as if graphical artist loose his senses. In general, most of the levels in this game look like something you can find in any other game. It wouldn't be that bad since there is only so much locations you can put into the game about midieval monster hunters, but they actually looks like it. Especially Ghost Ship, probably on the the ugliest locations, I've ever seen in the series. I think the reason for this is quantity of the levels in this game. CV1 had only six, relatively short levels, and it was one of the reasons why they were so good. There was no neccessary for designers to go out of the way and force themselves to create locations and designs. Each level was carefully planned and designed in a way that you can't add anything to it, but it was not even neccessary since everything was already there. In CV3 some locations look like they were designed just to fill the place. Another my gripe about level design in this game, is that it looks unnatural. In CV1 levels made some sort sense and felt like they could be some actual locations more or less. In CV3 most of the levels are just levels in the game. They doesn't give impression that they could be even remotely real. Some of them, like Ghost Ship, consist from several rooms filled with platforms. In the end they just feel unnatural. There are around 16 levels in the game, some contain subbosses. You have ability to choose which level you'd like to visit sometimes, but in general there are two paths to complete the game. I dubbed them "the easy route" and "the hard route". In the easy route you can take a Ghost Ship and arrive Dracula's castle via bridge, while in the hard route you will go through some underground catacombs and gain access into the Dracula's Castle through the basement. The hard route is the only one in which you can team up with Alucard, and the easy route is the only one where you can gain Sypha as your teammate. Before choosing "easy" or "hard" route, you can visit Clocktower to safe Grant and gain him as partner. Interestingly, if you complete his level, you'll need to get back to the very entrance of the tower from the boss room. Quite an unique experince, through a bit puzzling. The hard route leads to one of the most annoying and idiotic sequences in the NES game I ever encountered. In second basement level of the Dracula's Castle there is a big room, in which you must wait until it would filled with bricks. In theory you probably can escape turmoil of this part, by using Alucards's Bat-transformation, however if you don't have him...well, you screwed up. The next part of the level is also hard and concludes with boss rush against three foes. I must admit, I never mustered enough patience to get through this level, mostly because of this annoying "Tetris" sequence. I could go through every other trap and obstacle in the game, but waiting until the room will fill with those bricks...is beyond just annoying. It is tiresome, especially, if you replay this levels several times.
Music not so unique as in previous entries. It seems that american CV3 uses the same sound engine that was used later for the majority of the Konami games realesed on the NES in the begining of the 90s. So, I constantly hear familiar notes from Zen Intergalactic Ninja, TMNT TF and Batman Returns here and there. CV1 and CV2 didn't had this effect on me and soundtracks from this games formed a whole picture. Each melody in those games sounds unique, while CV3 constantly reminds me about something else, but not quite Castlevaniash enough or even interesting enough. It doesn't mean that music is bad, its just not that good as in previous two games. I believe that abundance of levels played a negative role here. CV1 and CV2 didn't had that many levels, so to speak, and there weren't many tracks. In CV3 there a lot of levels and naturally not every track will stand out. Most of the tracks in this game didn't leave any lasting impression on me. However, I found few melodies that I actually liked in this game - Mad Forest and Evergreen. I've listened to the japanese versions of the tracks, and to be honest didn't found them all that better than american version. There are richer, but for me the problem with the music in this game is not in arrangements.
Controls or rather physics undergone slight changes. Trevor is fast, almost like certain Ninja Gaiden. And in physics in this game are quite floaty. It is good when it comes to platforming, but not so good, when it comes to the rest of the elements. Controls had a sense of weight in them. It did make characters somewhat clanky, but it didn't stop them from being relatively dexterous. In CV3, on contrary, controls are so light, that they almost feel weightless sometimes. It could be quite uncomfortable during jumping and fighting. Another big problem is ducking and striking at the same time. In the past, when player made a strike while ducking and at the same released "Down" button, character made a low strike and only then stood up. In this game, as soon as you release "Down" button, Belmont immediately stands up and continue his strike animation. It is very inconvinient during battles with certan enemies that should be attacked while ducking. Especially with Axe Armors, when they throw ground axes. It takes some time to use, and it still feels quite uncomfortable in the later playthroughs. Three Trevor's teammates have different controls. Sypha is not dexterous at all and have very low jump. Her basic wepaon is very weak, though very fast. Her main strength lies with use of magical attacks. However you need to obtain one of the three magical books first. And all your magical attacks are powered by hearts, so it is very important to constantly collect them. Grant have some awkward jumps, as if he is sliding throgh the air. It is very hard to land exactly where you want with him. Also, when Grant climbing on the wall or a ceiling, you need to constantly push corresponding direction on the joypad. One wrong move and Grant will fall. Often to his doom. Alucard is the tallest character in the game, so naturally he is the biggest target for the enemy attacks. In terms of controls he is somewhere between Sypha and Grant. In general he feels awkward. His basic (and only) attack is simple fireball, which you can upgrade, however it is still will reamin quite weak. And his main power - is ability to transform into bat. In theory it allows you to escape certain parts of the levels, but bat-form drains hearts very fast, so you need them even more so, than Sypha.
