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The Castlevania Dungeon Forums => General Castlevania Discussion => Topic started by: Sumac on February 11, 2012, 05:22:49 PM

Title: Castlevania Marathon by Sumac
Post by: Sumac on February 11, 2012, 05:22:49 PM
In this topic I'll present my video walkthroughs of Castlevania games and memories, that I have about them.

And the first one is, obviously, the original Castlevania on the NES.
CV1 Video Playthrough (http://www.youtube.com/watch?v=Cseo7cHmNJQ#)

As you can see, I screwed up several times, during the playthrough - I was quite nervous and tired, when I was recording it. This video was made on 7th (or so) attempt to complete the game without losing lives. Finally I managed to accomplish it, but it was a hard task to do - mostly because of the final level and Drago.

Castlevania...one of the most legendary games in the video gaming history. The game that litterally created a cult following and spawn the series that lasts even nowadays 25+ years after its debut. Back then when it was created, it was a nice simple time, when games weren't about graphics and proccesing power of consoles, but when they were just games. And each opened new different adventure for the players...
But where was I? Ok, now about more about the game and my first playthrough.

For the first time I played this games somewhere in 1993 or 1994. I exchanged one of my carts with friend for the "8 in 1" cart. On it, amongst other games like "Flying Hero" and "Side Pocket" was this gem. I liked this game not only for how outwardly easy its were, but also for brilliant soundtrack. I remembered Wicked Child for quite a time after friend took cart away. And this tune became one of my favorite music pieces on NES.

In several days, I manage to get to the level 3 howeve this stupid mummies was like a insurmountable obstacle to me. Every time I died at them, and I didn't have a patience to try defeat them again and again. Especially given that there were a big chance of me dying somewhere in the level. And then friend came to exchange carts back. I was dissapointed, since I really hoped that I'll be able to defeat those acursed mummies, but it take approximately six years before I had another try at the game.

Somewhere in 1999 or 1998 I once exchange carts with another friend of mine. What he brought was "3 in 1" cart without cover with "Battletoads and Double Dragon" (game frezzes on the third level), Blades of Steel (that became one of my favorite entertainment for a few weeks) and surprisngly... Castlevania. I was enourmously glad that I finally will be able to play this game once more and maybe even defeat those mummies.

However since I didn't know when my friend want to take it back, I decided that I need to complete this game in one single day. I didn't know when I'll have another try at it. So, this fateful day came. I began playing somewhere at the 6 pm. I thought it wouldn't be that difficult. In the past few days I managed to get to the third level and the future was bright.

It was easy to pass through first three levels. Almost suspiciously so. I laughed at the faces of those two mummies that kept me at bay in my past attempts to complete this game, almost six years ago. But then...Level 4 began. I honestly never expected that game will became that difficult after level 3. Of course nowadays it doesn't seem very difficult, but back then...it was a whole different story. I barely managed to get to the second part of the level, but then I was bombarded by igors...It took me several tries to get to the third part of level 4 only to be stopped by Bone Dragons. At that moment my hope that I will be able to complete this game in one day severely diminished. But I din't gave up. I continuosly stormed Level 4 and finally managed to get to the boss(es). That's when I felt that it was maybe to presumptuous for me to think that I'll finish this game tonight. I don't remember how much time and continueses I spent trying to defeat those two. Maybe 15 or 20 (given that on some tries I even was unable to get to them in the first place). It was exhausting, but in the end my stubborness helped me to get past them, using agility and daggers - tactic that I am not able to use nowadays, since I quite forgot how to do it.

Level 5 gave me another reason to think that it will be a futile playthrough. This knights with unholy amount of life...this bloody skeletons, that couldn't be killed and always got in the way like some roaches...All that was more or less easy to conquer, but the last corridor gave me a very nasty surprise - medusa heads! They combined efforts with Axe Knights gave me a headache and stopped my progress for another 30 minutes I think. Maybe more. Grim Reaper himself was also troublesome. However I more or less quickly figured out how to defeat him using cross-boumerangs. So, after that point our battles were more about patience and luck - who will be faster in killing other one with projectiles. Sometime after our N-th battle I figured out what to do with his scythes and how somewhat distract them from my tired person. I began jumping around the stage trying to avoid them. Not surprisingly more than a few times I succesfully landed right on the head of the Reaper who was nonchalantly flying around the place. I think I spend another 20 or so continues to beat him. After all this torture I really wasn't sure, if I could defeat Dracula and what his battle would be? However mentally I was ready for anything, but outwardly I hated this game and generally felt like I wasn't in the mood to continue. However having in mind, that it will be my only try to do this, I kept going.

Level 6 came as another not so pleasant surprise. Big Bats in the begining were easily avoidable. And even skeletons were a piece of cake. The real nightmare began in the middle of the clock tower where I was assaulted, by unlikly little troops - annoying igors. Many annoying igors. Very many annoying igors and giant birds to boot. Every time, when I tried to get to ladder leading to the exit from the level, those bastards, managed to throw me down from the platform or drain my lifebar before I reached safe place. This was horrible. But finally I managed to get from their clutches somehow. I decided to go as fast as possible through the level (I din't thought about using time stop at the time, though I actually could do it, since I used several continues). And finally I climbed at Castle Keep.

I was really exhausted and have an inner pact - if I die at the Dracula too much I'll try to complete the game at another day. I didn't want to leave NES running for the night - there was a possibility that game will be reset. So, I took another breathe and went straight into the fry. In the begining all my attempts to take out Dracula by brute force obviously failed. He is not the one who could be destroyed like that. Later (after 15 continues or so) I figured out that the patience is the only option in battle with bastard. So, trench warfare begun. I was unsuccesful in few first attempts, but with each new battle I understood how Dracula fights better and better. Finally this glorious moment came, when glorious Simon Belmont, with a single strike from his trustworthy whip, beheaded villain. Literally. I felt triumphant...all this hours, nerves, hatred and hopes weren't for nothing...when suddenly I saw a horrible sight...Dracula cape blew up and in stead of bloodsucker there was some ugly beast, that reminded me of a blue sick ugly hybrid between chicken and dog with plucked wings. Then I remebered that several months ago, I read about Castlevania walkthrough in a guidebook. And it's said that "you should strike dragon at the head". This text was in a same paragraph that told about Dracula battle, but I seemingly didn't gave it enough meaning. And now I was about to pay for it...

At the moment I thought that I really need to stop, but I couldn't. I was so close to the victory, that even idea of spending few more hours to defeat final adversariy only, didn't look that horrible. All inner "pacts" were forgotten - now it was victory...or victory, but after some indescribable amount of time.

It wasn't easy to defeat Dracula in his "normal" form again, but defeating Drago was only pretty much about luck, since I don't think its possible to predict, when he will do his high jump. Given that most of the time I come to the Drago battle, with severely depleted lifebar, it was obvious that I didn't had many chances against him. Especially, because most of the time I ended up trapped in the corner. Only saving as much life as possible I could defeat the monster. After another number of continues (that I think already went beyond 50+) I managed to defeat the beast. I didn't felt anything about it. I was tired, sleepy and mostly hated this game for given me so much trouble. There were really no sense of triumph or anything. I was just glad that its over and that's that.

Year later I bought a cart with it. Ironically it was "8 in 1" cart which had 4 games from Konami (Contra, Castlevania, Metal Gear and Double Dribble) and 4 games from random developers (Gun.Smoke, Hot Blood Boy, Thunder Cade and something else). Because of that cart I become a fan of a Metal Gear series. After that "Castlevania day" I completed Castlevania many times. When I was at my best I could complete this game with a single life lost in 20 minutes. My adventures of the past now look unneccesary and funny. Since then I lost many of my skills, when it come to the NES gaming. Nowadays I more concentrated on not so recent past (PS1, PS2 era, modern fighting games and some doujin platformers), but this day will always remind me about how I managed to complete the game only because of my stuborness and nothing else. The funniest thing that my frined took his cart only after a week or so. So my "heroic" playthtough was for nothing. I safely could conquer this game "level by day", but well...back then it looked like a good idea. I decided that I will not do anything like that anymore, however in 2005 I made it again - this time I spent nearly 14 hours in order to complete Metal Gear 2 with emulator which didn't had ability to save my progress, but that's a whole another story...

Back to the Castlevania, this game still impress me in how masterfully it was done. There is nothing more or nothing less. Its just has right amount of everything - be it platforming or somewhat dynamic fights with monsters. Graphically game looks very interesting, as if it was an old painting, with severely decayed paint. It conveys something gritty, dark, destroyed style. Musically this game is still impressive to me. Wicked Child, undeservebly forgotten by modern CV composers, is still my favorite and most catchy tune from this game. However Vampre Killer stands out too, but I am a bit weary of this melody for understandable reasons. And while the game physics make everything possible to give player a hard time, it's not really a difficult game. Each segment just needs its special approach. I dare to say that Castlevania is more about observation than action. It's not like Contra, where you can rush on the enemies, shooting left and right. In Castlevania you need to strike only, when neccesary and sometimes its better to avoid the fight alltogether, rather then going into the battle. Since that game, Cross-boumerang became my favorite subweapon in the series - its really useful in the battle with Reaper and Dracula / Drago. Timestop is also useful instrument, however in every occasion. Dagger is practically useless for me, since I completely forgot, how to fight Frankenstein and Igor with it (and even then it was the only place where I used it). Generally I can say that Castlevania is still one of my most favorite games on the NES, alongside with its sequel, that I think is a masterpiece, but because of different reasons.
Title: Re: Castlevania Marathon by Sumac
Post by: Ahasverus on February 11, 2012, 07:44:32 PM
I loved, loved your writing, I can almost taste your frustration :P
Great read man, looking forward for the next ones!
Title: Re: Castlevania Marathon by Sumac
Post by: whitedragon_nall on February 12, 2012, 06:37:46 AM
Good read and fun watch. Well done!

Quote
I exchanged one of my carts with friend for the "8 in 1" cart.

I read "cart" as "cat" and thought you gave away your cat for an NES game. LOL  ;D
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on February 18, 2012, 03:31:21 PM
Castlevania Video Marathon: Vampire Killer (MSX) (One life run) (http://www.youtube.com/watch?v=69TpJpqW7D8#)

So, what about Vampire Killer? The first time I've heard about this game was when I visited Castlevania Dungeon, I think. At the time some people believed that VK was actually the first game in the series. This confusion was created because it actually was the first game in the Akumajou Dracula series that was released on the west. This mistake was rectified by Konami themselves, who made a site where they post all release dates for the games and, happily, FDS game was released month before Vampire Killer.

When I first learned about VK, I am instantly become curious: "What kind of games is that? The game that supposedly started a legend?" In seacrh of answer I came to the YouTube and was surprised by what I saw. VK didn't make any impression on me, unlike CV1. Too bright, too boring. Seemingly there were no dynamic and the the whole game was more of a quest, with action being as a side dish.

When I played this game several years later, my first impressions were sadly confirmed. At the time I already knew that VK wasn't the first game in the saga, but rather a curious port that completely changed gameplay in favor of exploration, courtesy of technical limitations of the MSX. In the begining, I though I will never be able to complete it - I never was strong in exploration games, especially where the thing that you are looking for, can be pretty much anywhere on the map. So, I shamelessly used YouTube walkthrough of the game and several FAQs to ger a grip on what I should do. On note, I dislike to run around the game without any idea what should I do or where should I search for hidden stuff. It annoys and angers me and usually games, that make me feel like this, ends up unfinished. In case of VK I decided to put my time to complete this game no matter what it takes.

Since the game is very formulaic and obviously with walkthroughs, I didn't had any trouble to complete this game without losing a single life, after only a week of traning.

Now, what about the game iself? It is boring and, as I said before, its very formualic. There is no random factor that made Castlevania very replayable and enjoyable game. If you have, say axe, in one candle, it always will be there. Enemies doesn't give random items, but only hearts. In general all this takes away from replayability of the VK. Once you know where to find this damned keys and what upgrades you should have for specific sections of the castle and bosses, the game becomes very simple and formulaic. You can (and actually should) complete this game with only single life. In case if you lose a life, you lose also all your previously collected upgrades and that pretty much a death sentence to the player, since having subwepaons and sometimes alternate weapons, is very crucial to the completion of the game.

What could be really hard to adapt in the game is very strange hitboxes and occasinoal slowdowns. Simon strikes much faster with his whip and its hitbox is much smaller than in CV1. Combined together, those two factors, doesn't allow player to have much time, when striking down foes. Only accurately adjusted strikes will allow player to take down enemies. It is especially annoying during face to face encounters with certain enemies like Bats and Medusa Heads. Another factor that makes this game a bit harder, than it actually could be, is that after every level, Simon stripped of all his upgrades, except for the hearts, that used in game as currency and ammo for subweapons. It seems developers thought it would be unfair for the player to keep all his armory with him. CV1 did something similar, but in another fashion - after each level player lose all his "hearts", so he couldn't spam subwepaons all the time. But at least players could take desired weapon with him to another level, while in VK it is impossible.

Though in general, game is easier overall. It is not only because Simon have more upgrades and ability to carry two subwepaons at once, but actually because most of the enemies deal a little amount of damage and some of them are slower. For example Axe Armors can throw high axe only. Medusa Heads are slower. Though some of the enemies became more annoying - Bats flying much faster and more often. Igors as annoying as ever, but thanks to prolonged period of invicibility, that appears after Simon was hit, there are not as dangerous as in CV1.

Most of the bosses are cakewalk. Timestop works even on both Dracula froms and Reaper. Medusa, Frankenstein's Monster and Mummies could be finished in one ot two Holy Water throws. The final boss is very different from CV1. While I like this idea of battle with giant portrait, I don't think its fitting for the final battle in the game. It's deosn't have this epic feel. Besides, this form is much more easier than Drago. You can find a save spot in the corners of arena and single powered up whip strike take almost 1/6 of Dracula's Portarit lifebar. You can even make this battle simplier, by acquring Cross-Boumerang, that will replace you normal weapon. It allows player to just simply sit on the platform in the corner of the room and throw over and over again. Dracula's bats will not be able to throw Simon of the platform and this weapon will make quite a quick work of the villain, if you will able to defeat first form without loosing boumerang. Interestingly, this battle reminds me about another final boss fight in another Konami game - Monster in my Pocket. In this game you fight villain in the similar fashion, but his face appears not on the portrait, but TV screen (http://www.youtube.com/watch?v=FNSTm8TVwik#). Oh, and you fight him as Dracula or Frankenstein's Monster rip-offs. How ironic.

So, what the final verdict? Well, this port introduced some interesting ideas to the series. Most of them would end up in the CV2 and one can even say that VK was some sort of predecessor to the "Metroidvania" formula. However, those new ideas were done quite wrong in this game. Instead of making adventuring feel like a true adventure, VK feels more like a chore and as soon as player memorise everything, there is simple no reason to replay the game anymore, because everything would be the same. To put it simply: there is no challenge and no random factor, that could make this game interesting. As for the style - graphics in this game is generally much more cleaner and brighter. While technically it looks nicer than CV1, I thing VK doesn't have that special "rugged / decayed" aesthetic that made CV1 special. It looks like a generic 8-bit game. As for the music its sounds mostly the same as NES version. However I think it sounds a bit shallow, when compared to the NES game. In general I glad that this game wasn't the first game in the series. I really like the fact that CV1, that brilliant of the game, was actual start of the series. I treat VK as interesting curiosity, but nothing else. Its simply not so good game, I think. Though without it CV2 never came to be, so for that I ready to give VK some good points.
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on February 23, 2012, 02:46:41 PM
Castlevania Video Marathon: Castlevania II: Simon's Quest (NES) Part 1 (http://www.youtube.com/watch?v=JQIaajSX-ek#)
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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.
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on March 02, 2012, 07:38:09 PM
Castlevania Video Marathon: Haunted Castle (Arcade) (One life run) (http://www.youtube.com/watch?v=XVgUtzsuyjk#)

Version M - Highest Difficulty

Haunted Castle. It's one of the most infamous and obscure games in the series. There are really many reasons for this. One of them is that the game have such a generic name in the West. "Haunted Castle" - sounds like just another one of this titles about some knight going into the castle to defeat evil demons or something. It's not memorable and certainly doesn't sound as good as Castlevania. The second reason is much more, how to put it, serious, and much more memorable. Difficulty.

But let's begin from the start. I learned about this game, when I was browsing list of the arcade titles on one of the sites about emulation. There I noticed one game that was called Haunted Castle. I looked at the screenshot and was surprised to see, that action looked pretty much like you can find in any classic Castlevania title - the guy with the whip fighting some monsters. Description only furthered my suspicions that this "Haunted Castle" game was part of the Castlevania series, that I never was aware of before. I downloaded it, played for five minutes and then shut it down. The game didn't strike me as something special. Graphics were OK, but nothing really interesting, music was a bit jarring for me back then, and gameplay was clunky. Not to mention absolutely crazy hitboxes. Two years later I completed this game during my initial Castlevania marathon, when I decided to play all games in the series that I have never ever completed before (it was approximately half of the series). Unfortunately I wanted to feel myself as cool gamer and opt to complete first version of this game - the hardest one: Version K. I completed it after several days, by horribly abusing save states function. I can complete hard games, but Haunted Castle wasn't just hard, it was...insanely cheatingly unforgivingly hard. That was the first time, when I felt difference between "just hard game on NES" and "Arcade insane difficult title". Obviously I felt myself not like cool gamer, but like a scolded child. After some initial doubts I decided to give this game another chance.

Did my opinion about this game changed after two years? Well, not much. Graphics looks much better than in 8 bit titles, but that's a given. I think the game looks like something between Genesis and SNES title. It have palette that simoulatenously reminds me about both of this consoles. Bright colours, but slightly subdued. Backgrounds look really rich with details, but characters more often than not have awful animation. Sadly enough, it is the main hero of the game who have the worst animation possible. Simon was often drawn in the past as muscular guy, but in this game he looks too bulky. Besides he have a hunched posture, that maked him look even more awkward. Probably the worst thing about his sprite is his walking animation. It looks like Simon walking around clutching his stomach, as if he has a serious urge to go to the bathroom...or one of his hands is broken. I mean, in the first Castlevania / Vampire Killer Simon had an awkward walking animation. He was not walking there, he was basically limping around. But it was understandable for an 8-bit console and the game that was realesed in 1986. What kind of horrible nights didn't allow animators to make Simon look like a badass vampire hunter he is, instead of victim of the cramps, is one of the many secrets of the series. Other characters also have some strange animations (skeletons in particular), but it is more tolerable. Design choices are pretty good. Though hunchbacks, who once again annoy player to no end, look to big in my opinion. The game also have some special effects. In the first level Simon attacked by the BRICK WALL!! under the rain. Later in the same level there is segment, where player must jump on top of the small platforms, to avoid being burned by the fire. In the third level, in the very begining, Simon sucked into another dimension, where he must defeat three (topless) harpies. Kind of cool idea (another dimension, not topless harpies) and its sad that nothing like that didn't reappeared in the next games. The bosses include: Medusa, for the first time with the body, Giant SkeleDragon, who possibly can be precursor of the boss from Dracula X. There are also Stained Glass Knight, who will later reappear in the series as regular enemy, Stone Monster, who's lacking death animation for whatever reason, Frankenstein's Monster and Dracula in two forms - classic vampire and giant stone head (?) thing. All boss battles quite easy, save for Stone Monster battle, since he can retreat into left side of the screen, where player, simply couldn't get him, if he hasn't some kind of throwing weapon. The worst yet, this Stone Monster, actually can throw projectiles on such height, that it is impossible to duck under them nor to jump over them. Besides, those projectiles are quite long, so even, if Monster throws them on avoidable height, player still need to calculate precise time to jump, either he will land right on the tail of the projectile and receive damage.

Music-wise the game is good. Not very good, but not awful either. In general music sounds almost like standard Genesis fare, but a bit softer and not so jarring. Almost all of the compositions are memorable and there is even two songs borrowed from Castlevania 2 - Bloody Tears, that is used on the third level, that is recreation of the Entrance Hall from the Castlevania 1, and Game Over theme, that's used...when you die, no surprise here. Almost all tracks from this game were forgotten for quite a time, and some of them resurfaced only in most recent games, starting from Aria of Sorrow. Well, techincally Cross Your Heart was included in the Rondo of Blood soundtrack, but it wasn't used in the game. My favorite composition in this game is Don't Wait Until the Night. I like its pacing and calm-but-battle-ready mood this track creates. Fitting for the last level.

While the game is certainly not bad when it comes to the visual side and audio, gameplay is another deal. It is awful. Simon's whip have a miniscule hitbox, so you have only very small window of opportunity to strike small foes, like bats or flying skulls. Also, it seems, that there is no rear hitbox, that allowed Simon to destroy enemies, when they were right behind his back in the CV1 and CV2. It creates a big problem, when you miss a small enemy. Its flying right in the blinking Simon sprite and when you try to hit it with the whip, you can't do this. Instead you will receive more damage from the same enemy, because Simon has little invicibility time after being hit. Even Vampire Killer had more forgiving hitboxes. To add insult to injury, Simon's hitbox is enormously big. Sometimes you can clearly see, that enemy didn't touch you, but you'll receive damage anyway. But the worst part about this game, is that you have only three lives, no matter how much money you put into this hell machine. Worse yet, after you die, you lose your upgrades sometimes. And the funny thing, that without them you are simply unable to complete the game, since enemies in the last levels could take much more damage, then ones in the first part of the game. On the higher difficulties, game spawns random flying enemies, like Bats, Skulls and Hunchbacks. They could appear at any given moment from any part of the screen. It is very annoying. You can restore some part of the lifebar, by collecting hearts. They will be used to refill your lifebar after the end of the level. But it also means, that you should receive as little damage as possibly or you will begin the next level without ammo for your subweapons. Alternatively you can trade all your lives into giant lifebar with 64 hitpoint. But it's have drowbacks. First, if you fall into bottomless pit, you'll need to start the game from the very begining, no matter how much lives in your lifebar you had. Second, your lifebar will not be restored by the end of the level, no matter how many hearts you has. So, either way, the best way to complete this game is to beat it on one life. I'm not sure who was that idiot who though of that idea, but I hope he was at least reprimanded for that kind of cruelty and idiocy. Arcade machines are created to drawn as much money as possible - that's a given. But games itself shouldn't be uncompletible. Your average Joe will play this game, see the difficulty of the next level and say: "Fuck it!!" And I wouldn't blame him for this. While Castlevania 1 was a hard game, at least it was "honestly" hard. There were no limitations that made this game over the top hard. Everyone have chance to beat it, if they give it some time. Maybe, if Haunted Castle was released on the consoles, there would be less problems with its difficulty, since you don't pay for every time you want to play this. But making such game for Arcade machine and with such mechanics and limitations, was kind of stupid idea.

Anyway it doesn't mean that this game is completely bad. In many ways it was Castlevania game that made some things for the first time: it was the first Castlevania to reuse tracks from the previous game, it was the first game that remade Entrance Hall in all its glory (Simon's Quest was technically the first game which did this, but Hall in that game looked completely ruined). Also, this game kind of strengthened idea of Dracula having two forms in the final battle. It was the first game with the drawbridge sequence and falling bridge sequence in the end of the game. Interestingly, it is also the last title in the series, before SOTN, where player can chagne his main weapon. So, it would be too much to say that this title was complete waste of time and brought nothing in the series. However, all its innovations were left in the shade of its crazy difficulty and obscurity. I wouldn't go so far to call this "the worst game in the series". It's kind of a mixed bag, of good ideas and bad implementations. But in general it is very close to be called on of the worst games in the series. This is ceratinly a title that I wouldnt have any pleasant memories after beating it. And by the way, its ending sequecnce sucks.
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on March 09, 2012, 08:48:35 PM
Castlevania Video Marathon: Castlevania: The Adventure (Game Boy) (One life run) (http://www.youtube.com/watch?v=6Yzgd83F8ps#)

I thought I hated Haunted Castle for being absolutely, unforgivingly difficult. You, know, after playing Castlevania: (The) Adventure my opinion changed. Haunted Castle (at least Version M) is just a playground, comparing to the horrors and torture that CVA brings. Yes, Sir, it is that BAD. But once again, let's start from reminiscing about how did I learned about this game in the first place.

It was back at the 2003, when I learned that there is much more Castlevania titles than only 3 on the NES. The first games I discovered were CVs on the Sega Genesis and SNES and also on the Game Boy. I was browsing through the list of the Game Boy titles on one of the emulation sites (now defunct) and I found out that there were two Castlevania games for it. Being fan of the series and curious person as I am, I decided immediately donwload them and play. My first impressions were nothing special. I played both titles in the Internet Club, without the music and abused save states, knowing that I don't have much time to complete those games. So, at the time, I couldn't have any proper opinion about CVA and its sequel. Later I played them on my first computer in 2005 (computer was build in 1996 and I still have it) with music and once again save states. I didn't hate those games, but also didn't like them all that much. They become just another Castlevania titles, that I'd like to forget and move on for more interesting games in the series.

So, what changed in my opinion about this game after another playthrough without save states, 7 years later? Well, the game is suffering. Graphic wise it's nice. Well, as nice as Game Boy title could be in general. It mean it is detailed, but nothing special. Music is nice, however could become annoying after a while. All compositions are memorable. My favorite music in the game "Battle of the Holy" (mostly due to the awesome remix) with closing theme taking the second place. Melody from the third stage reminded me about MegaMan titles. And now, when I talked about all those superficial details let's move onto something really important and something that make this game stand out not in positive light amidst its peers.

Gameplay. It is sucks. I rarely try to be such accusing since it is understandable in some cases, that developers were limited and e.t.c., but in case of this game it is honest truth. Poor Christopher Belmont, should be renamed into "Slug" Belmont, so awful his speed is. He walks slowly. He climbs on the ropes slowly (and looks like slug, when doing it). He strikes slowly, has awfully big hitbox and jumps with grace of the iron. As if all of this wasn't enough game has a tendency to slowdown, when there are some animated things on the screen. Due to the fact that there is practically always something animated on the screen, slowdown practically is a normal state of that game. Whicn makes life of the player even more tedious. Worse yet, if this game was structured like, say Haunted Castle, in which most of the time you fight monsters and platforming happens only from time to time, it wouldn't be that bad. But platforming in CVA is prcatically its second nature. There is always some obstacles, platforms, ledges, to jump to. As you can figured out, platforming in this game is not so much fun, but a torture. You need to plan your jumps as carefully as possible, other wise most of the time you miss the ledge or the next platform. I am not really sure what made developers think that making platforming in a main feature of this title was a good idea. The game just awful when it comes to jumping and moving in general. So, all of this platforming stuff comes of as a bad idea, that quickly tires and frustrates player. First level in the game already features a jumping section, where you need to jump on very small platforms. The third level is completely about platforming, and level 4 feature several rooms with moving platforms and elongated spikes. In wouldn't that bad, if at least jumping was abit easier, but, alas.

But is there anything positive to say about this game? Well, as surprisingly as its sounds - there is. If you make a conscious effort and look past awful game physics, you can see that the game is very creative and inventive, when it comes to the level design. Almost every level in the game features something interesting, that was never used in subsequent titles. Maybe other Konami developers hated it too? In the second level there is a several bridges that you must cross, while avoiding giant rolling eyeballs. The trick is that if you strike the eyeballs, it'll blow up and make a very big hole in the bridge. The level 3 is a big spike challenge. At fist player need to carefully walk under descending ceiling with spikes, then climb up from spiked floor and finally run from the wall with spikes. This section could have been fun, if the game physics were better. But...OK enough about that. In level 4 the player must make a series of jumps on elongated spikes and moving platforms.

Assortment of enemies is fairly unique. There is no skeletons, zombies, medusa heads. However some of the enemies from the past titles are there: bats, that became bigger and more annoying, mudmen, ravens and eyeballs. Bosses are also unique for the series. The first boss is Gobanz - giant knight in the bulky armor. He is quite slow and can attack only in small range. The second boss is not a one boss, but rather big group of boss-creatures, known as undermoles. They pop out of the holes on the wall and player must kill them to deplete boss lifebar. The best way is to kill them one by one is not allowing them to overwhelm player. Third boss is Death Bat - humanoid batlike creature (The Bat Man in other words). He is also fairly simple boss. Dracula, per fresh tradition, has two forms. First is human-like in which he attacks player with deadly orbs. During attacks he looks as if he doing aerobics. Second form is a Giant Bat. I found its quite ironic that Drcaula in this game have form of the very first boss in the series. Both forms are very easy to kill, if you position yourself right at the screen and have upgarded weapon.

Talking about upgrades, the game have an interesting take on traditional Castlevania battle mechanics. You can upgrade your whip twice and after the second upgrade Christopher "Slug" Belmont will receive ability to throw fireballs from his whip!! It could have been awesome idea, but sadly you lose your upgrades, if being hit by the enemy. So most of the game you will probably slug around with basic whip, since upgrades is scarce and game mechanics, makes its very hard to avoid enemies or death traps. Also, the game doesn't have subweapons, so hearts used for healing a player (who could have thought?). To make life of the player a bit easier there are secret rooms with upgrades, 1 ups and hearts scattered throughout the game. But there are usually located in the end of the level.

In the end, while CVA is an interesting and creative game, its suffers from atrocious realization, when it comes to gameplay itself. I am not sure whose fault it was game developers or hardware limitations, but the fact remains: it is very unfriednly game. that most likely make some modern players throw their Game Boys / joysticks into the walls, cursing all over the place.
Title: Re: Castlevania Marathon by Sumac
Post by: Gaawa-chan on March 10, 2012, 06:04:14 AM
I'm enjoying these videos very much...

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.

Laruba because the laurel guy amuses m... unless the castle ruins count (love dat music).
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on March 10, 2012, 10:56:30 PM
Quote
I'm enjoying these videos very much...
Thanks.
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on March 24, 2012, 01:55:01 PM
Castlevania Video Marathon: Castlevania 3: Dracula's Curse (NES) (Trevor only - One life run) Part 1 (http://www.youtube.com/watch?v=QsrSY-BgFPM#)
(click to show/hide)

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.
Title: Re: Castlevania Marathon by Sumac
Post by: Ahasverus on March 24, 2012, 02:14:03 PM
Wow I'm sisprised by your opinions, while I respect them, I can't make up my mind on how anyone could say CVIII was not the best of the old trilogy and arguably the 3rd best Old-school Vania after ROB and IV. But our reasons are completely valid I guess :)

Which one will be your next one?

Quote
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.
HAhahah this one is infamous. I think no CV fan hasn't been infuriated by this part before. It's as near as we were to a set piece, it's a (cruel) classic.
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on March 25, 2012, 02:20:31 AM
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Which one will be your next one?
I am following CVD list, so the next one will be Super Castlevania 4. However it will be after a week or two. Right now I need to take some rest and restore my morality and resolve after close encounter with THAT game.
However, I am planning to give some closing thoughts about all games, I played so far and make a special video.
Title: Re: Castlevania Marathon by Sumac
Post by: Chernabogue on March 25, 2012, 02:43:58 AM
Very nice job, keep it up. ;)
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on March 25, 2012, 08:52:40 AM
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Very nice job, keep it up.
I am intent to, thanks.

I wonder what not very smart being minused my post with CV3 review? I could understand if it was just a post on the forum and part of the discussion, but it was intended as a personal review and never as an attempt to convince anyone in anything. Well, fanboys always will be fanboys, I guess.  :) Nothing new here.
Title: Re: Castlevania Marathon by Sumac
Post by: Wallz! on March 25, 2012, 11:23:39 AM
Something about your writing is far more interesting compared to other walkthrough texts.
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on March 25, 2012, 01:14:24 PM
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Something about your writing is far more interesting compared to other walkthrough texts.
Thanks.
I hope it's not abundance of mistakes...English is not my native language. ;)

And LOL at people who "voted down" on my response about reviews. Those guys just confirmed my suspicions.
"Fanboys, fanboys,  what you gonna do when they come for you?"  :rollseyes:
Title: Re: Castlevania Marathon by Sumac
Post by: pattamus on March 26, 2012, 12:51:15 AM
I'm now following too. I hope you do a lot of them.  :)
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on March 26, 2012, 09:30:51 AM
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I'm now following too. I hope you do a lot of them. 
Thanks.

(click to show/hide)
Title: Re: Castlevania Marathon by Sumac
Post by: uzo on March 26, 2012, 12:23:26 PM
Holy shit you have a -27. You're tanking faster than Ahasverus.

How I have above 0 is still a mystery to me.
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on March 27, 2012, 11:35:33 AM
Give a nice idea of how "open minded" this fandom is. LOL.  ;D
However, enough of talking about worthless things.
Title: Re: Castlevania Marathon by Sumac
Post by: thernz on March 27, 2012, 11:58:51 AM
I actually agree with your general sentiment on CV3. Woah woah woah.

Not the Ninja Gaiden part. Or the crouch-whip part. More so just the long-windedness of it. Though I appreciate it isn't a mimicry of CVI in intent.
Title: Re: Castlevania Marathon by Sumac
Post by: KaZudra on March 27, 2012, 07:29:20 PM
whao, what's with the really light grey post? I've never seen anything like that on these boards before
Title: Re: Castlevania Marathon by Sumac
Post by: GuyStarwind on March 27, 2012, 07:33:17 PM
That makes two of us. Pray tell, what does the light grey post mean?

Btw how does the respect system work?
Title: Re: Castlevania Marathon by Sumac
Post by: DarkPrinceAlucard on March 28, 2012, 12:53:21 PM
Holy shit you have a -27. You're tanking faster than Ahasverus.

How I have above 0 is still a mystery to me.

weirdly enough, its gone from being -43 all the way back to 0........

and it was such a fast change... :-X
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on April 08, 2012, 09:31:40 AM
As I promised two weeks ago - here's my closing thoughts about six games, that I played so far.

Castlevania.
Graphics: interesting and unique style.
Music: brilliant soundtrack.
Gameplay: it could be hard to adjust to game physics, but after some time you will eventually learn how to play the game. It is not really THAT hard.
Level design: very good. Game have everything in right proportions. There are plenty of areas for action and plenty of areas for platforming.
Difficulty: medium. It is not really a hard game to conquer. You just need a lot of patience and practice.
Total: one of the best games in the series and on the NES.

Vampire Killer.
Graphics: bright and clean, but without stylish fleur of CV1 graphics.
Music: while the soundtrack is the same as in CV1, it sounds a bit more shallow.
Gameplay: the game have two major porblem: controls and keys placement. The problem with the controls could be solved by using joypad. However, it's better to use some guide to find all the keys in the game. Otherwise it could very hard to figure it out on your own.
Level design: all over the place. Levels designed as mazes and there is not really much thought put into them as actual locations, except for few instances.
Difficulty: low. If you pick up as much upgrades and subweapon as possible, this game would be a breeze.
Total: VK offer some interesting ideas, but they are quite unpolished. And there certain problems with awkward controls.

Castlevania 2: Simon's Quest.
Graphics: it looks different from CV1, but convey the very similar disturbing and sometimes eerie atmosphere.
Music: as in case with the first game, soundtrack is beautiful.
Gameplay: controls are good and inventory is very easy to use.
Level design: simple, but not bad. Most of the locations are linear and action oriented with bits of platforming here and there. Mansions are especially platforming heavy.
Difficulty: medium. While enemies are easy to defeat and bosses pose little to no challenge, game offers very little in terms of solutions to the Dracula's Riddle. Without guide you most likely end wandering around without any real goal or understanding what exatly you need to do to beat the game.
Total: CV2 is a good game with a nice atmosphere, but with certain problems, when it comes to its "Quest" part.

Haunted Castle.
Graphics: beautiful, approximately on the level of the Sega Genesis.
Music: as almost always in CV games - awesome. Arrangment is a bit jarring though.
Gameplay: controls are nice.
Level design: simple and linear. There are some places with platforming. The last level is too simple.
Difficulty: beyond insane. Crazy hitboxes and random enemies that spawn in different spots of the screen make this game one of the hardest entries in the series. And kill any desire to complete it.
Total: HC could have been a very good game, if not for insane difficulty and strange hijinks with lives.

Castlevania: The Adventure.
Graphics: good, I think, by Game Boy standarts.
Music: nice, though not as memorable as in previous games.
Gameplay: horrible. Unresponsive controls and constant slowdown make playing  into a chore and nightmare.
Level design: creative and interesting, but doesn't work well with the engine and controls.
Difficulty: very very high. Thanks to problem with controls and game engine mentioned above.
Total: it could an interesting game, if you'll be able to work out the problems with controls and slowdown. But in general this game is not very good.

Castlevania 3: Dracula's Curse.
Graphics: game tries to heavily imitate CV1 style, without understanding of what it made work in the first place. Most of the time CV3 feels limited by said CV1 style without a good reason. Most of the new palettes are horrendous.
Gameplay: physics become lighter and Belmont is more agile than before. Ability to play as different characters, makes this game much more interesting.
Music: average. Since there are so many tracks in the game, some of them bound to be not very impressive. Some of them downright boring. However there are few good melodies, but they are ruined by boring arrangement.
Level design: some of the levels seemingly designed just to fill the place. They are boring, disconnected and mostly consist from various platforms. Some levels are nice, but there too long and eventually comes off as uninpired. There is one particular sequence that can make players hate this game.
Difficulty: very high. While the bosses are generally easy to defeat, levels design is quite inforgiving. In order to make it easier, players must use advantages of various playbale characters.
Total: CV3 is interesting game, with very high replayability, but generic level design, not very impressive soundtrack and lacking atmosphere. In general it is "gameplay" vs "design" thing.

That is all with the first six games un the series. I wanted to make a special video as tribute to those titles, but I couldn't do it. Maybe I will do it later.

On the next week CVM will be continued. More Castlevania and challenge ahead!!
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on April 14, 2012, 03:24:42 PM
CVM continues.
And the first game, that will be reviewed is the Castlevania 2: Belmont's Revenge AKA CVA2.
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on April 19, 2012, 06:02:10 PM
Castlevania Video Marathon: Castlevania 2: Belmont's Revenge (Game Boy) (One life run) (http://www.youtube.com/watch?v=JqQNp6vwaJE#)

My little project, in which I try to review every single (available for me) Castlevania game is finally continued. And the the first game that I will review at the second part of the project, is the second Castlevania entry on the Game Boy - Castlevania 2: Belmont's Revenge (AKA CVA2). For the first time I learned about this game at the very same time I have learnt about its predecessor: in the internet-club, which I regularly visited somewhere in 2003. I have played in this game back then without sound and wasn't very impressed. I played it once again on my old computer in 2005 and again I wasn't very impressed with it. My mind was mostly focused at upcoming Metal Gear and Metal Gear playthrough that I've planned at the time. So I didn't want pay serious attention to "some portable games". So, back then, I didn't had some really detailed opinion about this game, except that it was much better than original CVA. Of course after playthrough, which ended several minutes ago, I can say that CVA2 is very impressive game.

Graphics are very impressive. Backgrounds look much more detailed than in the first CVA. Sometimes I really admired the work of the designers. I especially was impressed with different statues in the background of final levels. Also the hall, in which you battle Soleiyu, and Crystal Palace left very strong positive impressions. Sometimes, backgrounds look as, if they were taken from some more powerfull platform and downgraded to fit Game Boy hardware capabilities. Christopher looks a bit bigger, I think, but he doesn't have more animations, than in the first game. Unlike him, most of the enemies have better animations and look pretty detailed. Especially it goes for bosses, except for Dracula, who doesn't look that impressive for whatever reason.

Sound is basically the same as in the first game. It appears occasionaly here and there, but most of the time you will listen to the music. Soundtrack have more tracks than the first game and pretty much every single melody is good. Music was (the only) strong point of the first CVA, so naturally, second game doesn't dissappoint in that regard. Interestingly music that plays in the final level, quite similar to the style of the music that began to appear in the series since Rondo of Blood and Bloodlines. This track (Passpied) is my favorite in this game along side with melody that plays during the battle with Dracula. I honestly didn't expected to hear something so similar to the SOTN soundtrack in this game.

And what about gameplay? Well, Konami made very impressive work on every single thing that made original CVA horrendous. First of, the made new (or upgraded old) engine for the game, so there are virtually no slowdowns, that were the reason behind most of the deaths in the CVA. Even when you have a lot of animated stuff on the screen, framerate runs smoothly, without a single hassle. Second, they made Christopher slightly faster. He is still not as fast as say, Trevor in CV3, but walking, climbing and jumping now is much easier. Third, controls of the game is very responsive. In the first CVA, game sometimes didn't recognized what button was pressed. In CVA2 there  is no such problem whatsoever. Also, developers amended one of the biggest problems of the previous CVA - inability to strike when you was hanging on the rope. In this game, you can climb at the rope and strike enemies at your leasure. Besides, to make gameplay more dynamic and closer to the "big" series entries, developers added subweapon in this game and Wall Meat. Though, there are only two subweapons out of traditional five: Axe (Cross-boumerang in the Japanese version) and Holy Water. Hearts serve as ammo for the subweapon, as per Castlevania tradition. Coins from the first game, returns in CVA2 and once again give player some scores. Hidden rooms made they comeback in this game, but now they contain only upgrade and big heart. Though some of them could contain 1UPs and Wall Meat. Besides, 1UPs now hidden in random walls throughout the game, just like the Wall Meat. Another big mistake, that developers corrected, is that Chris doesn't lose his whip upgrades after hit. He lose upgrades (one after each hit) only after being hit by Panaguchi's projectile. However, even if you lost upgraded whip, don't worry. Once again developers thought about this, so in CVA2 you can find upgrades practically in every room on the level, if neccessary. One of the gameplay innovations introduced in this game, is that Chris now can slide on the ropes. If you want to get to the end of the rope as fast as possible, just press and hold "Down + A" and Chris will slide the rope all the way to the end. It is very useful ability, since it allows to quickly "slide" through some rooms in the level. There are, also, several sequences in the game, that based around this ability.

Level design, much like in the first game, is still based around platforming. Though some sections in the levels are closer to the traditional actiont-oriented Castlevania level design. There are totally 7 levels in this game. Just like in Megaman, player can choose on which level, out of the 4 he will start the game. It works only for 4 initial levels. After player complete them, game will give you 3 next levels, which set in the Dracula's castle one after the other. Before each level, set in the Dracula's Castle, game will display the map, that closely resemble maps from CV1 and CV3. The last level is not much a separate level, but just a small bridge with impressive statues and Dracula's boss room. The order in which you choose first levels doesn't affect anything. And there are not special benefits for completing castles in some specific order. Level design itself is still brimming with creativity, but this time player can actually it, since his experience is not hampered by multiple gameplay related problems. There are no sequences in which Chris chased by some spiked walls, but there are many others interesting obstacles and rooms. There are two rooms in the game, in which Chris must ride on the chains of the giant clockwork-like  mechanism. There is, also, interesting sequence in which player must slide the rope periodically hiding from spiked wall in the small corridors. The bridges with rolling eyeballs that destroy its parts, after being hit, make they return, thought his time they much more easier to navigate, thanks to the lighter physics. In general levels are very diverse and interesting. All levels in this game quite long, but has checkpoints in the middle, so ultimately they are not very hard to complete. Like in CV1 and CV3, levels separated into several segments by doors. Interestingly enough, some areas in the Crystal Castle look like underwater city from CV3 and Atlantis level from Bloodlines.

While gameplay become easier, the game itself become harder. Taking few lessons from CV games on the other platforms, designers made some clever decisions about enemy placement. Some of the signature enemies returned from the first CVA, like annoying demons Panaguchi, whose projectiles become much slower, so there are not that annoying this time, mudmen, rolling eyeballs and, surprisingly, Undermoles, who were the bosses of the second level in CVA. In this game they were demoted to the simple enemies in the Ground Castle level. Zeldos (guys with boomerangs from CVA) also made they return, however they received completely new design, however they tactic is still similar to what they've used in the first game. Also, Fishmen make brief apperance in this game. And there is new, very dangerous enemy - Knife Lizard. He jumps around the room, similatenously throwing knives. If you don't prepared for this encounter, you can lose big amount of life, before you'll figure out how to defeat him. Spiders, who previously appeared in CV2 and CV3, returned in this game as well. However now they web could be used as ropes, even when spider is still alive. In some rooms, spider's web is the only way to navigate through it to the exit. Though there are some instances, when killing spider before he create web, mean that you will not be able to progress any further in the level, until you kill Chris and start the whole segment form the begining. Before each boss, there is small part of the level, where you can power up and mentally prepare yourself to the upcoming challenge. There are not devoid of enemies, but there are not much of them.

As in the first game, assortment of bosses is unique and Reaper nowhere to be found. Though new Zeldos look fairly similar to him. Almost all bosses in this game are quite easy and use some interesting and creative tactics. Wizard Dark Side, from Crystal Palace, summons a big cloud from which he summons lightning bolts to attack you. He is very easy to defeat and reminds me about wizard-boss from Bloodlines, who flood the level. Angel Mummy doesn't look nothing like angels or mummies, since it consists from the two heads on long necks, that stick from the wall. They throw fireballs and sometimes, they own ribs to stop Chris. Iron Doll have two forms - first is the bulky and slow knight, similar to Golbanz in the CVA, and second form - is a very nimble ugly creature, which jumps around the room and throw energy waves. Kumulo and Nimbler are pair of statues with big tridents, that spew three directional fireballs. Happily, they share lifebar, so it doesn't matter which one you attack. They somewhat remind me about another boss from Bloodlines - evil column from Versaille. Bosses in the Dracula's castle are Bone Dragon King and Soleiyu-Demon. Bone Dragon King is unusual boss - you fight him in the narrow moving corridor while BDK appears through the holes in the ceiling and floor. Essentially, he is not directly attacking Chris, but serves as mere dynamic obstacle. Soleiyu-demon battle is probably based on the Doppelganger battle from CV3. Like Trevor's accursed double, demonic Belmont is fairly unpredictable, but he is much slower and could be easily dispatched, if player had Axe subweapon. Dracula has only one form in this game, but his attack is probably on of the most dangerous, that he had in the series. He summons multiple flying projectiles, that whirl around him for several second, and then he throw them around the room. Then he appears in different spot in the room and repeat this attack. The main strategy in this battle is to find a savespot for each of his attacks. Also, you can strike him only once before he surround himself with projectiles. After he summons them, he become invincible.

In general, CVA2 is very creative game, just like the original CVA, but without it's flaws. Gameplay much more faster and dynamic without slowdowns, controls are responsive and there are traditional subweapons and Wall Meat. The difficulty of this game is in clever enemy postion and rooms with different and interesting challenges. Overall this is very very impressive game, especially if you think how bad the first CVA was. CVA2 is the prime example of how developers could make a work on their mistakes. The game have creativity of the first CVA, but none of its mistakes. And it's combined with some ideas form CV1 and CV3, makes CVA2 a really solid and fairly unique entry in the series.
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on April 21, 2012, 02:46:15 PM
The next game that would be reviewed is Super Castlevania 4. Its review probably will be different from the others, since for whatever reason my "writer's block" activates, when I try to write about it.
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on April 22, 2012, 05:26:50 PM
My "writer's block" has finally dissappeared, so I wrote first draft of my SCV4 review. If anyone cares about this.  ;)
Title: Re: Castlevania Marathon by Sumac
Post by: Puwexil on April 22, 2012, 05:39:58 PM
I read 'em. I don't necessarily agree with everything presented, but a collected opinion piece spanning the total breadth of the series is a concept I can get behind. Especially in the case of games like Belmont's Revenge that don't get talked about nearly enough for how excellent they really are.
Title: Re: Castlevania Marathon by Sumac
Post by: Ahasverus on April 22, 2012, 10:19:01 PM
I agreed with all of your BR review, it's an incredible evolution, a very impressive title for a handeld and probably has the best music in the series. A little gem that needs more love :)
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on May 01, 2012, 02:40:34 PM
Castlevania Video Marathon: Super Castlevania 4 (SNES) (One life run) (http://www.youtube.com/watch?v=oD4JTSwiElk#)

Part 1:
Super Castlevania 4 is a special game for me for several reasons. I learned about it back in 2004, when I was studying in computer class. During time between classes we had free access to the internet, so I spend this time to find some games to SNES. Amongst my finds was SCV4. I completed the game in the computer class in a week using keyboard and abusing save states function. Later I wanted to play this on my old computer in 2005, but 1100MHz PC wasn't powerful enough to run any SNES emulator. The only thing that I could is to listen to the game soundtrack, imagining how the game would be in combination with such amazing music. I even had an idea how wonderfull musical could be made just from the score of this game. I had a habit, late at night before going to sleep I launched emulator and just listened to the music. Later I played this game and finally could appreciate its beauty. After recent playthrough I revalued some things and try to make a weighted opinion about this game.

First, graphics. The game have dark and haunting style. It use somewhat realistic style, which make this game all the more darker and eerie, unlike most of the later entries in the series. Characters somewhat lack animation, but its not hampers the experience. Some areas have more than 2-3 layers, but they are usually quite short, though very very beautiful. More often then not, levels have only 2-3 background layers. On the rare occasions Mode 7 used for impressive special effects, but most of them are concentrated in one single level, nearly the Dracula's Castle. While there are not many Mode 7 special effects, the ones that present in the game are quite impressive - Rotating Room and Rotating Corridor and also boss of the level - stone monster Koranot, who shrinks after each strike. The map in the game also uses Mode 7 for zooming in on different parts of it. In general, that is probably the most realistic and scary 2D Castlevania ever.

Music is, undoubtedly, the most impressive part of the game. All tracks have arranged in the same vein, but they don't sound overly similar to each other. Some of the melodies have some dash of jazz in them, others sound like something from epic horror movie with orchestra. SNES hardware was masterfully utilized to create a sound that sounds very similar to the actual orchestra. I don't think that any other pre-CD Castlevania game managed to do that. And even some CD based Castlevania were unable to repeat that. As noted before, the music is part of this game to the even higher degree than usual. Each level in the game is distinct not only because of its visual style, but because of the melody that accompany it. In general, music is a unseperable part of the SCV4 experience. Like in case with practically every CV soundtrack, SCV4's music could be listened without the game as well (it is that good), though in case of this game this is doubly true. Well, I can speak of SCV4 music only in excited tones, since there are simply not any single think that I could find bad about its soundtrack. Most of the tracks are new, though SCV4 started tradition to remix three most prominent melodies, from three NES games in the series. While Vampire Killer and Begining sound very nice, Blood Tears received, probably, the best non-rock remix in the series, that still is unmatched. My favorite song from the game is Waterfalls. 

Levels designed with utmost carefulness. Each area is distinct from the other and every single level has something to offer in terms of unique  experience. Levels themselves carefully balance action parts and platforming. There is always enough of all ingridients, so you'll never will think "when this annoying part with platforms will end" or "when I finally could do something different than just going forward and killing stupid enemies". Most of the levels seamlessly combine platfroming with fighting. Levels itself separated into several areas (some short and some very large), which have distinct style and idea to them. The game has tottaly 11 levels, though the last two are named "Level A" and "Level B" for some reason. Unlike original Castlevania, Simon starts his adventure not in the castle itself, but on the territory before Castle. It is similar to the CV3. After 5 outside levels, Simon finally arrive into Dracula's castle. First five levels are very colourfull and beautiful, though always with some creppy feeling of loneliness. The first level is the Garden separated by the fence, Outer Wall interrior and Stables inhabitated by legendary Mr. Hed. This is beautiful level, though Outer Wall interrior is a bit plain. Second level consists from small travel through the Forest, caves, some abandoned structure and descend alongside the River. This level is unique since it is the only level in the game where you fight boss in the middle of it, not in the end. Third level take place in the Cave inhabitated by golems and bats. This is quite easy level with one of the most beautiful tracks in the game. In the next part of it you climb on top of the Warefall. This is also quite simple segment, though it could be a bit confusing with all moving water in the foreground and background. The last part of the stage, takes place in some ruined city with out old friend Mermen at Simon's tale. Level 4 is basically showcase of different Mode 7 special effects. it includes: Rotating Room, Cylindric Whirling Corridor and boss that shrinks after each hit. In general this level is like special effects fest. Though, the first part not rich in terms of special effects, but it could become one of the most annoying segments in the game, since you need to do several very well timed jumps on the rotating platforms, to escape falling for your doom. Before the boss of the level, you need to go through puzzle like part with moving stones. It is quite easy to navigate, if you know where to go. But during your first visit there, you most likely will end up being crushed by ceiling or spikes. This level has two bosses - giant skull Puwexil, that appears in the middle of it, and aforementioned golem-monster-walking-special-effect - Koranot. After that you will end up in the Level 5. It is very short, have awesome score and doesn't have boss at all. I guess, presence of two bosses in the previous level should had compensated for the lack of any bosses in this area.

When you finally arrive to the Castle, you can feel the change in the atmosphere. While outside territory was generally creepy and haunting, Dracula's Castle is much more scary place. It basically embodies the atmosphere of melancholy, loneliness and emptyness. It is very hard not to shudder, when you walk for the first time in the giant empty halls, which probably were once inhabitated by mupltiple servants and guests. But by the time Simon arrives, everyone are probably already dead and the Castle looks as friendly as robbed and abandoned cemetery. Also, game ups the difficulty. All enemies, that you've encontered before have more lives (you need to strike Skeletons 2 times instead of 1, for example). And the game also introduces more powerfull foes, like Axe Knights. They are actually strangely not as annoying as they were in CV1 (maybe because Simon is much faster then he was in the first game), but still poses a decent challenge. You start you travel through Dracula's Castle in the Entrance Hall, which is appropriately remake of the first level from CV1. However this time it look much bigger and strikes with grandieur and spookiness. This area is quite short. After short walk through the hall you'll end up in probably one of the most legendary areas in the whole game - room with swinging chandelliers. Not only it has one of the best tracks in the game, but it once again showcases abilitites of the SNES hardware and Mode 7. I think, this area was based on sequence from the last level of CV3, where you must  jump onto swinging pendulums. Jumping on the chandelliers is much easier, since you don't need to jump from one chandellier to another and there are no enemies, to suddenly push you to the death. After you made it through this room you'll end up in the large level, where you need to fight different kinds of ghosts - formless ectoplasms, possesed furniture and ghosts of the dancing couples. Axe Knights will join the fry too. After the chandellier room, the most impressive area on this level is a gigantic dancehall, where you must fight bunch of annoying dancing ghosts and possesed tables. Just the whole scale of it overwhelms. The boss of the level is not very impressive, though. The next level is a library and portrait gallery. The library looks awesome, but have A VERY frustrarting part where you need to jump on the flying books. Gallery is quite easy to navigate and this is probably on of the easiest levels in the Castle. After you defeat giant armor, Grakul, Simon, per tradition, falls into dungeon. This level is probably one of the hardest levels in the game, right next to the Clocktower and the last area. It has tonnes of spikes, that momentarily kill you and there are two segments in which you need luck, not skill. The first one located in the middle of the level, where you need to go under falling platforms with spikes. The order in which they fall is random, so depending on your luck you will have either very easy time to get past them or very hard. In the end of the level you need to cross bridge, parts of which randomy dissappears. To add overall excitement, there are spikes on the ceiling that will fall on you as you try to cross it. I still couldn't figure pattern in which platfroms appears, so you best bet is to hope that platforms will appear where you need them or at least will not disappear, while you are standing on them. Sometimes you just need to guess where the next platfrom will appear. The worst thing about this part, is that you couldn't see the whole bridge, so when you try to cross it, you're always into some surprise. After defeating Monster, you'll get to the next level - Treasury. This level is very beatiful and quite hard, though a bit easier then Dungeon, since there are no one-hit-kill spikes everywhere. In general this is very straightforward level. After you'll beat Zapf Bat, you will get to the two final levels of the game. First one - is an obligatory Clocktower level, that uses Bloody Tears remix. It is probably the hardest level in the game. As usual you need to jump on big cogs, use hooks on the chins to travel across bottomless pits, dodge random flying cogs. The hardest part of the level is at the end of it. You need to use hook to pull yourself up to the top of the tower. However, there is random Axe Knight up there. He throws his axe, just when you go up. If you will not be able to dodge it, then you are as good as dead. However, the boss of the Clocktower is pathetically easy. The final level set to the Vampire Killer tune and starts with your descend to the crumbling bridge. The bridge this time, is not only crumbles, but also, somehow, spawns huge amount of bats chasing you. So, turning back is not an option in any way. After you make it through you get to the last part of the level. This time you need to climb up to the top of the tower by using crumbling stairs at first, utilizing your new ability to jump onto the stairs, and then by using flying platforms. Said flying platforms are flying under 45 degree angle and could not only deliver you to the higher platforms, but also to the spikes, that enmasse occupy some ceilings. After you'll made through this downright sadistic, albeit small trip, you finally will reach the last floor of the Castle in which you need to fight four bosses in a row - Slogra, Gaibon, Grim Reaper and Dracula himself.

Game play was certainly improved comparing to previous installments. First, Simon is much faster (though sometimes it could feel like he is too floaty a bit). Second, he is able to strike in all 8 directions. Though in order to strike down you need to jump. This ability is very powerfull and allow to easily dispatch some enemies that stands on higher or lower platforms. There is another new ability - after strike, you can hold attack button and Simon will not pull his whip back. It will stay on the screen and you actually can control it, by moving directional pad. This ability is useful to deflect enemy projectiles, and kill small enemies. Also, Simon can crouch. While it rather slow, it could be a very useful ability in some levels. As usual Simon has access to all subweapons from original Castlevania: Dagger, Axe, Boumerang, Holy Water and Stopwatch. Though in this game subweapons signifigance is lowered slightly, possibly because of Simon's ability to strike in multiple directions and his higher speed. Also, Simon can use his whip to clutch on hooks scattered throughout the levels. It allows him to swing accross the gaps. Though, when Simon is "hooked up" he is very vulnerable - he could use only his subwepaons, but one enemy strike will be enough to make Simon let go of hook and fall to his doom. Happily there are not many sections that gives enemies this advantage, but those that present could be very tiresome. Most of them are concentrated in Clocktower level. Another big progress that this game make regarding controls is Simon's ability to jump on the stairs. Sadly he still couldn't jump FROM stairs. This new ability means that in some situations you could make a small short cut in the level. In order to jump on the stair you need to hold up while jumping. Sometimes it doesn't work for whatever reason. It is especially grating in the last level, where you need to make a series of jumps on the stairs that suspended in the air. Meaning that your only way to access them is to jump on them. As usual, those stairs are suspended over the bottomless pit, so one failed jump and you'll need to start level form the begining. Because in order to use subweapon you now can push "R" button, instead of old "Up + Attack" combination, you can safely use subweapons, while climbing on stairs.
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on May 01, 2012, 02:44:00 PM
Part 2:
The game have very many enemies, some of them are from previous CV games, some - completely new. Skeletons, Bone Scimitars, Axe Knights and iconic Medusa Heads make they return. Curiously the game doesn't have another iconic (and probably one of the most annoying enemies from the past games) Hunchbacks / Igors. Instead of them SCV4 uses Gremlins that were used as replacement for the Igors in Japanese version of CV3. I wonder, why they were included in the game instead of Hucnhbacks. Amongst the new enemies game has Walking Knights, that could use they spear to attack Simon on the platforms over them, Dancing Ghosts, Cursed Coffins and Ectoplasms. In general assortment of enemies is very rich and each area has some unique enemies, so you never end fighting the same baddies over and over again.

Bosses in this game are very colourful bunch. Since this game is a remake of the original CV1, all bosses from the first Castlevania ended up in this game in one way or the other. Phantom Bat became Zapf Bat - giant bat-like creature formed from gold coins and jewelry. It combines tactics of Bat-bosses from CV1 and CV3. In the begining it fights like Bat from CV1, and after loosing some amount of life it transforms into three small bats, like the Bat-boss from CV3. Also, interestingly, Zapf Bat is one of the last bosses in the game, though it is not very difficult opponent. The oddest thing about this boss, that it is barely trying to attack you. You will sustain the most damage from attempting to kill it, because after each strike some gold and jewelry, which form the body of the bat, will fly into all directions, damaging you. Medusa, once again with body, appears as a boss of the second level. Like her Haunted Castle version, she attacks with small snakes and, like her CV3-self, could turn player into stone statue. Oddly enough, she appears in the middle of the level and not in the end of it and is very easy to defeat. Mummy, this time under the name Akmodan (play on the name of demon) appears as boss of penultimate stage in the game. This time he is alone, without counterpart, but still uses similar tactic to his previous incarnations. He is throwing his wraps at Simon and closeranged fireballs. Both attacks are quite harmless and in general Akmodan is a very inept boss. Frankenstein's Monster return in the Dungeon level. This time he throw different retorts at player. Some of them act just like Holy Water subweapon, some explodes in the air and showering player with projectiles and some creates Mosnter's double. Double suuposedly have all Monster's abilities, but it very easy to kill him before he starts attacking, so most likely you'll never see him doing anything. Grim Reaper finally returns in slightly upgraded form (he is clad in a blue robe with golden chain on his chest, that makes him somewhat look like ghastly rapper) and with a new tactic. He attacks player by throwing small and fast sickles in his direction and, also, he can launch at player with his scythe (for the first time in the series). His most powerful attack is when he throws his scythe and creates a field that suck played towards him. Player must carefully time his jumps to avoid being crushed by scythe. Actually, as soon as player learn this attack pattern, this Reaper attack will be probably his greatest weakness in the battle. While Reaper control his scythe, he is standing stiil in one place, so you can score at least 6-7 hits on him.

While the old boss received major upgrades (in some cases) the new bosses aren't shabby either. Among them are such interesting creatures as Puwexil - mosntrous skull with long tongue, Sir Grakula - animated armor, that most likely was a prototype for the different types of armor-enemies in the SOTN. Water Dragons from CV3 make them comeback under the new name - Orphic Vipers. Though this time they are significantly easier than in CV3. Also, there is a special boss - Koranot, basically a giant stone golem, that most likely was created to showcase power of the Mode 7. During the battle, he will shrink after each succesfull strike and after his lifebar will be completely depleted, he will grow up...and then fly away with funny roar. Among the least notable bosses there are skeleton knight Rowdain that is very easy to defeat and Dancing Specters - there also very easy to beat and their tactics is nothing special. Though among all the newcomers two of them stand out the most. Those two are of course fan favorites - Slogra and Gaibon, enigmatic and monstrous Reaper's minions. They appear in the end of the final level in Contra-like boss rush, where you need to defeat three bosses in a row before you'll fight Dracula himself. Slogra is a bird-like skeleton creature with giant ugly beak. Initially he fights with his spear, that he could use to stab Simon or lauch exploding fireballs. Later, he loses it and attack player with simple charge attack during which he try to strike Simon with his beak. I find him to be the hardest boss of all four opponents in the boss rush. Gaibon is awesomely looking blue demon. He fly around the screen, sometimes lands and spew several fireballs at the player. At the same time spikes fall from the ceiling. This attack is quite easy to avoid, if you jump on the platform near the wall of the room. Like Slogra, he changes his tactic after he looses some part of lifebar. He change his colour to orange and begin to spew several fireballs downward in qucik succesion. Its funny, but this attack is much easier to avoid, than his first one. Those two bosses became mainstay in the series, appearing in several games, though most of the time not as bosses and their SCV4 incarnations are probably the most dangerous forms they ever had.

Curiously, Dracula in this game have only one form though, if you think about it, this game could have been a perfect opportunity to demostrate new hardware power, by creating some awesome transforming sequence for Dracula and making some crazy special effects for his monster form. Sadly, for whatever reason Konami didn't used this opportunity, so Dracula has only one form in this game, though two different faces, that possibly constitutes as two separate forms. In his first "form" Dracula use his classic tactic from Castlevania 1, though with a twist. If you try to jump over fireball, it will blew up and separate itself into three small unavoidable projectiles. So, you need to strike fireball, separate it into two small projectiles and only then jump over it. It actually much easier to do, than to describe. After Dracula loses 4 points from his lifebar, he'll attack Simon with very very annoying projectiles, that chaotically flies across the room. The best way to kill it - is too use Simon's whip swinging ability. While those little projectiles are annoying and dangerous, after you destroy them, they will leave a chicken leg that you can use to restore some of your life. Then Drcaula will attack by creating two fire pillars which form some sort of fire ghosts on top of them. This attacks is based on his CV3 first form attack. Those two fire spirits will homing onto Simon throughout the whole room. While they go down after one strike, they have an annoying tendency to fall into general direction of the player, like kamikazes. It makes them hard to avoid and you need specifically calculate their position to kill them, so they will not fall on your head. After loosing even more lives, Dracula once again attack Simon with little annoying projectiles and then, literally, change his face and tactic once more. His final attack is as simple as deadly. He wll still randomly teleport across the room, but this time he will summon four lighting bolts, that will strike in column like pattern. Player must accurately move himself between two lighting bolts to escape damage. The hardest part about it, it that lighting bolts appear every time in a new place, so its impossible to calculate where they will appear next time, so you must be constantly cautious. Considering that you still need to strike Drcaula, this part of the fight could become quite hectic and dangerous. As always, the best way to deal with ancient vampire, is to have enough patience and carefully observe your surroundings. In this case just look at the ceiling, after each time, when Dracula appears and step out of harm's way.

Difficulty in this game is carefully administered in different parts. First five levels are quite easy, but then game ups the difiiculty in the next two levels. Then, game become more difficult in the next two levels, and become even more difficult in the last two levels. In the levels themselves difficulty could be all over the place. You can encounter very easy part and then very hard in quick succesion. It makes the game somewhat hectic, but more interesting at the same time.

In general, the game is one of the best games in the series. There is really hard to find some negative points about it. Gameplay is at its best and the most comfortable in the series. Visual presentation is astounding and level design is essentially perfect. Music-wise the game is probably defines how the game should convey the feeling of lonelinees and melancholy and also shows what wonders hardware could do in the right hands. Maybe gameplay is not as varied as in Castlevania 3, that had different routes and playable characters. But given that CV3, in my opinion, became somewhat victim of its scale, I find that SCV4 is probably is in perfect balance between quality and quantity. Considering it was the first Castlevania game on the SNES hardware, I glad that Konami decided to make more linear and simple game, than trying to impress people with something that could easily overwhelm developers and result in not very satisfying experince. The only thing that bugs me about this game, is an annoying bug (ha-ha), when some enemies literally create doubles, if being left out of the screen for several seconds. It could make your life harder on some occasions, but this is the minor thing. Besides it occurs in a very few instances and could be easily avoided. Another thing that saddens me a bit - is quite unimpressive ending of the game. I mean credits with action shots from the game is interesting and all, but the actual ending is just not that striking, considering the scale of the game. This not much of the problem, since it doesn't affect most important part of the game - gameplay, but, when you have something so good as SCV4, you want it to be perfect in everything, from moody start to the ending. On all other accounts SCV4, for me, is a perfect Castlevania, that mixes masterfull level design, wonderfull atmosphere, brilliant soundtrack and nice gameplay into perfect combination. The perfect Castlevania.
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on May 20, 2012, 01:20:53 PM
Finally made a video with one life playthrough of Akumajou Dracula (68000). Due to the fact that my usual recording setup (that I've used for the last two games) said "Fuck you", I was forced to use another recording program. Though said program could only write 11 minute long videos, after that it crashes. During the playthrough I've recorded several levels, than stopped to save video. Than I recorded some more levels and stopped to save another video. Now I have 5 separate videos. I try to edit them in one big file, so it will not be needed to upload this playthrough in several parts.

This game actually was quite hard. Not hard a CV3, but still.
Title: Re: Castlevania Marathon by Sumac
Post by: Sinful on May 20, 2012, 01:34:30 PM
This game actually was quite hard. Not hard a CV3, but still.

Yeah, not as hard as part 3? Hmm, cool.
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on May 24, 2012, 05:24:40 PM
Castlevania Video Marathon: Akumajou Dracula (Sharp X68000) (One life run) Part 1 (http://www.youtube.com/watch?v=9FdiEYVtnuE#)
(click to show/hide)

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.       
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on May 24, 2012, 05:30:18 PM
Continue:
Level 5 is a Clocktower, seemingly combining elements from all past incarnations of this location and adding some new twists to it. The most prominent new element is probably falling gears, that you can whip to make them roll faster and change directions. Swinging pendulum from CV3 also returns. Level 6 have in the begining collapsing bridge, this time made much more harder by presence of annoying Medusa Heads. In order to complete the sequence you need to costantly jump and whip, since you never know when the next Medusa Head will appear. The next part of the stage is a giant tower of dolls. Here you will be attacked by clowns, balloons, glowing bats and one of the most annoying enemies in the game - homing dools. Said dolls not only being first characters in the game, that feature real voice acting (not random grunts and roars), but they also know how to dodge Simon's attack, which makes them one the hardest enemies in the game to deal with. In the final part of the level you must go through the short corridor with two Axe Armors and tonnes of falling mirrors. There are a whole lot of different mirrors on the wall and practically every single one of them, aside from the biggest ones, will try to fall on the Simon's head. Level 7 is a remake of the level 5 from Castlevania. Some sections even feature the same level design as in original game. However this stage has something else that make it stand out in the game: copious amount of gore. In the begining you will find a lot of skeletons and prisoners in the cells. It's nothing big. But in the middle of the level there are naked, sometimes, dismembered bodies hanging on the hooks and lying around on the tables. Designers certainly get out of they way to make this location looks like a real bloody laboratory of crazy scintiest. In the end you will go through the portrait gallery, that this time feature actual portraits (some quite disturbing, like picture with humans literally being part of the white canvas). One of the most interesting parts about this level is a final part in the gallery that starts...in the middle of the sunny field. It's quite surprising, when you get to that part for the first time. Minute later, however, you'll discover that "field" is just a big picture. Level 8 features Dracula personal quarters and armory, filled with different armors. In the second part of the level you must cross ruined bridge, while dodging Phantom bats (this area is based on the first part of the level 6 of the Castlevania). The last part of the level is set in the Dracula quarters, but this time you fight not different armors, but Ninja Maid and Panthers. Said Ninja Maid could transform into ugly flying ghosts. After that you get to the Castle Keep, which made in the traditional style, resembling versions from CV1 and SCV4 at the same time. Dracula's chamber, for the first time features giant throne on which Dracula himself resides.

Enemies mostly taking from previous games, however, as it was customary for the Castlevania back then, almost all of them received new looks. Bats, Medusa Heads, Mermen, Hunchbacks, Axe Armors, Panthers, Skeletons - all of them are present in the game. Axe Armors are barely a threat this time - they could be destroyed from the single strike, if you be lucky enough to hit them, when they low their shields. Also, their axes have a very low speed. Tree Demons in the level 3 were taken from Haunted Castle and Peeping Eyes - from SCV4, though in this game they received their "classic" look with long tails. Among newcomers there are different types of armors that quard Dracula's quarters. There are several versions of them armed with halberds, crossbows, flails and swords. In the second part of the quarters there are mutiple maids waiting for the Simon to appear. This enemy will not appear in the series until Aria of Sorrow, where they have received completely new look and abilities.

Some of the bosses in this game, as expected, were taken from Castlevania 1. Phantom Bat returns as boss of the first level and as simple enemy in the last one. After each succesfull hit, Bat will divide into multiple small bats. It seems Phantom Bats in the last level can't do this. Medusa appears as the boss of the level 4, which appropriately somewhat based on the level 2 of Castlevania. It is probably the hardest version of this boss ever. This Medusa relies not on her snakes, but on her own melee attacks (once again for the first time in the series). She was appropriately nicknamed as "Kung Fu Medusa" in one of the comments on the YouTube. To defeat her you'd better have boumerangs or Laurel. Surprisingly, Mummy is not in this game, nor as boss, nor as simple enemy. Frankenstein's Monster relagated to the simple enemy status in the middle of the level 7. Interestingly he appears approximately in the same place, where you could found electric equipment in the level 5 of original Castlevania. Reaper once again gain status as the last boss before Dracula. He looks close to his appearance in original Castlevania, save for the colour of his robe - it is brown instead of purple. He is actually easy to defeat (if you have Cross-boumerangs), though he has few new attacks. Now, besides throwing sycles all over the screen, he also can throw his scythe at Simon (like in SCV4, though this time its actually chase Simon across the screen). Then Reaper will personally follow Simon to attack him with scythe and finally he would create a black hole, throwing multiple homing skulls at the time.

Other bosses came from the past games mostly, except for Skeleton Dragon - boss of the Level 2. Sorcerer - boss of the level 3, is seemingly inspired by wizard boss from Belmont's Revenge. He summons different types of magical  weaponry, like flying sabres, ice columns, flying wolf heads (that drain Simon's hearts) and giant fire breathing demon. During Demon summon, Sorcerer is invincible. She-Wolf is the boss of the Level 5. It is quite interesting to note, that while original Castlevania was tribute to cult monsters from horror movies, one of said cult monsters - Werewolf, was never ever present in any Castlevania game. Up until this one. Probably She-Wolf presence was the reason for the Mummy absence in the game. Traded one cult monster for another, so to speak. She-Wolf is probably one of the most dangerous bosses in the game. She is fast, her AI is smart enough to make her dodge Simon's attacks all the time and duck and avoid his projectiles. Her main method of attack is to throw pieces of the background (giant Clocktower) at the Simon. Later in the battle she begin to throw numbers from the dial plate. And finally she weaponize herself with one of the clock hands. In general, it is quite difficult, hectic, but also, very impressive and interesting fight. Doppelganger makes his return as the boss of the sixth level. This time he appears from the mirror and looks like lizard in Simon's garb. He can do whatever Simon can do and he could use whatever subweapon player has at the moment. There is one way to not let him use subweapons - just lose all your hearts in the level. This boss could be hard or could be easy, depending on your speed and reaction. Also, he has a taunt that he uses after defeating Simon.

Dracula appears in his chamber on the throne, drinking a glass of blood. This later become one of the many Castlevania semi-traditions. He has two forms. In the first, he generally mimics his own tactic from Castlevania 1. He teleports across the chamber and throws firebals at Simon. However, in this version, Dracula throws fireballs much faster. In the begining of the battle he throws 3 fireballs, but later, after loosing half of his lifebar, he begin to throw 5 firebals at a time. It is not easy to kill them, and your main hope is to find appropriate distation from Dracula to destroy his fireballs each time, when he attacks. Like in SCV4 Dracula here has two faces. He uses second face after loosing half of his life. His second form is that of the giant demon / dragon. Unlike Dragon from CV1, this one can shoot firebals in the continous stream, jump and shot multiple fireballs bombing the ground and he has melee claw attack. He certainly not easy to defeat this time. However, he could be more or less easily defeated by using any subweapon that could stun him, like Holy Water or Boumerangs (with X2 multiplyer). In general this version of Dracula is probably the hardest in the classic games.

One of the main problems with this game is diffculty. Usually I am not objecting to it, because back in the begining and middle of the 90s it was usual for the games to be hard for various reasons, like neccesity to keep players playing them for some time or because they were converted from arcade machines e.t.c. Castlevania was one of the flagships of the dificult games back in the 16-bit era. However, unlike many others games at the time, usually Castlevania relied on the clever level design and enemy placement to make the games harder. Certain limitations of the player abilites and hard game physics, also made games more difficult to beat. The hardest game in the series so far was CV3 and CVA (but that was hard mostly because of different problems plaguing game engine). It seems developers of AK86K decided to make this game "the king of the hardest CV games". Already in the second level there is a very hard sequence where you need to keep yourself on the small platform, which becomes smaller with the time and there are multiple Mermen that shot at you. One random shot and you're doomed. To top that, sometimes Mermen shoot their projectiles on different height. So player could be easily thrown off the platform after random hit at the feet.
The boss of the level also, potentially, could kill you in one strike.

Enemy placement also looks like it was aimed to make player's life as hard as possible, at least, if player doesn't have certain subweapons with him. Level design could be quite sadistic sometimes. If enemies are not problem in a given level, then level itself try to make everything possible to  take you out. It is especially evident in the Clocktower. Some enemies and bosses have AI that allow to dodge attacks. Boss battles are fast and furious and most of the time it would be the best decision to kill boss as fast as possible, otherwise your defeat is pretty much guaranteed. The biggest problem with the game difficulty is the amont of damage Simon takes after each hit after Level 2. Each succesfull enemy hit will take 1/4 of the Simon's lifebar, effectively meaning, that Simon could sustain only 4 hits from...anything, be it Axe Armor's Axe, random Skeleton or a falling mirror. Since Wall Meat is pretty scarce in the game, it means players must be extra carefull in the remaining 6 levels of the game. This is downright puzzling, why developers thought it would be a good idea to put player into such limitations.

Despite those problems, AK68K is still good and most of the time enjoyable game. It doesn't have novelty and atmosphere of the SCV4, but it certainly has its own charms of the old-timer. While certain gameplay restrictions are obviously a bad idea and feels like unnecesary adherence to the old times, levels themselves designed very nicely. They are straightforward, but with so much details and, sometimes, creativity put in them, it would be unfair to call them badly designed. Characters animation is very good. Music is also nice, but sufferes from MIDI arrangements, that take away some potential from them. Gameplay is simplistic, yet could be enjoyable, if player will be able to tolerate unfair difficulty in some places of the game. In general it is interesting game and it could have been very good, if it was released some time before SCV4. As it is now, AK68K is somewhat of an artefact from the past. It is interesting, but in the end was not very needed.     
Title: Re: Castlevania Marathon by Sumac
Post by: uzo on May 25, 2012, 12:28:56 PM
You forgot to link to Part 2.

Herp derp, I'm a retard. It wasn't completely obvious though, since the embedding didn't seem to work right.
Title: Re: Castlevania Marathon by Sumac
Post by: Deathbyknockback on May 25, 2012, 07:24:11 PM
I friggin love X6800. I also love these playthroughs, because if I tried to do a one life run through any of these games, I would probably need a new TV.
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on June 03, 2012, 11:05:08 AM
Finally recorded a One Life Run through the Rondo with Richter through regular stages. Now I need only to make One Life Run with Maria through the alternate stages and Richter's 100% ending.
By the way, I still haven't wrought review for this game. Only small bits and pieces. Seemingly this game is hard to describe... :-[
Title: Re: Castlevania Marathon by Sumac
Post by: The Silverlord on June 05, 2012, 02:22:09 PM
Loved reading your reviews, Belmont. ;)  Seriously though, really good comments and appreciation of each game. Gutted you didn't like the CVIV ending though, that BGM is one of the series' finest and brings out some emotion in me every time.

Keep running, jumping, and whip-slashing a'through the halls!
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on June 05, 2012, 03:45:19 PM
Quote
Gutted you didn't like the CVIV ending though, that BGM is one of the series' finest and brings out some emotion in me every time.
Well, the music is good, but I expected something more...interesting on the visual part, than just credits. Given how beautiful intro and the game itself were, I believe, it was a reasonable expectation.
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on June 12, 2012, 11:39:09 AM
Castlevania Video Marathon: Rondo of Blood (PC Engine) (Richter one life run) (http://www.youtube.com/watch?v=0BPn4hGmYts#)
Castlevania Video Marathon: Rondo of Blood (PC Engine) (Maria one life run) (http://www.youtube.com/watch?v=YHYnJBzWnkk#) 
Castlevania Video Marathon: Rondo of Blood (PC Engine) (Richter 100% ending + Stage X) (http://www.youtube.com/watch?v=R6_xJt1DFCU#)       

My first introduction to Rondo of Blood was through the Castlevania: Dracula X of course. When I read description of this game, I've heard that it was inferior port of the some obscure game that was released only in Japan. Obviously, as soon as I had possibility I decided to play this "obscure game" and to see, if it was better than CVDX. When I first played it, I wasn't imprssed that much. Just run of the mill Castlevania, with a few interesting additions here and there. What have changed about my opinion of this game now?

Graphics in this game is good. However palette is a bit monotone in some levels. Some rooms once again consist from square blocks, like in first three games on NES. Backgrounds are sometimes detailed and animation is flawless. Richter have classic Belmont strut, but his climbing-on-stairs animation is awkward. The same thing with Maria. Though her sprite in general looks a bit strange as, if it has no clear outlines. Bosses are big and very detailed. There are not much in the way of special effects (notable special effect is a background during Drcaula's battle).

For the first time Michiru Yamane composed music for the series. While soudtrack is quite disjointed in its feel, all tracks are excellent and memorable. Though some of them don't feel like they should be in the Castlevania game, like Stage 5' music. Classic trio of old tracks (Vampire Killer, Bloody Tears and Begining) received another remixes. Vampire Killer and Bloody Tears were given a decent facelift, while Begining sound somewhat  boring. Out of the new music my absolute favorite is Bloodlines, which received multiple awesome remixes throughout the Castlevania history.

There are toatlly 14 levels, however during one playthrough you can get through only 8 or 9 levels (depending on the character). Some Stages have hidden alternative versions - 2, 3, 4 and 5. Alternate Stage 5 opens only after player defeats Dracula at least once and it doesn't have boss. You can get into alternative stages via some pits and secret passages scattered throughout the regular levels. However, even without ways leading into different stages, regular levels in the game could be completed in several different ways and there are multiple secrets hidden. Usually those alternate ways could be quite obscure. Sometimes specific actions needed to find a secret path - like destroying several bricks in the certain location or push buttons in the right order.

In the gameplay department this game was innovative in many ways. It was the second Castlevania game, where player could receive different endings. However this time deciding factor wasn't the time player spent in the gameworld (actually this game stopped using time limit alltogether). In order to receive good ending player must rescue four maidens in different levels. However, you could save only two or three of them in one run. Oddly enough there is no "bad" ending, just "good" and "the best" endings.

Also, it was the first game in which completion percentage was introduced. In order to obtain 100% player needs to visit all levels in the game, defeat all bosses and save all prisoners. So, basically you need at least two playthroughs to obtain the best ending. However differences between "bad" and "good" endings are minimal. There are also multiple vocied cutscenes. There are not very animated and mostly look like animated comics. Voices are quite, though, Maria, being embodiemant of traditional loli-stereotype, could be a bit annoying. For the second time in the series there are two playable characters to choose from - Richter Belmont and Maria Renard. Like in Castlevania 3, you need to rescue Maria in order to make her playable character. However, you can't change characters during gameplay. You can change characters only after you get to the continue screen. Or you must start game from the menu, where Maria will be available to selection. Then you can start game from any desirable point. It is quite inconvenient way to change characters, since you couldn't quit the game to the Menu screen and either you must to lose all your lives or Reset the game alltogether.

More about personal gameplay. Richter Belmont is a traditional, run-of-the-mill-Belmont. He can whip only forward, but he has plenty of new stuff to compensate for that needless limitation. First he can jump on and off stairs anywhere he wants - ability that should have been included much earlier in the series. Also, he can do a backflip - it is not as usefull as double jump and a bit awkward to use (because you need to stand with your back towards the direction of planned jump), but in certain situations it could come in handy to avoid projectiles and enemies. Looks like some of the enemy projectiles in this game were specially designed to force player to use this move. In terms of control Richter is a bit too floaty. While you can control him during the jump, it could be hard to land exactly where you want to.

Old subweapons made they return, and there is a new subweapon in the game - Bible, that acts like a shield. It is circling around Richter several times. Most powerfull new ability of the Richter is directly linked to his subweapons - it is alled an Item Crash. Whenever your heart counter flashes green, you can execute Item Crash by pressing Select button on the joy-pad. As a result Richter will make a powerfull (usually) screen-wide attack. What exactly attack he will use is determined by the subweapon Richter has at the moment. Holy Water allow to execute Hydro Storm - screen-filling holy rain. Axe allow to create multiple axes circling around the screen. With Bible Item Crash look like multiple crosses coming from the ground. It is very powerful attack, probably one of the strongest Item Crashes in the game. Also it probably the most visually impressive Item Crash. Dagger Item Crash is quite different - it is not visualy impressive as the others and it doesn't fill the screen: Richter just shoot multiple daggers in front of him.

Maria Renard is quite different character from Richter. First, she is a smaller than him, so some attacks, under which Richter must duck, will not harm her at all (i.e. Medusa's stone gaze). She can do double jump, but her control is even more floaty than Richter's. It is very hard to land with her precisely where you want, especially after double jump. This often will lead to stupid deaths during jumping on the small platforms. She is the first character in the series with the ability to slide, however her slide is quite different from what next protagonists will use in the future. She slides on her stomach and not in fighting game manner and, also, doesn't damage enemies on contact. You can repeat slide as fast as you want. She also can do a somersault. Besides, Maria can project her "inner ninja" to deliver multiple slashes at the enemy. Bad thing about this move is the fact that enemy should stand in some distance from Maria. If enemy stays closer or further than that distance, this move won't do any damage to the enemy. Her main weapon are doves, that she throws from her hand. Doves acts like a boumerangs and hit enemy twice: for the first time when they fly towards the enemy and for the second time, when they return back to Maria. One button press allow to throw one dove and two button presses allow to throw two doves in a row. It gives player opportunity to attack several enemies in close succession, or delay second attack. She has completely different subweapons than Richter. Her subweapons are: Cat - it charges at the enemy and hit it two or three times. Dragon - it just flies towards enemy and hit it. It is very powerfull subweapon. Birds - they fly diagonally up from Maria. Turtle - creates a shell around Maria in which she can safely walk amongst the enemies. Like Richter, Maria can execute Item Crashes that fill all or most of the screen, but she needs more hearts in order to do it. Inivicibility period after being hit is very small, so some enemies and bosses could simply corner your character and juggle it until he run out of health.

Visually levels in ROB look very big on the screen. Sadly more often then not they are quite empty. It goes for amount of enemies and animations. Besides, levels often feel devoid of life and soul. While they are beautiful and colourful they simply don't give any lasting impression. They look like they were created after calculation on computer. They served they function and present desired locations, but doesn't do anything beyond that. They are simply big sized levels without anything special. Clocktower for example looks very bland, when being compared to the same location from Akumajou Dracula 68000K released in the same year or Super Castlevania 4. Entrance Hall, that received another remake in this game, looks downright boring, even it's beautiful.