Gameplay is traditional for the Castlevania. Difficulty was upped a notch. As is general speed of the game. There are much more platforming than in two previous titles on the NES and it looks like developers took few notes from CVA, adding some timed segments, where Belmont must escape some danger. Most of the enemies and bosses from CV1 returned in this game and some of them were simply reused. The Bat, Reaper, Frankestein's Monster, Medusa, Mummies (as bosses and common enemies) returned in this game. The Bat now have ability to multiply itself after damage, but it is very easy boss.
Reaper have second form - giant skull that is very easy to defeat. And in his first form, he is quite more predictable and more easy than he was in CV1. Medusa has body in this game and bow. But she is very easy to defeat and besides, acts as a mere subboss on the Ghost Ship. Frankentein's Monster looks like an average alcoholic and fights pretty much like one (if average alcoholic had super strength and ability to toss bricks from nowhere). He is very easy boss and acts like subboss in the "hard route". Mummies are once again a cakewalk, if you know where to position yourself on the screen. Or if you have ever helpful cross-boumerangs. Two of the bosses are actually emulate fighting style of the Dracula forms from CV1. Alucard mimics his firss form (albeight toned down) and Gargoyle - mimics his second dragon form (also made easier). Some of the bosses appear several times thorugh the game. Most notably Cyclops. In the easy route you can fight three of them in different places. Interestingly enough, aside form Reaper first form, game doesn't have difficult or interesting bosses. For that reason, I believe, designers decided to compensate quantity with the quality, so several levels in both rotes, end with some sort of boss rush, where you need to defeat several bosses, one after the other. Happily Trevor's whip much stronger than one of his descendant, so one strike take several lives from enemy lifebar. The hardest boss in this game is a Doppelganger. It takes form of whatever character you currently using and worst yet, acts completely indepedently on your actions. This means that is very hard to predict what he will do next. Dracula has three unique, never before seen forms, and even in his human-like appearance have an unique attack patern. However all his forms are laughaubly easy. Especially the second one. I'd say you need to put some effort or be very nervous during that fight to receive any damage. His third form could be a problem, however if you have Axe subweapon and 16 hearts it will be a cakewalk. There are several moments that were reproduced from previous games - collapsing bridge (two times), climbing sequence, when the tower gradually collapse under your feet (two times) and sequence when you must go to the lowest floor of the clocktower and avoid being crushed by the ceiling. Also, this game marks the second time, when melody from the previous entry was reused. This time it was Vampire Killer (under the name "Deja Vu") playing appropriately in the remake of Entrance Hall level from CV1 (this level was remade for the third time in the series).
By the end of the game, I sometimes caught myself on the thought that I don't feel like playing a Castlevania game. I felt more like I am playing some sort of CV1 hack or something like Ninja Gaiden. It has something to do with the level design and general mood I believe. The game is all around the place with the atmosphere, constantly balancing on the verge of loosing it and turning into "just action game". Some of the levels are pretty uninspired. Not something special, like you will expect from Castlevania series. Coupled with strange looking levels, that sometimes look like they could belong to any generic action game, there is sometimes feeling that I play some other game, and not the Castlevania game. It is not a bad game, by any margin. There were a lot of effort and creativity put into it. But I think some of those elements weren't exactly refined as they should be and shouldn't have been limited to the CV1 style. I bet CV3 could have looked much more pretty, if it tried to establish its own unique look, rather than borrowing it from the 4-years old game and add a new spins on it. Besides it has tonnes of replayability, several playable characters and several endings to boot. But in the end, it's just not Castlevania that I like.