There are 14 levels in this game, including Prologue Stage 0 that is available only for Richter. In this short stage Richter must fight Reaper, while riding on the horse carriage. Reaper will go down after three hits. Stage 1 is very surprsing partial remake of the town from the Castlevania 2. While it looks like Town of Yova (first town in the CV2) it is called in the Town of Aljiba. Sadly you can't actuvate sign to read in which diection you can go. In the end of the level, before door leading out of town ruins there is a split path, that will lead you to the giant flower and battle with Sea Dragon on the bridge. In the final part of the level there is something very similar to the Tower of Piza for some reason. Stage 2 is a reamke of Entrance Hall, complete with Fishmen basement. There are actually two remakes of the Entrance Hall - first part is redesigned, but the final part of the Stage, right before the Werewolf battle, looks like Entrance Hall from Castlevania 1. In the middle of the level you will be chased by the Behemoth, giant horned monster with half of his body missing. It will die automatically. In the Fishmen basement you can find Maria's cell. Key is in the fifth candle in the Behemoth corridor. Stage 2' is the  Sky Bridge and some stone structures in the water. You can find Ferryman here. It is very easy level to complete, especially, if you choose way leading to the alternate boss. Stage 3 is a Chapel. It starts from boring corridor with multiple columns and continues as fullfleshed chapel with altar and giant cross. In the middle of the level you must fight medusa heads and giant Skeleton - Parantropus. In the final part of the level you fight in the big room with giant candles. In the end you can find an elevator, that will take you to Dogether (Stage 3' boss) and big Fleamen, who can still your subweapon. Stage 3' is a cemetery - probably obe of the most beautiful levels in the game. It is filled with different secrets. In the begining of the level you can get under the tombstone on the top of the screen, by moving it away. Under it you can find a secret room with where you can chosse subweapon and receive additional life. In the middle of the level you can save nun Iris. You don't need key to do so - just destroy a wall under the door leading to the nest scetion of the level and go down right next to some brown rubbish on the ground. In the end of the level you'll meet some crazy "mexicans" (at least they look like them). In order to get to the alternate boss, you need to destroy chain on the the second spiked ball in the final part of the level. Stage 4 is some strange undeground. This level is probably suffer the most from the "emptyness". It is very big, but at the same time there is very little enemies or animation. However this level have multiple alternate paths and secrets. In the begining part, you can find a lone Fleamen sitting on the button. If you step on it, hidden path will open. After the chamber, where you need to go up the stairs with Fleamen riding giant balls, you can find another secret location - just go to the place, where said giant balls come from. You'll end up in the chamber where you can receive life. In the final part of the level there is bomb, that will allow you to get to the alternate Stage 5, but it apears only after you complete the game once. Stage 4' is a river. It starts with the short jumping section in which you must beware forgs and ravens. In the second part of the level you can save Tera. To do that you must strike two frog statues: one in the begining of the middle part of the level (near the waterfall with falling rafts) and in the end (near the exit of the section). After that, long beam in the begining of the game will be broken and you can access underground cavern inhabitated with Fishmen. You don't need key to open the door, however you will need a lot of luck to escape this place without loosing a life. In order to get to Carmilla, you should return to the begining of the middle part of the level and jump on the raft. While you riding on the raft you should be wary of raft-riding skeletons. There will be birds with boxes, that can give you some prizes. In the end of the section you will see a brid with the sign. As soon as you see it, you must immediately jump from the raft. In the final part of the level you must get the key to open the grate that lead to the Carmilla's chamber. The hardest part of this task is to avoid bat swarms that flying in short periods one after the other. You can give yourself a breathing space by jumping. After several jumps bats will possibly fly on top of the screen. They key to the grate is in the lone candle over the lake. You must carefully destroy it, while riding a moving platform. If you lose the key for some reason, you must kill yourself and start this sequence from the begining, since without the key, you will not be able to go anywhere from  cave.

To be continued...
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on June 12, 2012, 11:41:10 AM
Part 2:

Stage 5 is a Ghost Ship. It is very short. In the middle there are three rooms, where you need to defeat enemies in order to progrees. Your first opponent is the Spectral Sword. It is flying on top of the screen surrouned by different weapon that sometimes fly towards the player. You must destory Spectral Sword to end up with flying weapons. In the next there are three archers. It is very easy to defeat them. And in the final room, there are ginat portrait, that could literally suck in character. In the end of the level you must fight your way through three giant knight with flails, while being swooped by birds rided by hunchbacks at the same time. It is probably one of the hardest places in the game, however boumerangs could make your life significantly easier here. Stage 5' is bascially very hard bonus stage. It consists from multiple parts, that most likely were tacked upon each other to create one long level. This level filled with different platforming segments and is probably the hardest stage in the whole game. Stage 6 is a boss rush that ends up in the battle with Shaft - Dracula's right hand man in this game. Stage 7 is a Clocktower and final part of the Castle inhabitated with powerfull knights, that can take a lot of damage. It starts with collapsing bridge sequence. What differ this version from the others, is that you'll be constantly attacked by giant bats from behind. Some of them will even carry swords with them. Sometimes there are even bats that guard the bridge. To take them down you'll need either two whip strikes or one strike with Axe subweapon. As Maria you can simply slide all the way till the end of the bridge. Just beware of the bats that guard that bridge. Final Stage consist of the famous staircase and battle with Dracula.

There are many new enemies in the game, however some of the classic ones (Skeletons, Axe Knights, Medusa Heads, Bats, Peeping Eyes, Fleamen (formerly known as Hunchbacks)) returned. As that was the case back then, they received new sprites, however, it is exactly those sprites will be used for the long-long time in the future 2D entries in the series.

Practically all bosses in this game are the new ones. All old bosses from CV1 were given a special appearance during Shaft's boss rush in the Stage 6 and Grim Reaper appears as a boss of the regular Stage 5 - Ghost Ship. I am not sure why he was chosen to be the boss on the Ghost Ship, but whatever. He has two forms - in the first he flies around creating multiple sickles that aimed at the player. In the second form he tries "hands on" approach and try to kill player by slicing him with his scythe. Other bosses include: Wyvern - flying purple dragon that is very easy to defeat; Sea Dragon that could be quite hard boss for the first stage of the game. Bosses of the second stages are Werewolf, who fights very differently from She-Wolf from AK68k and Bone Golem - impressive bone creature who changes his form sduring the battle. Werewolf is hard to defeat, but Bone Golem is very easy. Stages 3 have Minotaur and Dogether as a bosses. Minotaur is generally very straightforward and quite stupid opponend, but Dogether could corner player with his attacks and very easy kill him. However he loses his life very quickly. Bosses of the Stage 4 and Stage 4' are Dullahan and Carmilla. Dullahan is a headless knight and one of the hardest bosses in the game. He has wide range of attacks that allow him to attack player on different distances and is very strong. Carmilla battle have a nice reference to the Castlevania 2 boss "Vampira" (that was inpired by Carmilla's mask). The battle starts with familliar mask from Simon's Quest trasforming into giant skull with naked woman on top of it. On the floor there is Carmilla's servant, Laura, waiting for the player. In the battle Carmilla using a slightly modified tactic from Castlevania 2 - she throws fire tears on the floor that explode in different directions. Laura is running on the floor and, if player accidentally get in her hands, she will immobilize him and drain multiple hearts. After Carmilla's destruction, Laura turns into athletic cat-like creature that chasing player along the room with spin kicks. It's very easy to defeat both Carmilla and Laura. Those two are probably are one of the easiest bosses in the game.

Special mention goes to the new character in the Castlevania series - dark priest Shaft. He serves as a right hand man for the Dracula in this game, probably explaining why Reaper was moved to some Ghost Ship instaed of being Dracula's bodygurad in the Castle itself. In ROB you fight Shaft twice. The first battle is one of the hardest in the game. Before you will Shaft himself he will summon 4 bosses from original Castlevania - Phantom Bat, Medusa, Mummy and Frankenstein's Monster. All of them are very easy to defeat, but four boss battles in a row could be a bit tiresome, so it is very easy to do some stupid mistakes. And you have only one life restoring item, that you'll receive after defeating Mummy. Only after you defeat all four bosses you'll fight with Shaft himself. In the battle old priest uses green glass orbs. He can turn them into literal fireballs that will chase player across the whole room. This is could be hard to avoid. Then Shaft begin to summon lighting from orbs. During this stage of battle you can count only on the luck, since orbs trajectory and speed are random, so sometimes you can easily escape lightining and sometimes it's pretty much impossible to do so. After lightining, Shaft will send his orbs to attack player directly. The best way to avoid them is to jump over them with Richter's backflip or Maria's double jump. All the while Shaft is not standing on one place. After one several strikes he jumps on the other half of the room, so during his boss battle you must run across the room like crazy to strike him and at the same time avoid his "orb attacks". It is very tiresome and fast boss battle. However this is not the end of the old piest. You will fight his ghost as the boss of the very next stage. His tactic is different and a bit simplier than in the first battler. Depending on the side of the room he is in, he will summon skeletal version of Wyvern or skeletal version of the Behemoth (monster that chases player in the Stage 2 - Entrance Hall). Behemoth appears for a short time over the ground, trying to ram the player, but Wyvern has two attacks - both based on its own attacks from boss battle in the first regular Stage of the game. Shaft himself will fly form one side room to the other after every strike. Bats, that flying from the top of the screen, could become the biggest problem in this battle. It is hard to see them and while you chasing Shaft from one corner of the room to the other it is very easy to accientally to touch them and receive damage.

Dracula's battle is unexpectedly easy. I mean it is very easy. More easy than usual. In his first form he acts the same as in most of the games. He throws three fireballs into player. In order to not get hit by them player must strike Dracula precisely at the distance and the moment that will allow to damage Dracula and destroy his fireballs in one hit. It is quite similar to the tactic player need to use in the AK68K, however here it is much easier to execute, since Dracula throws fireballs at the lower speed and they are bigger. Each fourth attack Dracula will throw big balls of dark energy (later in the seres this attack will be known as "Hellfire"). It is easy to avoid and basically gives you a "free hit" on the Dracula's head. After his human form is destroyed, Dracula will transform into giant and awesome looking demon. Sadly his awesome look is the only thing that could give impression to the player, because his tactic is primitive and he doesn't posses any danger at all. Demon has only two attacks - fireballs that fly at the safest trajectory possible and lighting wave, that could be avoided by simply ducking under it. Given how hard some of the bosses in this game, it is quite strange that final boss become such a cakewalk. Looks like SCV4 syndrome strikes again, but at least this time Dracula have second form, though it is pure formality.

In the end this game is downright awesome, when it comes to pure content. Multiple stages with multiple alternative paths and alternative bosses, two playable characters, voiced cutscenes, impressive animation, what possibly more can you desire from a Castlevania game? But there is something...that I find kind of off about this game. For me, it lacks a very important factor - an atmosphere. It feels sometimes disjointed as if multiple ideas were thrown in, but there weren't kind of adapted to be the part of the same picture. The game feels like a puzzle picture created form different pieces. The kind of fit each other enough to not feel too alien, but at the same time they doesn't fit each other for 100%. It's like a playing different games in one. Though, when I was playing as Maria I didn't had a feeling that I was playing in Castlevania game at all. It was like as if I was playing some random Konami game that didn't have to do practically anything with Castlevania. Too modern soundtrack didn't help to create "Castlevaniaish" atmosphere. Maybe this game fell victim of the Castlevania 3 syndrome, being to big and all over the place to concentrate approriately on the atmosphere? But no. While Rondo is a big game, it is certainly much smaller than CV3. It's simply feels like it was being created from different parts. I am not sure what causes this. Maybe game feels to modern? Well, I don't have answer to this. One thing that I can say, while I don't hate this game, but I don't like this game either, it didn't left any lasting impressions on me.
Title: Re: Castlevania Marathon by Sumac
Post by: GuyStarwind on June 12, 2012, 09:39:06 PM
This question may already be answered but I'm too lazy to look it up. But are you only doing Classicvania's or will you do Metriodvania/3D games too?
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on June 12, 2012, 10:48:02 PM
I'll try to write reviews for the all games in the series (that I could play), but video playthroughs will be for "classicvanias" only. There are only two games left that I will record - Bloodlines and Dracula X.
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on June 29, 2012, 12:00:35 PM
Wait, what so offensive was about my previous post to deserve it a "minus"?  :o

By the way, still striglling with Bloodlines. It seems this game will deserve title "hardest classicvania of them all" from me. I didn't had this probelm even with CV3. Though, right now I have a general understanding of how I should complete the game. I can complete first five levels wihtout lossing a life, but Stage 6 throws such stuff at me, that I always lose 2-3 lives in it. Though I can complete final boss rush on the first try.
Review is still in the process of being written. Not even close to finishing it.

Title: Re: Castlevania Marathon by Sumac
Post by: derision on June 29, 2012, 01:24:08 PM
For the first time Michiru Yamane composed music for the series.

Err, she jumped on board for Bloodlines. Yamane didn't have anything to do with Rondo.
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on June 29, 2012, 03:50:10 PM
Quote
Err, she jumped on board for Bloodlines. Yamane didn't have anything to do with Rondo.
Hm, I always heard that it was Yamane.
Checked it and it looks like you're right. My bad.
Title: Re: Castlevania Marathon by Sumac
Post by: davidwesterlund on June 30, 2012, 01:00:10 PM
Very impressive playing and writing! Some of these games are so hard, especially with the random elements.

I can usually get through SCIV with one life and the cross-subweapon x3, the only places that can screw up are the disapearing platforms in the level 8 dungeon and the last "hanging" part of the clocktower. I played the game so many times it got memorized, although I know it's one of the easiest of the old ones.

Looking forward to more!
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on June 30, 2012, 06:17:48 PM
Quote
Looking forward to more!
Thanks.  ;)
And there will be more. Maybe on the next week.
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on July 01, 2012, 11:45:09 AM
Does anyone know how much different paths are there, if you play Bloodlines as Eric?

I am asking because, I played CVB as Eric and found only two instances where you can go into places where John can't. In the Stage 3 you can skip small sectionwith Mummies and in Stage 5 you can climb onto the roof of the palace. Is there any other instances like that?
If there are only those two, then most liklely I won't do video playthrough as Eric (don't see any meaning in that) and I'll be able to publish playthrough with John on the next week already.
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on July 03, 2012, 01:17:03 PM
I decided that afterall I will made an Eric playthrough. Just out of boredom. And besides, CVB eview is still not ready. I think, I take too much time to finish it.
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on July 04, 2012, 10:45:21 AM
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.

(click to show/hide)
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on July 08, 2012, 01:00:13 PM
Castlevania Video Marathon: Bloodlines (Sega Genesis) (John one life run) (http://www.youtube.com/watch?v=myOYr8gtjh8#)
Castlevania Video Marathon: Bloodlines (Sega Genesis) (Eric one life run) (http://www.youtube.com/watch?v=PQlduz3bJ9I#)

For the first time I've learnt about Castlevania Bloodlines, when I was visiting my friend in 2003. He just had internet installed to his apartment, and we've browsered through his local filesharing network. There we have found a folder with Sega Genesis emulator and Castlevania New Generation. We played in this game for, maybe, half and hour and back then it didn't impressed me very much. It was...kind of alien seeing Castlevania in this interpretation. Later, in 2005 I played this game once again and reevalueited it. I was amazed by special effects in this game, backgrounds and music. Since then, I haven't played this game anymore. Let's see what have changed in my evaluation of this game in the last 7 years.

It looks like this game was an experimental entry in the series, alongside with Contra Hard Corps. For whatever reason Konami decided to create two special effects-filled entries in their two most famous series of the 90s late in the Genesis lifespan. Both of them quite different from usual games, that appear in the series. However, Bloodlines didn't left that much influence on the series, unlike CHC.

Graphic-wise Bloodlines squeezes everything possible from Genesis hardware. One should remember that unlike SNES, Genesis didn't had inbuilt capabilities for scrolling / rotating / zooming sprites, so in order to achieve all of this effects, programmers should have coded them separately for each game. Surprisingly this game have more special effects then even Super Castlevania 4, though this could be easily explained by SCV4 being one of the first major games for the SNES. Bloodlines offer a very wide range of special effects - there are many multi-segmented enemies, like giant armors and multiple rotating sprites that used for enemies and backgrounds. One of the most impressive effects is the collapsing statue head in the second level. Battle with the third boss happens on the top of rotating tower and boss himself had a long tail, made out of it small sprites that constantly moving. Dracula's monster form appears after impressive bleding of two transparent sprites. Also, major part of the third level is made to showcase masterfull coding of Konami developers as it chock full with different effects. Design of the backgrounds is not shabby either. There are very detailed with multiple animated details on the background sometimes. And even wihtout animation they look very impressive. Colour palette is a quite bright (I'd say Genesis-bright), but it doesn't make the game look worse, since it does not make it look like cartoon. Enemies have interesting design, that often differs from more conventional analogues in the past games. Main heroes - John Morris and Eric Lecarde have nice animations and doesn't look awkward. Interestingly, but Morris is actually first left handed "whip-wielder" in the series. In general animation in this game is very good.

Music is top notch. This was the first game in the series for which Michiru Yamane wrote the soundtrack and in my opinion. Bloodlines is complete opposite of ROB, when it comes to the soundtrack - all music fit the game to a T, and it even have few tracks that, in my opinion could be considered on of the best in the series. While I usually don't hold Genesis music capabilities in high regard, since more often then not, music sounds artificial bordering on jarring, in Bloodlines all melodies have very good arrangement. All of them sound natural and somehow manage to use only strong sides of the Genesis sound hardware. Unlike previous entries, Bloodlines doesn't have many remixes from the previous games. The only two melodies from the past, that appear in the regular game, are "Nothing to Loose" from original Castlevania and "Simon's Theme" from SCV4. Interestingly it was the first remix that "Nothing to Loose" received in the series and its used precisely at the very same place it was used in the original game - famous staircase to Dracula's Castle Keep. Simon's Theme used in the final part of the sixth level, before battle with Dracula. Both themes were remixed very nicely. There is also hidden remixes of the Vampire Killer, Bloody Tears and Begining. In order to hear them in game, set BGM at 05 and SE at 73 in Options. As soon as player will receive final upgrade for his weapon, one of these three songs will start randomly play. It will play for as long as player will be able to save himself from harm. As soon as he receive damage regular level music will start to play.

Gameplay is pretty traditional for Castlevania, but with several tweaks here and there. First, like in Rondo of Blood, which this game undoubtely used as an inspriration, there are two playable characters - John Morris, descendant of the Belmont clan and Eric Lecard - random nobody. Just joking. Eric is also a descendant of the Belmonts and he uses Alucard Spear as a weapon. It was created by Dracula's son Alucard himself as counterpart for the Vampire Killer whip. However in this game it was mistranslated as "Alcarde Spear". Unlike ROB there is no need to unlock second playable character, as both of them are available from the begining of the game in the menu that appears right after you press start on the title screen. Both characters have different weapons and different gameplay mechanic. There are no secret levels in this game, but John and Eric have slightly different routes in several places in the game. In Stage 3 and in Stage 5. However, those differences are very minor. Unlike previous Castlevanias, there are not two, but three upgrades for the primary weapon. Player will receive first two almost immediately after starting the game at any point in the level. However, the third upgrade will be available much later and only if player won't loose any lives. Said upgrade gives weapon a flame powers and make it a bit stronger. Only two subweapons from the past returned in Bloodlines: Axe and Holy Water. Cross-boumerangs were replaced with Razor-Boumerangs, that acts as more traditional rendition of the boumerangs in games - they fly high then low. There is also one more additional subweapon, that player receive after obtaining final upgrade to his primary weapon. It is very powerfull subweapon, but it eats very many hearts. There is no multiplyers for the subweapons, however player can execute "super subweapon attack". I think it was inspired by the item crashes in the ROB. Like in SCV4, subweapon attack received its own button (C) instead of traditional combination "Up + Attack". However this combination also used in this game somewhat. If you have enough crystals, you can press "Up + Subweapon attack button" and "super subweapon attack" will be executed. Usually it covers more space and have more subweapons on the screen at once, dealing more damage to the enemy. It's not as impressive as Item Crashes, but it doesn't eat so much ammo either. By the way, traditional hearts were replaced in this game with crystals.

Also it's the first (and I think only) Castlevania game, where you can choose difficulty in Options. There are three difficulties to choose from - Easy, Normal and Expert. Expert opens only after player complete the game on Normal difficulty or after he enters the famous Konami code (Up, Up, Down, Down, Left, Right, Left, Right, B, A). As it was customary in the Konami games at the time, the ending of the game depends on the chosen difficulty. You receive complete ending (that is pretty much worthless, since it adds one minor scene before credits and little message after credits) only after you finish the game on the Expert difficulty. On the other settings ending will be shorter and after credits it will gently ask you to try finish the game on the higher difficulty. Expert difficulty doesn't involve major changes to the game. Enemies and bosses have the same patterns, however new enemies added in some locations, like Bats and very annoying Ghosts. Usually this little creeps added in the heavy platforming segments, where they try their best to shove you to death from platforms, or just annoy you, while you fighting and jumping around. After using continue, player will start the game in the section where he was killed off. However, there are only two continues, unlike pretty much all past entries in the series. However there is also a password system, that allow you to access any level. On note: Normal and Expert difficulties have different passwords for them. But in order to use passwords for the Expert difficulty it should be activated first.

Now more about personal gameplay. John Morris is essentialy a "Belmont" character of this game. He fights with the whip Vampire Killer, but unlike Richter in the ROB he can strike not only forward, but also diagonally upward. Sadly he couldn't whip diagonally downward, but being able to strike in more than one direction is better than usual deal, I think. Much like Simon in SCV4, John can use whip to attach himself to the ceiling and jump over the gaps, Indiana Jones style. However, unlike Simon, he doesn't need special hooks for it - he can attach whip to any ceiling that could be found in the game and also, during jump he can deal damage to the enemies. His first two upgrades turns whip into Chain Whip and Morning Star respectevely. Final upgrade turns it into a Flame Whip. It's little more powerfull, but a quite slower than Morning Star. It adds annoying choice to the game - use fast weapon or more powerfull, but slower. Given that in this game it is very important to react at enemy attacks as fast as possible slow weapon is not a good option. His special weapon, that plyer receives alongside final upgrade for the whip - is Blue Crystal. When activated, it creates a projectile that destroy every object on the screen, be it enemy or a candle. While it is powerful, it eat hearts very fast. Besides, in some cases it is much more simplier to use Axe or a Boumerang instead of that costly super subweapon. For that reasons I try to avoid getting final upgrade for the whip, whenever possible. In general John could whip quite fast, but there is certain annoying delay before strike. Because of it, it's very hard to whip fast enemies, that suddenly come into close proximity (like Bats or Mecha Battlers in the final level). Even if you see approaching enemy and know where to strike, it will take some time before an actual strike happen and most of the time player will receive damage, that in certain places could be lethal. Also, John's hitbox is awkwardly big. In some situations player could receive damage even, if enemy seemingly haven't touched him at all. It adds to the annoyingness of the gameplay. His jumping mechanic takes some time to get use to, but there is not much problem with it. In general his controls are good, but not so precise as controls in SCV4 or ROB, there is certain "heaviness" in his moves, that reminds about NES titles.

Eric controls pretty much in the like John. He has the same weight and speed, though maybe he is a tiny bit faster. His weapon, though, is completely different and gives him several unique abilitites. His spear quite faster then the whip. And its speed quite consistent between upgrades. The only thing that changes - is weapon reach. With which upgrage it will become bigger. In its most powerfull form, Spear can cover more ditance rather than the Whip, I think. Also, unlike whip, the last upgrade doesn't make spear more powerfull, but slower. Flame upgrade makes it a bit faster and more powerfull, so there is no reason to avoid it, like in case with John's final upgrade. Eric's special weapon is Multi Projectiles. Eric emits three waves of big green orbs, one after the other, so they cover the whole screen. It is faster than John's Blue Crystal and more useful. Besides, it can damage offscreen enemies. However, even without special abilities realted to the upgrades, Eric still have an advantage, when it comes to his weapon. He can actually strike in multiple directions! Up, diagonally up and straight down, while jumping. Sadly he can strike up only when he is standing on the ground, so Eric is still not so versatile like Simon in SCV4, but he is much closer to him, than whip-wielder of the game. Also Eric can propel himself high into the air. Hold down for several seconds (or just for a little more than a second, but it takes practice) and Eric starts blinking. Press jump at this moment and Eric will execute high jump. It is uncontrolable, so you can jump only vertically and you can't attack during high jump - it makes you an easy target for some enemies. However, during the high jump Eric will automatically collect stuff from the candles. Just stand directly under them, while doing a high jump. In general, Eric is easier to control, than John. His weapon has more reach, consistent in its speed, doesn't suffer from upgrades and Eric can strike in multiple directions. Plus, there is his ability to execute high jump and very useful special subweapon.
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on July 08, 2012, 01:42:27 PM
The game have six levels, that smoothly merge platforming and action parts, I think for the first time after SCV4. I even go so far to say, that in some moments, Bloodlines achieve even better combination of the platforming and action sections, thanks to the highly experimental nature of the game. All of the levels are quite short and have "one screen wide rooms", that are considered as separate sections of the level. Because of this pretty much all levels have some astronomical amount of sections (approximately 9-11 per level), when being compared to the past games with that system. Some sections are separated by doors, but most of them - aren't.

Stage 1 is a Dracula's Castle Ruins and its an obligatory homage to the first level of the original Castlevania. It starts outside of the castle and continues into (an obligatory) remake of the first level from Castlevania that looks quite beautiful. It's also has (an obligatory) basement with (obligatory) Fishmen lurking underwater. However in this game Fishmen are much less of a threat than they were in Rondo. The level continues with midboss battle with half-rotten Hyena and into big halls with axes and skeletons. After rather short, but hard sections, player ends near the giant abyss which he must cross by giant skeleton of some giagantic creature. After that he immediately appears near the infamous staircase that lead into the Castle Keep. I take it, that player crosses from the top of the tower that was the end of the Stage 2 in Castlevania and into the Castle Keep over the rest of the Castle. However, in order for that to work developers had turned staircase into the opposite direction. The final boss battle in this level take place precisely, where you have fought Dracula in CV1 and CV3.

Stage 2 set in the Greece, somewhere in the flooded Atlantis. It starts with the small march through the ruins. This part has an awesome reflection in the water. Said water periodically floods some part of the ruins, potentially threatining to drown the player. In the next section player must escape to the top of the ruins, while water actively flooding it. It heavily reminds of certain sequence in Castlevania The Adventure. Minotaurs and annoying flying Ghosts will try to stop the player from completing an ascend. In the next section player must fight three midbosses in a row - Water Sorcerer, that tries to flood the area (I think, he have been inspired by an Ice Wizard from Akumajou Dracula 68K), Armor Lord and Sword Armor Lord. All of them quite easy to defeat. Then there is descend to the lower levels of the ruins. Player must carefully descend, without being hit by Medusa Heads. After more marching through the ruins, filled with small golems and Bone Towers player will get to the small section with three minotaurs and then boss of the level himself.

Stage 3 is a special effects fest, much like Stage 4 in SCV4. It starts with a long walk during which you'll be assaulted by Harpies with spears and Minotaurs. This sections is one of the hardest in the game and I am not sure why it has been put in the very begining of the level. Stage continues with three inclined sections and battle with midboss Bone King Dragon. Or is it King Bone Dragon? Whatever. Actually section 3-3 is one of the two sections in the game, where player must use different route, depending on the character he is playing. As John, player must go through the short sections with Mummies. As Eric he must just climb to the top of the section 3-3 and he immeditaely will be transported into the section with midboss. After midboss there is long ascend in the leaning tower of Pisa, where you will be attacked by Medusa Heads. Despite how it sounds its pretty easy section and have a constantly moving background. Than there is straightforward section with mummies and crows and finally another ascend on the flying platforms to the very top of the Tower of Pisa. Annoying demons will try to hamper your progress, so its better to have a Boumerang subweapon there.

Stage 4 is a millitary factory. Unlike all previous (and both next levels) it feels quite disjointed, as if it was thrown together in short time. There is a reason for that, that I'll cover later. Few sections in the begining (up to section 4-5) doesn't remind me about Castlevania in the least and looks like something straight out of Contra or a MegaMan series. It starts with few big areas, that look like generic 16-bit factory and continues into small section where you need to evade giant pistons. Then there is more platforming. This time out hero must jump on the giant cogs. This part of the level is certainly a homage to the Clock Tower levels from the past games. Then player must escape from flying Ghosts, while jumping on the moving platforms, fight Frankenstein's Monster and go through the tough section with mechanical insects. As if level wasn't hard enough, in the end there is very hard sections where you need to fight Morning Star wielding Skeletons on the moving platforms, while Bats keep attacking you from behind. It's really one of the hardest parts in the game. Level ends with little room with cogs, that serves as enemies.

Stage 5 is one of the most beatiful levels in the classic'vanias - Palace of Versailles. In general this level looks like a SOTN compressed into one short level. It starts in the garden, where player will be attacked by different kind of plants - Poison Roses, that could change controls with its dust, different kind of vines and Plant Monkeys with sickles. In the middle of the level stands a giant fountain (much like in Level 3 of the AK68K). As soon as you pass middle part of the fountain, the water will turn to blood and spawn Blood Skeletons. As always they are invincible. The next part of the level take place in the Palace itself. It is very beautiful place. Probably one of the most beatiful classic'vania stages. It has an awesome  detailed background. And there also sunshine rays falling into the corridor, which adds a sense of magic to the whole section. But while you admiring background, don't forget that there are also many enemies to fight. The enemies in this section are Axe Knights, this time heavily armored (they require 6 hits to destroy them) and falling chandeliers. In the end there is also giant knight with sabre, so you better watch out. Then there is another crossroad for layer to choose from. John will go through the basement, where he can restore his lives and fight some guys with bag on their heads. Said guys have another bag in their hands form which they toss bombs, skulls, that later turn into usual Skeletons and sometimes Meat. If you are not desperate to refill your lifebar, better not to wait, when they will toss a meat - you can loose much more, while waiting for it. Eric must climb on top of the giant room while avoding lasers from eyes, that crawl along the walls. In the next section he must go along the rooftop, while fighting hunchbacks (though in this game they look like little enemy crabs, for some reason). Harpies will deliver them on the rooftop. This whole section is a homage to the middle part of the Stage 4 in Castlevania. After those sections player must escend or ascend, depending on the character he play with, in a big hall with constantly rotating platforms. After battle with Boxing Armor Lord, player will get to the final section, where he once again encounter different kinds of armored enemies: Archers, Lumberjacks, Knight-on-Wheels, and finally Armor with a machine gun. Midboss of the section is Cursed Column, probably the most creative boss out of uncreative material. After him you get straight to the section with a boss of the level.

Stage 6 take place in the Castle Proserpina in England. Each section has its own gimmick in this stage. In section 6-1 you will be relentlessly attacked by Medus Heads, that shoot very powerfull firebals. Then part of the bridge will collapse. In section 6-2 you will be amazed by special effect deployed in this corridor - the whole room will separate into different stripes horizontally. So, player practically will never be able to tell, waht is going on. To top that, he must jump quite a lot in this section and there are annoying Medusa Heads. My advice - watch your legs and try to kill Medusa Heads, when they go from one "stripe" to the other. Boumerang is the most helpful weapon in this section. Section 6-3 is literally upside down. It wouldn't be so bad, but you have to jump on the platforms that are constantly being swirled around by the small enemies. Alongside with the ending of the Stage 4, its the most difficult section in the game. If you make past it, in the next section you will be attacked by Mecha Battlers. They look like first boss, but go down after one hit. The problem is that they always keep running at you from different sides of the level. You can determine form where next Mecha will come from by sound. After this section a final boss rush, consisting from 9 boss battles in a row, will commence.

Enemies in this game are mostly usual for a Castlevania game - Skeletons (a lot of them), Crows, Medusa Heads, Fishmen, Bats, Ghosts and Harpies. Though, some enemies received new interesting designs. Fishmen for example looks very different from his usual incarnation. Hunchbacks, that make they return in this game, looks like giant insects or crabs and the onlty thing that realtes them to the infamous little monsters from original Castlevania, is their tactic. Amongst prominent new enemies there are Minotaurs, that mostly appear in the Stage 2 and different kinds of armored warriors, whose appearance was most certainly influenced by Rondo of Blood. Some enemies have interesting quircks about them. For example, some Skeletons in Stage 4, don't want to die from the first strike. After being hit they will be reduced to mere skull, but then they will return to they complete form again. Or in some cases you can cutoff Harpy's head, but this will not kill the creature. Its body will continue attack you as if nothing bad had happened.

Bosses are practically all new. Medusa appears in the final boss rush. Frankenstein's Monster a mere midboss in the Stage 4 and Mummies relagated to the postion of the common enemies. The first boss is Mecha Battler. It's very annoying and unpredictable enemy. I'd go so far to say that its probably one of the harest bosses in the game, thanks to its unpredicatble nature. If it wants, it will destroy you by simply walking towards you. Mecha consists form multiple parts and of the earliest examples of the multisegmented monsters in the game. After each several hits it will lose some part of the body or a weapon. Second boss is a giant Golem. It literally towers over the player, being almost screen-tall. It is not very dangerous boss, but it battle with him could get a little tedious, because you need to destroy most of his body, to get to the vulnerable spot. The only attack that Golem has at its disposal, is a punch that will cause stones to fall from the ceiling. Third boss is a Gargoyle. It is one of the most impressive bosses in the game. The battle with it happens on the top of the Leaning Tower of Pisa. It's constantly rotates and boss himself have a tail made form little sprites, that move indepedently. While being special effects-filled to the max, this battle is not very hard. Gargoyle will try to whil part of the tower you standing on, and then throw some projectiles at you. Bot attacks are easy to avoid. When it has only 1/3 of its lifebar remaining, Gargoyle will charge at the place where you standing. One succefull hit, could throw you from the tower, so choose the place carefully and immediately run, as soon you see, that Gargoyle aiming at the spot you are standing. Stage 4 boss is a Gear Steamer. This machine consists from multiple cogs (that most likely were animated on the computer). Each cog is a separate part fo the boss, whicl allow it to transform in many kind of things. After each several hits Gear will change its form and attack pattern. This boss is quite easy. All you need to do, is to remember, which attack and form follow which. Stage 5 boss is a Princess of Moss. She starts attacking you as a flying human female, but after several hits, transforms into ugly insect. First, she try to swamp player in its dust. Then, she'll charge at player twice. And finally she will lay multiple eggs on the arena. As soon as its fall on earth, each egg will hatch and release little butterfly. They are quite dangerous, so try to destroy eggs, before they hatch. This boss could be easily spammed by Axe subweapon.

Finally in Stage 6 the biggest boss rush of the series awaits for you. Nine bosses in a row, without a single life refillment (on Expert). This is something right out of the mind of the insane sadistic developer. There are three sections with bosses. In the first you fight Reaper. However, before the fight with Grim Reaper himself, you must play a eadly card game. Reaper summons six cards - three of them will enable him to attack you with fiery projectile, the other three wil lead to rematches with Golem, Gargoyle and Gear Steamer. However, all three bosses have less lives, than when you have fought them for the first time, so it is more or less easy to defeat them. Reaper himself uses the tactic similar to his SCV4 incarnation. He even has the same attack, where he throw his scythe into player and create a wind that slows down your character. While he have much more attack patterns then before, all of them are easy to avoid. So in short, he is not the hardest boss in the rush. Just be careful. For some reason, Reaper in this game clad into bright orange robe. Maybe he decided to be as unorthodox as this game is?

In the second section you find Elisabeth Bartley. But before you will have a chance to fight her, you must defeat an old foe of the Belmont family - Medusa, who Bartley summons. Or is she turn into Medusa herself? And what if she always was the Medusa?! So many theories...Medusa has only four attacks that follow in strict pattern. First, she launches two damaging projectiles into player. You must just sit somewhere afar from her to avoid them. Then, she will create a stream of fire form her mouth. Just duck somewhere nearby her and you'll be able to strike her and avoid the damage. Then she'll try to sweep player with her tail (just go into the far end of the screen and jump over it) and finally she try to claw the player. Overall she is an easy boss. After that you will fight Bartley herself. Battle with her is quite simple, yet difficult. She never changes her attack pattern, but nevertheless, player must heavily rely on his speed and reflexes to destroy her. Bartley will summon several orbs (from 4 to 6) and they will swirl in the middle of the screen, slowly approaching each other. Meanwhile Bartley herself will keep teleporting from one end of the screen to the other, simutaneously launching fireballs at the player. Orbs she summoned before, act like some sort of the timer, as soon as they come together, some sort of super powerfull attack will be initiated. In order to prevent it and defeat Bartley, player must attack Bartley, when she is on floor. After player's hit, she will teleport on the other part of the screen. There is a little trick - she'll teleport to the fartherst part of the screen from the player. So, if Bartley dissappeared after strike in the left part of the screen and player will keep waiting for her in the right part, then she will return to the left part. Player must be very creaful. The best tactic is to stand in the middle of the screen slightly to the right or left. As soon Bartley will appear on the floor, attack her in the jump and return to the middle part of the screen, but slightly to the side, where Bartley previously appeared. As soon you see that she is teleporting in the right part, jump and attack her. Then return to the middle of the screen. E.t.c. Each succesfull attack will destroy one of the orbs in the middle of the screen. Bartley will lose part of her lifebar only, when all orbs will be destroyed. After her destruction only three boss battles left.

The first - is the Dracula in his human form. It usual deal - he teleport across the room, launching attacks. Though, his arsenal is abit richer than before. longside his traditional fireballs, Dracula now can launch whirling projectiles and bomb the floor with little energy balls. However, all his appearances are seemingly scripted. It means, unlike all his past incarnations, he will always appear in the same order during the battle. Also, there is other novelty - succesfull attack of the player cancel Dracula's attack, whatever it is. After strike, Dracula will instantly teleport away. Second boss in this room is the Drolta Tsuentez (witch that revived Bartley and created Mecha Battlers), though american manual call her as "Dracula's second form". She will fly across the room, launching little projectiles that crawl alongside the floor and the wals. Also she sometimes charges at player. During her most powerfull attack she creates multiple doubles of herself and each "Drolta", except for real one, create a column of energy, that heavily damage player. Very similar attack will be used by reaper in the Dawn of Sorrow, if I am not mistaking. Finally, after evil witch goes down, Dracula will return into very strange demonic form. Seemingly he and Reaper decided to be modern and strange in this time. Demon have three attack patterns. First, he launches multiple sickles at the player and then charges at him. It is easy to avoid if you have Axe subweapon. You can destroy axes before they will fly close to you, and also you can use this weapon to damage Demon. After loosing some amount of life, Dracula will turn red and furious. He will lauch a long stream of fire into player. While it looks unavoidable, in reality player just need to jump over it. And finally Demon will jump across the screen. At this phase he doesn't have another means to attack the player, beside jumping. But after every succesfull hit, parts of his body will fly away in form mutiple bones - avoid them and kill the Demon!!

Bloodlines is very difficult game. I found it even more difficult than even Castlevania 3 itself. Though, unlike THAT game, I can't hate Bloodlines. The game is just too beautiful and creative to be hated. The difficulty in this game is all over the place. Some levels start very hard and then becoming gradually easier, others - start easy and becoming harder. It is strange, but first boss in this game could give you more problems than the last. So, if you want to complete on the highest difficulty, better have enough sedative and something you can break and not grief about it.

Overall Castlevania Bloodlines is one of the best games in the classic'vania series. It has everything - beautiful graphics, awesome soundtrack, interesting and creative levels. Difficulty could ruin the fun, but with enough patience, I think, the game could be conquered.
Title: Re: Castlevania Marathon by Sumac
Post by: Chernabogue on July 09, 2012, 12:52:24 AM
Very nice review and runs. I love Bloodlines and you payed it tribute. Bravo! ;)
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on July 09, 2012, 09:06:17 AM
Quote
Very nice review and runs. I love Bloodlines and you payed it tribute. Bravo!
My pleasure.  :)

Tomorrow, I plan to post something, also, related to the Bloodlines. Though, it's not review.
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on July 09, 2012, 10:41:57 PM
Bloodlines differences between Betas and Final version.

Note: everything in this article is a speculation, since Bloodlines Beta Version was never realesed to the public, so far. Information was taken from several screenshots and old EGM issue. For simplicity those sources will be refered to as "EGM screenshots" or "EGM Demo" and "Tara Demo".

"Tara Demo" is a version 0,5 and seemingly have most of the game implemented in some way. At least battle with Dracula is already there. Version that was used by EGM preview is even earlier since it has one major difference from "Tara Demo". Going by information from magazine, this verion have 50% of the game completed, but still needed a lot of work.

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Castlevania Bloodlines is one of those "not-so-rare" cases, where game was slightly chnaged between its development version and the final. However, there are rumors that Bloodlines become victim of ever wicked deadlines and some parts of the were simply cut-off. Let's see how much truth in this statements.

Global:
While it is hard to notice, but there is one important detail that could be seen in the "EGM screenshots" of the game. There is a timer, between name of the stage and life counter. Interestingly, unlike previous Castlevania games, timer indicates how long the player has spent in the game, since the time that it shows increases.
On the screenshot from the section 1-2 timer shows 00:38. On the screenshot from section 1-11 it shows 06:52. Either player have spend almost the whole time required to beat the level in the section 1-2, or timer simply increases.
I wonder what this timer could have been for? Maybe like in Castlevania 2 game initially supposed to had several endings, which depended on how much time player had spend in the game? Or maybe it was just useless counter, or some sort of time bonus should have been implemented in the game? Nevertheless, it was axed fairly early in the development, since "Tara Demo" doesn't have it.

Prologue:
From EGM screenshot it looks like prologue was different. Edges of the film are dark. The text itself is the same as in the first story picture in the final version, but the picture itself is very different. It looks quite unfinished, since it has only two colours with variations. It's hard to tell what is depicted on it, just Dracula's Castle in the background and some blue shapes in front of it.

Most of the information about Stage 1 and Stage 2 taken from the "EGM Demo".

Character select: in "EGM Demo" John has brown frame and Eric has blue frame in the character select screen. In the final version both have green frames.

Stage 1:
Section 1-1 (Approaching Castle): it appears on the screenshots on the first page of the EGM preview, where John and Eric demonstrate different versions of their weapons. It is hard to say, if it has the same structure.
Section 1-2 (Entrance Hall): appears a lot in the EGM preview. Looks a bit brighter, but that could be result of the bad magazine scan. Structure looks the same.
Section 1-3 (Peeping Eyes hideout): appears on the screenshot, where John demonstrates his whip swinging skills (first page). Structure looks the same.
Section 1-4 (Fishmen Basement): appears on the screenshot on the second page of preview. Seemingly looks the same, but Fishmen design is different. This section also appears on one of the screenshots from "Tara Demo". While Basement looks the same as in the final version, Fishmen design is the same as in "EGM Demo".
Section 1-5 (Hyena's Hall): seemingly the same, but Hyena's design is completely different. It looks like some sort of armored demon-pig. It appears in both demos. Attacks seemingly the same as in the final version. Flame Breath could be seen on the screenshot from "Tara Demo", window shattering shreak described in the EGM preview, second page.
Section 1-6 (Skeletons Party): appears on the small screenshot on the page one of the EGM preview. Minor difference: there are only two Skeletons on the second floor, instead of three. However, the second part of the level (the one that ends with Bone Tower) is nowhere to be seen. Maybe it wasn't caught on the screenshot...or maybe it wasn't implemented.
Section 1-7 (Giant wheel section): second page of the EGM preview have the whole map of this section. There are minor differences: background of the section is completely missing, big wheel in the begining is red instead of green, and it looks like there is no small compartment in the end of the stage with candles (below rotating platforms). Though, it is possible that they were omitted from screenshot on purpose.
Section 1-8 (Blade): begining and the middle, with blade trap, both appear on EGM screenshots on the page two. Background is completely missing, but giant skeletons with blade are already there.
Section 1-9 (Walk on the Giant): appear on the screenshot on the first page of EGM preview. Looks the same.
Section 1-10 (Famous Staircase): nowhere to be seen, but most likely implemented, since what is the Dracula's Castle Keep without staircase?
Section 1-11 (Boss Battle): level itself looks the same, but moon in the background is different. From the look of it Mecha Battler is completely implemented in the game.