I'm now following too. I hope you do a lot of them.
Thanks.
Fanboys are funny. And it seems not smart enough to do anything besides pressing the button. If this people have some beef with me I want them to talk to me and tell me it in the face like mature people, not act like little cowardly children. C'mon. My PM is waiting. :rollseyes:
Castlevania Video Marathon: Akumajou Dracula (Sharp X68000) (One life run) Part 1 (http://www.youtube.com/watch?v=9FdiEYVtnuE#)
Castlevania Video Marathon: Akumajou Dracula (Sharp X68000) (One life run) Part 2 (http://www.youtube.com/watch?v=WN0o6RpBSgQ#)
Castlevania Video Marathon: Akumajou Dracula (Sharp X68000) (One life run) Part 3 (http://www.youtube.com/watch?v=OW-Dkbd9GZc#)
Castlevania Video Marathon: Akumajou Dracula (Sharp X68000) (One life run) Part 4 (http://www.youtube.com/watch?v=4PpSfPArt0U#)
Castlevania Video Marathon: Akumajou Dracula (Sharp X68000) (One life run) Part 5 (http://www.youtube.com/watch?v=76DlOztWM9U#)
Finally, I've managed to get rid of this game. My two attempts (that took me almost the whole night) to convert five parts of the video into one video file uterly failed, so I opted for the last possibility - to upload all five parts separately. I know, its uncomfortable to jump form one video to the other, but that's the best that I could do in this situation. I hope it will not be repeated with the last three games. Now for the review:
You know, it's funny how much faith Konami put into idea that you can recreate the same game over and over. I wonder why they were so hesitating to create some actually new story for the Castlevania game. Not that it really would changed anything, aside from bits in the Manual and, maybe prologue in the game itself. Anyway, one way or the other, Konami decided to remade Simon adventures yet again, for the third time, right after another "remake" - wonderfull SCV4. I learned about this game, thanks to the Castlevania Dungeon. Like with many other games in the series, I didn't even have an idea that Castlevania graced with its presence some obscure japanese computer. In general I didn't expected much from this game and when I played it for the first time, 3 years ago, I thought that its just a nice game, but nothing special. So, what have changed after recent playthrough?
First, graphics and visual part. In general game looks a whole lot like something that you can find on Sega Genesis. It's bright, but not yet cartoonish. However, I think, that AK68K is actually more colourful and beautiful, than games on Genesis console. Backgrounds are meticulously detailed. It is especially evident in the places like Laboratory (Level 7) and final level. In the Lab you can see different bookcases and you can cleartly see what's inside of them - books, some devices, retorts e.t.c. Final level feature some very impressive weapons collection on the walls. While colours are bright and less moody, then in SCV4, backgrounds are downright awesome. Also, some areas not only very detailed, but also have wonderfull animation all over the place. Clocktower looks busy with activity even more so than usual. In terms of special effects, game doesn't have much to offer. Looks like there were no Mode 7-like thing, so no zooming and rotating sprites for you here. However amount of detalization on the levels and animation quality easily compensate for the lack of FX. Characters have good fluid animation, though Simon once again have awkwardly animated walk, a bit similar to his Haunted Castle incarnation.
Music is a letdown after SCV4, but that was pretty much to be expected. It seems Sharp X68000 could produce only MIDI-like sound, so the whole soundtrack arranged in electronique key. However, the melodies themselves are outstanding. Tower of Dolls and Etude for the Killer are certainly deserved to be rated among the best Castlevania tracks. Creatures of the Depths and Goddamned Bathead are also very nice. Tower of Gears is approproately maddening and annoying (in a good way) for the crazy Clocktower level. Moon Fight is also nice track, though, I think is doesn't stand out really much - it's sounds too disco. As usual some tracks from the past games received remixes. Vampire Killer became a lot more interesting in this version since the were some parts added to the base melody, but Bloody Tears is a bit shallow sounding, especially after SCV4. Surprisingly Begining is not in this game, though Simon's Theme is in. Like Bloody Tears, it suffered from unimpressive MIDI arrangement. Overall soundtrack is good, but severely sufferes from the arrangements. It was rectified in the rerelease of the game on PS1 several years later, where all tracks received, so much needed facelift. As for AK68K there are not one, but three versions of the soundtrack in the game. Each for different type of sound card or something. Generally they sound similar, though there are some differences between version here and there.
Gameplay in general adheres to the classical, pre-SCV4 standard. Simon could whip only forward and downward while jumping. He couldn't crouch, there are no special hooks for clutching on them with the whip. Also, Simon couldn't jump on the stairs. After SCV4 such limitations are certainly frustrating, though there are few good things about gameplay. Simon has certain weight to him, so its easy to manipulate him during jumping. Also, he strikes much faster, so he can easily deal with multiple opponents in close combat (something that was impossible even in SCV4). His hitbox is very small (finally) and it allows to escape damage in the situations where it was inevitable in the past games. Hitbox of the whip is quite big (like in CV1) and it stays on the screen for some time after strike. Coupled with Simon's ability to whip fast it allows to deal swiftly with the enemies. However Simon's walking and especially climbing speed are low. It could create some problems, when you need to escape from small fast enemies like Medusa Heads. Subweapons once again assgned to the "Up + Attack" combination and once again it creates a problem when you want to use subweapon on the stairs. All subweapons from CV1 are present here, and there is a new "subweapon" - Laurel. Actually it is not technically a subweapon. Laurel allow you to restore you lives whenever you want. However it cost a lot of hearts and you can't carry any "normal" subweapon with you, when you have it. So, the choice is up to you - have Laurel to restore you lifebar whenever you like, or be more effective vampire hunter, by carrying another weapon in your arsenal. Laurel could be found in one candle in the game, and rarely enemies will drop it after their destruction. But in general it is very hard to find.
Level design is more action oriented than in SCV4 and more similar to the previous games in the series. Whereas SCV4 combined platfroming and action parts into one solid package, AK68K separates its levels in action parts, where you encounter multiple enemies and platforming parts, where you main objective is just to get to the end of the section and enemies serves little more than destraction. It's not bad though. Some of the levels are generally more platforming oriented than others (like Clocktower level).
Most of the levels are inspired in someway, by the levels from original Castlevania, SCV4 and sometimes even Haunted Castle. First level is a solid recreation of the first level of the Castlevania 1. Entrance hall once again has windows (that were absent in the SCV4 version of the level) and it started an odd tradition by putting Peeping Eye enemy behind said windows. In the middle of the level there is Mermen infested basement. It is more straightforward than in CV1 and there are much more Mermen. Second level seemingly based on the begining of the level 4 from Castlevania and Caves from SCV4. It has two different paths and hidden merchant with horn, who can give you whatever subweapon or object whatever you want. Even Laurel. In the final part of this level Simon must ride a wooden platform to the top of the vertical chamber. The problem here is that said platform shatters along the way, and there are multiple Mermen that try to shot Simon from the platform with their projectiles. I think this part is too hard for just the second level of the game. Though given penchant of developers for the difficulty, I shudder at the thought of how this part would be designed, if it was set in one of the final levels. Begining of the level three, surprisingly, based on the second part of the level 4 from Castlevania and somewhat on the first level from the Haunted Castle. You once again find yourself being bombarded by Hunchback-troopers. In the middle of the level there is Swamp slightly similar to the middle part of the SCV4 second level. And in the end Simon arrives to the Ice Cave (?). What exactly Ice Cave doing in the basement of the Dracula's Castle is anyone's guess. Level 4 somewhat based on the level 2 from Castlevania. It has similar colour scheme and several parts closely repeating level design from the NES hit. In the begining it has an awesome giant statue of Athena that crying with bloody tears that shapeshift into Red Skeletons. Now guess what track is playing on this level? However, the final part of the stage looks like a remake of the first level from CV3 - giant chapel with stained glass windows.
I feel there is some idiot following me and minusing everything I write.
The next sentence is offensive and directed only at certain person who loves me so much. Everyone else, you are nice guys, most of you anyway and I don't have anything against you.
Hey, fantard, whoever you are, show your pretty face, let's talk. Or clicking the button is all your chicken brain is able to do? You dislike me, I got it. What for, I wonder? Or you are too cowardly to openly confront me? :rollseyes:
Soon.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi50.tinypic.com%2F2evrcs4.jpg&hash=dcc58977ad46f6a571caa1c95a654e3d)
:)
New review is coming.