Overall it looks like Stage 1 practically didn't changed between "EGM Demo" and final version. Number of sections is the same, and sections also seemingly the same as well. Even if the game was cut-down somewhere, at least first level is just like it was envisioned by developers initially.

Stage 2:
Section 2-1 (Sunset Walk): appears on the screenshot on the second page of preview. It's hard to tell, but looks like Minotaurs were already in the game and maybe even looked the same. But its really hard to tell.
Section 2-2 (Flood City): appears on several screnshots on the second page of preview. Seemingly have the same design as in final version. But on one of the screenshots there is some enemy with the spear, that doesn't look like Minotaur. Or maybe it is Minotaur, but its colour were jumbled because of scan.
Section 2-3 (Midboss Craze): spotted on one of the screenshots on the page two. In the very begining of the level there is Axe Golem enemy, that in the final version appears only in Section 2-5. Maybe this section was once supposed to have common enemies, besides midbosses and two crows? Or was it just placeholder for this demo?
Section 2-4 (Dangerous Descend): spotted on several screenshots on the page two. While level looks the same, rafts look different. They are fatter. Medusa Heads are already present.
Section 2-5 (Marching across the Ruins): there is only one screenshot of it (Page Two) - with giant head of the statue that appears in the begining of the level. But it's safe to say that most likely it was already in the game.
Section 2-6 (Minotaurs Party): not present. And for the good reason.
Section 2-7 (Boss Battle): appears on the screenshot on the page two, with description of the boss. Golem looks the same (but coloured deep blue), but ceiling in the room, where battle take place, is higher so you can see the whole Golem from the begining. In the final version you can't see Golem's head until you destroy several parts of his body. Also, this section designated as "2-6".

While Stage 2 looked more or less the same during development, one section was added to it, since final section of this level called not 2-7, but 2-6. I think the section added is the one with Minotaurs (present Section 2-6), since it never appears on the EGM screenshots. Of course, there could be another reasons for it, like several separate sections had the same number or something, but, I personally, doubt it. It looks like you should have descended right to the boss room, after long fight with Axe Golems.   

Stage 3:
There is practically no information about this stage. There is only one lonely screenshot (page two of preview), where John fights Harpy, on what appears to be the platforms, indetical to the ones in the Section 3-1. However, there is no background, so it's hard to determine, what section depicted on the screenshot.

From now on, most of the information comes from the screenshots from "Tara Demo" and my own specualtions.

Stage 4:
Section 4-1 (Walking with Skeletons): no information.
Section 4-2 (Factory 1 / Trainyard?): on the screenshot from the "Tara Demo" you can see that section 4-2 looked like there were some train cars in the background and bunch of Crows. Final Section 4-2 looks nothing like that and more similar to the generic depiction of the factory in 16-bit games. Some green background and conveyors (I call this design "Green Factory").
Section 4-3: no information, but since in the final game Sections 4-2 and 4-3 are pretty much one big section separated by the door, it could be deduced, that original Section 4-3 (whatever it was) was also replaced with "Green Factory" stuff.
Section 4-4 (Pistons): now this is probably one of the most interesting sections in the Stage 4. While there is no information on what this section was in the beta, I suspect, that this section is probably the only surviving part of the original Stage 4. It is very different in design from the rest of the level. Also, it goes nicely with old Section 4-5.
Section 4-5 (Clockworks / Molten Pits?): probably one of the biggest losses of the stage. On the screenshot from "Tara Demo" it looks like room filled with liquid metal and some platforms over it. Also, there are some reservoirs with metal. It seems that sometimes, those reservoirs should had spilled metal on the platforms, drawning them and hampering player's progress. It seems this section was longer, then one screen. It goes along quite well with the design of the pistons room (4-4). In the final version it was replaced with room with cogs. Said design was used in several instances throughout the level, that give me reason to suspect, that, like "Green Factory" design, "Cogs Design" was replacement for older sections.
Section 4-6: no information. However, since final version uses "Cogs design" most likely this room was also changed.
Section 4-7 (Midboss fight / Blimp Room?): probably most famous cutoff room from the beta. It seems it had a blimp in the background. It unknown, if blimp was just a background piece or somehow interacted with gameplay (like throwing projectiles or something). According to information from owner of beta version, you can't go past this section in beta, since there are no stairs to go up. In the final game Blimp Room was changed for one screen wide room, where you fight Frankenstein'S Monster. Guess, what design this room uses? "Green Factory". This further supports my theort that this design was a quick replacement for the older rooms. Also, there is interesting and strange screenshot from the old Section 4-7: it has Eric standing with the Blimp in the background. What is even more interesting is that this level designated as "Stage 7" in the screenshot. It's actually doesn't make much sense since in Bloodlines all levels are usually designated as "Stage x-x", not just "Stage x". Another big riddle of the Stage 4. Or of the whole game?
Section 4-8, 4-9: no information.
Section 4-10 (Cogs Room): in the final version you fight several animated cogs in this room, however, in the "Tara Demo" this Section where you fight Dracula for some reason. It couldn't be the last level of the game, since Stage 5 (or at least its final boss) was already implemented in the game and unless Princess of Moss was the final boss of the whole game, that is unlikely, I believe, Dracula fight in the 4-10 is an accident or just some careless placeholder. Either way, final version of section 4-10 uses "Cogs Design", so I think it was either different or not implemented at all in the "Tara Demo".
Section 4-11: no information.

So, after brief study of the information, I think it safe to say, that Stage 4, wasn't cutdown per se, but heavily modified. To the point where practically all its sections were replaced with alternate designs. This explains why the whole stage feels so disjointed as if it consists from different parts that doesn't have logical realation between them, unlike all other levels in the game.

Stage 5:
Sections 5-1 --- 5-7: no information.
Section 5-8 (Boss battle): background is the same, but Princess of Moss, in both human and insect forms, looks completely different. Also this section in the beta designated as "4-7", while in the final version you fight Princess in the Section 4-8. It seems there was some section added to the Stage 5. I assume it was one of those one screen wide room (with giant Bone Tower or Boxing Armor Lord), since it's easy to add such rooms without breaking the whole structure of the level.

Stage 6: no information at all.
The only thing that is known is that battle with Dracula already was in "Tara Demo", however, it happens in the Section 4-10 and there is no background, aside from some messed up tiles on the left of the sreen. Floor also loos like it was made out of random sprites. It is possible that Stage 6 existed in some form in version 0,5, but, if battle with Dracula is any indication, than it probably, was the least complete level of the game. I wonder, were Distorted Roon and Upsidedown Room implemeted at this point or not?

According to the one of the owners of the 0,5 beta version, most of the levels in the game are incomplete, and the latter levels have very few or none enemies.

In the end, I think the game didn't really suffered that much as some people assumed. Stages 1 and 2 are most likely survived without any major changes at all. I believe Stage 3 could be the same. Only one victim of the deadlines was Stage 4, which was almost completely replaced. However, I am not sure if it was deadlines or some different problems, that called for such harsh decision. It's hard to say anything about Stage 5 or Stage 6, but if background in the battle with Princess of Moss is any indication, I doubt that Stage 5 was changed that much. Of course, it is hard to be sure, when you practically have no information to build you theories on.

Anyhow, thanks for the reading this little text. I hope that sooner or later some of the Beta owners will share its treasure with the world and allow beta Bloodlines to be dumped in ROM. Or at least, maybe they will make a video or a screenshot guide of the beta version. Since many games, even in the most incomplete state, have resurfaced over the time, I hope, that Bloodlines Beta sooner or later will become available for everyone curious about development of this great game.

Information taken from:
Castlevania Dungeon and assemblergames.com

EGM preview - Page 1 (http://www.castlevaniadungeon.net/Images/Scans/CVB/EGM52p240.jpg) and Page 2 (http://www.castlevaniadungeon.net/Images/Scans/CVB/EGM52p241.jpg).
"Tara Demo" screenshots. (http://www.castlevaniadungeon.net/games/cvbweird.html)
"Stage 7" misterious screenshot. (http://desmond.imageshack.us/Himg144/scaled.php?server=144&filename=casi2of8.jpg&res=landing)
Brief description of the demo from its owner. (http://www.assemblergames.com/forums/showthread.php?11131-Req-Castlevania-promo-beta-pictures)
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on July 10, 2012, 01:45:06 PM
Added links and bolds / italics to the text.
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on July 14, 2012, 11:54:51 AM
Started to play into CDX. It seems it is required to beat Stage 3 and 4 without dying so my mission is quite simplier this time around. However, Reaper and Dracula will give me a lot of problems. Especially the latter.
Right now, I spend a whole hour trying to kill him. It certainly the hardest Dracula battle in classic series. Though, it was easy to finish him off after I picked up a right weapon. Cross-Boumerangs were never such appreciated before!! Yay!!
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on July 22, 2012, 11:36:26 AM
Castlevania Video Marathon: Dracula X (SNES) (Complete one life run) (http://www.youtube.com/watch?v=7fhw4cCJmTw#)

Its finally here!! My last video Castlevania playthrough!! Sadly, review hasn't been written so far. But I will add it in a few days, I hope.
Title: Re: Castlevania Marathon by Sumac
Post by: Jorge D. Fuentes on July 22, 2012, 12:10:08 PM
Cross-Boomerangs are pretty great in DXX.
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on July 22, 2012, 01:08:02 PM
I find it rather strange, but CDX is probably the only classic'vania, to my knowledge, where all subweapons could be equally useful. Even Daggers have their own benefits.
Title: Re: Castlevania Marathon by Sumac
Post by: e105beta on July 22, 2012, 01:47:59 PM
You truly are skilled in the ways of Castlevania.
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on July 23, 2012, 07:16:56 AM
Quote
You truly are skilled in the ways of Castlevania.
Thank you.  ;)
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on July 24, 2012, 01:51:43 PM
My first introduction to the Dracula X had happened at the same time as SCV4, back into the computer classes. I stayed after lessons to play some games on the emulators and Castlevania: Dracula X was among them. I was unable to complete the game, even with the help of the save states. Or more precisely, because of the save states - I made a very ill-timed save in Clocktower, so I couldn't proceed forward with my skills back then. Two years later, I finally completed the game with the help of the save states. Later, I know that it was the port of some awesome japanese Castlevania that never was released in the West and that Dracula X was drastically different from the original version. Now, after playing both games, practically back-to-back, I can finally give some sort of rational judgement on how this games compare to each other. This review could be separated into two parts - description of the Dracula X itself and then, comparision to the Rondo.

While the game is thought to be as Rondo of Blood port, very few things were actually taken from this game. Levels are completely different and none of them were taken from Rondo. Maria is unplayable character, though given that Rondo didn't felt like a Castlevania game at all, when I played as her, I don't consider it to be a big loss. There are only two alternate levels instead of four. Levels themselves are very linear and doesn't feature alternate paths and alternate bosses. The only Rondo-like "secret path" to the alternate level is in the level 3, where if you fall from the column, you end up in the Alternate Level 4. The game has only two prisoners - Anette and Maria, instead of four. The game doesn't have percentage completion. Ending picture changes depending on what and how many characters you have saved. Art in the game is completely different from Rondo and both Maria and Anette has new sprites. Since the game on the cartridge, there are obviously no animated cutscenes and voiced dialogues whatsover. However, there is no loading times either. In general, Dracula X feels and looks very different from Rondo, for a simple port. It's more like a remake or something.

Graphics-wise the game is very beautiful. It doesn't have the same mood as previous SNES entry - Super Castlevania 4, but it neither looks like its source game, at least when it comes to backgrounds. Backgrounds look like they were taken from the cartoon. They are very detailed and colourful. For the first time Castlevania game was basically combined from different sprites - and it's shows. Backgrounds palette is quite subdued and its clashing with palette of sprites that were taken from the Rondo. When it comes to animations, Dracula X backgrounds have little to no animation and because of that most of the levels (though not all of them) look devoid of life and soul. They are very pretty, but ultimately dead. Hilariously its the same complaint that I had about Rondo's levels, though reasons for this were different. When it comes to special effects - Dracula X is pretty much devoid of them either. The only notable use of Mode 7 are the title screen, with zooming out logo and fire on the first level. And that's quite strange, since Dracula X is from the last generation of the SNES titles and some heavy use of Mode 7 is to be expected. Even Item Crushes doesn't use Mode 7. At least they don't look as spectacular as in Rondo of Blood. Character and enemies animations are very good. It's difficult to determine at a glance, but I think all enemies that were ported from Rondo have a full set of animations from that game. However, all of them are slowed down. It will be covered in the gameplay description.

Music in this game was ported from Rondo, few tracks aside. However, Dracula X aded few new tracks - intro theme and awesome tango rendition of the Bloodlines, that used in the credits. Tracks that were ported from Rondo  sounds different, since they use SNES hardware and not prerecorded on CD. I think, Dracula X rendition of those tracks are better than in Rondo, since they are more emphasized and sound more louder and clearer, than in ROB. Tales of the Ghost Ship in particular, sounds almost like a metal track in some moments, instead of some lame disco in the ROB. Bloody Tears and Den also benefited from clearer renditions. The sounds are also loud and sharp. I like the sound of the whip in this game. However, some enemies, lack personal voices, that they had back in Rondo. In general, music and sound is one of the few clearly good points of this game.

Gameplay is controversial at best. In general Richter has the same abilities as in Rondo. He can whip only forward, has backflip, and can execute Item Crushes, depending on the weapon that he has in his possesion. However, in Dracula X gameplay was drastically slowed down. And Richter have very different controls and hitbox. Richter walks very slow and somehow reminds me about Terminator stroll. His jumping is very strange and awkward. Basically Richter jumps in a wide arc, that have constant reach. Because of that, you need to precisely calculate each jump, because you can't regulate range of it at all. It could become very uncomfortable during jumping on the small platforms, where you need a lot of precision. You can amend this by changing direction after you pressed "jump" button. Using this method you can execute small range precise jumps. Richter's whip strikes has a lot of weight to them. His backflip is almost useless. Unlike Rondo, this game wasn't constructed with the idea of forcing player to use it (like in batles with Shaft and his Ghost for example). There is only one place in the game, where you certainly need to use backflip to reach the next area. And that's that. Somehow, developers didn't see any neccesity to force player to use this move. On one hand it is a good thing, on the other - bad. It's a good thing, because developers don't need to create artificial obtacles to force player use otherwise useless move. And it's a bad thing, because already useless move becomes completely obsolete. Also his backflip is slower and, I think, lower, then in Rondo. Richter's hitbox is strange. When he is standing - it's quite bigger than he is and because of it in some moments you can be hit by enemies, that don't even touch Richter's sprite, that could be very frustrating. However, when he is crouching - his hitbox is miniscule, so even if enemy or projectile directly touch Ricther's sprite, he will not suffer any damage. It's quite handy during the fights with Axe Knights and Dracula himself, if very odd. Also, his whip has not only "backward hitbox", that allow to destroy enemies, that comes from behind, but also "top hitbox" - its allow to hit enemies during whip strike and before they come in direct range of the whip. In some places its could be used to destroy enemies that located on the higher floors. Finally, there is neat trick that will give you chance to avoid being thrown of the platforms in some cases. If you see projectile or enemy flying your way and you know that there is now way for you to destroy it, just duck. If enemy / projectile hit you, Richter will receive damage, but will not be pushed back. This is very important trick to use in the Dracula's battle. While you ducking, you shouldn't attack, otherwise, you'll be pushed back as if you were standing. Overall, gameplay heavily reminds about Castlevania NES games. Is it a bad thing or a good thing, you can decide for yourself. However, creating such gameplay on purpose after SCV4 and Rondo, I think, it was a strange decision at best. There are no Wallmeat in this game and the only thing that you can find in wall are 1 Ups. Meat hover could be found in generic candles. Sometimes even in the boss rooms. This game uses hearts as an ammo for the subweapons.

There are five subweapons in the game - Holy Water, Cross-Boumerang, Daggers, Axes and Stopwatch. Holy Bible, that was introduced in the Rondo, is absent from this game. Like in Rondo, by pressing special button, player can execute Item Crushes. They are mostly identical to the Rondo's. However, Cross-Boumerang have a very different Item Crush - instead of summoning giant Crosses flying from the ground, Richter throws multiple Boumerangs in the area. Obviously it looks less impressive, and worse yet, it's less powerfull. Oddly, this is the only Castlevania, where the daggers are an effective weapon in the game. They are very fast and very powerfull. What's even more interesting, Axes, Daggers and Cross-Boumerangs are easily interchangable and could be equally useful in different situations. It allows for more tactical approach to the levels. Also, Cross-Boumerangs are ridiculously overpowered in this game, bordering on being an unfair weapon (well, depending on your views about what to consider unfair). After reaching maximum distance from player after throw, Boumerangs hover in the air for several seconds, then return back. Unlike most Castlevanias, they continue to damage enemy during those several seconds. And if player make right calculations, he will be able to give bosses and some enemies tremendious amount of damage using this little feature. It's especially actual during battle with Dracula. There are no multiplyers for the subweapons, but you can throw up to three subweapons one after another, depending on situation. In general, subweapons in this game are very important part of the gameplay, maybe even more so than usual.

Levels has nothing in common with Rondo, when it comes to design. There are very linear and straightforward. Some level design are very similar to the Castlevanias on the Game Boy (The Adventure and Belmont's Revenge). Sometimes, I felt like they were designed by the same people - especially in regular and alternate Stages 4. In general, designers very loved storey levels. Almost every level have area where you need to go up to the "second floor" or vice-versa. Dracula X levels doesn't have alternate paths or alternate bosses. Some levels have something similar to the "pre-boss" rooms from Rondo, however, those areas doesn't have different music. Interanl logic in the some levels is pretty much absent, making this game quite a contrast to the almost all previous games in the series, save for the Game Boy dilogy and Castlevania 3. You can easily find yourself on the ground level, after climbing on the stairs from heavily decorated corrdior, that was supposedly on the second floor of the castle, e.t.c. In general it doesn't distract from gameplay (unless you are very picky), but this constant and often hilarious inconsistences are quite strange. As if developers have created multiple backgrounds without any idea how they should be connected and then combined them into levels. However, the most crazy design "strangeness" coming from the last level. First, as you can see on the map Stage 6 take place in the Clock Tower. The map clearly shows that Castle Keep and Clock Tower doesn't have any connection whatsoever. But when you see map after Stage 6 - it shows that somehow you was transported right in the Castle Keep. Most interesting thing that there is no exit from Clock Tower top, where you defeat Reaper or Witch Annette. SCV4 solved this problem by making exit appear after you defeated the boss. It seems developers of the Dracula X didn't had so much insight to think about it. However, the most strange thing about last level is its background in the first few areas. It uses Dracula's Castle image similar to one you see on the map after every level. Said Dracula's Castle image include...Castle Keep, where Ricther supposed to be during this level. So, he is in the Castle Keep and at the same time can see this location at the background. Okay...? I wonder, how developers could made such ridicolous oversight? Maybe, the didn't knew that level they were working on, was located in the Castle Keep? Or maybe they randomly choosed image for the background? Well, it's another Castlevania mistery, that will go down in ages. In the end, levels reminds about Game Boy dilogy and, yes, NES games. Maybe it was their conscious decision to make Dracula X look and feel like an updated NES title?

Stage 1 is a burning town. It bears some resmeblance to the first level of the Castlevania 3, much like Rondo's first level was a throwback to the Castlevania 2. It probably one of the few levels in the game, that has background animation AND Mode 7 special effects at the same time. Mode 7 used for a background fire, that looks very impressive. This level consists mostly from different type of areas. Some feature a lot of action, others have platforming. In general this Stage is a training course for the young vampire killers and must make player familiar with general gameplay and abilities of his character. In the end you will be chased by Behemoth, who appeared on the second regular Stage in Rondo. Unlike ROB, here he will chase in the open space, but like everything in this game he is much slower and doesn't pose much of the threat. In the final part of the level you will fight one of the few original bosses in this game - Cerberus.

Stage 2 is begining of the battle in the castle. It start with token collapsing bridge sequence, during which you'll be assaulted by Mermen and continous into fight in the Entrance Hall, that bear resemblance to the previous incarnations of this level in name only. It really looks very different. Then you go up in the corridor where, you will make yourself familliar with the new enemies in the game - Spear Knights. If you pass them, all you need to do is to kill two Peeping Eyes and two skeleton creatures to reach boss of the stage - Phantom Bat.

Stage 3 is a middle of the castle. It features different types of obstacles, including little ride on the platforms over the water. This sequence probably was inpired by Rondo's alternate Stage 5. In the end you need to go through very long and very hard area, where you need to jump from one column to another. Annoying Medusa Heads, Bone Towers and Skeletons, that have tendence to jump in your face, when you don't expect them, will try to do everything to throw you off the columns. The thing is, you will not die, if they succeed. You'll just end up in the alternate Stage 4. However, if you aim to receive the best ending possible, you'll need to pick up the only key in this game, that is located in the area after columns. It means, that no matter what you should get to the end of the columns room, otherwise only restarting game will give you another chance to receive best ending. Boss of this level is Dullahan.

Stage 4 is an underground area. If you reach area with the key in the previous level, then let it be know, that this is where your real challenge starts. Like in Rondo, if you pick up the key, it will occupy place of the subweapon. In order to save Maria and Annette you need to defeat Dullahan and go through the whole Stage 4 without loosing the key i.e. without dieing or exchanging key to regular subweapon. Basically you'll be quite handicapped, since subweapon is very important in this game. In general Stage 4 feels very similar to the levels from Game Boy Castlevanias. The mlost frustrating part of the level is the room with multiple presses. After that you'll end up in the area with elevating platforms and annoying Ghosts. In this room you can save Maria. Note: after you save her, your lifebar will be completely restored. In the next long room you need to make it through Red Skeletons and mutiple Fleamen. Fleamen are pretty stupid in this game and sometimes they have tendency to jump outside the screen. In some cases game can "forget" about their existence and they will disappear. However, most of the time, they will continue their annoying existence and will wait when you try to procced forward, to suddenly pounce on you. In the "pre-boss" room in this level you can get into alternate Stage 5. If you do it, you'll skip boss fight with Minotaur.

Alternate Stage 4, looks pretty much like regular Stage 4. It features mutiple mud pits with Mudmen and Bats. Boss of the level is the newcomer - Necromancer, that bear some resemblance to dark priest Shaft, who was responsible for Dracula's revival in Rondo. And who completely absent from this game for whatever reason.

Stage 5 is another castle area with a lot of jumping. This is the only area with big green Sword Armors in the game. And middle of the level resemble next to the last level of Rondo in its general idea. Boss of the level is Werewolf.

Alternate Stage 5 is a flooded city. It heavily reminds about Atlantis Stage from Bloodlines and Sunken City from Castlevania 3 (that was probably an inspiration for this level) and, alongside Clock Tower, it is the most animated level in the whole game. Since you don't need key anymore, you can finally take normal subweapons. Since you, most likely, haven't died prior to this level (otherwise you will not be able to reach it), you will have 99 hearts, meaning that you can spam subweapons to your heart's content. This stage is chock full of platforming, starting from the begining of the level, where you need to constantly defend yourself from Mermen, Water Skulls and finally Bone Dragon. In one of the areas, you'll need to escape from slowly flooding spiked corridors, while enemies try to stop you. This part once again is quite similar to the Atlantis Stage. To amke things easier you can take inviciblity potion from the first candle in the second floor - it'll allow you to take down one of the Bone Dragons. After that area you can save Annette. Next room after flooded corridor, looks like a one-screen room without enemies. However, it have a secret. There is little waterfall in the bottom left corner of the room. Destroy with three strikes and the water will go away. After that you gain access to the secret room in the bottom of the room, where Annette is held prisoner. Note: giving location of the room with Annette it looks like it should have been flooded, alongside the whole bottom area of the stage. Somehow, she has stayed alive. Magic!! Final Part of the level reminds about Waterway from the Castlevania 3, however, it is much more easy. Boss of the level is Sea Dragon.

Stage 6 is a Clock Tower. It is probably the most animated Clock Tower in the classic'vania series right next to Akumajou Dracula 68k's one. However, this one doesn't look right random assortment of the gears whirling in the background. It have whole clock mechanisms animated, making it not only one of the most beautiful Clock Towers in the series, but also the one that does make the most sense. In short, it is a sight of pure beauty. The level itself is what you traditionally expect from Clock Tower level in Castlevania - it's hard, have a lot of platforming and feature A LOT of Medusa Heads. Bosses of the level are Grim Reaper or Witch Annette, that appears, if you didn't saved her in the past level.

Stage 7 is a Castle Keep. It's rather short and easy. The very end of the level, reminds about Castlevania 3, however, instead of giant pendulums you must jump on simple platforms. As expected, final boss of the level is Dracula himself.

Most of the enemies in this game have been taken from Rondo in its entirety. However, most of them become more dangerous, because of the Richter has bigger hitbox in this game. Also, all enemies were slowed down. Annoying Spear Knights, that were nothing special back in the Rondo, heavily featured in this game, making them almost Dracula's heavy foot soliers equivalent, instead of usual Axe Knights. Those purple bastards occupy almost every level in the game and mkore often than not, have very good strategic postions, from which they can give player a lot of headache.
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on July 24, 2012, 01:53:32 PM
Bosses were mostly taken from Rondo, except for three newcomers, one of them which could be considered "newcomer" only in relative meaning of the word. Boss of the first level is Cerberus and his one of the aforementioned newcomers. He will jump next to the player and after being hit, he spew fireball into Ricther's direction. He is quite easy to defeat, however, sometimes he is prone to break out of his pattern and randomly dash forward, that could give player some troubles. The best weapon to defeat him is an Axe.

Boss of the second level, is the only classic boss from the original Castlevania, that appear in this game, is a Phantom Bat. He was lifted from Shaft's boss rush in the sixth level of Rondo, however, his tactic is completely different. Normally, Bat will fly all over the screen trying to hit player. He is seemingly unable to shot fireballs like in Rondo. After being hit, Bat will separate into swarm of little bats that will fly strictly in line, one after the other. Usually those lines have wavelike pattern, so player must carefully observe, where and how exactly those little bats fly after Phantom Bat have dissipated. They could corner player, and since Richter has little amount of invicibility time, they can drain a lot of life from him. Also, Phantom Bat is one of the few bosses in the game, that has a post-death attack, like almost every boss in Rondo had. In case of Bat, after his demise, he will burn and sent several little bats in different directions. There are easy to avoid.

Boss of the level Three is Dullahan. He is probably one of the few bosses, who was heavily affected by slowdown of the gameplay. While his tactic is fairly similar to one that he used in the Rondo, all his attacks has siginificant delay and ut very easy to see what he will do in the next moment. Besides, his room is twice as bigger as in Rondo, so player have a lot of opportunity to escape from being cornered. Also, there is Meat in the room, so you can restore your life during the battle itself. While all of this make this boss easier, he is certainly not a pushover. All his attacks are capable of the big damage, so little mistake, could cost a lot in this fight. Like in the Rondo, he has a post-death attack.

Boss of the regular level 4 is the Minotaur. If you aim to complete the game with the best ending, most likely you will always skip this battle. Like in case of Dullahan, Minotaur is pretty much slowdowned version of his Rondo-self in this game. All his attack come with delay and the room have more place to maneveurs. However, its not even neccesary. The thing is that Minotaur will attack you only if you come close to him. So, all you need to do is to saty on the opposite side of the room and wait when he will appear on the other side. Come to him, hit, and run back in the opposite side of the room. After being hit Minotaur will fly back, so all you need to do is to wait, when he will come back into your vision. Rinse and repeat. IUnlike Rondo he doesn't post-death attack for some reason.

Alternate Stage 4 boss is another newcomer - Necromancer. He resembles Shaft or rather Shaft's Ghost in its visage, being ominous dark figure in purple cape, however, he use completely different tactic rather than Dracula's priest. Also, he is the only boss in this game that have two lifebars, besides the Dracula. Even Reaper has only one lifebar, but two forms. As expected, Necromancer have two different tactics for different lifebars. When he has first lifebar, he will shot Cursed Projectiles into Richter and summon Skeletons in masse. Cursed Projectiles will give Ricther "cursed status" during which he become very slow and almost defenseless. That besides the fact, that sometimes, this status deal double damage. It hard to avoid Necromancer's projectiles with this game controls and physics, so you need to realy in this battle on the Cross-Boumerangs. After his first lifebar is depleted, Necromancer will change his tactic. He will summon flying tombstones, that will circle around him and sometimes fly into player's direction and summon Mudmen. As was the case with the first stage of this battle, your main hope is to spam Boumerangs a lot.

Stage 5 boss is the Werewolf. His pretty much the same as in Rondo, but slower. It makes him harder, since he delay all his attacks and its hard to figure out what he will do in the next minute. Like some other bosses he has post-eath attack - the same as in Rondo.

Alternate Stage 5 boos is Sea Dragon. Former boss of the first level in Rondo received much needed elevation in status. He fights pretty much like in Rondo, but now has two attacks, where he slithers along the floor and his jumping across the screen in very chaotic pattern. Your best bet to use Axes a lot. If you have enough hearts, you can be sure that sooner or later Axe will hit the boss.

Stage 6 has two bosses. Who you will fight depends from the fact, if you had saved Annette earlier in the game. If didn't save her, she will transform into boss version of herself - "Witch Annette". If you have saved her, you will fight Grim Reaper instead.

Witch Annette is pretty interesting boss, since she is kind of combination of three different bosses, one of them even not from Castlevania series. To begin with general idea of her appearance heavily resembles Carmilla from Rondo - woman on the flying skull. The skull itself looks a whole lot like some boss from one of Konami's shoot'em ups. And finally her attacka are completely identical to the ones, used by Shaft in his boss battle in Rondo. However, instead of random flying orbs, Witch Annette uses eyeballs of her non-conventional transport. And that another parallel to the aforementioned shmup boss, who also uses his eyeballs for attacking player...Cross-references - ahoy!! Anyhow, while her attacks are identical to Shaft's there are a bit different, when it comes to certain little details. In her first attack, Witch Annette put Eyeballs on fire and they will chase Richter across the screen. It should be noted, that fight take place on the top of the Clock Tower, in front of the clock face and platform is quite small - only screen long, so boss can simply push Richter towards the abyss to finish this fight. Unlike, Shaft's version of attack, Eyeballs only loosely follow player, giving neccesary breathing space and time to reflect their attacks. Her second attacks is Shaft's third - Eyeballs surround themselves with force field and chase player in pair. Once again they only loosely followe player and Richter could escape them wihtpout relying onto backflip. Annette's final attack is the most dangerous attacks of both her and Shaft. Eyeballs will fly over the platform and shoot lightining straight down. Unlike Shaft's version of attack, in this game this attack comes out slowly and Eyeballs shoot lightining longer. Also, they are prone to change they position quite fast and most of the time player will be clamped between two lightining strikes, leading to inevitable damage. Your best bet in this battle is to rely on the ever trusted Cross-Boumerangs.

Reaper's boss fight is pretty much identical to his fight in Rondo. During the first stage of the battle Reaper will fly across the screen, stalking player and summoning sickles all over the place. It is very important, that unlike Rondo, Reaper actually can deal amage, when you touch him. More than that he causes "curse status" which in situation, when you ae surrounded by multiple flying projectiles aimed at you is a very bad thing, to say the least. In general this battle could be easy or very hard - it's all depends on AI mood and amount of sickles that he will summon. If he summon a lot, you are most likely a dead meat, because while you trying to avoid or destory sickles there is very big chance that you will into Reaper himself. Your best subweapon choice for this battle is the Dagger. Sometimes you can combo up to four strikes in a row, with whip and then Daggers if your position is right. Also, since Dagger is a very fast weapon, it'll allow to succesfully keep Reaper at bay most of the time.

After you deplete half of his lifebar, Reaper will transform in his second form. This battle is still resemble its Rondo counterpart, but different in that you have even less space to maneveurs. However, unlike Rondo, Reaper scythe attack will not push Richter back significantly, thus not giving boss chance to kill you in one hit. Your best tactic is to wait on the edge of the platform, when Reaper will be a bit further than number "6" on the clock face. Wait until he will execute his double scythe attacks, then hit him and immediately step back. Reaper's scythe strike deal a lot of damage and has further reach than it looks like, so it's very important to stay away from him if there is probability that he will strike. Also, you shouldn't continously attack Reaper, because it will push him to the edge of the platform. When this happens, like in Rondo, Reaper will make a jumping attack that deal A LOT of damage, so you better avoid it at any cost possible. In general, what you need in this battle, is a lot patience and at least half of your lifebar just in case. Reaper still can summon sickles and sometimes can summon up to three of them. When this happens try avoid as much sickles as possible, but if you see that you calmped between possible Reaper scythe attack and sickle, you'd better take some damage from the sickle and continue fight, rather then being killed by Reaper's strike. Also, don't use subweapon on the Reaper during this stage. If you do, Reaper will shot some homing projectiles at you and you will have another problem to deal with.

And finally Dracula himself. This battle is complete opposite of Rondo's Dracula battle. It is hard. Very hard. To the point, where one single strike could decide the whole battle...for you. Unlike all other battles with Dracula in the series, this one happens on the row of columns of different height. Dracula will randomly appear on one of those columns and shoot fireballs or Hellfire attack. If you positioned yourself incorrectly, single attack will be enough to kill you. In general this battle is very tedious and nerve wrenching, since you never know, where Dracula will appear and, most of the time, you will not know what attack he will use. I can give only general tips for this battle. Choose one screen wide-range and observe it. Don't chase Dracula all over the battlefield - it is useless, since he is teleporting randomly and there is no general pattern. Most likely you'll end up eating fireballs in your face or jumping on the platform, where Dracula has landed, and that will push you into the pit. So, choose one-screen range row of columns and wait. Remember how you should attack Dracula, when he appear on every column. And how you should evade his attacks, if you can't. As an always, memory is more important than reflexes here, so keep remembering. If you see that Dracula will use Hellfire and you are on the next column to him, duck and allow attack hit you. Otherwise, most likely it will push you back. Loosing some part of the lifebar is better than loosing life alltogether. Besides, there is a Meat in the lone candle in the left part of the screen. The best weapon for this battle - is Cross-Boumerang. Axe is probably more effective and fast, but you'll need Boumerangs for the second part of the battle with Bloodsucker.

After you deplete Dracula's lifebar, he will turn into giant blue demon. You'd better to finish Dracula first form, somewhere in the corner, so you'll have the whole screen to escape from him, otherwise, he will easily corner you. Demon Dracula has only two attacks, but given the circumstances they are equally dangerous. First, Demon will shoot fireballs at Richter. There are deal big damage and obviously can push Richter into the pit. This is where Boumerangs comes to help. Try to throw at Demon's hand or a bit lower, so they will destroy fireballs as soon as they appear. Demon's second attack is thunder wave, that covers half of the screen. Try to avoid it at any cost. After throwing fireballs and thunder wave, Demon will fly to the next column, so you pretty much limited in time how fast you can kill him, because if you be slow, he will drive you in the corner. And this is why the best weapon for this battle are Boumerangs. With their ability to deal multiple damage over time this battle, most likely end, before you will notice that. Ending is not very impressive, though.

Now, as promised Rondo and Dracula X little comparision chart:
1) Graphics: both games are beatiful, but backgrounds looks more detailed in Dracula X. However, in both games most of the levels are quite soulless and boring. Tie.
2) Sound: I like CDX renditions of the music better than Rondo's. And it has awesome tango version of Bloodlines. Point to CDX.
3) Gameplay: Rondo is much better in that regard. While CDX recalls a lot of nostalgia about NES titles, in general, controls in this game are very jarrting. Point to ROB.
4) Level structure: While at times disjointed, Dracula X levels offer more variety and challenge. Rondo's levels, meanwhile have alternate paths and alternate bosses. Tie.
5) Boss battles: In both games boss battles are fun and interesting. As always CDX offers more challenge, while Rondo provides more variety. Tie.
6) Difficulty: In general both games are quite hard. Rondo have some very frustrating moments, and CDX pretty much consist out of them, including "one-hit-you-dead" Dracula battle and "no-subweapon-for-the-best-ending" challenge. So, CDX take this point....however, I am not giving a point for this parameter. So, N/A.

In general, games are quite equal. While Rondo wins with amount of content, CDX wins with providing interesting challenge. I'd say those games are centered around very different core ideas (experiment versus old school), so I don't see neccesity to pit them versus each other to the death. Both games have its strong and weak points. Hoever, one thing that I should note, that Dracula X doesn't feel tedious like Rondo did for me at some points. While traning for the two weeks, to make a one life playthrough, I wasn't tired to play through the game over and over. While, after the same amount of time, I pretty much hated Rondo's first few levels. Where CDX is really succeds - its in not making itself tedious and boring. Stages consist from mutiple short parts, often with radically different design, so you wouldn't be tired by seeing the same level over and over. Also, the fact that you need constantly fight with enemies and controls, gives this game not only challenge, but some energy as well. Overall, Dracula X is very odd entry in the series. It's pretty hails to ideals of the NES era Castlevanias, while all elements from Rondo more or less acts as an afterthough to the whole design. It seems as if developers wanted to create their own Castlevania, but were tasked to make port of the Rondo. So, they constructed their own game from the bits and pieces of the PC Engine, while cutting off everything thay didn't fit into they idea of how this game should be. I think, that's how it could be because Dracula X is simply to different from Rondo, to be a mere victim of technical limitations. It doesn't explain why developers needed to completely change all the levels in the game or why controls were butchered like that. I don't believe, that they were bunch of untalented hacks and that SNES wasn't capable of the better controls, not after SCV4. It seems like all the choices that were made during development were conscious and dictated by desire to create Castlevania in their own vision. Well, if that was what they aimed for, then they certainly had a big success. I refuse to consider this game as a port of the Rondo of Blood. Simply it's too different from Rondo and too many things. However, if one asks me what do I think about this game as port of the Rondo, I'll answer that it is a very bad port that has nothing to do with original game. However, it is a good game in its own right.
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on July 24, 2012, 02:05:58 PM
Well, the second part of this project is finished.
Continuation will follow later.
Title: Re: Castlevania Marathon by Sumac
Post by: Chernabogue on July 24, 2012, 02:11:23 PM
Very nice job and interesting review, I learned a few things. ;)
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on July 26, 2012, 10:03:11 AM
Quote
Very nice job and interesting review, I learned a few things.
Thank you.  :)
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on November 21, 2012, 08:17:42 PM
Soon.
(click to show/hide)
:)

New review is coming.
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on December 04, 2012, 01:21:45 PM
And finally SOTN review is finished. It consists from five chapters, Prologue and Epilogue. I'll take a brake until tomorrow and make final fixes and improvements to the text and then maybe I'll be able to publsh it here in a few days.
I hope no-one will find this text offending?  :'(
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on December 05, 2012, 02:47:37 PM
And here it is - my review of the Symphony of the Night. I hope, no matter your opinion on the game is, you will enjoy it.

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WARNING!! This review contains my personal opinion on the game. If you don't like it, OK, but remember: everyone has right to think differently from each other.
Thank you. Peace and respect.

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Prologue.

For the first time, I've learnt about Symphony of the Night from the preview of another Castlevania title: Lament of Innocence. It was mentioned in the magazine as supposedly the greatest game in the series. I attempted to find more information about that title and stumbled upon LOI official site, where the official timeline was published. Back then it listed only games after SOTN, including Circle of the Moon...But that a legend for another time. Anyway for some time I forgot about this game and was concentrated on playing Castlevania games on SNES, Game Boy and Genesis. Eventually I decided to play Symphony after I’ve read many praises of this game on several Castlevania forums. And in 2007 I finally acquired this game and attempted to play in it...

Castlevania: Symphony of the Night review by Sumac.
Part 1: how I played Symphony for the first time or how I learnt not to trust fans praises.

Back in 2006, when internet connection was finally established in my home, one of my major goals was to find as much information as possible about my favorite game series, including Castlevania. Through this, I've learnt about the fact, that Castlevania was much more than just few games on the SNES and Genesis and that new games in the series were still being produced. I briefly played some of “metroidvanias”, but they felt alien and different to me. So, for quite a time I decided to abandon this series. The only "new" title, with which I felt right at home, was Castlevania 64. Atmospheric similarity to the Super Castlevania 4, wasn't the only reason for this. Year later, in 2007, I decided to give "metroidvanias" another try, especially after I found few Castlevania forums. In these places many people praised Symphony of the Night as the "definitive Castlevania title", citing such reasons as: "best graphics, awesome music, wonderful gameplay, good voice acting, exceptional atmosphere and deep and involving storyline". Back then, I was rather naive, and honestly believed, that majority of the people, couldn't be very off the mark. So, after some brief pause, I decided to play Symphony of the Night and see the supposedly best game in the series.

The beginning with unimpressive CGI video didn’t impress me that much. However as soon as it’s ended I was immediately thrown into the Castle Keep. It was brimming with atmosphere. Wonderful colorful graphics, awesome 3D background and moving clouds. Smoothly animated sprites and general moving atmosphere...everything was AWESOME with a capital letter A. I honestly believed, for that one particular moment, that it indeed was the best Castlevania ever...
 
After running around the Castle Keep and getting used to controls, I finally entered Dracula's chamber. There I was quite surprised with...strange voice acting. I wasn't expecting very much in this department, but this was...something different. I decided: "OK, so voice acting is shit, but even the best games can allow themselves to have few minor flaws". With that in mind I fought Dracula and got into the main game.

As soon as the main part of the game started, I immediately noted, that it wasn't as dynamic as Prologue. The game became a but more slow. A little note: I was already familiar with how "metroidvania" mechanics worked, since I played Circle of the Moon before. Back then, COTM didn't impress me and I abandoned game without any remorse. The beginning of the SOTN was atmospheric, but a little lacking in the difficulty department. I mean, it wasn't even remotely close to the difficulty of the past titles. Even after loosing "Alucard type" equipment, I still ran through the castle full speed, meeting generally weak opposition. The bosses, while graphically impressive, weren’t really difficult at all. It was a minor thing, but strange nevertheless. In my mind, the best Castlevania was supposed to present challenge. But well, I assumed it was only the beginning of the game, and, besides, there always was a so-called "inverted castle", whatever it was. Another thing was strange - lack of storyline. Infamous dialogue in the prologue aside, there was no character interactions and that was rather contrasting with the statements about how this game had "deep and involving storyline". As with the past "strangeness" I assumed, said storyline will appear in the latter part of the game as well.

So, I was continuing my playthrough. After getting to the first dialogue with Maria, I thought: "Finally!! This is where story starts!!” However, the more I played, the less hope I had that "deep storyline" will be presented in the first castle. Really: random, somewhat generic dialogues here and there are not what I consider "deep storyline". It's not even in the "good storyline" league.

By the end of the first castle my feelings were rather in turmoil. On one hand, the game was indeed beautiful and had an awesome soundtrack. On the other, it was a far cry from how it was described by fans of the series. The game wasn't difficult, and the storyline was rather...generic. Gameplay was enjoyable, but felt a bit stale, since no real opposition was present. All my hopes were for "inverted castle". And I have paid for that dearly...

At first, I killed Richter and received the worst ending. I liked the fact that, Castlevania game had a false ending. After brief consulting with World Wide Web, I found out how to get to the second castle. After I defeated Richter, I was positively hyped: "YES!! I'm going to the Inverted Castle!! This is it!! It must be the place where the real challenge lies and where the "involving storyline" will be presented!!" So, after Alucard teleported into the Inverted Castle I breathed a full chest and prepared for awesomeness.........only to find out that Alucard appeared in the exact copy of the Dracula's chamber, which was upside down for some reason. My first reaction was: "Wait...What?! Well, it must be the start of the Inverted Castle, I guess. Ingenious idea, to start a new area with the upside down version of the place you just left. OK, now I leave this upside down Keep and get to the new and awesome places..." When I left the upside down Castle Keep, things didn't start to look brighter to say the least: "Wait...? What the fuck? I mean seriously, it couldn't be true...What kind of drunken monkey will design second part of the game as upside down version of the first part!?! It must some sort of preparing area or something and then there WILL BE new areas..." After 10 minutes of exploration I, obviously, was left in utter horror and confusion. Back then I didn't bother to ask anyone what Inverted Castle exactly was. My imagination pictured it as some sort of Silent Hill-esque creepy and twisted version of the regular castle, with blood dripping from the walls, super powerful monsters in every corner, logical puzzles and a lot of new places to visit. Even in the worst fever dream I couldn't imagine, that "Inverted Castle" meant an "Upside Down Castle".

After accepting the fact that there will not be new places to visit, everything that I believed about this game began to crumble, piece by piece. There were no "deep and involving storyline". There WAS NO any kind of storyline at all in the second castle. There weren't any real pointers on what should I do, either. Enemies were still rather anemic. They attacks were strong, but they were easy to kill just like enemies from the first castle. Bosses (except for the «Zombie Impersonators Trio») were utter garbage. Even Mummies from the first Castlevania were more real threat, than any of them. Without any kind of challenge and goal, gameplay lost its appeal and novelty. I never was a fan of running around the place, just for collecting stuff and points. It's become a shallow experience for the sake of experience itself and I never liked such activities. For the same reason I dislike racing games. My patience was wearing thin. I hoped that game will be able to surprise me, give me something new, something unexpected. New powerful enemies to fight at least...but no...Except for the couple of overpowered knights in the clock corridor, there weren't any enemies, which could give even the slightest taste of the challenge.

Eventually after "battle" (if that puppet kicking could be called battle) with the Mummy, I finally stopped playing. Everything that was praised in this game was a lie. There were no "deep and whatever storyline". There were no lots of awesome atmosphere. Soundtrack was good, but after listening for the same melody for the 4-5 areas, I was somewhat sick of it. I made the last attempt to see, if there was anything worthy in the game. I managed to get to the Reaper, but after I defeated him in a minute without even any danger to myself, all hope for this game was lost. I abandoned it. I have learnt my lesson well, though: never trust anyone else's impression on the game. Only your own experience can decide is the game good or not. Everything else, could be considered, but shouldn't be hold as the truth.

After this first attempt at playing Symphony, I made another one, one year later. It has only proved my early conclusions about it, but with more objectivity and less emotions. Well, after this rather long and “enlightening” story, I finally can go to the real review of the game.
Hm...Maybe I should write it upside down...?
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on December 05, 2012, 02:48:46 PM
Part 2: review of the Symphony of the Night or how multiple good concepts thrown together doesn't make a good game.

Chapter 1: Some sarcastic voice acting and other basic stuff.

Story wise this game is a sequel to the Rondo of Blood. It's belongs to the same Dracula X subseries, that is even more obvious, if one reads the Japanese name of the game that is: "Akumajou Dracula X: Gekka no Yasoukyoku". This connection between two titles was lost, when the title was translated into English. Most likely it happened because first "Dracula X" game (Rondo of Blood) was never released in the West in its original form. Westerners received only port of the game for the Super Nintendo, which was almost like a completely different game. I guess, since Dracula X was largely considered inferior port of the Rondo, Konami decided to omit the connection between those games in the West.

There is actually confusion created by strange translation. The Prologue has subtitle Bloodlines, which led many people to connect this game with the Sega Genesis title, which was released in America as "Castlevania Bloodlines". In reality, there is no connection between those two games and in Japanese the subtitle is "Chi No Rondo" (Rondo of Blood) - a game that Prologue stage is recreating.

As for the actual storyline: according to the intro of the main game, it takes in 1797 year, four years after events of the Rondo of Blood (shouldn't it be 5 years, since ROB was in 1792?). Richter mysteriously disappears and Maria went for his search, eventually ending in mysteriously recreated Castle of Dracula. Meanwhile, some vague and mysterious powerful forces awoke Alucard from his slumber. Half-man, half-vampire decided to investigate what evil was responsible for his aborted nap and destroy his father Dracula, if necessary. In the course of his adventure, Alucard will learn that Richter was possessed by Shaft. He freed vampire hunter from villainous control and after the long trip through the Inver...to hell with it...Upside Down Castle, finished Dracula, (not) once and for all. After all that, Maria instantly fell for handsome dhampire, even, if all their interactions lasted approximately 10 minutes in total.

Note: in Japanese version Maria, tells Richter, that her fate is connected with the Alucard's and follows him. So, in original there are seemingly no romantic overtones in the ending. I guess localisators weren’t satisfied with butchering voice acting alone...

Castlevania, almost never was praised for its "deep and involving storylines" and most of the attempts to create them, including this one, ended rather...lacking. But after all, even such level of storytelling, is not bad for the series, where storylines usually could have been described as "vampire hunter goes to kill Dracula".

After destruction of Dracula player will be treated by the plainly looking CGI clip of Castle falling apart and after aforementioned final dialogue, by the song "I am the wind". I don't like this style, but must say that this song is not horrible, even, if I am not actually sure what it has to do with the game. It's just kind of feels a bit out of place.

Anyway, now for the graphics. It's simply astonishing. SOTN is the most beautiful 2D and technologically advanced Castlevania game to date. Since its closest rivals could be found only on portable consoles, this title, most likely, will be retained by SOTN. Game uses 3D engine, which allows creating smooth animation and special effects of the unprecedented scale. 3D engine allowed creation of some 3D objects on the bakground (Clock Tower in the Prologue / Castle Keep) and some 3D enemies (Books in the library). In fact, all sprites in the game are just textures put on the simple 3D objects. Such technique allowed creating diverse movements, transformations and effects, which would have been almost impossible with the use of the traditional 2D engines. Most striking of them are the movements of Azaghal’s sword and Alucard mist transformation. "Sprites" themselves are very detailed, however, Alucard and Richter still lacking faces. In general, sprites have the same level of detail like in Rondo of Blood, maybe a bit higher. Some enemies were reused from Rondo, but they quantity is rather low.

Quantity of the nicely animated enemies and incredible level of detail compensate for the general lack of animation in the backgrounds. Their quality is similar to that Castlevania Dracula X, but with more vivid and lively colors. Also, since there are no clashing palettes between backgrounds and the game "sprites", game looks much better. Backgrounds are very detailed, presenting very stark contrast to the Rondo of Blood rather empty and lifeless stages. 3D engine allows for casual multilayer backgrounds, making some potentially boring places, more interesting. Color palette is bright, but not overly so. The game doesn't look very cartoonish, but doesn't channel that gloomy atmosphere of the first titles in the series. It is a bit more serious, than Rondo of Blood, though.

Music was composed by Michiru Yamane. It's become her second Castlevania game for which she created soundtrack. The first one was Castlevania Bloodlines. Like graphics, music in this game is undoubtedly one of its strongest points. Like in CVB tracks are widely different from each other, but still have the same interior vibe, making SOTN's OST feel like a single entity. One of the best tracks in the game, in my opinion, are dynamic Wandering Ghosts (Coliseum), beautiful Dracula's Castle (Entrance Hall), glamorous Dance of Pales (Olrox's Quarters), enchanting Requiem for the Gods (Royal Chapel) and Rainbow Cemetery (Catacombs), that could ideally served as melody for the last level, if SOTN had an old school level-by-level progression. While the tracks are awesome, it could have been even better, if exploration nature of the game didn't forced players to hear them over and over. Even the best song could become tiresome, if you listen to it too much. It's partially the case in the First Castle, and twice as truthful, in case of the Second Castle. Obviously not all songs in the soundtrack are awesome, some just good, but in general; Symphony's soundtrack is one of the best in the series, being rivaled only by the Super Castlevania 4 OST, if we look only to the past games. On the final note about soundtrack, I must say, that most of the tracks in the First Castle fit locations to a "T". Not so much in the Upside Down Castle. Though, it's mostly problem with the "game design", rather than with the music.

I must note, that it rather strange to hear complaints about certain new games lacking remixes for the old themes, from the past Castlevanias. Symphony is probably one of the biggest offenders in that regard. There are only TWO reused songs from the past: Dance of Illusions (from Rondo of Blood) and Bloodlines (plays during battle with Richter), that was heavily rearranged, so I doubt it could be considered as "just remix". None of the classic trio of tracks (Vampire Killer, Bloody Tears and Beginning), didn’t make it in the game as well any other tracks from pre-Rondo games.

Sound effects in this game are wonderful. Many enemies have their own voices and grunts. Speaking of voices, Symphony wasn't the first game in the series that had having voice acting (this honor belongs to the Rondo of Blood). But it was the first game which was dubbed for the western realize. And how!! Thanks to its quality, or rather lack of thereof, English dub received some sort of cult status amongst fans, though personally I am not sure, that it should be held as some sort of a sacred cow. Basically it ended up in category "So bad, it's good." Rather dubious achievement, I must say. The dialogues in the game are somewhat stylized, possibly to make them sound archaic or overly poetic. Coupled with bad-to-hilarious voice acting it really creates something...unique. The main protagonist of the game, Alucard sounds somewhat wooden, like he has a bad cold with bunged up nose. Also, sometimes he sounds a lot like main character from Hitman series. I almost expected him to blurt something like "Names are for friends, so I don't need one." or "I need to use a bathroom". Maria sounds arrogant and somewhat cocky. It’s rather hard to connect her SOTN personality with Rondo of Blood's. Librarian, Shaft and Reaper are probably the only characters in the game that sound somewhat decent. Shaft takes the cake though - he has really impressive deep voice. Even low quality of the record, didn't affect him badly. Ferryman sounds like he swallowed a lot of helium + some Prozac. Richter is heroically and facepalmingly cheesy. But the award for the worst voice acting of course goes to the main antagonist of the game - Dracula himself. To quote AVGN "What were they thinking?!". My perception of the Dracula maybe somewhat different from what other people think of him, but I don’t think he should sound like a very bad actor who overacting so much, that your ears couldn't believe it. If anything, he maybe can sound dramatic, but there is difference between being "dramatic" and sounding like "Saturday morning cartoon villain", that in my opinion Dracula, even in Castlevania, shouldn't be. Where was sound director, when they were committing this atrocity of recording? He overacts even the basic stuff...stretching words and changing volume of his voice, when it's not necessary, denying any possible attempt to take this Dracula as serious and tragic character. His final dialogue with Alucard, that probably should sound tragic, was turned into bad comedy, with clichés and Bible quoting, all thanks to “awesome” voice acting abilities of those actors. Happily, port of the game for the PSP removed this horrible atrocity and replaced it with some decent voices and less poetic text, thus fixing this big misunderstanding, which was considered “voice acting”.
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on December 05, 2012, 02:50:27 PM
Chapter 2: We put a lot of stuff in the game and it will work...somehow.

Now, let's go to the meat of the game and the factor, why Symphony of the Night is often considered as revolution in the series: gameplay. Let's start with controls. They are very responsive and there are not even the slightest problems with movement. Physics remind me about Rondo of Blood, but without problems with landing from a jump. Alucard is rather heavy and moves somewhat slow, but his animation has certain smoothness, so his slowness is not very apparent. Richter is quite similar to him, when it comes to the weight and agility. Otherwise he is certainly faster, because he has a slide move, and he can run. This ability would have been very useful for Alucard in the Second Castle, but alas - developers probably decided, that running full speed wouldn't fit Alucard's glamorous persona. Besides those basic abilities, Alucard also have a backdash. I guess it was supposed to be used to evade certain attacks, but I didn't find this move very useful. Truth to be told, I have never even used this voluntarily, only when I accidentally confused "shield" button with "backdash" button in the beginning of the game.

Alucard has Magic Meter, which is used for the Spells and Transformations. He is still using hearts for the subweapons. But their significance is quite low, since even without them, Alucard has a whole lot of different abilities, which allow ripping opposition apart. Unlike most of the previous protagonists of the series, Alucard fights with the sword. He can slash forward and downward, while crouching. Attack speed and damage depend on the weapon. Thanks to the responsive controls, it is easy to intercept enemies, which come from behind, before they can do any damage, unlike in some previous games. Also, Alucard is the first protagonist in the series, which can protect himself with a shield. There are some limitations for that, though. Besides normal attacks, Alucard have access to a few magic spells. Some of them require presence of certain Familiars and one of them is patterned after Dracula's classic attack (Teleport + Fireballs). Spells usually can be activated via, sometimes, complicated combinations in the best tradition of some Street Fighter moves. On note, I didn't found spells very useful in the game. They are visually cool, but with the vast amount of abilities Alucard has besides them, and with low level of danger from the enemies...they are not that necessary.

To top that, Alucard can transform himself into variety of different forms: bat, wolf and the mist, all activated via Relics. Each form has its upsides and downsides. In the mist form, Alucard is completely invincible and it allows him to move through the Castles without killing anyone or at least avoid unwanted confrontations. Later in the game Alucard will be able to transform into poisonous cloud, which would allow him to kill enemies, without putting himself in any kind of danger. In the Bat form Alucard can fly very fast and has two attacks: fireballs that fly with annoying delay, and ultrasonic wave. The latter is not attack per se, up until the very late part of the game. In the Wolf form...Alucard can bark. And run very fast. And swim. I didn't found much use for this form, because the bat and the mist forms gave much more freedom gameplaywise. Wolf form was only useful to fill map percentage in some places. But it has more to do with some lousy programming, rather than with the gameplay usability.

All five classic subweapons are present in the game (Cross, Holy Water, Stopwatch, Dagger and Axe). However, there are few more subweapons. Holy Book (Bible) makes it first return after Rondo of Blood. There is also Rebound Stone, probably my most favorite subweapon in the whole game. It was seemingly based on the Diamond subweapon from the Castlevania 2: Simon's Quest. Rebound Stone is much smaller than Diamond and Alucard can throw up to three of them on the screen. Agunea is some strange looking device (or it’s not a device, I am not sure). It fires single bullet into the enemy. As soon as bullet makes contact with monster, Alucard fire a bolt of lightning at unfortunate enemy. It is, probably, the rarest subweapon in the game. It's a cool weapon, but eats too many hearts. Finally, there is Bibuty. Once again, I am not sure what this thing is supposed to be, but from the description it allows throwing some ashes at enemies. In the game, said ash looks like sugar cubes, though. I didn't found this one very useful, aside from the Clock Tower, where I used Bibuty to turn gears, opening the secret room. In general, Alucard is probably having the most ranged abilities amongst 2D Castlevania protagonists. It's actually not a good thing. It will be explained later why.

The most important changes came with the fact, that developers completely changed general gameplay. They turned good, ol' action-adventure game into what can be called "metroidesque RPG". First of, there is no more level by level progression. Like in Metroid the whole Castle presented as one big place divided into relatively small areas. Once again, like in Metroid, player must find new abilities, that will allow him to get into the new areas to get new abilities to progress further...and so on. Some areas has bosses, some don't. Like in Rondo of Blood, SOTN counts completion percentage. Though this time, percentage counted, not for killing bosses and completing levels, but for visiting new parts of the map. In order to get the best percentage, player must visit every area in both Castles and find every secret room (there is quite a lot of them and to access some player must figure out simple puzzles). Symphony could be possibly called successor of both Vampire Killer and Simon's Quest. Vampire Killer was like mini-Symphony in that regard (player had full access to the whole area and should had figure out how to progress further). And CV2 introduced idea of the leveless game.

Like in RPG, player have access to the menu (inventory) with which he can manage items, weapons, potions, turn on and off special abilities and Familiars. Player can also assign different equipment to the Alucard. There are separate equipment slots for different body parts - helms and goggles for the head, armors for the body, capes for...well, capes slot, weapons and shields for both hands. Player can assign different stuff for each hand, thus allowing him to create some interesting combinations, like giving sword in one hand and shield in the second. Aside from having their own set of statistics, some items, in particular swords, shields and rods, have their own special properties. Some could be uncovered by using certain pieces of equipment together, like in case with Shield Rod + Alucard Shield combination. There are also separate slots for assigning rings and amulets. Those things, influence only different statistics.

Visually, equipment changes are not noticeable, though. Only cape changes its color, depending on what cape player uses. It should be mentioned, that Symphony is not the first game in the series, which had inventory. Simon's Quest already had one, but it was quite basic and allowed to choose only different subweapons and Dracula's Parts. Equipment could be found in Castles in random places, though the most powerful items and items with unusual properties are well hidden. Also, equipment could be dropped by enemies. Almost all enemies in the game, except for bosses can drop three items - hearts for the subweapon, basic items (they drop them very often) and rare items (those appear very rare obviously). Rare items are usually very valuable and can give new properties and stats boost to the player.

Another thing, that changed gameplay, was the introduction of the character statistics and statuses. The idea of statuses was virtually introduced in the Castlevania Dracula X, I believe. In there, player could receive "cursed status" during which, he was unable to move fast and attack enemies. In SOTN Status changed are spelled right next to the lifebar. Besides being cursed, player can be turned into stone statue and receive some other status specific damage. Such effects could counter with specific antidotes, like uncurse potions and others. Some items can give temporal status change for Alucard, like protection from the fire, for example. Like usual heroes of the RPG, Alucard, have different stats and can be leveled up. There are two main stats - Attack and Defense. There are other four stats: Strength, Constitution, Intellect and Luck. I am not sure what difference between Attack and Strength, but whatever. Intellect and Luck affect possibility of the rare drops from the enemies. More INT and LCK you have - more chances of receiving something valuable from the killed enemy. All statistics become higher, when Alucard receives level up. However, player can directly affect statistics by choosing different equipment. Almost all items in the game, have they own set of statistics, which affect Alucard's, when equipped. Some could raise his statistics higher, some can lower them. Interestingly, amount of Health Points and Hearts is not connected to the level ups. Player must find "Health Max UP" and "Hearts Max UP" items to gain more Health Points and carry more ammo for the subweapons. It was another thing that was taken from the Metroid series. Once again, SOTN didn't pioneered use of RPG mechanic in the series. That honor, once again, belongs to the Simon's Quest, though in this game player had only one statistic - Vitality, which affected only lifebar, restoring it or making it longer.

Also, enemies now have different statistics too. Even more than that, some have different vulnerabilities. Like some enemy can be vulnerable to the lightning and holy attacks, but immune to the fire and dark attacks. In the Bestiary that can be accessed in the Library player can read about weaknesses and strengths enemy has.

Menu also gives access to the Relics and Familiars submenus. Relics are equivalents of the Metroid upgrades. They are usually found in some remote places in the Castle and only few of them can be received from bosses. All Relics could be turned on and off, but this actually only significant for changing Familiars, which are considered as Relics as well. You can't have more than one active Familiar at the time. Submenu Familiars allow tracking down strength of your little buddies. Familiars can be leveled up by using them. There are five familiars in western version of the Symphony. Fairy - she automatically heals and resurrects player. Also, she can point out hidden rooms. Demon - rarely attacks enemies and can turn hidden switches. I used him only ones in the game. Ghost - follows player and can attach it to enemies, literally mooching of their lives, acting like a parasite. He is very useful to take down some bosses. Bat - rarely attacks enemies, and when Alucard uses his Bat form, it can also summon several other bats. Finally there is Sword Familiar, which occasionally attacks enemies and gives access to the powerful spell. I rarely used two latter familiars.
The concept of lives was terminated in SOTN. Instead of that, player has only one life, but multiple Save Rooms, which allow completely, recharge Health Bar and save progress whenever you like. Besides stats and amount of experience, game tracks how much rooms you visited in the Castles, how much gold Alucard have collected and how much time player spent in the game in general. Gold is used to buy stuff in the Library. In there player can buy different weapons and equipment, sell gems, and see strategies for the boss battles and read Bestiary entries.
Design of the enemies is varied, though there is somewhat abundance of different types of animated armors. Some enemies from Rondo were reused in this game, though not much. All monsters have nice smooth animations. This game, also, introduced idea of the “funny” enemies, who are non-threatening and just there to entertain player with their antics (Dodo and Yorick skeleton, also Skeleton Dancer, though he could be a bit annoying).
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on December 05, 2012, 02:52:29 PM
Chapter 3: general stuff that went wrong with "greatest Castlevania EVUR".

So, we have a lot of new stuff in the game, new mechanics, new type of progression, e.t.c. Impressive. Simply impressive. On the first sight. If one looks deeper, than he'll see a lot of things, which is not right with this supposedly "Ultimate Castlevania". As a one wise man said: "Symphony of the Night introduced "metroidvania" formula to the series, without perfecting it." I don't remember who has said it, but he was absolutely right. First, I start with discussing levels.
One of the main attractions of the Castlevania series was always its level design. While maybe it was not always pinnacle of creativity, in the main games, levels almost always impressed with amount of details and attention to the general logic and progression. In other words: while playing Castlevania game, more often then not, you felt like you were going somewhere. Locations weren't simply labeled like "big and chaotic Clock Tower", but actually were leading somewhere and often had intrinsic connections between each other that made sense. Symphony dropped the ball here. Most of the locations in the game are simply places, which are designed to fill some purpose, but nothing else. They are mostly unchangeable inside themselves. So, when player goes through the Long Library, he doesn't feel like he is getting somewhere. He simply traverses in the Long Library area and…then exits it. Almost none of the Areas in Symphony don’t have "start" and "finish" or some great changes inside. The same set pieces with little to no change and rather similar backgrounds await players. Castle has stopped making impression of an actual place and gave impression of a real adventure. It became just a playground for killing monsters and leveling up. Some areas have rather "old school" design approach (ex: Entrance Hall, Clock Tower, partially Abandoned Mine and Underground Cavern), but most of them just serve to function as the place, instead of being the place.

Another thing, that is connected to the problem, described above, is a big amount of filler rooms in the areas. The most obvious example: vertical chambers in Alchemy Laboratory and long corridor in the Marble Gallery. The Outer Wall is pretty much one big filler area. Those areas are usually consisting of copypasted tiles and backgrounds and have little-to-no enemies. The question: why those areas exist? For leveling up? But they usually contain very few enemies. To present challenge? But platforming doesn't pose any danger in the game, because there are not insta-death pits or spikes. While some parts of the other areas don't always give impression of an actual place, those filler chambers look even more out of place and somewhat make me question credibility of the level designers.

I think the reason for both of this problems, is the fact that developers were trying to create big areas. Unlike short levels from the past games, they didn't have definite start and finish points and they weren't self-contained, so player could always revisit them. Old school approach to the level design allowed gradually change design inside of the level and kind of "tell story in the level". This approach was out of question in the Symphony, thanks to the general genre change, so devs seemingly designed all areas around two core ideas - to be good looking and relatively big. I think, this is the reason for the levels feeling more like "places labeled as *something*" instead of feeling like they are actual places and having some sort of progression. And since the whole game takes place inside the Castle, devs were forced to design levels as closed areas, turning the whole Castle into bunch of rooms and corridors, corridors and rooms. The worst offenders in that regard are Coliseum and Outer Wall. Coliseum for example, largely consists only of multiple corridors. If it wasn't for the top notch graphic and music, such design could have been considered as very inferior to that of the past games, where levels could offer much more interesting stuff and wasn't that...patterned. Sad price for the size, so to speak.

As for level design in general - the main gripe with the Symphony for me, is the lack of meaningful platforming. As was stated above, there is no way to die after falling from anywhere. There are also Alucard abilities to turn into Bat and Mist, which make platforming completely redundant. Some areas feel like they were created with the idea of punishing player for the wrong jump, like Royal Chapel, but in the end, even this place doesn't pose any serious challenge or danger. The game could have been so much better, if there were bottomless pits and spikes killing from the single touch. But I guess, levels were designed to appease to the young players, so they didn't go into hysterics after losing their progress after falling into the random pit.

Now for the problems with the gameplay. The most obvious of them is the lack of balance. In case of Symphony it has a double meaning. The first meaning - is the lack of balance between player and the enemies. Though, it became pretty much a norm for the rest of the "metroidvanias", it started here, in the supposedly best CV ever. While Alucard have so many abilities and not restricted in movement, his enemies usually very weak, slow, have simple predictable patterns and generally limited in what they can do. In order to compensate for this obvious oversight, some of the enemies has lots of lives and can do big amount of damage (Armors in the clock corridor in the Second Castle comes to mind). But those enemies could be skipped by using mist or bat forms, making their existence completely unnecessary. While the game have, probably, the biggest bestiary ever, pretty much none of the enemies are real threat, save for two-three rare species. Most of them fight Alucard as, if he was Richter Belmont from Rondo of Blood. And even in that case, I don't think they would have been big threat.

Second balance problem: Alucard have almost perfect controls, he have spells and transformations and can restore his lives in Save Rooms. With careful planning and leveling up, player can become nigh invincible for the enemies and bosses. It is certainly not what I expected from Castlevania game. It seems developers didn't think of possibility leveling up enemies as well, to preserve at least moderate challenge for the player. There was another possibility – to simply replace weak enemies with stronger ones over the course of the game. And I couldn't say that it didn't cross their minds, since there are few areas in the game where enemies were indeed replaced. But for some weird reason it was never applied for the whole game.

Balance and level design issues are not the only problems of the game. For example, there is obvious problem with navigation in the Menu and submenus. In order to reequip something you need to enter the menu, then enter submenu, then choose slot, then find item you want to use, assign it and exit menu. New players could become confused in all this amount of submenus, and this procedure is rather annoying as well. Probably the biggest issue with Menu is the cluttered list of items from which you must assign equipment for the both hands. It's not a problem, when it comes to body, head, cape and ring slots, because there are simply never so many items in those lists. But when it comes to hand slots...beware. Everything, that you have collected and that could be used with one hand or the other, is added to the list. Weapons, Shields, potions, food, one time use items, e.t.c. It's all goes into one single list. No wonder, that by the end of the first part of the game, this list will look like cluttered mess, where it's hard to find anything, that wasn't picked right now (new items are added at the end of the list - at least devs thought that out). If you use some items, they disappear from the list, leaving empty slots. If you swap your weapon with something else, then it’s usually go into slot instead of item you assigned. However, if you have empty slots in the list, then your weapon can randomly end up in them. Imagine my surprise, when I found my favorite sword, somewhere in the middle of the list, where previously were two items, that I used like two hours ago. Also, there is no search function, so if you want to find something specific...well, good luck. You will need it.
Using potions and food is another can of worms. First you need to equip potion / food instead of weapon and to do this you need to go through all this annoying submenus. Then you must use potion or, in case of food, throw it on the floor and consume it. After that, player must return into the menu, find his weapon and reassign it back to the slot where it was. Simple function "assign last used weapon" is not presented, though it could have been an obvious decision for this problem. Truth to be told, presence of Fairy familiar, somewhat alleviates this problem, since Fairy is a pretty much automatic script, that heals you and uses appropriate potions, when necessary. However, you don't have access to her in the beginning and, you if want to use some other familiar, you will not have any other choice, but to go through "assign-use-reassign" routine.

While Symphony considered RPG-like game, different statistics, play rather miniscule role in the game. Generally, player should care only about ATT and LCK (and that's only, if he want to get rare drops from enemies). All other stats are kind of just there and in order to keep up with the harder enemies (in reality enemies that just have more lives, not that they actually become more dangerous) it is sufficient to use latest found armors and weapons. All this invulnerabilities that enemies should have according to Bestiary are pretty much nothing more, but a decoration. There is no enemy in the game, who couldn't be killed by simple powerful weapon, despite whatever weaknesses and strengths he has, rendering all this weakness / strength element almost void.

Finally there is abundance of equipment. There are a lot of weapons in the game, that provide only cosmetic changes and some pluses for the statistics, that in reality have little-to-no effect on the gameplay. The same goes for shields. I guess, the only reason for existence of such amount of shields is the ability to combine them with the Shield Rod for different outcomes. And once again, it adds more for the quantity rather then for the overall quality of the game. Graphical niceties and special effects are good, but I believe, they should be useful in more ways, than just showing player how talented Konami artists were. The biggest gripe is, of course, amount of one time use items and food items. Especially food items. Why there are so much of them? Some can heal Alucard only for 19 HP and that is pathetic amount even in the beginning of the game. Besides, there are a lot of Save Rooms in the Castle and player should be darn inaccurate or unlucky to die somewhere for real. In general, their main purpose as of now - is just to exist in the list of items, cluttering its space.

All this problems with equipment could have been solved if only game allowed selling unnecessary stuff. However, for some reason player can sell only gems at the Library and nothing else. And there is no "drop Item" function. Both would have been very simple to realize, but...developers seemingly thought otherwise, sadly.

Anyhow, even with all this problems, Symphony still could have been a good game. It could have been a really good game, if not for one big problem, that appear after player finishes his adventures in the First Castle. This problem pretty much makes this game, not completely horrible, mind you, but rather bizarrely strange and not in a good way. Of course, I'm speaking about Upside Down Castle.
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on December 05, 2012, 03:09:36 PM
Chapter 4: One big Upside Down problem.

Remember, how in the prologue I described my first reaction at processing the fact, that fabled "Inverted Castle" was nothing more then just topsy turvy Castle from the first part of the game? Well, I must admit, that this feeling is still somewhat with me. I still can't fathom what demons of hilarious decisions possessed designers to make the second part of the game like this...
Possibly it was like this:

Dev 1: We need somehow to finish the game with something impressive. Also, we have some resources left like enemies, few abilities and music tracks – there are not much of them, but should be enough for conclusion of the game. And we need to put these bosses from the first Castlevania somewhere, so fans would see how we care about them, by making references to the first game in the series...whatever it was. The thing is...we don't have much time and money left to design new big areas. So, do you have any ideas?
Dev 2: Maybe we can design some small new areas, which could appear after you defeat Richter...
Dev 3: Better yet, we can create something like chaotic realm that consists from various discolored pieces of other levels...
Dev 1: That's would be obviously a hack job. We need something more impressive.
Dev 3: Or we can change palette of the Castle and call it Dream Castle or True Dracula's Castle...
Dev 4: Let's make more long corridors!!
Dev 1: I guess, we already filled our quota with long corridors for this game. There is no-one who can overdo this. But I like idea about the second castle...
Dev 3: I've got it!! We can make an Upside Down version of the first Castle!! It will cost us pretty much nothing, we'll remove all interactive objects from it and we won't provide any story, except for the very very final of the game. If anyone asks why, we'll say, that its original creative decision made to confuse players!!
Dev 2: But how we will explain, that in story?
Dev 3: Magic!
Dev 1: Ingenious!! Let's work on that.

Ahem...So, maybe it wasn't like that. I am really sure it wasn't like that. I hope it wasn't like that. However, the obvious lack of dedication in the latter part of the SOTN is obvious, even without wild imagination. I've read somewhere that IGA said, that second castle was created, because of lack of time. If it was indeed the case, it shows.

Graphically Second Castle looks pretty much the same as the First Castle. The only change is the lack of interactive objects in the backgrounds and slightly different palette in some of the areas. It doesn't really make them look different in any meaningful way. As for the music, there are some new tracks, but it seems developers run out of new music and were unable to assign new melody for each upside down area. So for several levels player will listen to the same melody over and over. Though, new tracks are good by themselves, since player will be forced to listen to them, almost half of his time in the Second Castle, it’s likely he'll start severely dislike them. In combination with the seemingly meaningless and easy adventure, music will make gameplay look stale and boring. Some areas reuse music from their normal counterparts.

My main problem with the Second Castle is not, that they have reused an entire map of the first Castle, though obviously it left a bad impression. I dislike how it was reused. To begin with, when Alucard appears in the second Castle he already has almost all abilities. It means, that player can simply overpower or escape from most of the enemies. Second problem, is lack of any clear goal. Player just arrives at the Topsy Turvy Castle to do...what exactly? There is no story up until battle with Reaper, which supposed to happen in the end of the adventure. And there are no characters to interact with. No-one tells what the hell player is supposed to do, where to go and what to collect. It's like Simon's Quest all over again. The only clue is that after player defeats Darkwing Bat he will receive Ring of Vlad. If player have played aforementioned Castlevania 2, then he maybe will be able to recognize what is demanded of him (collect Dracula's details). Of course, if he won't think, that it’s just meaningless coincidence.

On that note: Second Castle is mentioned in the story seemingly only once, when Alucard questions Richter and Maria about Shaft whereabouts. There is no any information provided about how the Second Castle was summoned to existence or what this place is. To think about it, there is no any information whatsoever provided about it, at least in English dub of the game. So much for the "involving storyline". Oh, well.

The problems with design and challenge become even more apparent in the Second Castle. First, all interactive stuff in the levels, like elevators, and the like has gone. Second, enemies’ placement is weird. While First Castle was brimming with supernatural life, and most of the time enemies were spread evenly throughout the areas, many places in the Second Castle are simply empty or have very little enemies. In some areas enemies concentrated in a few big rooms. Player will have hard time to defeat them, but not because of the good enemy placement or their abilities, but because there are simply very many of the enemies in one place. It seems it should have made game more difficult, but once again, considering Alucard abilities, this doesn’t bear any positive changes for the gameplay. There is also strange decision to put flying stone skulls in some corridors and chambers. I am not sure what it should have accomplished. In few areas in the Second Castle, enemies are not cluttered in several rooms, but as in the first Castle, spread throughout the level. However, usually there are only two or three types of them, making it still a far cry from the First Castle.

Balancing issues are worse in the second Castle, than in the first. For some weird reason, Alucard can quickly gain 7-8 level ups in a row, just by killing over and over Nova Skeletons in Reversed Outer Wall. Good way to keep difficulty up. Not. In general, enemies in the Second Castle still can be killed from one, maximum three attacks, with some very rare exceptions. Enemies themselves deal more damage, but because they're much slower, then Alucard, and still use primitive patterns they really don't pose any meaningful threat. Kind of radical departure from previous titles. Though, at some points developers finally attempted to play in "good enemy placement on the level". However, their efforts more often came as meaningless, for reasons described above.

Bosses also complete joke. None of them save for Shaft and Dracula; don't pose even a minimum threat. There is still some stuff to collect in the Second Castle, in particular Alucard's armor, which he had in the very beginning of the game, before meeting with Reaper. But even that is not very important task. Player needs Alucard set of armor (or rather only Alucard Shield) to quickly dispatch Galamoth and even then, it’s only an optional task.

The main task in the Second Castle is to collect Dracula's details, like in Simon's Quest (Rib, Heart, Eyeball, Nail and Ring). Each one kept by boss from Castlevania 1 and appears after their defeat. Those bosses are Bat, Medusa, Mummy, Monster and Grim Reaper. I've heard, that game have a bug, and player can get to battle with Shaft and Dracula without killing Reaper (and collecting last part of Dracula), though I don't know, if it is true or not. As with the other Relics, those five parts of Count, provide some special powers to Alucard, but they generally act as attributes (ex: protection from Curse), rather than active abilities.

Another annoying thing is that every time, when player want to visit Librarian, he needs to return to the First Castle, via teleporter or Library Card. That's half of the problem, however. Main problem here is that player can return to the Second Castle only by using teleporter in the regular Castle Keep. So, every time, when player feels like buying some items, he will be forced to restart his exploration of the Second Castle from the Castle Keep. At least developers could had decency, to offer "return to the place, from where you teleported to the library" function. But, no. It seems any method of making game time longer was considered fair.

Overall, Second Castle is one big sloppy mess. It doesn't have much to keep player interested in the game and have a lot to make player bored from it. Low challenge, reused music, lack of the things to collect, absence of storyline and clear objectives, contributes to the general feeling of detachment from the game. It doesn't mean that absolutely everything about Second Castle is bad. In particular there are few places, where developers remembered, that Castlevania should be challenging platformer and a have interesting bosses and enemies like Zombie Trio and Oz themed enemies in the Reversed Library. But in the end, Second Castle still feels like a rush job. And no amount of nice backgrounds can fix it.
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on December 05, 2012, 03:11:09 PM
Chapter 5: Areas and bosses of the night (and boredom).

As it was said before, SOTN doesn't have separate levels; instead there are multiple interconnected areas, each representing certain location of the Castle. This chapter dedicated to brief description of those locations. I will comment on both Normal and Reversed versions at same time, since there is very little actual differences between them...save for the fact, that one is Upside Down. Duh.

Castle Entrance / Reverse Entrance.
Is the first are in the main game. Since it is recreation of the first level from the original Castlevania, this area has one of the best level structures in the game. Like in Rondo of Blood, the corridors are free from platforms, but inhabited by zombies. Fishmen basement, in this version is not a basement per se, but a part of the water-filled actual cave, that player will visit later in the game. This is one of the few places in the game, where enemies (Fishmen) keep spawning non-stop. In the corner of the "Fishmen Place" player can find small room with torch - this is the same room, where Shaft was keeping Maria in Rondo. Reversed version of this place is not remarkable at all, though corridors have interesting enemies like Dodos and Orobouros, which after death transforms into bone dragon that moves in the background. There is no boss in any version of this area, though you can fight Slogra and Gaibon in the place where, Alucard meet Reaper. They will escape after some beating. The music here is, probably, trademark melody of the whole game - Dracula's Castle.

Alchemy Lab / Necromancy Lab
In both versions, this area looks nothing like a laboratory. It is more similar to the museum, what with giant statues here and there. The only things, which will occasionally remind player, what this place is supposed to be, are tables with retorts that could be found in this place. This area is very impressive in size and level of detail, but very boring in its structure: there is a lot of meaningless jumping and copypasted chambers. In the reversed Lab there are few rooms, filled with Lesser Demons and some other enemies - one of the few rare relatively challenging places in the game. Bosses in the normal version are Slogra and Gaibon - they use the same tactics as in SCV4 and have new attack in which they combine they efforts to kill Alucard. It doesn't make them stronger though. Boss of the reversed Lab is graphically impressive, but even less challenging, than Reaper's minions.

Marble Gallery / Black Marble Gallery
Somewhat lazily designed area. Tones of copypasted stuff everywhere and rather strange structure. First notable thing about this place is a giant clock, which in both Castles can open a way to the large secret area that is crucial for the game completion. In normal version it can be opened by equipping Rings of Sun and Moon. In reversed Castle you need to collect all Dracula's details to gain access to the secret place and battle Shaft. Second notable thing about this level is a long (very long) copypasted corridor. In the normal Castle it’s the only place where player can meet Diplocephaulus, kind of...odd enemy, for the lack of better term. In the reversed corridor there are only some flying skulls and skeletons. What a joke. Normal version of Gallery doesn't have boss, but reversed has Shaft and Dracula as bosses. Shaft attempts to be challenging (and he once again uses his spheres - 6 this time), but with Alucard's abilities (and Rebound Stone) he is not much of a serious threat. Dracula is strong...and that's about it. Player doesn't need to use any kind of clever tactic to defeat him, just dodging his seldom attacks and constantly hacking at him will be enough. Kind of major let down, after inventive battle in Dracula X and rather non-trivial fight in Bloodlines. Maybe Dracula boss battle was rushed too?

Outer Wall / Reversed Outer Wall
Needlessly big transition area. To cover the fact, that its design is rather lacking, developers make it so weather randomly changes in this area, after each visit of the player. It does make things a bit better. In the bottom of the area player can find room with telescope to watch Ferryman in his natural habitat. Also, player can prove himself as young ornithologist and watch life cycle of a white bird. Player needs to revisit this room again and again to see how the bird will lay eggs and how two little chicks will grow up. This probably one of the most amusing things in SOTN...that has nothing to do with actual game. Boss of the regular area is Doppelganger10, who is simply Alucard’s double with small amount of life. The only notable thing about him - is his very spectacular appearance, from behind stone Mayan plates on the wall. In the Reversed Wall the boss is the (Frankenstein's) Monster. Or at least this cartoonish thing is supposed to be him. Both are very easy to defeat.

Long Library / Forbidden Library
Library is a dead end area, since it doesn't connect to any other level in the game. On the good side, regular version has Librarian from whom you can buy some important stuff. Area has one of the very few actual 3D monsters in the game - Spellbook. Other inhabitants include Dhuron from Castlevania 3 and lots of FleaMen. Reversed area has interesting set of enemies that are reference Wizard of Oz: Scarecrow, Tin Man and Lion. None of them even remotely resemble their Oz counterparts in appearance, though. Also, Lion is seemingly partially copypasted from Armor Lord. In general both versions are quite boring and uneventful. Boss exists only in normal version of the Library. It is Lesser Demon, who will try some lame attacks and monster spawning to distract player. He will later appear us regular enemy in the second castle. He is very easy to defeat, as most bosses of the game.

Clock Tower / Reversed Clock Tower
Clock Tower, SOTN Edition. Actually this area takes a lot from its predecessor from Rondo. At least, when it comes to the level structure it's almost faithfully recreates structure of the Clock Tower from ROB. Even Annette's prison cell is here, though, to open it, player needs to strike four cogs in two rooms. As for the design, it's kind of nice, but somewhat messy with all this mechanical parts here and there. Background of moving cogs looks rather unimpressive. Overall, Clock Tower wasn't the best level in Rondo, neither its here. Dracula X version of the area can topple this version any day. Reversed Clock Tower is pretty much the same deal, only it one of the few areas, which actually attempts to be hard. If player doesn't want to lose a lot of nerves, he'd better skip this part, using Mist form. Bosses of the areas are Karasuman for normal version and Darkwing Bat for Reversed. Karasuman is very easy boss that can be cornered and killed easily. Later he'll appear as regular enemy. Darkwing Bat is SOTN's version of the Phantom Bat from the first CV. It has the similar attacks to his Rondo version and doesn't pose any kind of challenge. The room, where you fight bosses is the same place, where you have fought Shaft’s Ghost in Rondo.

Underground Cavern / Reversed Underground Cavern
It starts from several boring vertical chambers and continues into interesting cave labyrinth. It is one of the better designed areas in the game, that doesn’t follow Rondo’s pattern. Reversed version is full of supposedly difficult enemies, that in reality not very hard to defeat at all. The area has a beautiful waterfall and ferryman with atrocious voice acting. Boss in the regular version is Scylla. However, before fighting her, player will fight one of its worms and only later the boss himself (clever idea, BTW). The legendary monster doesn't have legendary difficulty to match. In reversed Caverns boss is the Doppelganger40 - supposedly stronger version of the Alucard's double, who is not as dangerous as mainly annoying. Scylla’s room in the reversed Castle filled with rather screwed enemy – Evil Octopus. Seriously, these guys look insane.

Nightmare
This place is a one room area, which exists only in regular Castle. Here player will listen to some cheesy dialogue and fight a Succubus. To access this area player must put Alucard to sleep (save his game) in suspicious save room. Save sphere is colored purple in this room instead of usual combination of red and yellow. This is where I don't understand developers of this game...They had a perfect opportunity to surprise player with a sudden battle, but instead they clearly marked fake save room as a trap. Whatever. Succubus herself is rather lame boss and she could be killed in less than 30-40 seconds without trying. There are only two notable things about her: she is voiced (and when it comes to Castlevania being a voiced villain is a truly big accomplishment) and she has bare chest in her artwork, which was censored, when the game was released in America. It seems according to censors, hacking zombies into bloody pieces is OK, but visible nipples are evil. Let's continue...