I think Engagement Ring appeared in the menu after Carrie received bad ending, like some sort of bonus item for the new game. I don't think it could trigger bad ending, more like to help new player, who previously got bad ending, achieve good one on the next playthrough. Actually this brings an interesting topic - could it be, that all playable characters had bonus items, they received after you completed game with ceratin ending...? Also, Engagement Ring clearly confirms, that Carrie's bad ending in the early version of the game was the same as in final version. Through this, it is possible to assume, that all endings in CV64 were taken from the old storyline.
I think Contract didn't triggered anything in terms of endings. Early previews hints, that Renon wroked pretty much the same as in the final version. You summon him and give him "something" in exchange for items. Now, "something" is most likely your soul. In old system it is described, that you gave him points for items. I think points somehow meant pieces of your soul (I know that ridicolous, but it's the best explanation possible with information on hand). Giving him more than 30 pieces of your soul, triggered battle with him in the final part of the game. However, it makes Gold collecting rather obsolete. At least from the old preview, it seems, that you exchanged "something" for items and Gold wasn't involved. Or maybe you exchanged items for "pieces of soul" and, also, should have enough Gold, but it's redundant. Either bartering items for soul or buying them, makes much more sense, then both of those things merged. Of course, it's possible, that developers haven't figured it out themselves and "points" system was a template. Besides, I don't see why it should have been cut, since it doesn't make mych difference from the buying items for the Gold, just different statistic involved. Most likely, they decided, that Gold was useless with the "points system" and replaced it with buying items. Also, I think, they also figured out, that having constant access to the merchant, kind of throws the game out of balance. Or maybe it was because initially the game should have been longer and thus constant access to the healing items was justified...
As for new Towers from LOD, they designs are clearly meant for LOD only, but maybe they should have been present in the original game as well, but with radically different designs. There is no way to be absolutely sure about it, sadly.
If you talk about double doors opened with Science Key 3, then there is some items, I think. The same thing exists in Tower of Execution.
I attempt to find something about CV64 for DD on Japanese sites, but so far no success. Japanese Wikipedia doesn't mention CV64 being developed for DD, as well as other sites I visited. Granted I haven't visited very much and I plan to continue search, but I doubt, that CV64 was actually in development for DD. Maybe only in conceptual stages. But the actual development was for the cart only. I think, that "Moon phases" was more or less something, that was only in imagination of developers. It would had make the game too complicated.
As for dead villagers - there is a thought: in early preview, producer of the game mentioned, that in CV64 you will be able to find items only in walls and bodies of the previous adventurers. Could it be, that villagers corpses, that you see in the game, could have been looted for items, like subweapons? It's fairly logical assumption and give corpses some meaning in the actual gameplay.
I think, that CV64 was meant to be the main Castlevania games, but rushed development and overwhelming success of the SOTN kind of spoiled all plans for the future of Konami and, somewhat, led to the cancelation of the Ressurection and rise of the IGA.
I too think, that stake subweapon, should have been used to finish off vampires.
I don't see nothing wrong with talking about this - such discussions give rise to the interesting ideas and allow to understand better, what developers had in their minds back then.
COTM review so far is not finished and I will serach for more information on Japanese sites. So, far I found one interesting Castlkevania fan-site called "We Love KCEK!!". It is fan-sire for the series as a whole, but have special section for KCEK developed entries. There are hilarious gallery with screenshots from CV64 / LOD, list of rumors about the game (confirming female design for Coller), interesting measurements of characters height and trivia section about some misteries in the game. For example, mirrors in the Villa shows not reflection, but a copy of the room, through dark filter. And this site has cute chibi-Carrie jumping from Water Dragon on the main page.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fmembers2.jcom.home.ne.jp%2Frevelation12%2Fgallery%2Fgall%2Fgallery_img%2F30_01.gif&hash=a8fc262841ab083a1c6c63931a6957a7)(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fmembers2.jcom.home.ne.jp%2Frevelation12%2Fgallery%2Fgall%2Fgallery_img%2F30_02.gif&hash=44c034d2a0d740dabf135de1a6f5a596)(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fmembers2.jcom.home.ne.jp%2Frevelation12%2Fgallery%2Fgall%2Fgallery_img%2F26.jpg&hash=5b2e7d4f74c2537657dfe1391b7bf5de)
Pictures were taken from gallery on that fan-site.