Royal Chapel / Anti-Chapel
What with the stupid name "Anti-Chapel"? Well, whatever...Anyway, Royal Chapel is the most beautiful area in the game. If this place had unforgivable platforming it could have deserved title of one of the best levels in the history of the series. But even in its current form it is breathtaking location. Music and unearthly atmosphere make their work and almost charm the player. The fact, that it one of the few challenging places in the game, full of platforming action, also helps great deal. There is also interesting place - confession booth, in which player can summon ghosts of a preacher and a woman. Boss of the normal Chapel is the Hyppogryph. He is rather lacking as a boss. When I fought him I had impression, that I was playing as the boss of the level and the poor thing was newbie player, since it looked like Hyppogryph was trying to escape from me to the corner of the room. Boss of the Anti-Chapel is Medusa. She could be dangerous, if player will not use shield. Otherwise, battle with her is uneventful.

Castle Keep / Reversed Castle Keep
Yeah, I am describing the last area in almost every Castlevania game prior, in the middle of the areas list. Strange. Anyway, this area if fairly short, contains few upgrades and teleport from one castle to another. In the regular Castle Keep the boss is the Richter Belmont. In order to defeat him and receive access to the Second Castle, player needs to take Holy Glasses from Maria in the secret location under giant clock in Marble Gallery…on the fool moon, of the 4th month, with hat of equinox an ivory staff equipped….Sorry, wrong game. Otherwise, player will be forced to kill Richter and receive bad ending. There is no boss in the Reversed Keep.

Olrox's Quarters / Deathwing's Lair
Despite impression from the beautiful music (and this is one of the best tracks in the game, IMO), this area is not expensive looking and lavish with gold and good looking furniture. It's mostly consists from different grey boring corridors with spikes and zombies and big open field with fountain in the middle. There is really nothing interesting here. Normal boss is Olrox, who will fight player in two forms. In the first part of the fight he looks like expensively dressed vampire. In the second - he transforms in the ugly reptilian creature. This battle maybe not very hard, but very very spectacular, thanks to the awesome special effects. It is certainly one of the best boss fights in the whole game. His counterpart boss in the Reversed Castle is, appropriately,  worst boss in the game, who you can defeat with just attacking and walking a bit in front of him. Pathetic. This was the battle after I stopped played SOTN for the first time, BTW.
And who the hell is Deathwing?

Coliseum / Reversed Coliseum
Rather small area with very basic design. Corridors and chambers, chambers and corridors + few rooms in the corners. The only notable thing about normal version is the awesome music (that reminds me about Santa Esmeralda's hit "Don't let be misunderstood" - somebody ought to make the mix of the two) and battle with bosses - Minotaur and Werewolf. Or rather not battle itself, but cringe inducing monologue of evUl Richter. The boss battle can be hard, if player will not see through the tactic of Wolf and Bull combo. Their sprites are reused from Rondo, but as was the case with Slogra and Gaibon, Werewolf and Minotaur can combine their efforts to destroy Alucard. On note: they can use their post-mortem attacks from Rondo as regular attacks and they usually use them at the same time. Both monsters become regular enemies in the reversed version of the area. Boss battle in the upside down Coliseum is also very impressive. Alucard will be put against his former comrades from Castlevania 3 - Trevor Belmont, Grant Da Nasty and Sypha Belnades (not actual ones, but imposter zombies, I guess). While the battle is not very hard, player still must be a bit cautious, since he will deal not with the one, but with three relatively quick opponents at the same time. Each of the enemies covers his own area – Trevor attacks on the ground level, Sypha doesn’t allow to jump closely to her and Grant delivers sneak attacks, while player busy dealing with his teammates. To make life easier, player can defeat Trevor or Sypha first and then destroy Grant. Though, when I last played the game, I defeated Grant first, since he jumped around me like annoying frog and received punishment he was asking for.

Abandoned Mine / Cave
Much like Outer Wall this is another transition area. Unlike Wall, it’s short, so it's more tolerable. There is not much to say about this place, aside from the fact that is has very impressive entrance, designed as the head of the dog (Cerberus). Slogra and Gaibon serve as regular enemies in the Cave, but they are barely a threat. Boss of the normal area is Cerberus, who is laughably easy. Boss of the Cave is Reaper, who is even EASIER. Yeah, great Reaper, who always was nightmare of the Castlevania players in this game, was reduced to mere pitiful boss fight. Not for the last time sadly. Reaper fights in two forms, he starts as traditional Reaper in purple robe (but without big scythe) and attempts to overcrowd player with multiple sickles. In his second form he transforms into something...skeletal, that probably must vaguely resemble Anubis. In that odd appearance he fights with two giant sickles and barely can move. Player will not have any problems to dispatch him very quickly. It seems, it is this battle, which started, happily, short-lived tradition of transforming Reaper in some odd form in the second part of the battle with him.

Catacombs / Floating Catacombs
Well, technically they are indeed floating catacombs, what have you...
This area combines interesting level structure and the boring one in single package. There are big rooms with lots of platforming and at the same time - some long corridors. Also, this area serves as a home for the one (and maybe only) difficult enemy in the game - Discus Lord. I am not sure how good he is at conversations (I needed to do that lame pun), but he is very good with his main weapon - razor-bladed disc, that he throws like some kind of giant yo-yo. There is also funny enemy Bone Ark - two skeletons who carry Bone Dragon Skull on the palanquin. If player kills Bone Dragon Skull, both skeletons will start madly running away from the player. Anyway, while level structure is a bit basic, this place is certainly not boring, since it’s filled with the enemies. If only other areas of the castle were more like this...In this place player must navigate through the corridor with spikes, using Alucard bat form and sonic wave. It could be a bit hard to go through this place, but not very much. Boss of the regular area, is definitely on of the most impressive beasts in the game - Legion (I want to punch idiot who renamed him into Granfaloon in western version). This thing consists of multiple human bodies with some sort of worm like thing in the middle. This battle maybe not very hard, but very very impressive in the scale and atmosphere. The same goes for the boss of the reversed version of this area - Galamoth. He is a two screen tall lizard with wand, which he can use to call lightning. While one of the most impressive battles in the game, this fight is not mandatory and player can complete game without defeating Dracula's rival. Besides, this battle was designed a bit unfairly, so if player want to take down Galamoth fair and square he’ll need A LOT of patience and the best equipment he can find. Alternatively, player can use Shield Rod + Alucard Shield combination to kill thunder lizard in 10 seconds. Sadly there is no big reward for doing this.
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on December 05, 2012, 03:13:45 PM
Epilogue: Spawns of Symphony of the Night.

Obviously developers put a lot of effort and soul in the Symphony of the Night. However, there are still too much shortcomings to call it "the best Castlevania ever". Lack of balance and challenge, not very interesting design of some areas and obviously rushed second part of the game. If anything, developers shouldn't have created Second Castle in the first place. They could had simply replace old enemies and bosses with new, more powerful ones, to keep up with player's progress and at least make this game a bit more challenging. Why this simple idea didn't occur to them, one can only guess.

I personally have complicated feeling towards SOTN. On one hand, even with all of its problems, from the visual point of view - it is a 2D masterpiece and a milestone for the series as a whole. On another, besides having problems of its own, this game have spawned the whole bunch of clones and reduced series creativity and originality to the point, when Castlevania stopped being itself and turned into generic platformer, barely connected with its past. The problem wasn't with copypasting formula itself, but rather with the fact, that template was flawed from the beginning. Somehow, while recreating SOTN again and again developers somehow managed to step on the same rakes over and over, merely masking their presence with another useless subsystem or a one-game gimmick. At the same time, this clone process somewhat cheapened SOTN importance for the series. If SOTN was just a one game of its kind, then it would have been much better for the series, I think. And I personally could appreciate this game much more, rather then always remembering what had become of my Castlevania because of it.
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on December 05, 2012, 03:23:14 PM
And that's that. My biggest review yet is finished and published.  :)
My next review will be about Castlevania Legends.
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on December 15, 2012, 11:32:42 AM
First draft of Castlevania Legends review is finished.
If everything will go well, then, maybe I post it here tomorrow.
Currently I'm writing NITM review.
Title: Re: Castlevania Marathon by Sumac
Post by: Chernabogue on December 15, 2012, 01:50:48 PM
A really interesting discussion/review about SotN. Bravo for the hard work!
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on December 15, 2012, 02:37:43 PM
Quote
A really interesting discussion/review about SotN. Bravo for the hard work!
Thnak you very much!!  :D

Unexpectedly it was easy to write. Maybe because a big gap since the last time, when I wrote something.
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on December 23, 2012, 07:03:42 AM
Castlevania Legends Review by Sumac.

I dicovered Castlevania Legends somewhere in the end of 2000s. I don't remember seeing it in the list of the Game Boy games, when I searched for the Castlevania games on this platform, back in 2003. Maybe I missed it or maybe it was absent from said list. Since it was a Game Boy title it didn't attract much of my attention. While I respect Game Boy, I don't think it can deliver something really spectacular, so my attention was focused on other Castlevania titles. For the first time, I've played this game back in 2008. It didn't impressed me back then. Let's see how my opinion changed (or not) in the course of the last 4 years.

It seems, that back in 1997 Konami decided seriously force Castlevania as one of the top titles amongst its peers. For this purpose, not one, but two games were released in the same year for different platforms. One of them was Symphony of the Night for PlayStation, and another - Legends for the Game Boy.

Storywise this game set an ambitious goal - to tell the origin of the feud between Dracula and the Belmont clan. Technically Legends retcons Castlevania 3, which stated, that it was the first clash between Belmonts and the Dracula. In reality Legends as vague as any other entry in the series. Basically origin of an epic story could be summed as this: Dracula trades his humanity for the dark powers and starts terrorize people of Transylvania. Young Sonia Belmont, who "had bond" with Dracula's son, Alucard, decided to stop evildoer. She went into his castle, fought Alucard to prove her strenght and defeated Dracula, starting the legend. That what could be picked up from the game itself. When Dracula sold his humanity, what dark deity was involved, why Sonia decided that Belmont family must always fight Dracula, did she even decided that in the first place...nothing was made clear. If not for the supposed status as "origin", this game could have been just another random entry in the series. In general, the story is not very impressive, not as origin, nor as standalone title. I liked dialogues, though. They maybe wasn't as...colorful as SOTN's, but they weren't cringeworthy either.

Graphically the game is not very bad. Its backgrounds a bit less detailed than Belmont's Revenge, but a bit better than in original Castlevania: The Adventure. There are no impressive background pieces, like statues in the final level of the CVA2, though. And some levels feels repetetive and plain.

Music in this game is rather non-memorable too. I would say, that it's not very impressive, somewhat messy and overall not very interesting. It's sounds like it could belong to any other game, but Castlevania. The only exceptions from this are remixes of the Bloody Tears and Vampire Killer. Not because of the arrangements (they are not that good), but because some new parts were added to both classic tunes, making them more interesting, than usual. Sounds are kind of just there, and some of them were reused from two previous Game Boy games.

Gameplay is generally good. At least when it comes to controls. Once again, they are worse, than in Belmont's Revenge, but a bit better than in Adventure. Sonia feels a bit slow, but not nearly as sluggish as Christopher Belmont was in the his first outing. There are problems with control responsivity, though. Sometimes, game doesn't recognize, when player stop pushing directional button and Sonia continues to walk for a few seconds more. In some cases, when Sonia needs to jump from the edge of the platform, this can lead to cheap death. In order to not let it happen, player needs always apply just enough pressure to the button. The problem is, that in the heat of boss battle, it could be rather hard to do. Especially it goes for the battles with Executioner and Dracula. The whip could be powered like in previous Game Boy titles. After final upgarde, Sonia will gain ability to shoot fireballs from the whip.

Level design is good and done in the style of the old school games. There is a lot of punishing platforming, however, there is a big problem with enemy placement. The first problem is that there are enemies, that attack player from the angles from which he couldn't even possibly counter them. Examples of such enemies are annoying dark spirits and bats. The former, just love attack player from the bottom. Another major problem are enemies that spawn nearby player's starting position. Imagine situation - player enters the room and immediately attacked by enemy who spawned nearby entrance. In some cases this is taken even further: enemies spawn right on the place, where Sonia is standing. The worst thing, though, is that enemies respawn. If player go back a bit in the level and then return to the place where he has fought enemy, this enemy will be there again. In many cases this is really annoying, because you can't go back even for a quarter of the screen. All of this, are often occurences in the game, which make it really tedious and annoying. It's like designers didn't even think how player can counter this situations at all. The levels themselves are not very interesting. While structuraly good, they lack any creativity, that was present in the first two Game Boy titles. Aside from different graphics, they mostly feel the same.

KCEN seemingly decided to make game a bit more interesting by introducing secret items to collect in the levels and the hidden stage. This secret items look like traditional Castlevania sub-weapons, but they are in this game as collectible items only. It somehow should be tied with how Belmonts found those weapons, but I really don't see how its relevant to this. I mean, Sonia collects them, but where they came from and how Belmonts figured out how to use them? Since traditional subweapons are collectibles only, Sonia have her own set of subweapons. Unlike previous games, she automatically receives them after defeating bosses. Her subweapons are this: Soul Wind - acts like Stopwatch, frezeeing enemies on the screen. Soul Flame - damages all enemies on the screen. Soul Bat - makes stronger damage to the enemies on the screen. Soul Saint - power ups Sonia's whip, enabling it shooting projectiles. When used with final upgrade of the whip, it enables shooting two projectiles at the same time. Soul Ice - replenishes helath, similar to Laurel from Akumajou Dracula 68K.

There are also some traps in the levels. If player destroy certain candles on the stage, Sonia will be immediately transported to the room with respawning enemies. To get out from there, Sonia supposedly must kill all enemies. Hidden Stage could be opened in similar manner, by striking the lone cnadle in the level 5. Hidden stage is not all that special, though. But it's neccessary to complete it, in order to receive the best ending.

Enemies are slow and dumb, but since they can respawn they are presenting a constant danger. Bosses are unbelievably primitive. Most of them are just flying from one corner of the room to the other, while attacking player with projectiles. Only three bosses act differently: Executioner and Dracula in his two forms. Even Reaper and Alucard weren't spared from primitivity. Alucard, though can strike with his sword, besides shooting fireballs. And sometimes he transforms into bat and dash to the other side of the screen.

Unlike my previous entries, I will not describe bosses in detail, since aside from graphics, they have pretty much the same tactic. Executioner instead of jumping from one side of the room to the other, is walking from one corner to the other, while jumping on the platforms. He wouldn't be very difficult, if not for the aforementioned problem with controls, when you can't jump properly from the edge of the platform. Dracula in his first form, have almost the same tactic as in CVA and CVA2. He teleports around the room and shoots fireballs. It's easy to defeat him. His second form...is hilarious. It looks like giant vaguely humanoid shaped blob, with multiple faces on its body and ugly bat like head. Blob shaped body is there only as decoration. The real danger coming from the head which...teleports around the room and shoots fireballs. Yeah. Very creative. The main danger here, is once again, possibility of falling into the pits on the floor. Like in CVA2, player must find several save spots on the screen to evade Dracula's attacks. Thanks to the colouring in the Game Boy Color mode, Dracula's body, look like a pink blob, adding insult to overall hilarious design.

In general, the game is very weak. I mean, after Belmont's Revenge, which was an awesome game, it's really strange to see Legends ending like that. It's like its creators throw away most of the things, that made CVA2 a good game, like creative levels, interesting bosses, good music and the like. Instead of this, Legends is rather primitive game, not completely devoid of good ideas, but poorly executed nonetheless, when it comes to overall package. In general, this game left rather mediocre impression on me and I don't have any desire to replay it anytime soon.
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on December 25, 2012, 12:07:19 PM
After some calculations, it looks like I don't have time for CV Marathon on this week, so it will be resumed only after New Year. Sadly, I lost the whole month, due problems with motherboard and now I am unable to go back, to the initial schedule.
Anyway, there will be another review pubslished on this week for the Nocturne in the Moonlight (Saturn version of the Symphony). That will be the last review in this year.
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on December 30, 2012, 06:04:55 AM
Nocturne in the Moonlight review by Sumac.

So, it will be the first time, when I am writing review, not for the game itself, but for the upgraded version of it. I've learnt about NITM at Castlevania Dungeon, when I was searching for information about Symphony of the Night. After playing SOTN for the first time I didn't have any intentions to play in its port, since I wasn't impressed by original. But after my second playthrough, I decided, that I want to see this game for the sake of complecity. I played in it in 2008, but only as Maria. Recently I finally have played in NITM as Alucard and now I am ready to write a little review about how this game compares to the PS1's SOTN.

Graphics is pretty much the same, however, some backgrounds look a bit strecthed, but that's a minor problem. What I didn't like is that in some rooms foreground sprites end just a bit before border of the screen and you could see background layer. Another problem with graphics is that for some reason Sega Saturn is unable to handle sprites transparency. Instead of this, Saturn used dithering (sprites depicted with small holes, making them look vaguely transparent). It's actually looks somewhat ugly. Some animations were added, some simplified. Most obvious example is Alucard transformations: on PS1 he smoothly morphed from one form to another. In NITM he instantly changes between different forms without any kind of in between animations. The only good thing about it, is that player can almost instantly transform into mist form, other transformations still take some time. There is also strange thing about Bat form transfromation - after player pushes transfromation button, Alucard continue to move, wherever player sent him before transformation. That gives Alucard complete invicibility for several seconds, before he finally assumes Bat form. In some cases it can be useful. Overall, the game looks a bit worse, than its PS1 counterpart, but it is not something really important for me.

Music is the same as in PS1 versions. However, because some new areas were added, soundtrack was also expanded. There are few new melodies and all of them are excellent: Vampire Killer and Bloody Tears received two new remixes each, Begining also received new remix. Besides, there are completely new tracks - awesome organ pieces Chaconne A'moll and Chaconne C'moll, and one of my favorite tracks in the series, Guardian, that plays during Maria boss battle. New tracks play in the new areas and when you play as additional characters. Since this game was released only in Japan, horrible English dub is not present and that's actually positively affects atmosphere of the game to a certain extent. Alucard sounds like a typical bishounen - cold and aristocratic. Maria sounds a bit too soft for her depiction in the art. Dracula sounds awesome - he is not anymore stupid cartoonish villain, but a credible fiend, that can sound a bit sad (in the end of the game). I especially liked the voice of Reaper - he sounds somewhat monotonous. Ferryman and Librarian are very good. Shaft is controversial - his voice is deep, but it sounds like he is speaking with the bucket on his head. Richter speaks with grandeur, but not chesse, when being in the good mode. When he is under Shaft's spell, he sounds even more awesome, chanelling calm insanity. This unsetting feeling just oozing from his words and much better, than overacted to the max evil!Ricther in English dub. Maria and Shaft are probably only two cases, when I like English voices better.

Gameplay is mostly the same. It means all problems of the original SOTN is present here: lack of balance, boring level structure and others. However, KCEN have done some things to adress several problems. They've added figural "third hand" to the Alucard. This addition is supposed to adress problem, that I extensively mentioned in my SOTN review, about neccesity to jump back and forth through the menu and the game, to heal Alucard with food and potions. Now player can assign food and potions into the third hand and there is no need to do all this annoying "go into menu, return from the menu" stuff. All content from Japanese version of the SOTN on PS1 is present in this game, thus you have two more familiars and some new items. New familiars are Sprite (she is the same as standard Fairy, but can sing a song for Alucard) and Nose Demon (he is the same as regular Demon familiar, but have different face and voice). One of the most important additions to the game is the Running Boots relic, which Alucard picks up on the way to the teleport after battle with Richter. This relic allows Alucard to run, like Richter. His running animations is just his regular walking animation sped up, but Boots really make Second Castle a bit less tedious. Why KCET didn't thought about this obvious solution, is anyone's guess. Another important minor addition - is Alucard's Spear weapon (the same, that was / will be used by Eric Lecarde in Bloodlines). It can be found in Hell Garden (reversed version of Underground Garden).

The most important addition to the game, besides Maria and Runing Boots, are two new areas - Undeground Garden and Cursed Prison (and their reversed versions - Hell Graden and Reversed Prison). Both don't feel like they belong to the NITM, because of their very different level structure. It feels like they were literally ripped from one of the past games - comparing to the blandly designed NITM areas, those new levels have an old-school approach to the level structure, platforming and enemies placement. Hell garden even have enemies, that could be compared to Alucard in agility!! That what original SOTN was missing.

Undeground Garden / Reversed Garden
Reversed Garden is home to pretty much all best enemies in the game in terms of difficulty. Regular Garden is not so much, but it has a Grining Tree, one of the oddest enemies in the whole game. Also it has a new boss - Skeleton Leader, that is one of the fastest bosses in the game and seemginly was designed with old-school approach too. He is fast, reletnless in his attacks and have variety of patterns. He is certainly a force to be recconed with, even with Alucard's hax abilities. To make this area even more awesome, it has Vampire Killer remix as the background melody, and Bloody Tears remix as the sone during boss fight. In reversed version this area strikes with very ingeniously chosen set of enemies, that kind of cover each other and doesn't allow player to relax, making this an example of how SOTN could have been, if KCET didn't design game with newby players in mind. Reversed version doesn't have a boss. Begining remix plays in the reversed version of the area.

Cursed Prison / Reversed Prison.
This area is also designed with old sensibilities in mind, however, it lacks very important thing - boss of the level. This place is very atmospheric, thanks to the organ piece Chaconne A'Moll playing in the background and also presents variety of new enemies to fight, like Ghosts and marble statues. Reversed version is not very impressive and mostly use formula "one set of enemies for each floor". Chaconne C'Moll plays in the reversed version of the area.

Additions, that are not essential to the main game: now you can play as Richter from the begining. You don't need to finish game as Alucard to choose him. Also, Richter has a new costume, that supposed to resemble his art, but if anything, it looks only vaguely resembling Kojima painting. Besides, this new costume was unfinished and in general looks somewhat ugly. KCEN added ability to play as Maria - she is pretty much walking weapon of mass destruction. She has ability to heal and to summon a giant dragon, that deals enormous damage and can be directly controlled by the player. She also has triple jump, as far as I know she is the only character with that ability in the series. Like Richter she doesn't have any story (missed opportunity, since unlike Richter it could have been rather easy to make one for her) and final boss in her game is Shaft.

Overall, NITM is not very special. It adds new playable character, two new areas, and some small alterations to the gameplay, but it doesn't do anything serious to really improve on SOTN's problems. Balance is still broken and tonnes of items exist just to take place in the inventory, without ability to sell them. I think that this game was a missed opportunity to fix almost everything that was wrong with SOTN. It seems KCEN were going in the right direction, but, alas, were interuppted before they could finish, what were they planing. Graphically the game is a bit inferrior, but as for me, I'd take a game, that plays better for a bit, rather than the game, that is more beautiful, but have more problems. While NITM is not big improvement over SOTN, I like it a bit more. I like new music, playable Maria, new areas, new tracks and enemies, Japanese voice acting and ability to run in the Second Castle. It's not a choice between good version of the game and bad version of the same game, it's more like a choice between boring version of the game and less boring version of the game. So, I chose something less boring.
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on December 30, 2012, 06:11:26 AM
And that's it. Final review for this year. It seems, despite my best efforts Castlevania Marathong will ultimately take more than a year to finish. I never planned this, but I am intend to finalize it.
The next review will be for Castlevania 64, but I think it will take some time, before it will be published, since I haven't even replayed the game so far.

Anyway, it was a nice to make reviews for the people and hope, that at least somebody have enjoyed them. Happy New year and the best of luck for all of you.  ;)

CVM to be continued in the next year...(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi272.photobucket.com%2Falbums%2Fjj187%2FNecro9%2FSimon-Belmont-walk.gif&hash=3714c430a581a0c628b21abb67910b42)
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on February 27, 2013, 08:34:48 AM
Castlevania Marathon is continued!!
First review will be for Castlevania 64 and most likely it will be published somewhere on the weekend.  ;)
Title: Re: Castlevania Marathon by Sumac
Post by: Lelygax on February 27, 2013, 02:19:29 PM
Hey, good to see you Sumac, how have you been? :)
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on February 27, 2013, 02:56:55 PM
Good. More or less.
I tried to complete one JRPG, but gave up on the final boss and decided to return to the Castlevania Marathon.
Title: Re: Castlevania Marathon by Sumac
Post by: Lelygax on February 27, 2013, 03:03:59 PM
Well, atleast you are back and still doing what you like. ^^
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on February 28, 2013, 06:11:07 AM
Lelygax, by the way, I see you are fan of Umineko?
Title: Re: Castlevania Marathon by Sumac
Post by: Lelygax on February 28, 2013, 10:34:27 AM
Yes, I love Higurashi and Umineko, I've read Umineko VNs, some manga chapters and watched the anime (Deeeeeennnn!!! Why did you choose a fast and poor way to make this adaptation, why?!). I watched Higurashi anime and OVAs too. Thanks for asking. What about you? Did you like Umineko too?
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on February 28, 2013, 02:26:58 PM
I haven't read VNs or watched anime, but I read summaries and discussions about it (I usually always do that, before read or watch something) and along the way I spoiled it though and thorough. Usually it doesn't affect my interest to the story in question, but in this case...I've become very uncertain about it. Hence, why I ask your permission to ask you several questions about it in PM.
Title: Re: Castlevania Marathon by Sumac
Post by: Lelygax on February 28, 2013, 02:39:32 PM
Feel free to do so, the only friendly warning that I can do is that this story is cool because of the mysteries involved in it. If you discover all the mysteries before reading/playing the game you will spoil almost all the experience of the game itself. But as I said, fell free to ask questions. :P
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on March 09, 2013, 08:39:26 PM
I finished Legacy of Darkness and Circle of the Moon (100% + all cards) and review for Castlevania 64 still in the works. Crap. It teakes much more time, then I hoped.
Now, since all planned games for this cycle is out of the way, I hope I will be able to finish this review for the next weekend.
Title: Re: Castlevania Marathon by Sumac
Post by: Lelygax on March 09, 2013, 10:28:18 PM
Cool, take your time, if needing more time means more quality, we can wait patiently. :)
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on March 10, 2013, 10:00:28 AM
Quote
Cool, take your time, if needing more time means more quality, we can wait patiently.
If I take my time to finish them, then they most likely will never be finished. That's why I put some deadlines for myself.
Title: Re: Castlevania Marathon by Sumac
Post by: RichterB on March 10, 2013, 05:10:30 PM
I hope I'm not interrupting. I can put this in a spoiler box if you want. (I do hope you'll at least have a minute to glance at the post I have linked below about the lost elements of the N64 era, to sync with what you did for Bloodlines).

So, Sumac, what you're doing here is absolutely amazing. I just discovered this thread today. It really offers some clarity on the identity of "Castlevania," varied as it seems on the surface. (Particularly with the rise of the LoS-verse). I have some more reading to do later. I am really excited to hear about the N64 entries! I like how analytical you've gotten. You're fair, pointing out strengths and weaknesses.

I think how much individual fans care about a given game in the series depends on which quirks stick with them. Like, for instance, you make some valid critiques about CVIII, and some points I might be on the fence about, but the sheer scope and variety within that game (which you dually noted) is a marvel and unique factor that gives it extra credit for some in the community (including myself). But like I said, you're fair. Castlevania: The Adventure, even while ripping its controls (which I can understand), you rightfully note its novelty/creativity. (And building off that, you gave Belmont's Revenge the time in the spotlight that is deserves). Like you've noted, aside from a few really neat elements, the Castlevania for the Sharp Computer (aka Chronicles) always struck me as a game that came too late, particularly since it tries to cover some ground already done better in SCVIV.

You're one of the few people I've found here who has a similar view of Rondo of Blood to me. While not quite to the level of CVIII, it's packed with all kinds of neat features that make it admirable in its ambition; yet in Rondo's case, it's not really consistently "fun" or "attractive," especially on replays. I'm not sure if you phrased this quite the same way, but I found some of its "puzzle piece" design (to paraphrase) to be counter-intuitive, where you really could skip out on level designs too early (and in too jarring a manner) for their own good; and to that point, the way you can't rescue everyone in one go, and the fact that you can go back to other levels with a stage select sort of made the game's design seem less "consequential" and more slapdash casual/sandbox-ish.

By that same token, you made my day with your Dracula X review. This game has received so much flak over the years. You noted that it didn't get as tiresome as Rondo to play through the game, and I've found it to be one of the most "fun" games to return to in flow and challenge (even if some in-game logic is odd or old-school). I love SCVIV, but Dracula X is one of those ones I find I can replay many times and feel excitement. (Especially with that great music and those pretty visual touches!) You said it has a slower pace than Rondo of Blood, but from my recent playthrough of it and SCVIV, it has a more snappy/arcade pace to it than the more measured SCVIV. (Particularly with the way you can jump off stairs as well as jump on). One of its unique quirks is that it actually has an end of stage SCORE SCREEN (w/ password progress notation), where you can get a 1UP for beating a stage with no damage! It may be the most arcade-paced of the Castlevania games, and it makes it fun and challenging to pick up and play, learning all of its various strategies with the sub-weapons and such. The Axes are my personal choice against Drac--it really works well on both forms; though, I can see how the Boomerangs would do the job. (I want to note that the backflip, if you do remember it, can prove useful; though, it is easy to forget. It really helps to not get hit by the Bat boss, for instance).

You know, like you said, this game has an old school-ish vibe (though not completely, as it's still a bit looser/faster than the original games), but it's often more fair in its challenges than people give it credit. You noted the hit box/knockback protection from ducking and the back/upward hit boxes for the whip (later added to The Adventure Rebirth). All of that is very useful in dealing with the odds stacked against you, to say nothing of the sub-weapons (I like the Boomerang's new Item Crash better personally, seeing that many Boomerangs is crazy and quite useful if you match the angles with the tiered level designs and/or faster enemies). Anyway, I wanted to add one more thing on this point, and that's the "meat." It knows it's asking you to do some crazy things with that key, but it places meat right where you'd need it, so long as you're strategic and careful about it. The meat appears in the Dullahan battle where you're saddled by the key, and again with the Minataur (where you might have kept the key by mistake) in a breakable platform no less, as well as in the falling spike pendulum room that serves as a halfway point to rescuing Maria and/or getting to Atlantis (depending on how you play). Plus, there's meat with Dracula, who has two forms. It's trying to help the still-learning player along with its stiffer challenges, and making strategies for more skilled players to keep in mind. Level 1 and 2 provide meat right before their bosses (hidden in breakable floors, so they're not all in candles like you thought, as was already noted with the Minataur). This gives a fair breather to first-timers, or a relief for experts experimenting with different ways to play.

Some of the wording you used for the game could be confusing to first-timers, though. (It's understandable given the scope of what you're doing; I'm just noting it). You don't mention the flames as Mode 7 at first (citing only the title screen--I love that slashed X and the unique personality it conveys), and later note that there is Mode 7 with the flames. You note there are no alternate bosses or paths, and later note the extra bosses and alternate stages. Yes, it's different than the definition of what Rondo did, but it's still "alternate." And it's interesting in the sense that the player, if they don't know any better, has no idea what the  consequences are of these bosses/keys/stages the first time through, since each path is "can't-turn-back consequential" to what happens (whether it's falling off the pillars in Stage 3 or losing the key in Stage 4). There are several path combinations that can come out of these few simple forks in the road, as opposed to Rondo's numerous forks that, while interesting, scramble the flow of the game and the sense of progression starts to feel more random. Of note, the basic concept behind the Witch Annette battle has been retconned back into Rondo of Blood via Dracula X: Chronicles, where you fight a Vampire Annette if you don't rescue her earlier. (Seems like IGA liked the internal logic of some tragic in-game consequences to the plot). Anyway, bottom line, you got it right. Dracula X and Rondo are two different experiences (similar on one level to Castlevania 64 and Legacy of Darkness). In this case, each game has it's own identity and internal logic, but Dracula X comes off as the more fun and challenging one, while Rondo of Blood comes off as the more ambitious and experimental one. Personally, I find the in-game art of Dracula X, exemplified by Stage 1, the Atlantis Stage, and the Clock Tower to give an edge to it over Rondo in the "soul" department, making Rondo the more soulless one with a lot of its drab, black, and tiled backgrounds. (You'll notice that Rondo uses more of the NES block-tile platforms than Dracula X's more naturalistic formations). But I digress.

Bloodlines is a cool game I'm always curious about, but have played only a handful of times (due to circumstances of availability) with significant respect toward its creativity and special effects. (Come on WiiWare, give me a Console Wars-era break with this and Contra: Hard Corps!) I really liked that you covered the lost content! That stuff looks like some really interesting atmospheric and gameplay quirks could have been exploited. Like Castlevania 64 and Legacy of Darkness--neither of which used the full content planned: http://castlevaniadungeon.net/forums/index.php/topic,4917.0.html--I (http://castlevaniadungeon.net/forums/index.php/topic,4917.0.html--I) always wonder A.) What could have been, and B.) Why future games didn't try to build off those neat missing/unused pieces and their legacy. 

Well, keep up the good work! (I wonder if you might sneak in Castlevania: The Adventure Rebirth at some point. If you do, make sure to check out the different level designs in Hard Mode, which changes the whole strategic importance of things like the keys in a very cool way). Anyway, the reviews are one thing, but going the extra mile to show off the earlier games seamlessly was something else altogether! Bravo!

(I edited this post a few times, the final edit being about the clever use of "meat" in Dracula X).
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on March 11, 2013, 10:09:00 AM
RichterB, thank you for all the kind words!!
I know there are some omissions and mistakes in the reviews (like I had forgotten to mention wallmeat in the Dracula X and I wrote review after I made video playthrough, where I used it). I write reviews usually without much of a plan and, sometimes, get overwhelmed by the amount of text, so I forgot to write about some things. Maybe, I'll make "modified versions" of my past reviews, with mistakes and omissions fixed.

I certainly plan to make an article about "what could have been in CV64 / LOD". As of now CV64 reviews is 14 pages long and I haven't even finished it.

Sadly, some games will be ommited from this Marathon: Curse of Darkness, Judgement, Dracula X Chronicles, Adventure ReBirth and Mirror of Fate. Maybe, someday I will be able to play them, but most likely not in the next few months. The cream of the crop would have been, if somehow disk with Ressurection was finally bought and uploaded on the internet (it does exist, as far as I know), but I don't think it will happen soon, if at all.
Title: Re: Castlevania Marathon by Sumac
Post by: RichterB on March 11, 2013, 07:27:20 PM
RichterB, thank you for all the kind words!!

I certainly plan to make an article about "what could have been in CV64 / LOD". As of now CV64 reviews is 14 pages long and I haven't even finished it.

Sadly, some games will be ommited from this Marathon: Curse of Darkness, Judgement, Dracula X Chronicles, Adventure ReBirth and Mirror of Fate. Maybe, someday I will be able to play them, but most likely not in the next few months. The cream of the crop would have been, if somehow disk with Ressurection was finally bought and uploaded on the internet (it does exist, as far as I know), but I don't think it will happen soon, if at all.

Sumac,

You're welcome and don't worry about omissions. It's easy to forget when writing so much. I didn't even mention the "moonwalk" ability in Dracula X. I think it's in a few other games, as well.

Anyway, 14 pages sounds about right! ;D

I finished up the reading, by the way.

SotN does create a conundrum for the series, and I think you’ve noted one of the biggest issues in your review: “Platforming doesn't pose any danger in the game, because there are not insta-death pits or spikes.” This has become a mantra, by and large, for modern Castlevania, when the contrary was one of the bread-and-butter staples beforehand. Every time I thought the Metroidvania style would evolve to solve this, like PoR, whose portraits afforded the possibility of more linear, traditional level design and traps, it was avoided. Some call it too old-school or unfair to have insta-death traps. Only The Adventure Rebirth delivered, and did so perhaps best in Hard Mode. However, for it to come from a download-only game seemingly made from a shoestring budget and a fair number of borrowed resources, that’s sad and pretty telling. I played SotN in earnest only after having played through CotM. SotN has undeniable artistic charm (and its Inverted Castle does provide a certain sense of "scope" for all its ridiculousness), while CotM presents the Metrodivania style with more restraint and a sense of old-school feel and challenge; however, I don’t rank either in my top ten Castlevania games.

But here’s the thing: SotN (for “Metroidvania”) and Rondo of Blood (for “Classicvania”) have become the “new standards” for the Castlevania series, reinforced by the release of The Dracula X Chronicles. As a result, Castlevania’s starting identity is very skewed away from a lot of what you or I (and others) seem to cherish most about the series. (In other words, what makes the series really unique). After years of waiting, the alternative was Mercury Steam and Mr. Cox, who alternately claimed to be mixing Castlevania 1, 3, and 4 in their two Lords of Shadows entries while taking them to their "logical modern evolution." I don’t know that you’d agree with that (I certainly do not), and if LoS is supposed to represent what the pre-SotN games were and should be, then the Castlevania franchise has really been skewed through the looking glass away from what it was, even compared with all of its experiments along the way where you have four games in the 16-bit era (IV, Rondo of Blood, Bloodlines, and Dracula X) with different concepts, but the same fundamentals. LoS-verse is an extreme on the opposite end that has little to do with either Classicvania or Metroidvania, particularly the former.

Like I said before, the only game to give me a strong taste of what this series was about in recent times has been The Adventure Rebirth, which was, despite some cool design elements with the multiple key paths and some clever/novel bosses, very much a low-budget nostalgia game doing just slightly more than the bare minimum to represent the old identity of Castlevania. And even doing that, so little, it made a bigger impact on me than any new Castlevania entry in some time. A lot of its bonus features (3 different layout designs and enemy placements for each stage based on difficulty settings, as well as variable controls that allow for such things as motion-controlled whipping, and a optional stage select for pick-up-and-replay/practice) added up, along with a nice selection of CV songs. (I've currently and tentatively placed this entry #10 on my favorites list).

As an aside, despite SotN's updated effects, I sometimes find the overall art direction/presentation of SCVIV to be superior somehow. There seems to be more attention to detail going on in the backgrounds of SCVIV. I agree that Legends was an underutilized opportunity that ends up feeling like the barest bones of a Castlevania game, unrefined, and bland. If not for the character of Sonia and some of the booklet production art design (that shows off the bosses better), it'd be all the more forgettable. A shame, because it does have a few interesting quirks/elements, but none of them came off as interesting in-game as even the first Gameboy Castlevania.

I've never heard of any Resurrection build that was near completion. A lot of what I've seen in the past has been just empty rooms. The game was a strange animal on so many levels. One wonders what it would have turned out like. From screenshots, demo reels, and articles, it strikes me as maybe a more linear version of Castlevania 64 with less platforming, more focus on flat-land direct action, and little to no puzzles or RPG elements. Given the hardware, it obviously had more graphical power under its belt than the N64 games. Strangely, when EGM announced its cancellation--and I just noticed this particular piece of the article for the first time--an unimpressed Konami had intervened on the American team and handed over the development to the Kobe Japan team, who had just made their first 3D games on the N64 with CV64/LoD. According to this published EGM article, which doesn't name sources, the Kobe team said the game design couldn't be rescued and that "it'd be easier to start from scratch." Of course, that never happened. What a strange tale.

EDIT: I'm refreshing my memory on this game from this interview: http://www.castlevaniadungeon.net/features/orduyan.html (http://www.castlevaniadungeon.net/features/orduyan.html) I found this fascinating, and read into it what you will: "When the game was cancelled, it was eventually sent back to Japan so they could look at it for reference for future 3D Castlevanias."

EDIT 2: The above interview claims it was Konami internal politics/the rise of the PS2 over Dreamcast versus the state of the game content in the decision to cancel it.

You know what always intrigued me? It was a hoax game, but Shin Dracula X's screenshots that fooled magazines back in the day looked pretty impressive. :)

Well, I hand the reins of the show back to you. (I can’t believe how well you dispatched the irritating She-Wolf boss in the Sharp game). I’ll be sure to read your upcoming reviews.
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on March 12, 2013, 09:59:58 AM
RichterB, again, thanks for the kind words and insight on your vision of the series.  :)

I withhold detailed opinion on LOS, until review, but my general thoughts about this game is well-known around the place. I think, for all of its shortcomings it a good heir to the legacy of the classic part of the series.

Quote
I've never heard of any Resurrection build that was near completion.
I've heard different sources cited different rate of completion of this game. Some sad it was 30% complete, others - 80%. I think version on the disk was 30% complete, though I can be mistaken.
I plan to make small article about this game, since it was quite an interesting thing and certainly deserved separate mention in the project.

Quote
I can’t believe how well you dispatched the irritating She-Wolf boss in the Sharp game. I’ll be sure to read your upcoming reviews.
T'was all training. Thanks.  ;)

As for Castlevania 64 review - I think, I will trim it a bit and maybe rewrite some parts. I once started writing it from scratch. Remaking it for the third time would be rather annoying.
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on March 12, 2013, 03:56:42 PM
Thanks to all those kind words and interesting discussion with RichterB, I was able to finish CV64 review today!! Though, in some respects it's more like a walkthrough, rather than just review. Oh, well. I don't think it is a bad thing.

Castlevania 64 review by Sumac.
Part 1:
I learnt about Castlevania on Nintendo 64 way back in the 2006. At the time I already was aware about Symphony of the Night and other "metroidvanias", but I never ever heard about Castlevania 3D games on obscure (at least in my place) console from Nintendo. So, naturally my interest was enormous, when I found not one, but two Castlevania games in the catalogue of the Nintendo 64 ROMs on one site. Intro, with the Malus playing heart-wrenching melody on the violin, really impressed me, and set the right tone for the game. Overall, my first impressions from the game were positive. It was not like any Castlevania I've played before, not only because it had additional dimension, but because of the very different style the game used, when being compared to anything that was done before. Now, 7 years after I gave it another try. And here's my review.

Castlevania on the Nintendo 64 (Demon Castle Dracula Apocalypse AKA Castlevania 64) is a game with a troubled development. It was first 3D game for the Kobe division of Konami (KCEK) and apparently they set a very big goal for themselves. Like introducing three characters with never before seen gameplay in the series - magic user with homing attack, melee fighter and gun user. Also, the game should have boasted a lot of other features, but sadly, goals were too ambitious and executives were too stupid and ruthless. In short, to make it for the deadline, a lot of stuff was cut from the game, including those two unique characters (though, they still made it into the game, but not in playable form). So, what gamers received in January of 1999 was a very watered down version of the promised game.

Apparently, storyline also fell victim of the deadline and pathetic managers. While in general, story makes sense, there are visible traces of multiple rewrites and "not quite plotholes". Interestingly, there is controversial information about placement of this game in canon. There were some statements, supposedly from the developers themselves, that CV64 was always should have been a merely spin-off of the main series and not part of the main storyline. However, some early rumors kind of refute this. I'll cover rumors and "what should have been's" in additional article about CV64 and its enhanced version / prequel Legacy of Darkness.

On the first glance story of the Castlevania 64 is your usual Castlevania fare - two brave people go to the Dracula's Castle to fight evil Count himself. However, thanks to the cinematic presentation and special accent on the melancholic mood, it looks rather refreshing and interesting. There are two playable characters, each having their own reasons to fight Dracula. Reinhardt Schneider - heir of the Belmont clan and pretty much "Standard Belmont" in everything, except for the name. He follows calling of his blood, which, unsurprisingly, calls him to fight Dracula who once again rose from his grave. During his adventures Reinhardt meets cute female vampire, named Rosa, who unlike most of the vampires, doesn't want to kill Reinhardt. She is so disgusted with what she became, so she even wants to commit suicide. In the end of the game, she sacrifices her (un)life to save Reinhardt from Grim Reaper’s attack and dies. This was enough to anger Reinhardt to the point, where he was able to defeat Reaper for good. Later he battles Fake Dracula and evil count himself in two forms. In his good ending Rosa resurrected somehow and with Reinhardt, she goes back to her parents to tell them news about her survival. Also, there are some hints on romantic feelings between Reinhardt and Rosa. In his bad ending, Reinhardt takes Malus as his apprentice.

Carry Fernandez goes to fight Dracula to avenge for the death of her parents (who were killed by the patriarch of the family, that went insane because of Dracula influence) and her stepmother. Her archnemesis is an Actrise - witch who sacrificed 100 children, including her own child, to preserve her beauty. She wants Carry to sacrifice her power, and much like Reaper in Reinhardt's route, make Carry battle someone who she doesn't want to fight - her own vampirised cousin. Later, Carry defeats Actrise and Dracula. In her good ending she visits grave of her mother. In her bad ending she promises to marry Malus, when they will grow up. Overall, story is somewhat more akin to dark fairy tail. There are few supporting characters, good and bad, but sadly, they appear very scarcely. And there is impression, that in the middle of the game, some of them fall from the face of the Earth, only to appear before the final battle. There is good explanation to that, but more about it later. Also, dialogues in this game are not voiced. Only on separate occasions characters do speak short lines. The only exception - is the Fake Dracula who's monologues are fully voiced, at least in European version of the game. In American version - only his introduction monologue in the second level have voice acting. I think lack of voices is a good think for this game. Characters speak in overly theatrical manner most of the time, and had it been voiced, then CV64 possibly ended as even larger HAM, than SOTN.

Graphics haven't aged well. This is where 2D games have a clear advantage. For example Rondo of Blood and Symphony of the Night will never look particularly dated, while games of the early 3D era, like CV64, will look hilarious and poor by the modern standards. As for me, I always played games for the gameplay and story, so aged graphics doesn't bother me in the least. And this is why this game will not receive any negative points from me for its looks. Models of the characters look decent and not very blocky. Some enemies look impressive - like Armored Knights and Drago. Some not so much - like Skeletons, who look like they were made out of folded paper. As for locations - some of them look very impressive, in particular Villa and Clock Tower, some - look overly monotonous and generally poor - like Waterway and Tower of Science. Special effects are good for its time, I guess. I was particularly impressed with Fake Dracula's morphing into mist and special effects in the Drago's death sequence.

Music doesn't follow suit set by the previous games. Instead of "catchy tunes" music in this game is quiet and ambient, written to enhance atmosphere of the locations and compliment cinematographic approach. Some levels are even devoid of any background music and that works quite well. For those reasons, though, some people consider soundtrack of this game as bad. Another good thing about music in this game, is that most of the melodies are soft and not very loud. Since player will spend a lot of time in some stages, hearing lopped loud tune for, like 2 hours, would have been a chore rather than pleasure. Sadly, supporting characters doesn't have particular personal themes. Since characters do not voiced in the game, music has very important purpose here - to convey the mood of the scenes and pretty much "talk for the characters". Also, it was the first Castlevania game, where, like in the movie, music changes according to situation on screen. It happens not often, but that makes those rare moments even more memorable. Like Symphony of the Night, CV64 doesn't rely on the music from the past titles very much. Only two tracks were taken from the past titles without changes - Dancing in the Phantasmic Hell (boss theme from the Rondo of Blood) - which plays during boss battles with Actrise and Grim Reaper. And Dance of Illusions (Dracula's battle theme from ROB and SOTN), which used during battle with Fake Dracula in the Castle Keep. There is also Bloodlines, once again from ROB, which was heavily arranged. Its used on the title and Game Over screens. Bloody Tears appear in the game several times, but its usually interwoven with the other melodies. My favorite tracks from the game are Invisible Sorrow and foreboding Gear. Though, as it usually happens with Castlevania games, I like the whole soundtrack in its entirety.

Now, before I move to the gameplay description, few words about general style of this game. Castlevania 64 is nothing like previous games in that regard. Early titles of the series embraced rugged, medieval and somewhat horroresque style. Later, series moved onto some strange union of anime and gothic / barocco styles. Castlevania 64 is channeling something close to a survival horror and old horror movie. Cutscenes made to look very movie-like with close-ups and dynamic angles where neccessary. As described before. music sometimes changes depending on the situation during gameplay and in most cutscenes. Of course, average graphics make everything seem less movie-like, but, I must say, in a way it gives certain charm to the game. As if you are watching amateurish attempt to make a horror show, which is awkward, yet somehow fascinating. Characters are moving in a puppet-like manner, convenient angles used, when virtual operator needs to hide some graphical shortcomings. Coupled with atmospheric backgrounds and ambient music, its all creates uncanny experience and specific, one of a kind, atmosphere. Mix of the somewhat old game technologies and old cinema tricks.
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on March 12, 2013, 03:58:51 PM
Part 2:
Now about gameplay. This game is some sort of a cross between action, platforming and puzzle genres. Levels in the first half of the game require finding something in order to proceed and there is usually some amount of backtracking involved. Approximately in the second half of the game, levels become more straightforward, though occasionally you still need to find some keys to go further. Puzzles are usually pretty simple - find key to open the door, push lever or step on the platform to activate or deactivate something. Though, sometimes it is required to make some actions to receive further clues, like for example you must talk with Rosa in order to receive key from Vincent in Villa. There is THAT ONE PUZZLE in the Castle Center, that most likely was the reason for a lot of fun and rage (most likely rage) for many gamers, back in the 1999. As for platforming, well, this is probably the weakest part of the game. But before, some of the basics. Your character will grab edge of the platform automatically, if you hold jump button. To climb on the platform you must press forward, it doesn't matter which direction your character faces. You can shimmy right or left, while holding on the edge of the platform. There are three reasons why platforming in this game is usually badly regarded. First, more often then not, it is hard to estimate distance to the platform you want to jump to. Sometimes platform visually can look further or closer, that it really is. Hence, sometimes the only way to be sure, if you can reach it, is to jump towards and see what happens. Even first person view, a unique feature for the Castlevania series, can't help to determine real distance to the platform. Second, characters are practically weightless, so when they jump, it is hard to choose correct speed. Sometimes it looks like you should land right on the platform, while in reality you overjump it. Third problem is a camera. While it often does a decent job, by providing you with the best angles for the situation possible, sometimes those angles fail to trigger for some reason. Also, usually camera should reveal direction in which you need to go, and, once again, sometimes it fails to turn into appropriate direction. In those situations you can run around, which sometimes makes camera remember where it should be postioned. Otherwise you can use first person view to search for a correct route yourself and right after you find it, camera usually will take its appropriate place. Those camera related problems especially annoying in the platforming heavy levels like Tower of Sorcery and Tower of Science. In the former, it is already hard to find normal route and estimated distances, because of the level structure, but with camera acting like it does, competing this level becomes a truly arduous task of trial and erroe. Though, pretty much in every level, there is place where camera goes awry. Another place where it can be critical for your progress, is Castle Center. While you carry Nitro on the narrow road, camera sometimes can take very strange angles. Those problems are not very very critical to the playthrough, but can be rather annoying and certainly reduce enjoyment from the game. Also, playable characters follow rules of physics and have some inertia in their movements. Thus mean, you can't instantly stop while you're runing. The character will move several inches forward and go into braking animation. The same thing occurs, if you try instantly turn the corner, while running - character will skid on the corner. Combined will sometimes unwieldy camera angles, that makes pretty much impossible to run on the narrow paths and turning. While it's an interesting idea, to make characters follow certain rules of the real world, it feels rather unpolished in this game.

There are several camera modes in the game. During normal game you can choose between three camera modes: Normal View (focuses on player), Battle View (focuses on enemies), and Action View (supposedly focuses on the field as a whole, though I am not sure about it). Also, player can use First Person View - it is useful to look around the locations and sometimes can help to determine, where you need to go. Though you can't move or fight while using it. During some platforming sections camera goes into special position, to provide the best angle for the  section. There is special Boss View, that triggers during some boss fights. Usually in this mode, camera focuses on the boss.

There are two playable characters: whip user, Reinhardt Schneider and magical girl, Carrie Fernandez. Both characters have two types of attack - primary, long-range, attack and secondary, close-range, attack. In case of Reinhardt his primary weapon is a whip and his secondary weapon is a short sword. Since this game was a rather early attempt at making an action game in a 3D environment, there were no defined rules and formulas on "how to make a good 3D action". In case of Reinhardt developers decided to transit traditional 2D whip mechanics into 3D. Sadly, it's not exactly working. Reinhardt whip can strike in only one direction, though, it has a rather big hitbox (so if two enemies stand close to each other, there is possibility, that both will be hit). The biggest issue with "2D-like whip attack" is that there are no "crowd control" moves. There is auto-targeting system. As soon as enemy will be close enough, target will appear on his body, indicating, that he will be hit be weapon. With that system you don't need to turn exactly to face the enemy. Sometimes you can even attack foes with your back turned, though, most likely it's some sort of a bug. While generally enemies can be dealt one at a time, sometimes they like to swarm your character from all sides. Vampires in the Castle Center and Cerberuses in the Villa absolutely love to do this. When player gets surrounded by several enemies from different sides, he is pretty much doomed to lose some part of his life or frantically run, using close-range attack to hit enemies and escape from tight situation. Auto-targeting system, which allow to attack only one enemy at a time, and lack of wide circular attacks, don't allow to deal with them all together. There is Holy Water, that allow damage several enemies at once, but its generally weak and not really helpful in such cases. Those situations can be rather fun and thrilling, but in general this is something, that really shouldn't be in the 3D action game, where enemies can attack player from more sides, that one. Despite  this shortcomings, action in this game is rather dynamic and fun, but a bit ill-conceived. Happily, there are rarely monsters who can deal big damage to your character, so even, if you end up surrounded and hit, it most likely will not seriously hamper your progress. Overall, Reinhardt feels like 2D Belmont brought in the 3D game.

Carry Fernandez is an unique character and her gameplay is a sort of strange subversion of the Reinhardt's flaws. Her primary attack is an energy ball. Normally, it uses auto-targeting system, flying at the closest enemy; however, it obviously has more range, than Reinhardt's whip. Her secondary, close-range weapon is a pair of iron rings. They range is smaller, than that of the sword and they're less useful in tight situations. Albeit, those situations can be mostly averted, because Carry's primary attack can be charged to become a homing energy ball. All you need to do, is just to find a save spot and shot your enemies with homing attacks. Because of this ability, almost all Carrie's boss battles have similar tactic - run around the boss, charge homing attacks, kill boss. It actually removes element of challenge from actions scenes in the game and make it overly easy, to the point, that 2 of the 3 final bosses can be defeated without much of a trying. Like in case with Reinhardt, if Carry ends up being surrounded, you can only try to run from enemies using short-range attacks. I must say, while playing as Carry is certainly easier, playing as Reinhardt was much more enjoyable to me. Not only because playing as him is closer to traditional Castlevania experience, but also because challenge is more apparent and his set of levels is more interesting. Also, Reinhardt expectedly heavier and slower, than Carrie, but not by much.

Like in past Castlevanias, characters can use subweapons. They are classic bunch: Cross-boomerang, Axe, Holy Water and Dagger. Holy Water acts almost like Holy Molotov Cocktail, setting earth on fire for several seconds. Axes have limited homing ability and, I think, they are the most powerful subweapon in the game. It's actually fun to watch, how they change they trajectory following movement of the target. It is especially noticeable, if you using them in the battle against Demon Bull. Cross-Boomerangs can hit enemies at least twice, though they are not very strong. And Daggers are pretty useless, as always. Unlike most games in the series, subweapons in this game, use jewels as ammo, not hearts. They can be found in breakable torches and sometimes they fall from killed enemies.

Now about general features. Like Simon's Quest, this game has day and night cycles. During the day enemies are weaker, during the night - they stronger. Day and Night cycles have another use - in some levels there are certain doors, which can be opened only during the night or only during the day. If you don't feel like waiting for the right time of the day, you can use Sun Cards and Moon Cards. If you use Sun Card - sun will vanquish the horrible night, if you use Moon Card - horrible night will have a curse, so to speak. There are two endings for each character - one good and one bad. Bad ending occurs if you spent more than 16 days of ingame time to get to the Castle Keep, so don't use Sun / Moon Cards too much.

Like in SOTN some enemies can inflict different hostile statuses on your characters. Sadly, there are only two of them and they largely similar. First status is Poison. It can be inflicted by poison spitting enemies, like Lizard Men and Spider Women. During this status, your lifebar will slowly decrease. It can be cured with Antidote Ampoule. Second bad status is Vampire. Some vampires can turn your character into (surprise!!) vampire, though they will not stop attacking you, if it happens. During this status your character can't use primary attack and will die / completely turn into vampire after some amount of time. It can be healed with purifying sphere. There were rumors, that initially this status should had a largely different effect, but more about it at another time.

Like in many other games of the series, you can collect Gold. Like in Symphony, you can spent money on some useful items. There is merchant in this game, probably the most extravagant this series ever known - demon Renon. By finding contracts in different parts of the Castle you can summon him and buy some goodies, like Roast Chicken, Roast Beef, that'll restore health, antidotes, Sun and Moon cards and the like. Also, there are traditional for the series weapon upgrades. However, there are no visual changes in weapon, after you pick them up and, I had strange impression, that they wear off after some time or you lose them after being hit. White jewels save your game and green jewel unlock Hard Mode - it can be found only once in the beginning of the game. 

Now about levels. Level structure is probably the strongest feature of this game. Almost all locations thought out to the smallest details to actually make sense (at least given the setting). When you see how meticulously levels were planned, you can't help, but will be amazed how much thought and effort developers put to the some stages of this game. While most of the levels are fairly simple and, some of them are rather small, there is always feeling of ongoing adventure.

Level 1 - Forest of Silence.
Eerie and creepy place. A perfect starting point for this game. Its atmosphere enhanced by the lack of the background music. All you will hear here are just your character and enemies. There are several statues and crypts in the area, making this place look even more desolated and haunting.

It's fairly simple and straightforward location with minor puzzle elements. The whole level divided into several sections separated by gates. All of them must be opened with the help of the levers, that usually present in the same area as the gate (except for the last one). The beginning of the stage is very unusual in that you fight first boss of the game, almost immediately after you began to play. Developers decided not to waste time to make player familiar with controls and battle system, and throw him right into the fry from the start. Happily boss - Giant Ape Skeleton, rather similar to Paranthropus enemy from the Rondo and Symphony, is not very bright. He will summon regular skeletons to chase you and distract from him. After you deplete his lifebar, G.A.S. will escape into nearby ravine. After that you must find first lever to open the first gate. After you do that, miniboss, WereTiger, will be summoned, almost on your head (literally). He is slow, but has strong punches and can grab and throw your character. After activating second lever, you will be forced to jump on set of platforms to climb back to the surface from yet another canyon. In order to open final gate, you must locate two levers. First lies on the small island on the bottom of the ravine - it will open gate leading to the area with yet another lever located, which will open gate to the boss of the stage. The main enemies on this stage are Skeletons and very annoying Exploding Skeletons, who try to explode nearby your character. As Reinhardt you can have some troubles with them. There is also random WereWolf subboss, but you can just escape from him. Boss of the stage is Giant Ape Skeleton, who returned to get his vengeance on you. He uses the same tactic as before, but has more lives and summons more Skeletons. After some beating he will lose his hand and legs, which will leave him weak and easy to destroy. If you feel like overwhelmed by amount of Skeletons you can provoke G.A.S. to make a swipe with his club. If Skeletons are close to him, he will crash them to boney pieces. The battle with him, while maybe not the hardest is ceratinly epic and leaves a good, if strange, impression about the begining of the game. In general, this level shows what to expect from the game - action and some adventuring / puzzles. After defeating the boss, you will be treated to rather epic version of traditional Castlevania scene, where character steps on the drawbridge and enters the haunted ground of the Dracula's Castle.

There are two statues in the forest - one have only plinth, another is complete. Go to the side of the plinth with small golden tablet and press use button - you will receive Chicken Roast and Roast Beef. Another Chicken Roast can be found in one of the coffins on the second level of one of the three Crypt-like buildings, near the end of the level.
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on March 12, 2013, 04:00:52 PM
Part 3:
Level 2 - Outer Wall.
While this level impressive in its structure, graphically it is not very interesting. Both towers colored in the same shade of blue and generally everything you will see here is blue, grey or black.

Unlike SOTN's level, this version is separated from the Castle. When you arrive there, character seemingly trapped between closed drawbridge and another gate. You must proceed in the door on the right and get to the top of the tower, which is not really difficult. There you must defeat boss of the level - Great Skeledragon Twins. Initially both heads shoot fireballs, from which you can hide behind wall located near the entrance to the roof. After sufficient damage dealt to either of its heads, one skeledragon will explode and start shooting big stream of flame at you. I recomend to destroy the closest to the entrance head, first, since its harder. After you destroyd it, killing second dragon will be a cakewalk. His stream of flame is unable to get to you, if you stand near the opposite wall from him. After destroying boss, push the lever. It will open inner gate of the wall, revealing...another gate. Now, you must go all the way down to the starting point by using ruined floors. There is a torch in the middle of the starting place, which contains key to the second tower (door on the left). This tower is more difficult, but there is no boss on top of it. As soon as you get to the roof, cutscene will show you character opening the second gate and short appearance of the Fake Dracula, insulting your character. This level is linear and simple and must not cause many problems, unlike the next one.

Level 3 - Villa / Garden Maze.
Villa is probably the signature level of this game. And one, most people remember of (with Castle Center being close second). There is a good reason for this - this level has a lot of awesome moments, memorable dark atmosphere and detailed art style. No wonder, since it was based on real life castle. This is certainly one of the strongest in its execution levels in the game. Also, Villa is the most puzzle / adventure heavy levels. It's introduces whole slew of the secondary characters, that will appear throughout the game.

Rosa - young woman, who was recently turned into vampire. Unlike most of the vampires in this game, she is kindhearted and doesn't attack heroes. She even gives them some advice. 

Charlie Vincent - badass old vampire hunter. He considers himself the best vampire hunter in the world, and so cool, that he can sleep in the haunted mansion, while being surrounded by creatures of the night!!

Renon - demon salesman. A merchant of this game. He is very gentle and has some GManesque manners and love for the unexpected appearances.

Malus - strange boy, who according to his own words was kidnapped from his village along with the other children.

You start in front of the beautiful garden and...Immediately thrown into the miniboss battle with three Cerberuses. Seems developers wanted to amaze player, by having him fighting powerful enemies at the very start of the stage, without any preparation or warning. Not very traditional approach, I must say. This one of those battles where wide-ranged attacks could have been very handy. Cerberuses absolutely love to swarm your character from different sides with constant attacks, making its hard to do anything against them. As Reinhardt you must frantically use sword to get some distance, as Carry you must use her rings to do the same. Interestingly, you can make a something like infinite combo with Carry secondary attack: after one strike Cerberus will be pushed a away a bit, temporarily stunned. You can follow him and strike him with rings even before he'll recover. He will be pushed back again. Now, just repeat the sequence until big bad dog is dead. It's a nice tactic, but there is always possibility of another Cerberus attacking from behind. Holy Water can provide a significant help versus those monsters. After you defeated trio of hellhounds, you'd probably thought it’s over. But, no!! KCEK seemingly decided that only three subbosses are for wusses, so now you must fight another two Cerberuses, who are even harder, because they can spit fireballs, which set earth and your character on fire. And after you defeat them its not over!! There is final Cerberus waiting. Technically he is not different from previous duo, aside from the fact, that during battle with him, the surroundings gets dark, making it hard to see him.

After defeating final Cerberus you now free to explore the garden in front of the building and proceed to the Villa itself. In the middle of the square, there is a big fountain with a lot of goodies on top of it. To get there you must wait until the midnight. At this time small platform will rise, which you can use to get on top of the fountain and collect stuff. You can also explore gravestones. Two of them will give you text messages, another two - prizes. As soon as you enter the Villa you will have another miniboss battle with Vampire. He is not very hard, just don't get into his clutches, otherwise he will drink your blood and can even turn you into vampire.

Villa, is probably one of the most puzzle / adventure heavy level in the game. In order to the get to the end of it, you must do some things in particular order. There what you must to do:
- wait for the Rosa in Rose Garden (she appears every night approximately at 3 AM) and talk to her;
- go to the second floor of the Villa and meet Charlie Vincent. Talk to him and receive Archives Key;
- on your way to the Archives, you will encounter another vampire in a small room (it's an awesome scene, BTW);
- pickup Garden Key in the Archives and exit through the backdoor of the mansion. On the first floor you will meet Renon for the first time.
- in the Maze turn left on the first fork, cross over bridge and meet Malus. After you talk with him, probably the most memorable segment of the game starts. You will be chased by the pair of Stone Dogs and Frankenstein Gardener with chainsaw. You goal is to simply follow Malus to the exit, but he himself, doesn't make it very easy and constant attention from the Franky and Dogs will not let you concentrate on the road. Sometimes you will just run in whatever direction, just to get away from the hunting party. As Reinhardt you can deal with dogs fairly simple - use sword attack while running. Its hitbox is big enough to hit enemies, that are right behind his back. As Carry, it's a bit more difficult since her rings attack doesn't have such big range. You'd better jump from dogs and Franky. Somewhere in the garden, there is a big caged area, where you can find Roast Beef and some jewels. Neither dogs, nor Franky can access it - they will just run around the fence in a very comical manner. After you reach the final door, cutscene will be triggered. Reinhardt / Carry will let Malus out of the garden and you will regain control of your character.
- go straight, until almost the very end of the passage. There is small recess in the wall on the left, where you can find torch, which will give you Copper Key.
- go through a door at the end of the passage - you will end up on the first floor of the Villa, in the servants room. You can't access this room earlier in the game, since it was locked from the inside.
- return to the start of the Garden Maze and turn right nearby first Watch Tower (this is right behind the fork to the bridge, where you had encountered Malus earlier). There is door which you can open with the Copper Key.
- Go through the small canal, climb on the bridge. Save you game and enter the door. You will end up in the crypt, where you must fight two bosses in a row - Male Vampire (like the two you have encountered before, though this one have special move, where he rolls in the air) and Female Vampire. She crawls on the floor, trying to suddenly attack your character, and spawns bats, distracting you from herself. Also, sometimes she can turn into a mist and continue to spawn bats. Both are easy to defeat, but having few Chicken Roasts is very advisable.

After you defeat them, you must jump into the coffin to proceed to the next stage, which will be different, depending on your character. Overall, Villa is probably one of the best and atmospheric levels in this game, showing, what this game could be, if developers were given time to polish everything else to this level.

Level 4a - Underground Tunnel.
You will visit this level, if you are playing as Reinhardt. This level is rather straightforward, when compared to the past ones. There are some forks, but they usually end up with dead ends. It not particularly stylish, since it consists of caves and...more caves. While artistically it's not very impressive, this place still have strong mood, thanks to the one of the best musical tracks in the game - Invisible Sorrow. Your main goal here is to reach train system. Then you must ride the first (red) train until the transfer station and then wait for the next (blue) train. While you waiting, try not to be hurled on spikes by annoying ghosts and yellow barriers. After the ride on the second train, you will get to the exit of the level. Main enemies on this level are Spider Women, which can poison you.

Level 4b - Underground Waterway.
You will visit this level, if you are playing as Carry. This level, once again straightforward with several dead ends. Main objective of the level is to shut down to poison waterfalls. Poison and Fire Lizard Men will be the main enemies in this stage, and to make matters worse, they can spawn from the water wherever they want, including appearing right in front of Carry, when she is crossing very narrow road in the middle of the level. Also, this stage is probably the biggest offender next to Tower of Sorcery, when it comes to unwieldy camera angles. In order to deactivate second waterfall, Carry must make several risky jumps on the platforms amidst the poisonous water. The catch here is that camera positions itself in such way, that it is hard to determine not only distance, but also speed and direction of the jump. This probably one of the most monotounous and, generally, uneventful stage in the game.
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on March 12, 2013, 04:01:53 PM
Part 4:
Level 5 - Castle Center.
Probably, one of the most hated levels in the game, thanks to a certain puzzle, involving explosives. Also, this stage once again demonstrates awesome level designing skills of the KCEK team. Castle Center is not like any Dracula castle you visited before. It is very different, yet some areas feel familiar. It separated into several parts, almost each, have unique and detailed design. One of the most striking features of this level, is that unlike some other games in the series, areas in this Castle look like an actual places with some internal logic and functions (it's the same reason, that make Villa such a memorable place). It's not just set of rooms and corridors designated "Dinner Hall" or "Library". It feels like an actual location, something, that some of the earliest games in the series somehow achieved without much trouble and what later series has mostly lost. In this vein Castlevania 64 is much closer to the early games in the series. I think, this is what old school Dracula castle should look like in 3D.

This level has several objectives and subobjectives. Your main goal is to activate the elevator in the center of the Castle. But for this you need to do several other things:
- move from the corridor with Motorcycle Skeletons and into the big room, where three vampires await. While their number always the same, their set changes almost everytime, when you revist this place. Usually this team consusts from Butler Vampire (can be replaced with Villager Vampire), Female Vampire (like Victim boss in the Villa) and Maid Vampire. They have different tactics and like swarm your character together. Sometimes, there is a glitch occurs and vampires will not move from their places after you enter the room. You can use this bug to kill closest vampire with subweapon or homing energy balls.
- in the next area there is an elevator, that you must activate. Go to the statue of the Goddess and wait for the Blood Monster to appear. You can kill it, but it will be easier just to run away from it. You can read inscription on the Goddess statue, which will give you clue to puzzle, you will need to solve a bit later.
- in the next room there are two doors from which you can choose: one on the opposite wall and another on the right. I advise, to go through the opposite door, because it will make things a bit faster.
- in the next big room you must face several Lizard Men. After you enter this room, both exits will be locked until you defeat some amount of Lizard Men here. On your first visit you must defeat 8 Lizard Men to exit. On the next, I think you must defeat only 3 or 4 of them. In the next room you can save your game. In the room after that one, you can fight two Glass Knights, but it is not necessary to do that at all and you can run into the next door;
- now, this one of the most annoying places in this level. In the big hall, with broken columns, you must face two very annoying Butler Vampires in the red suits. They are fast, love to jump all over the place and can charge energy attacks. If playing as Reinhardt, you doomed to frantically run and jump around to defeat monsters. If you play as Carry...climb on the broken column nearby the exit from the room and charge homing energy balls at bloodsuckers. Alternatively you can attack them with the Axes or Crosses (this tactic also can be used by Reinhardt if you have a lot of crystalls). While you are standing on the column, vampires will be absolutely harmless.
- after this battle you will reach corridor with fire spitting faces. Note the cracked wall (that you must blow up with Nitro and Mandragora later) and proceed to the only door at the end of the corridor. There you will meet Heinrich Meyer AKA Lizard Men. He was a human merchant who was transformed into mutant, by Dracula evil sorcery. He will give you some advice and a key to the Torture Chamber. In the neighbor room you will meet Malus, who gives some creepy monologue and then run away. Pickup Nitro and return to the cracked wall. Leave nitro there and return to the very beginning of the level.
- Torture chamber lies on the opposite side of the corridor, where you made your entrance to the stage. Go there, defeat Butler Vampire and Maid Vampire and pick up Mandragora - component, that is necessary for explosion. Now, instead going to the cracked wall on the upper floor, go to the another part of the first floor, where you will find double doors. Behind them there is a giant arena with the, seemingly, dead bull lying in the middle of it. On the opposite end of the arena you will see giant magical seal on the cracked wall. As you can guess, you will need to blow this wall up, but before you need to remove the seal, otherwise explosion will not have any effect. Set up Mandragora and return to the Torture Chamber to pick up another one.
- Now return with second Mandragora to the cracked wall on the top floor and set it up near Nitro. You will see cutscene with explosion. Go into the door on the right and you will end up in library. There is a second statue of goddess. Once there go onto the second floor and find moving panel in the ceiling. Go into the secret room. There is another moving panel in the ceiling. Go up and will end up in the beautiful observatory. There is a puzzle, which you need to solve in order to remove the seal from the wall on the arena. You must set each goddess statue to the places, which reflects positions of the planets in the Solar System. Right answer is: Yellow Goddess goes to slot 2, Red Goddess goes to slot 4, and Blue Goddess goes to slot 8. After this manipulations, seal will be removed and you can save your game and return to the hall with ladder. Now the hardest part of the level.
- In the room with the ladder and two doors, enter the door on the left. Go through the big room with two gears and narrow bridge, up the stairs into the room with Golden Armor (you can ignore it), then into bar room (you must defeat two Vampire Maids here), into the room with different devices, then into the room with falling spikes and, finally, into the corridor with fire breathing faces. From there you can access the room with Nitro from the other side, the one where Malus was standing earlier.
- Now the most difficult part of the quest: you must carry Nitro all the way to the arena with the dead bull. While doing this you can't jump and must not be hit. Both actions will detonate Nitro, killing you instantly. In the room with falling spikes, carefully wait for the moment, when the closest to you spikes will go up. Go under them and wait for when the farthest ser of spikes will go up. Quickly run to the door. In the room with the devices, previously unanimated armors, will come to life and will not be able to exit the room until you defeat them. If you play as Reinhardt, you can carefully use your whip or subweapons (Axe and Crosses are the best for this task). As Carrie you can simply charge homing fireballs. You can simply run through the Bar room and room with the Golden Knight.
- Now you are in big hall with narrow bridge and two gears. The first obstacle is a narrow set of bridges with (immortal) Fire Lizardmen spitting fireballs at you. Also, some parts on the corners of the bridges will fall, if you stand on them for too long (like 2 seconds). The main problems with this place are the camera, which while you turning on some corners of the path, changes its angle and characters habit of skidding, when turning corners on the run. It is very hard to run on the narrow bridge, when the camera constantly moves and you can't stop and change your direction or fix camera angle. There are two ways to get across this bridge. You can start immediately after descending from stairs from the upper floor. The path here is wider, but if you choose this way, then you must navigate the rest of the path very quickly, otherwise Lizardmen or falling corners will kill you. Because, of the aforementioned problem with camera, I prefer another way. You can choose to start a bit further on the path - there is very very narrow set of bridges connected to the main path. It is hard to navigate and you must constantly to be sure, that the center character's shadow is in the center of the path. That is the only way not to fall here. Good news is - you can spend as much time to maneuver here as you want; Fire Lizard Men are unable to hit your character here. Another good thing - if you choose this path, then you will make a big shortcut and all you will need is to run through only relatively short and simple section of the path. But after that part challenges in the room doesn't end. Now you must go through the pit with two gears. Get between teeth of the first gear and walk to the small area, where the two gears meet. Now, walk carefully near the wall, between teeth of the second gear. If you able to do that, than you can safely make it to the first floor with Motorcycle Skeletons. They are the only danger you will face (trio vampires do not appear in the big room, when you carry Nitro), but you can simply outrun the first Bone Rider and get in the Arena, before he will be able turn into another direction. Place Nitro nearby Mandragora and watch the fireworks.
- Activate crystal to activate elevator, save your game and proceed to exit...only to be expectdely stopped by revived dead bull from before. He is a dangerous and powerful enemy. He can ram you with horns, which will throw your character away for several meters. He also can create ice and fire beams from his mouth. The latter creates big explosion, which can put your character on fire. Battle with Bull is more annoying than hard. Bull loves to run to the other side of the arena and then charge at your position, which leaves very little time to attack him. You can't keep up with his speed, so you need to use little time you have to attack Bull, when he is close to you and that is dangerous, since he will actively use his fire and ice breaths to not let you get to him. As Reinhardt you can make use of the whip's range. Despite Carry's weapon having a very wide range and homing abilities, her fireballs can strike Bull only when he is close, otherwise, they will not be able to keep up with his speed and disappear. Most notable thing about this boss is that whichever part of the beast you attack the most, it will be soon reduced to the mere skeleton, making this battle rather creepy. This specail feature exists not only for special effects, but it also can play a crucial role in this battle. If you want to defeat Bull faster, aim at his head. After it will be reduced to the skull, aim at his chest and soon enough it will be transformed to the skeleton, revealing Bull's weakest place - his heart. After several blows to the heart, Bull will explode, leaving (appropriately enough) Roast Beef on the ground. Interestingly, attacks on his heart take only little amount of HP from his lifebar, but by attacking his heart, you still can kill him before his lifebar will be completely depleted. Somehow he will still die with half of his HP intact. This battle is very impressive in its scale and use of special effects.
- if you think, that now you can simply walk to the elevator and get out of this place, than you making a mistake. There is another boss battle and the enemy will be different, depending on the character you use. If you play as Reinhardt, you will fight Rosa, who was forced to battle vampire hunter by Grim Reaper (who makes his first appearance in this game). It is rather easy battle. Rosa will make it hard to get close to her by using some sort of protective aura. If you play as Carrie you will face her cousin (AKA Fernandez Warrior or Camilla Fernandex or its Carrie's Stepmother) as an enemy. Fernandez Warrior has only two attacks - ice mist, that can freeze Carrie, but she uses it only, when Carrie is close to her, and homing energy balls. There are not very accurate, but since there are several of them at once, they still pose some threat. The tactic in this battle is simple - run around Warrior and charge homing fireballs. Soon enough, she will be finished.

After defeating bosses, both characters can finally get to the elevator and move to the next level.

Level 6a - Tower of Duels.
You will visit this level, if you are playing as Reinhardt. Tower of Duels is like some sort of sporting event. You must fight several minibosses and, between battles, you must climb and jump on the platforms, and avoid nasty mills with sikes. Good idea for a new Olympic discipline, eh? This level is overall rather simple in its style and its structure is mostly linear, but it makes up for it with its intense atmosphere. By the way, you can't take as much time as you want to defeat bosses. While you fighting them, the ceiling will slowly descend on your head, so it's in your best interest to deal with enemies fast. Also, battle area is surrounded by hedge, preventing any escape attempt. It will disappear only after you defeat the enemy. You start from the battle with WereLeopard, who is more annoying than dangerous. He runs in circles around you and sometimes charges with his claws. His speed allow him to dodge your attacks. Catch him offguard after his charge attack and jump up to him, when his running around and attack. Next battle is against WereWolf. His main attack is a slide kick. Jump over his head, while WereWolf doing his attack, and whip him. Next fight is against WereTiger who is the same slowself as in the first level of the game. Final battle of the stage is against WereBull. Both of his attacks are pretty much the same - he runs at Reinhardt with multiple punches, though, in one version of the attack he takes his time to charge it. Be very careful and if you suspect, that he will run at you - jump away, since he abe to deal big damage. After this battle you can proceed to the exit. I think this level was initially created for Cornell - melee werewolf character, who was cut during development of the game.

Level 6b - Tower of Science.
You will visit this level, if you playing as Carry. This level is probably the most visually boring and monotonous in the whole game. The only colors this level uses are green and black. It makes this place, feel very tedious and even more boring, than it really is. This is one of those levels, where you must find keys to unlock next parts of the level. You start at some conveyor belts surrounding central tower. Here you must be wary of boxes with spikes, which can knock you from the tower, and electric emitters. If you will be zapped during jump - you will fall. After climbing to the platform with save crystal, you can finally proceed to the main part of the level. It is a big labyrinthine room with demon-like creatures in giant glass cages. There are multiple turrets on the floor and guns on the ceiling. Turrets will fire long stream of bullets, if they see you (and they can do it literally - they have eyes, or rather one big eye under the gun). Guns on the ceiling don’t have eyes, but they also can trace your movement and as soon as you will be in the open, they will start shooting. What very apparent about this location - is that gameplay is broken in it, thanks to the Carrie's ability to charge homing projectiles. As soon, as you enter the room, you can start charging one homing fireball after the other, killing several turrets (even the ones, which you can't see) and, maybe, one ceiling gun. In the door opposite of stairs on your side of the room you will find Science Key 1. Then jump onto the narrow platforms and proceed to the narrow platform on the opposite wall. Go from there to the left. There is a door, leading into corridor with turret and three doors. Behind the second dorr you will find torch with Science Key 2. Via platforms, return to the starting point of the big room and, once again, go to the narrow ledge, but this time, go to the right from it. There is a door, that can be opened with Science Key 2. All you need to do after that is just jump over conveyor belts with spikes and destroy bunch of turrets between them. Also, you can find Science Key 3, but this is optional task. Me thinks, the reason, why middle part of the level is essentially broken, is that it was supposed to be played with another character. Namely axed Corler - shotgun wielding monster, who supposedly was not able to create homing projectiles.
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on March 12, 2013, 04:05:04 PM
Part 5:
Level 7a - Tower of Execution.
Traditional linear platforming stage with rather haunting style. You will visit this level only when you play as Reinhardt. The main objective here is to climb higher and higher by using moving platforms. This level is rather easy and plays a lot like levels from 2D classic Castlevanias. And this is the only stage in the game, where Red Skeletons enemy can be found. By the way, you can see multiple hooks over gaps. Supposedly, they remained from the times, when Reinhardt was able to swing over pits with his whip.

Level 7b - Tower of Sorcery.
Platforming paradise...or platforming hell, if you are not very good with jumping and climbing mechanics in this game. You visit this level as Carry. This level is  linear, but because of the combination of art direction in this place and faulty camera it can take some time to find a correct path to the exit. The level take place in the giant empty room, filled with floating crystalline platforms. Artwise, it maybe interesting, but doesn't look very haunting or creepy. The beginning of the level is rather simple, up until the moment, when you see Save Crystal on the remote platform. To get there you need to jump on the platforms, that dissappear and reappear following certain pattern. After first save crystal, you will encounter another new mechanic in this level - crystal switches. When you broke crystal switch, one of the crystals, not far away from you, will rise, giving you access to the next part of the level. The color of the switch determines crystal of which color will rise. This level is the main offender, when it comes to the problem mentioned earlier - inability to determine correct distance to the next platform. Also, when you  climb around the big tower in the begining of the level, using platforms, camera often will not trigger right angle to reveal you the next platform. The same happens, when you climb on top of the first tower - camera will not show where you should go next. In both cases, use First Person View to find a way. With careful planning, and some trial and error this level can be conquered.

Level 8 - Room of Clocks.
This level consist only from two locations - Room of Clocks, where you can save your game and buy some stuff from Renon, and top of the tower, where you will fight either Reaper or Actrise, depending on the character you play as. Reinhardt will fight Reaper, Carry will fight Actrise.

Battle with Reaper can be rather confusing. He throws his scythes in every direction possible and sometimes comes to attack directly with his scythe or charging at the player. His main attack is rather hilarious, though. Reaper summons giant ugly fish from the pentagram. Fish can appear from any possible angle, but is easily noticeable and, therefore, escapable. You must be condtantly running to avoid Reaper's projectiles and fish. You can use subweapon to attack Reaper or get close to him and use whip. The latter is harder to do, because Reaper, mostly, keeps himself out of range, flying high above the arean, and it is generally hard to say, when you can reach him, with attack and when not. While he changes his attack patterns through the battle, it does little to no difference, because all of them are about throwing many scythes in every direction. Overall, this battle is hectic, but fun.

Now battle with Actrise is the opposite of that. Actrise stays in the center of the arena, creating multiple crystals around herself, as protection from your attacks. All the while she also summons crystals from the ground, where player is standing. The main tactic for this battle is to run in circles around Actrise and charge homing fireballs. And that's it. Sooner or later, one of them will break her shield and another one will be able to hit her. This battle rather uneventful and boring, though it looks visually impressive.

After defeating bosses, you can return to the Room of Clocks and save your progress. Last level waits.

Level 9 - Clock Tower.
Final level of the game. It's probable the most realistic, or at least, the most realistic-like depiction of the Clock Tower in the series. It is enormous and overwhelming and excellent track Gear, makes this location even more melancholic and impressive.

This level is fairly simple with a lot of platforming and minor puzzle elements. Clock Tower divided into three big sections, connected by small corridors. To exit from the section, you must find key, hidden somewhere in the same room. There is a lot of platforming and little to no enemies, though, Medusa Heads are present. Happily finding direction here is not nearly as confusing as in Tower of Sorcery, so you will be able to complete this level rather quickly. In the first section, key is on the platform under the gears, that you must use to exit the stage. In the second, smaller section, key is in the small alcove on the right nearby the exit, right under the ceiling Bone Tower. In the third section, to get the third key, you must descend to the floor, climb on the wheel, nearby two rotating towers and jump to the set of whells on the opposite side of the room. Go to the single platform with torch and there you will find the key. Then, return to the rotating towers and climb all the way up, until you will be on the top of one of them. From there, you can proceed to the exit from the level, or pick up the last contract to buy something from Renon.

Level 10 - Castle Keep / Top of the Clock Tower / Desert Dimension.
And finally you have reached the legendary long staircase!! And that means, that final battle is not far away. KCEK outdid everyone by making structure of this place so improbable, that its not even funny. Basically long staircase leads to small castle keep, from where another long staircase leads to another small castle keep, from where final long staircase leads to the final castle keep. I know that castle of Dracula supposed to be, unreal, but this...is something different. While the whole location can be run through in one minute, it still notable, because of the song playing in the background. Stairway to the Dark Clouds is one of the most impressive tracks in this game, that sets up an appropriate mood of foreboding before the final battle. While it's fairly simple (it's just male chant-like singing with bells on the background) because of this music, grand staircase feels like a very special place in the game.

Anyhow, in the first castle keep you will have your final encounter with Renon. If you spend more than 30.000 Gold in his little shop, then he'll try to take your soul to hell, i.e. you will fight him in his true demonic form. As far as I know, he partially copies his tactics from Reaper, down to summoning giant fish. However, I have never fought him, so I can't say nothing more about this battle.

In the second castle keep you will find vampirised Charlie Vincent, if it took you too long (more than 16 ingame days) to get to this place. In this scenario Charlie goes to fight Dracula, but old fool overestimated his powers and ends up cursed. I never fought him, so once again I can't say anything about this encounter.

And finally in the third Castle Keep you will fight Dracula himself!! Or at least, that what you will think, if you reach him for the first time. This "Dracula" has four attacks: he can throw semi-homing bat on fire, create long stream of fire from his cape (him most damaging attack), create two energy waves (one crawls along the floor, another appears on the waist level) and, finally, he can try to draw your character to himself, by sucking air in his cape. If he succed, he will grab your character and suck his blood, restoring his lifebar. After each attack, "Dracula" will turn into the mist, to reappear in the next few seconds in any part of the Keep. If he  starts materialize somewhere close to you, he will instantly turn back into mist and reappear elsewhere. Generally, he appears in the field of vision of your character, though, sometimes, he starts to appear somewhere behind your back only. If you play as Reinhardt the best way to deal with "Dracula" is to set your camera to the Battle Mode, so it will automatically follow him, whenever he appears. When you see "Dracula" appearing, run to him, jump and whip his head. If it didn't make any damage, run away and let him do whatever attack he planned. It will be safer to wait for another opportunity to strike, rather than receive fire or energy wave in your face. Besides, there are two more boss battles and you need save as much Roasts as possible. In general, as Reinhardt, this battle can be rather frantic and drawn out. As Carry you will have little to no problems with this boss. Stay in the center of the Keep and charge homing fireballs. As soon as "Dracula" appears, release the button and fireball will fly at his head. Almost every single projectile will deal damage to him and this "Dracula" will be dead in no time.

After defeat of the "Dracula", Castle Keep starts to crumble. Run down the staircase, to the very entrance to this location. Jump on the left on the elevator and rise to the top of the tower. There, Malus reveals himself as True Dracula and transforms into typical handsome bishounen vampire. That means, that you will have another boss battle. This Dracula uses tactic even more similar to his classic Modus Operandi. He randomly teleports around arena, appearing usually in one of the corners, and shoots projectiles at you. He has another two attacks, but he rarely uses them. He can shoot two energy waves, similar to his fake counterpart, but they go in reversed order: first wave is on the waist height, second - goes along the floor. In his another attack, Dracula surrounds himself and the place where player is, with wall of fire. If player will stand on one place, he will be hit with powerful attack. As Reinhardt, switch camera to the Battle View, though it does little to no help here - Dracula's teleports are so chaotic, that camera, can't trace him. If you see Dracula appearing, run to him. Stop at some distance, then whip. If you're lucky, then you can strike him several times in the head, before he disappears. His fireballs will pass through Reinhardt, if he is in attacking animation. If you're not so lucky, then at least there is possibility, that you will destroy his fireballs - sometimes they can give you Chicken Roast or Beef Roast. If you don't feel like running around arena and have enough ammo for Cross-Boomerang - then use it, they useless in the upcoming battle anyway. They can deal hefty damage to the vampire and make the battle simpler. As Carry use the same tactic as in the battle with Fake Dracula: stay in the center of arena, charge homing projectiles and throw them at Dracula. He will be defeated quickly. Just don't forget to evade his projectiles.

After this battle, Dracula will return back to his childish form of Malus. Malus attempts to convince heroes, that he is not Dracula, but Charlie Vincent throws Holy Water at him and sets vampire on fire. Dracula becomes real angry and uses all his powers to transform into his final form and transfer player to another dimension. The battle with Drago can be described in one word: CHAOS. Drago does everything in his powers to confuse player. He randomly attacks the earth nearby him, to cause giant shockwaves, summons two flying gold dragons, which will chase player around the place, causes nuclear explosions somewhere on the battle field, shoot projectiles...On the first glance, it's pretty much impossible to determine his pattern and understand what the hell you need to do with him. Everything around explodes and threatens to kill. However, killing this beast is much more simplier, than it looks. As Reinhardt run around Drago until you will be somewhat behind his back, where his tail makes a ring on the ground. Jump behind his tail and you will be right in front of his body. In this position most of the Drago attacks, save for fire breath, will be unable to damage Reinhardt. Whip his body several times and run away as fast as possible, because almost immediately after you jump to his body, Drago will start charging super explosion, that can knock Reinhardt several meters away and take almost 50% of his life. Repeat this tactic until Drago is defeated. It will take approximately three such charges to finish monster. It would be very good, if you have at least three Beef Roasts with you to restore lives. The longer you will take to defeat Drago, the more chances, that you will be destroyed by one of his attacks. As Carry you can defeat him pretty much the same way - jump behind his tail, charge projectile and shoot. Run away, rinse and repeat. It almost useless to fire at him with homing fireballs at long range - Drago throws two moving projectiles of his own in the air and Carrie's fireballs will always target them, instead of dragon. Having several Beef Roasts as Carrie, is even more advisable, since it will take longer to kill Drago with her than with Reinhardt, because to make big damage fireballs need to be charged and it take precious time. After this insane battle, watch the ending and the credits. But what happened with Charlie Vincent...?

Bestiary in this game is semi-traditional. Some enemies, like Skeletons, Red Skeletons, Bats, Medusa Heads, Bone Towers, Ghosts, Knight Armors - all received 3D incarnations. Some enemies are completely new, like Lizard Men (who are more or less based on Fishmen enemies from previous games of the series), different kinds of Werebeasts, save for the Werewolf, Blood Monsters, Exploding Skeletons, Cerberuses (who were relagated to the simple enemies), Spider Women, and some others. Looking at the artworks for this game, it looks like there were supposed to be even more new enemies, but sadly deadlines didn't allow that to happen. One of the most memorable enemis in the game are Motorcycle Skeletons. Those guys wouldn't have been redundant in Castlevania game set in the begining of the 20 century, but in the game set in the middle of the 19 century...they certainly look hilariously out of place. However, most memorable enemies in this game are vampires, who sadly appear only in the begining and the middle of the game. It is strange, but never before, Castlevania series, which is based around the myth of, probably, the most famous vampire character in existence, had vampires as common enemies. Now, this game recitfied it and did so perfectly. There is one awesome moment in the Villa, where player encounters frightened villager and then notices, that newcomer doesn't cast reflection in the mirror, which clues Reinhardt / Carrie, that villager is not human. What even more awesome, is that enemy vampire can bite and infect your character with vampirism. If you're not heal your character in time, he will transform in vampire (complete with angry face and fangs), resulting in Game Over.

As for the bosses some of them are based on the bosses and enemies from the past games, some are completely new. Nobody from classic quintet from the first Castlevania game, made it as boss in this game, save for Grim Reaper, obviously. Giant Ape Skeleton is more or less enlarged version of Paranthropous enemy. Skeledragon Twins is the boss version of the classic enemy. Demon Bull, is most likely, based on Behemoth - monster who was chasing player in both Rondo of Blood and Dracula X, and who's dead corpse, could have been seen in the Coloseum in Symphony of the Night. Frankenstein's Monster can be considered as presesnt in the game, though, he initially was supposed to be playable character and look somewhat different (but even then he was still based on Monster).

Overall, this game is curious thing. It tryes to marry very different concepts and introduce its own aproach to the series. It's graphics is not bad, but didn't aged well. Music is very atmospheric, but rather removed, from what you used, to listen in the Castlevania games. General mood and story presentation is more akin to the horror movie, which is the first time for the series. Gameplay is interesting and fun, but severely lacking and at places very unpolished. Especially it goes for everything, that have to do with platforming. Level design is the strongest part of the game - each location was created with certain idea in mind, to make it feel like an actual place, even, if it hampered gameplay. Some places feel like they were taken from 2D games and into 3D. Designs are nice and once again, have more horroresque vibe to them, than usual. In some places, game manages to surprise and impress players with wonderfull and moody locations and awesome moments (like Gardener chase and Villa in general). Boss battles are often epic and almost always hectic. They also often tend to impress with their presentation. In some respects this game feels like 2D Castlevania with added third dimension. And, sometimes, it feels like developers didn't exactly knew how to create interesting gameplay in the three dimensional world and approached the task with 2D sensibilites, which sometimes felt awkward, though certainly not game breakingly bad. Eventually, I think Castlevania 64 power in its subtleness. It doesn't jump in your face with awesome visuals and loud soundtrack, but carefully conquer your heart with awesome moments here and there and, like a true horror movie, with its love for nasty surprises. Yes, there are some flaws, I admit. However, I can forgive all those shortcomings, because, in my opinion, this game made a lot of things right (atmosphere and locations structure, in particular) and is truly embodies the spirit of the classic part of the series in 3D, but with its own flavour.
Title: Re: Castlevania Marathon by Sumac
Post by: Pfil on March 13, 2013, 11:33:39 PM
Very good review, it pretty much sums up what I think of the N64 CV games.
I didn't know this thread was about reviewing. In general, I love to read reviews.
I will read the other ones you made.
Do you have them uploaded all together in a webpage?
Thanks.
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on March 14, 2013, 09:07:19 AM
Quote
Very good review, it pretty much sums up what I think of the N64 CV games.
Thanks.

Quote
I didn't know this thread was about reviewing. In general, I love to read reviews.
I linked to this thread earlier, when I said about CVA.

Quote
Do you have them uploaded all together in a webpage?
Erm...what?


Title: Re: Castlevania Marathon by Sumac
Post by: Pfil on March 14, 2013, 12:44:13 PM
I meant if you had a website where you make reviews and have them all uploaded together.

Tonight I'll be reading the rest of reviews on this thread.
Title: Re: Castlevania Marathon by Sumac
Post by: RichterB on March 14, 2013, 06:50:14 PM
Sumac, I thought your review format for CV64 was very fitting, and I'll be back at some point in the next few days or week, maybe sooner, to write down my thoughts on your review (and maybe add a few points for consideration). I found myself reading it in one go, despite telling myself I wouldn't. The above review elicited a number of thoughts, which I'll share in that eventual reply. For now, though, I wanted to put down perhaps the most striking and difficult thought your review brought forth in my mind: CV64's weaknesses were a product of the time and circumstances it was released, but CV64's strengths were also a product of the time and circumstances it was released. Consequently, while its weaknesses can be fixed in the modern gaming climate/philosophy, its strengths are no longer a part of the modern gaming climate/philosophy. When I get back with the rest of my thoughts organized beyond the rough draft bullet points of reaction I have so far, I'll explain further.

I meant if you had a website where you make reviews and have them all uploaded together.

Tonight I'll be reading the rest of reviews on this thread.

As far as I know this thread serves as the website of sorts for Sumac's reviews. They're pretty in-depth and insightful. A lot of fun to read.
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on March 15, 2013, 01:50:45 PM
Quote
I meant if you had a website where you make reviews and have them all uploaded together.
No, I don't have personal website so far, so this topic is kind of collection of my reviews and video playthroughs, as RichterB said.

Quote
For now, though, I wanted to put down perhaps the most striking and difficult thought your review brought forth in my mind: CV64's weaknesses were a product of the time and circumstances it was released, but CV64's strengths were also a product of the time and circumstances it was released.
You know, it's funny, because, I never thought about it that way. Or rather, now, when I think about it, I wrought exactly that, but I haven't formulated it in the review. I think, what you pointed, can be the underlying theme of this review.

Also, every good review on my reviews inspire me to work faster on the next one. LOD review is somewhere in near completion stage.  ;)
Title: Re: Castlevania Marathon by Sumac
Post by: RichterB on March 15, 2013, 06:03:45 PM
...every good review on my reviews inspire me to work faster on the next one. LOD review is somewhere in near completion stage.  ;)

Sumac, I decided to take the time sooner rather than later, and ended up going the extra mile. :P

Sumac, as I said, I think the format you chose worked very well for reviewing CV64. It’s inspired me to do a little something different with my written reaction.

CV64 PART 1 REACTION:

Castlevania 64. When you stop and really think about it, rather than taking the game’s pros and cons for granted, there hasn’t particularly been a game quite like it. (What 3D game plays with such a mixture of vertical and horizontal openness and direction without almost always forcing camera angles, all while containing consequential platforming, melee-and-ranged weapon combat, puzzles ranging from time to reason, survival horror elements featuring multiple playable and non-playable characters, and an overall internal structural logic with so much attention to atmosphere that things as simple as doors actually tend to open into adjacent rooms rather than always transitioning into a black load screen? When I think about wanting to play a game like CV64, outside of LoD, I suddenly realize that there isn’t an alternative to readily fill its place for a gaming experience).

On this same train of thought, if you think about all of the things that could go wrong in translating Castlevania into 3D, especially with a team that had never done 3D—and we have almost a decade-and-a-half of evidence now!—this entry was, all things considered, a small miracle. I think the frame of mind coming from its creators had a hand in this result. Game Designer Takeo Yakushiji once told IGN: “The Castlevania series has always had a theme of horror behind it. This does not mean bloody scenes or chilling torture, but a mood of darkness and absence of light, [which] still has cool beauty and elegance to it. Retaining this theme has been what I have been careful with while designing the game. In regards to the character design, I have tried to bring the former enemies to life in 3D and retaining their atmosphere, while keeping them appropriate and looking cool for this generation of game system.

In a GamePro interview, the CV64 creators acknowledged a familiarity with the series even earlier than this, specifically citing Castlevania III: Dracula’s Curse as a favorite, and noting Dracula X and SotN in terms of what those entries did with the timeline and gameplay versus what the goals were for CV64’s design. Unlike more recent attempts for Castlevania in 3D, whether by Japan or Spain, this familiarity isn’t simply utilized for broad shout-outs or nostalgia winks, but key and core design choices. As a result, CV64, consciously or subconsciously, is a concentrated effort to pull from the whole of Castlevania’s history up to that point in time. Some of this was noted in Sumac’s review, and some I wanted to elaborate on or address below:

*The game is rooted in that tense blend of action and platforming that was present since the original Castlevania, which the first two stages highlight even as they warm you up for the intricate exploration and puzzles that will follow in Stage 3.

*Environmental hazards and traps, along with enemy placement, play a key role in platforming, making it strategic, rhythmic, and consequential all at once. Many examples could be given, but Stage 2 is a textbook Castlevania level with its flipping, floating, and crumbling platforms; falling guillotines; medusa heads; bone pillar snipers; bats; and fatal heights. (No Castlevania game in 3D post-N64 has come remotely close to replicating this definitive experience, which speaks to something I will bring up later about modern 3D games).

*Level designs are vertical as well as horizontal. It seems like a given, but rarely do designers use vertical and horizontal gameplay in a cohesive or compelling manner these days. The opposite was true in the going up and going down inside Grant’s Clocktower of Castlevania III, and, again, it’s true of the up and down flow in CV64’s Level 2.

*Exploration and puzzle elements go back to Vampire Killer, Simon’s Quest, and even Rondo of Blood, to say nothing of SotN.

*Visual tricks of optional invisible platforming for special item pickups appeared in SCVIV’s last stage, and I seem to recall that this element may have appeared in Simon’s Quest somewhere. (To name three places, CV64 has this before the marathon fight with the Cerberuses, as well as near the end of the Tower of Science, and at the end of the Tower of Sorcery).

*Non-playable characters, signs, and other text-based objects are present to provide clues (and atmosphere/story), even if they are cryptic, such as in Simon’s Quest.

*There is a night-and-day mechanic that affects gameplay like in Simon’s Quest.

*Multiple playable characters with varying styles of gameplay and different endings have a history that starts with Castlevania III, but continues with Rondo of Blood and Bloodlines. (In reply to a specific point made by Sumac, I see Carrie as a clever acknowledgment and logical continuation of female magic-users Sypha and Maria in the franchise, and forerunner to Yoko, Charlotte, and Shanoa. In that context, as an option next to a whip-wielder, her presence fits like a glove. Moreover, I wonder if Carrie’s biological mother wasn’t a “Belnades.” The scene where she acknowledges her stepmother’s love for her to Actrise is pretty powerful, and sets up the fact that her birth name was not necessarily Fernandez).

*The game does not use Hearts as ammunition, but instead uses Red Crystals, which connects to the ammunition system seen in Bloodlines. (Interestingly, this allegedly wasn’t in the earliest builds, which instead used a new meter system).

*Meat and other items are hidden inside candles as well as solid, sometimes even breakable, structures—a feature of Castlevania from day one on the NES. (Interestingly, this allegedly wasn’t in the earliest builds, which instead had items lying around randomly).

*Money bags can be found and are used, logically enough, as a currency here. The money bags have been around since Castlevania on the NES, and the idea of "currency" for shopping goes back to Vampire Killer and Simon’s Quest.

*You have an inventory where you can store up items. Simon’s Quest had this, and SotN brought it back with more items. (This strikes a balance between the two).

*A system of doors and keys is used for progression. The visual idea of door-based progression was big in Castlevania NES, Vampire Killer, and Castlevania III, to say nothing of its inclusion in SotN. The lock-and-key item mechanic has been around since Vampire Killer, and was a feature of Rondo of Blood and Dracula X.

*Enemies drop items when defeated. The earliest Castlevanias had random sub-weapon drops, and SotN took what a defeated enemy might drop to new levels.

*While levers themselves are very rare in Castlevania to this point, similar devices are seen in Rondo of Blood and Symphony of the Night that create stage-altering events.

*The whip (or weapon of choice) can be upgraded three times by power-ups. (The weapon power-up effects are very visible, so I’m not sure what you meant in your review, Sumac. Reinhardt’s whip and Carrie’s magic ball both change colors and/or animations, and get better range, as one might expect from series standards).

*Status ailments, seen in Rondo of Blood, Dracula X, and SotN are present.

*Many of the classic sub-weapons are present, and work in tandem with the attack limitations of the character—a key to their importance since Castlevania on NES.

*Dropped somewhere in the Beta stages were, as noted, whip-swinging over gaps from SCVIV and Bloodlines; but also dumped were a stated whip-wiggle move from SCVIV (where you hold down attack and move the control stick), and perhaps even Item Crash-style supers or special moves like in latter games of the 16-bit and 32-bit eras.

*A crouching/crawling mechanic to navigate precarious places is present, like in SCVIV.

*An attention to a gritty yet haunting atmosphere, perhaps seen most strikingly before in Simon’s Quest and SCVIV, is used well with surprising survival-horror supporting elements.

*Speaking of those survival-horror elements, they fit the legacy of Castlevania. (They were present before to an extent in past Castlevanias, whether it’s the painting grabbing you in SCVIV's library, the tree spawning a monster in Haunted Castle, the changing color of water to blood in Bloodlines and SotN, the zombies coming out at night in villages and the graveyard salesperson in Simon’s Quest, or the ghost in SotN’s chapel. The list could go on).

*The modern and the medieval are mixed together in creative and bizarre ways, which was a main feature of Bloodlines.

*There are optional bosses and stages depending on the character you play as, which goes back to Castlevania III and Rondo of Blood.

*Enemies can be positional in placement, but also spawn and chase you, allowing you to choose to fight or dodge, which was a balanced element of enemy usage since Castlevania on the NES. (It's rarely arena focused).

There’s probably more I could note, like locations or things I’m not even thinking about, but the above is enough to make my point. (I could go even further if we talked about LoD, with its sub-weapon power-ups, swinging chandeliers, flooding levels, rescuing prisoners, etc). In any event, the creators had an acute awareness for the Castlevania franchise in all of its previous variations on one level or another, and weren’t afraid to USE this awareness in fundamental ways while realizing their own vision, ensuring multiple and distinct connection points for those versed in Castlevania to feel at home even while being acquainted to 3D gaming. From the moment it was first revealed in rough form as Dracula 3D, it had already captured my attention with the likes of the more popular and successful Zelda 64 (AKA Ocarina of Time). Bare bones as it was, it struck me as Castlevania in 3D without much reservation, and I looked forward to it, not even considering the challenges the team might face. Back then, its early screens were often compared to and confused with Zelda 64, and when it came out, I still remember some people around me saying its look rivaled Zelda: OoT, which I wasn’t so sure about; though, it depends on how you look at things. As for today, some say it looks very ugly, but I find a certain impressionistic charm to CV64 still, which connects to several art direction choices.

With all of that said, by its creators’ own admission, CV64 uses templates of 3D platforming from the time, such as Mario 64 and Tomb Raider II. It also mixes modern strokes of survival-horror-esque elements ala Resident Evil. As was noted in the above bullet points, neither of these elements in theory is particularly foreign to Castlevania, though. Also, Francis Ford Coppola's Bram Stoker's Dracula and Neil Jordan's Interview with a Vampire were stated as additional visual references, but both of these were Gothic in nature and not too far removed from Castlevania’s origins of Hollywood horror. When trying for a sense of authenticity with the Dracula legend in all of its incarnations, the team went to some strange and extreme lengths, actually. Takeo Yakushiji told IGN: “We wanted to get information on Dracula, so we went to an event that was celebrating the 100th anniversary of Bram Stoker's Dracula. What ended up happening was that we were put into a small theatre with no bathroom, and got stuck watching eight hours of minor Dracula movies that were not even sub-titled. Suffice to say, we didn't learn a whole lot from that process.” Ill-fated or not, that’s commitment to detail and atmosphere exemplified. Through all of this, it was a transition from 2D to 3D and an evolution all at once for Castlevania.

END OF PART 1...
Title: Re: Castlevania Marathon by Sumac
Post by: RichterB on March 15, 2013, 06:04:30 PM
PART 2 REACTION:

Now that all of that is out of the way, I’d like to get to a central tragedy regarding CV64, before moving on to a final few specific points on Sumac’s review.

The limitations of Castlevania 64 are obvious. Some of it is based on scheduling circumstances, some of it is based on technical limitations, and some on inexperience with 3D. Director Yuji Shibata told IGN one of their challenges: “The limitation on the number of polygons that could be on screen and in the enemies. Also, with the lack of memory space, the number of enemies that could be running around on screen at one time.” As I said about the unique nature of this game’s elements, exemplified further by how it tried to be true to Castelvania as a franchise, they didn’t have any great models to help them. People cite Zelda: Ocarina of Time as proof of CV64's ineptness, but that was in development at the same time as Castlevania 64 from a team that had already worked on 3D games and had internal company insight on the N64 hardware. There’s no way CV64’s team could have looked at Zelda: OoT in-depth before releasing CV64, and LoD already had certain framework elements in it that could not be changed, only polished or finished. Most importantly, Zelda and Castlevania are fundamentally different games. Castlevania leaned more toward a realistic style with realistic proportions, and was based in split-second action and platforming far more complex than Zelda’s more leisurely auto-jumping and largely puzzle/target-based bosses.

Now, these kinds of limitations, camera and all, can be improved upon. But some of these limitations, such as inexperience, led to strengths that are difficult to replicate due to stigmas in the modern gaming and game development communities.

Sumac noted that the game at times felt like transporting a 2D game to 3D. This has its pitfalls and awkwardness, but this is actually one of the brilliant things of the early 3D era, in my opinion. It led to two things: 1.) Trying hard to translate the core kernels of franchises into 3D, no matter how hard or absurd it might seem, rather than reinventing the wheel and basically retrofitting the name onto a product that was something else altogether 2.) In doing so, it meant tweaking and experimenting to gradually reshape the game from 2D to 3D, rather than throwing out everything and starting from scratch.

Just to use one example, it’s this mindset, largely a unique product of its time, which allowed for the consequential platforming described earlier in Stage 2. It also allowed for the tricky platforming of the Tower of Sorcery noted in Sumac’s review. Now, yes, that has frustrating issues attached to it; but in today’s market, almost no one has the guts to try to design a 3D stage like the Tower of Sorcery that requires such death-defying platforming and quick decision-making in a full 3D space. And if you’re making a 3D game, USE THE 3D SPACE! Can it be improved? Yes. Will it be even looked at for improvement in an era obsessed with fixed camera angles and safe on-rails plaforming events for action games? I sadly doubt it. Designers and gamers are seemingly scared of 3D jumping without having their hands held. It’s safer to make things more movie-like than game-like. Games like Capcom’s Maximo series and the 3D Bionic Commando are exceptions to the rule, but we see those swept under the rug, despite their merits of having addressed issues of a 3D camera and 3D platforming seen earlier in flawed trailblazers like Castlevania 64.

And as soon as you take out this mindset of full 3D platforming's potential, it extends into use of 3D space in general. Everything tends to get chopped up and trends toward flatter, less dynamic or interactive environments. Instead of navigating a 3D box filled with a cohesive or semi-cohesive environment (a predominant and progressive idea during N64 because ironically no one knew any better), you start playing with tighter and tighter (and more obvious) invisible walls in what amount to glorified corridors or stand-alone set pieces (a rule-of-thumb trend in most modern 3rd-person perspective action-gaming). But see, there is a flow to 3D platforming, just as there is a flow to 2D platforming. Yes, distances can be hard to judge at times, but that can be helped by design choices and camera controls, and it’s really part of the thrill when all is said and done. Learning the 3D platforming in, say Mario 64, requires a certain kinesthesia with the game, and the same could be said for what was managed in CV64, by and large. You need to learn and understand the game’s physics and physicality, just like how jumping in Castlevania was different from jumping in Super Mario Bros or Ghosts N Goblins back on the NES. I’m not saying it’s perfect by any means, but I am royally upset at how the industry has taken the safe route too often, especially in a series like Castlevania that, in my mind, fundamentally depends on consequential platforming. Sumac, you basically said that latter point yourself in your review of SotN. (Even if that was a 2D game, the same rule applies here, I think).

That Mercury Steam, IGA, or any other developer of Castlevania would NOT take a long and serious look at what was achieved in CV64 (and LoD), instead picking and choosing scripted platforming from “successful” things such as Uncharted, is inexcusable—especially when the former cites pre-SotN titles [often CV 1, 3, & 4] as a key reference and starting point. If one wants Castlevania to sit at the table of God of War and Devil May Cry with largely superficial nods to the franchise, I can understand to an extent. But if you want Castlevania to stand on the table and actually stand out from the competition in ways that will surprise people, you’ve got to go for the glory and assert an identity (and if you have a franchise like CV, why abandon that identity, collectively noted from the *-based points above). With all due respect to the good things Lords of Shadow has done and the hard work put into it, to date, it’s largely stuck in the same limited and deferential box as LoI nearly a full decade after the fact. (There’s still a heavy emphasis on arena combo action, limited and scripted platforming, fixed camera angles, and largely cut up or flat areas).

Those last three paragraphs might have gotten a bit heated, but it does get frustrating to wait in vain for over some 10 years. I thought it needed to be addressed, given the critical historical junction CV64 marked. There's no reason this series couldn't have flourished in the 3D era; though, now it faces a steep uphill battle.

Finally, points of interest to your review that were not previously noted above:

-While horror movies are noted as a strong influence, there is definitely a balanced anime flavor to CV64. (Not all anime is kiddy or inane. Ergo Proxy, Witch Hunter Robin, and Vampire Hunter D: Bloodlust are all examples of this. For that matter, the Vampire Hunter D franchise was rumored to be a huge influence on Castlevania, such as a whip-wielding character [IE: Doris Lang] and the idea of Dracula’s son fighting on the side of good with a sword [D]). At least one somewhat controversial anime artist worked on CV64 during its life-cycle, and design ideas like the spider ladies and the unique flare to the outfits seen on many characters are a direct result of anime sensibilities on the action-horror genre. As a result, in my mind, Reinhardt, with the fur and the scarf and hair spike is one of the most iconic Belmont-types, which adds to the memorable visuals of CV64 despite their graphical limitations. He’s tough and rugged yet sleek, and looks like a one-of-a-kind warrior who’s well prepared to take on Dracula. Similarly, Carrie’s main outfit has a villager’s simplicity and ruggedness with just a dash of elegance and eccentricity hinting at her supernatural abilities and past as a girl trying to live a normal life. That balance of yin and yang seen in the best Japanese artists and in the more intricate anime strikes a stylized balance between likeability, functionality, and generic archetype.

-It’s interesting that games like Ocarina of Time managed to hold three save slots on the cartridge, while CV64 requires a Memory Pak. Konami’s Hybrid Heaven was that way, too, for N64. That’s why I sometimes decide to play CV64 without saving/checkpoints. I’ve gotten pretty far with that technique—at least to Castle Center, as I recall—and it makes for some extra challenge, while also showing a cohesive classic-style game within the product.

-It’s possible to save in the wrong spot in the Castle Center with the nitro and be unable to advance. Luckily, on such a rare occasion, the developers put in the choice to return to the beginning of the stage at the Game Over screen. Frustrating, but forgiving.

-There are two other Special Jewels in the game (I recall that one is at the end of the Tower of Sorcery where you walk on an invisible bridge) which unlock “CVII Simon’s Costume” for Reinhardt and “Rondo Maria’s Costume” for Carrie. (More nods to the series’ heritage by the developers, and more elements for replay value aside from the Hard Mode Special Jewel).

-You didn’t mention the slide and crawl mechanic, which can be useful in various situations, especially battles where you’re cornered. I’ve found you can do custom combos, where you slide-tackle into an enemy, slash with the sword, and then get up and attack with the whip. It’s neat and natural-looking.

-Isn’t there a blimp of some kind (maybe a model) in Castle Center? (Perhaps a reference to Bloodlines’ lost material; if not, a neat coincidence).

-This game, LoD, and LoI have some of the most emotionally compelling plot threads in the series. They’re not necessarily “Shakespeare” or anything, but they have more impact than a lot of Castlevania games, IMO. With CV64 in particular, they do it in a mixture of subtle and direct ways, and it always seems to be in the context of the game flow.

-I’ve found that using the R Button centers the camera pretty well during most platforming. (As I said earlier, I love full 3D platforming, and find the challenge an extension and rethinking of what was experienced by Mario 64).

-You bring up a valid point about having a wide attack to clear away a swathe of enemies. The dropped-in-development whip-wiggle or a hinted at Item Crash could have served this purpose originally, while now you have to rely on the sword and the slide to escape, or a carefully used sub-weapon. Here’s where I am with this: I’m OK with a wide whip attack, as it is a 3D space (it could even be done ala Circle of the Moon or, dare I say, Lords of Shadow). HOWEVER, I don’t want this to lead into the idea of long and preset combos to trash enemies and wail on them. The rhythm of whipping and jumping and exploring would be upset by such a change. Part of Castlevania is the challenge of fighting against odds with limited means, which allows the sub-weapons to become valuable in a strategic sense. When you get into the core combo elements at the heart of Lords of Shadow, it pads levels, affects animation for movement and jumping on small platforms, forces enemies to have less importance in placement, engenders arenas regardless of stage intent, and moves one toward that fundamental and distorted “Superman” philosophy that made both you and I upset over the combat in SotN. As an aside here, I want to note that CV64's whip, while limited, has a nice feel of weight/recoil to it, fitting of such an unwieldy weapon that logically requires decisive snaps to make any big impact on an enemy.

-About those crystal platforms you can manipulate in the Tower of Sorcery. I was reminded recently that they reset if you’re not fast enough to clear them!

-Some of the new music tones from Dracula X SNES in its opening and ending have a feel that reminds me of some of the tones in CV64.

-I would have liked a few more action-platforming centric levels or portions mixed in—maybe a long, moonlit bridge with gaps in it—but the mix given of action and exploration is quite good for one game. (It inspires a lot of creativity for what levels could yet be done with this 3D format. There’s a lot of room for growth, but will the modern climate allow such a thing?).

...And so, I'm back where I started: CV64's weaknesses were a product of the time and circumstances it was released, but CV64's strengths were also a product of the time and circumstances it was released. Consequently, while its weaknesses can be fixed in the modern gaming climate/philosophy, its strengths are no longer a part of the modern gaming climate/philosophy.

I will conclude by saying this: While titles like Simon's Quest, Dracula's Curse, and SCVIV got me into Castlevania, CV64 along with Dracula X (SNES) and Legacy of Darkness were significant in making me far more aware of just how much I liked the Castlevania franchise. How Ironic.

END OF CV64 REACTION
Title: Re: Castlevania Marathon by Sumac
Post by: Pfil on March 15, 2013, 06:28:52 PM
The game feeling like 2D gameplay transported to 3D is exactly what makes it so perfect to me.
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on March 16, 2013, 06:19:06 AM
RichterB can you, please, give me links to the description of the early versions of CV64 and interviews with its creators? I searched for old previews of the game via Google, but was unable to find anything significant. Those articles would have provided a great help to the CV64 / LOD bonus article I plan to write.

Quote
Yes, distances can be hard to judge at times, but that can be helped by design choices and camera controls, and it’s really part of the thrill when all is said and done.
Yes, it's fun, but at the same time it is something, that should not be in the game. In 2D Castlevanias you always can see, whether you can get to the platform or not. And in general, I think it's unfair to make player play guessing game with platforms and distances. Challenge should be in the level structure and enemy placement, not in the problems with camera angles.

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While horror movies are noted as a strong influence, there is definitely a balanced anime flavor to CV64
It is more subdued, when compared to the next entries and I prefer it to stay that way.

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-You didn’t mention the slide and crawl mechanic
One of those omissions, that come from the size of the text. Many things were added in the last minute, like description of physics.

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-This game, LoD, and LoI have some of the most emotionally compelling plot threads in the series.
This is where, I heavily disagree. By the Castlevania standards, plot of the CV64 is very good and emotional (in a good way), but when it comes to LOD...

Quote
Here’s where I am with this: I’m OK with a wide whip attack, as it is a 3D space (it could even be done ala Circle of the Moon or, dare I say, Lords of Shadow). HOWEVER, I don’t want this to lead into the idea of long and preset combos to trash enemies and wail on them.
I would have been OK, with singular wide attack, just to brush away the enemies, that come from different directions at the same time. It's really frustrating, that in such situations you feel rather helpless and need to resort to the blind running.

Overall, I am agree with some of your points and I think, that developers of the CV64 really had passion and undersatding of what Castlevania should be, when they were making this game. It's unlucky, that for all of this good achievements, that could have been used in the modern games, CV64 is usually always remebered as "that awkward and ugly game with bad music", when in reality it's nothing like that.
Title: Re: Castlevania Marathon by Sumac
Post by: RichterB on March 16, 2013, 01:56:14 PM
RichterB can you, please, give me links to the description of the early versions of CV64 and interviews with its creators? I searched for old previews of the game via Google, but was unable to find anything significant. Those articles would have provided a great help to the CV64 / LOD bonus article I plan to write.

You got it. Here's the ones I can still locate (I tried to organize them, but some may be in the wrong section or repeated. You definitely want to read the Nintendo, GamePro, and IGN ones, though. Some of them have new quotes and/or ideas sprinkled in at various stages of development. Don't have time to make it neater, but just go through them and you'll find the info (the videos at the end elaborate on some things, too):

MOST IMPORTANT:
http://www.castlevaniadungeon.net/features/magscans/gamepro%20112%20(jan%2098)%20-%20castlevania%2064%20interview%20(1).jpg (http://www.castlevaniadungeon.net/features/magscans/gamepro%20112%20(jan%2098)%20-%20castlevania%2064%20interview%20(1).jpg)
http://www.castlevaniadungeon.net/features/magscans/gamepro%20112%20(jan%2098)%20-%20castlevania%2064%20interview%20(2).jpg (http://www.castlevaniadungeon.net/features/magscans/gamepro%20112%20(jan%2098)%20-%20castlevania%2064%20interview%20(2).jpg)
http://www.castlevaniadungeon.net/features/magscans/gamepro%20112%20(jan%2098)%20-%20castlevania%2064%20interview%20(3).jpg (http://www.castlevaniadungeon.net/features/magscans/gamepro%20112%20(jan%2098)%20-%20castlevania%2064%20interview%20(3).jpg)
http://www.castlevaniadungeon.net/features/magscans/np-102p45-cv64-preview.JPG (http://www.castlevaniadungeon.net/features/magscans/np-102p45-cv64-preview.JPG)
http://www.castlevaniadungeon.net/features/magscans/np-104insp8-cv64-preview.JPG (http://www.castlevaniadungeon.net/features/magscans/np-104insp8-cv64-preview.JPG)
http://www.castlevaniadungeon.net/features/magscans/np-104insp9-cv64-preview.JPG (http://www.castlevaniadungeon.net/features/magscans/np-104insp9-cv64-preview.JPG)
http://www.castlevaniadungeon.net/features/magscans/gamepro%20112%20(jan%2098)%20-%20castlevania%2064%20interview%20(1).jpg (http://www.castlevaniadungeon.net/features/magscans/gamepro%20112%20(jan%2098)%20-%20castlevania%2064%20interview%20(1).jpg)
http://www.castlevaniadungeon.net/features/magscans/gamepro%20112%20(jan%2098)%20-%20castlevania%2064%20interview%20(2).jpg (http://www.castlevaniadungeon.net/features/magscans/gamepro%20112%20(jan%2098)%20-%20castlevania%2064%20interview%20(2).jpg)
http://www.castlevaniadungeon.net/features/magscans/gamepro%20112%20(jan%2098)%20-%20castlevania%2064%20interview%20(3).jpg (http://www.castlevaniadungeon.net/features/magscans/gamepro%20112%20(jan%2098)%20-%20castlevania%2064%20interview%20(3).jpg)
http://www.ign.com/articles/1999/11/19/behind-the-castle-walls (http://www.ign.com/articles/1999/11/19/behind-the-castle-walls)

SUPPLEMENTARY:
http://www.castlevaniadungeon.net/features/magscans/np-98p63-cv64-preview.JPG (http://www.castlevaniadungeon.net/features/magscans/np-98p63-cv64-preview.JPG)
http://www.castlevaniadungeon.net/features/magscans/np-97p75-cv64-preview.JPG (http://www.castlevaniadungeon.net/features/magscans/np-97p75-cv64-preview.JPG)
http://www.castlevaniadungeon.net/features/magscans/EGM95p62.jpg (http://www.castlevaniadungeon.net/features/magscans/EGM95p62.jpg)
http://www.castlevaniadungeon.net/features/magscans/EGM101p48.jpg (http://www.castlevaniadungeon.net/features/magscans/EGM101p48.jpg)
http://www.castlevaniadungeon.net/features/magscans/EGM106p36.jpg (http://www.castlevaniadungeon.net/features/magscans/EGM106p36.jpg)
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ADDITIONAL GATHERED INFO in VIDEOS HERE:
http://www.unseen64.net/articles/castlevania-64-beta-analysis/ (http://www.unseen64.net/articles/castlevania-64-beta-analysis/)
(11:40-12:54 of the following) Season 3 Playback Castlevania: Legacy Of Darkness Review (http://www.youtube.com/watch?v=wkgRvxUphK0#ws)

[REGARDING 3D PLATFORMING & CAMERA] Yes, it's fun, but at the same time it is something, that should not be in the game. In 2D Castlevanias you always can see, whether you can get to the platform or not. And in general, I think it's unfair to make player play guessing game with platforms and distances. Challenge should be in the level structure and enemy placement, not in the problems with camera angles.

I may have been misunderstood. I agree that the camera can be a lot better (that's what I meant by "helped by design choices and camera controls"--that those could be improved). However, I just was saying that I'd rather have them use the 3D space with tricky jumps rather than give me scripted events like in Uncharted, or 100% fixed camera jumps, which, when I play games like that, I feel like it's too artificial and simplified. Games, particularly those with platforming, that always force fixed cameras just strike me as wanting to be more movie-like than game-like; it feels like I'm jumping on plastic Lego board play-sets rather than real environments. So I give the nod to CV64/LoD, despite their potential frustrations, for taking the risk of trusting the player, so to speak.

[ON ANIME]It is more subdued, when compared to the next entries and I prefer it to stay that way.

Yeah, this was just enough. I think that Circle of the Moon and Order of Ecclesia (which, to date, I have skipped) struck the right visual balance, as well. By the way, that note of physics you made earlier was a good one. I never really paid attention to it. Maybe because the momentum stuff is just a trait of real life?

[ON EMOTIONS]This is where, I heavily disagree. By the Castlevania standards, plot of the CV64 is very good and emotional (in a good way), but when it comes to LOD...

I was probably a bit too broad in my statement there, yes. I think I just took LoD as an extension of CV64 since it has some of the same characters. I suppose the addition of Henry, who is saved and then goes to save others like him, was maybe one of the new pieces I liked, along with his family situation at the Villa. Honestly, LoD is a title I am due to play again. I have not played it since it first came out, and only had an opportunity to clear Cornell's quest, due to various circumstances.

The game feeling like 2D gameplay transported to 3D is exactly what makes it so perfect to me.
In a nutshell, I think that was kind of the basic point I was saying. It didn't lose its identity in the transition.
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on March 16, 2013, 03:21:31 PM
Very very big thank you, for those artticles. I will read them them soon enough. Not only for the article purpose, but, also because, I am a big fan of beta-versions and the like.  ;)

By the way, LOD review is finished and I just need to reread it, to fix mistakes and make some "last minute additons". It will be more negative, then CV64 review and it ends up with a long rant.  ;D

Quote
However, I just was saying that I'd rather have them use the 3D space with tricky jumps rather than give me scripted events like in Uncharted, or 100% fixed camera jumps, which, when I play games like that, I feel like it's too artificial and simplified.
No-no, I didn't mean to come of as supporting fixed camera angles and scripted jumps. What, I meant, is that in good 3D game you should be able to judge distance between platforms at a glance. Not only, when you jump.
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on March 16, 2013, 06:20:11 PM
And it is done!!
Castlevania: Legacy of Darkness review by Sumac.

Part 1:
I've learnt about this game at the same time, when I first come to know about original Castlevania 64 - in 2006. However, due to various circumstances and setbacks, I was able to complete it only in 2008. Back then, this game didn't impresed me as much as CV64. I can't say why exactly. Maybe it's the fact, that I didn't like main character - werewolf Cornell or maybe something was wrong with the general mood of the game. But anyway, I have replayed this game recently and here's my renewed thoughts about it.

First, what exactly is Legacy of Darkness? As you remember, the original Castlevania for the Nintendo 64, was heavily trimmed in order to be released on holiday season in 1999 in US. Most jarring omission was absence of the two playable characters - melee fighter werewolf Cornell and shotgun wielding Frankenstein-like monster Corler. Though I am pretty sure there were a lot of other important things, that were cut. The lack of content was noticeable and there were complaints about camera and controls in the game. Konami decided to give KCEK another go at it (or rather to simply release the same game twice with more content, making first release essentially obsolete). Initially the game was called Castlevania: Special Edition, but it seemingly reeked too much of the "guys who bought original game wasted their money", so they changed it to something more ambiguous - Legacy of Darkness. What was added? First and foremost two new playable characters: Cornell and...Henry Oldrey. Yeah, no Corler sadly, he was destined to stay as Frankenstein Gardener forever. Though, Henry, apparently uses game mechanic initially planned for Corler. Also, few new levels were added, though accesible for Cornell only, several new bosses, new enemies, new music tracks. Special effects were added to some events, like when you pick power up. A lot of old levels, especially Towers, were completely redesigned, making them look like completely new locations.

Cornell's story serves as the prequel to the Reinhardt / Carrie adventures and take place 8 years before events of the CV64. Cornell AKA Blue Crescent Moon is the werebeast (werewolf) who belong to the race of the werebeasts. They prefer to seal their super natural abilities in order to peacefully co-exist with humans. Cornell goes on the long ascetic traning to master his powers and to gain full control of his ability to transform into wolf. When he returns to his village, he finds out, that it was set on fire by horde of the animated Skeletons. Also, his sister, Ada, was kidnapped. Cornell goes to search and his kin sense of smell, leads him to the old misterious Castle. There Cornell fights many enemies and goes through a lot of obstacles (also, he saves young Henry Oldrey, by request of his mother) only to find, that the whole thing was setup by his old friend-rival Ortega, who wanted to prove himself as superrior warrior and made a deal with Dracula. After beating Ortega, Cornell finds himself face to face with Dracula himself. Dracula took Ada hostage and after intial beating he uses her power to transform into creepy demon in attempt to destroy Cornell. Cornell succeds in defeating Ultimate Dracula, but in order to save his sister he sacrifices his magical power...that was the target of Dracula all along. After credits you will see scene in which Grim Reaper, with Gilles De Rais and Actrise, use Cornell's magic power to conduct ritual and ressurect Dracula in the human body. Cue text, that describes Dracula ressurection as Malus. There are also some hints, that it was Ortega who killed Ada's real family. Henry's story happens at the same time (well, a bit later) as Reinhardt / Carrie quest. He was sent by Church to find several children captured by Dracula's servants. He only have 7 days to finish his quest.

It is obvious, that at least this version of the Cornell's story, was a new element, that wasn't salvaged from the initial plan for this game. In original CV64, Dracula says, that it was 100 years since his last ressurection, which obviously couldn't have been the case, if he was alive just 8 years before. There are some other hints as well. Overall, both Cornell and Henry stories, felt like there were created just to make some vague sense from their introduction in the previously established storyline. All main villains from the Dracula's side (Grim Reaper, Gilles De Rais and Actrise) appear in the Cornell's quest, but none of them play any significant role. They just appear and...that's that. On one hand it makes some sense plotwise and it is an interesting idea, to see struggle with the Dracula from the eyes of someone, who doesn't normally involved with the whole Belmont-Dracula feud. On the other hand, it doesn't make Cornell's quest more interesting, probably because Cornell is quite a bland character. He does have personal purpose to fight Dracula, but in terms of reaction for his surroundings he kind of reminds of me Keanu Reeves as Neo, since he always have this dull surprise thing going on. And his primary costume in this game makes him look like an elf. Henry's quest is more interesting, since it directly tied to the Reinhardt and Carrie story, but it still feels like an afterthought. Overall, story feels like it was created with the sole purpose of making sense out of new characters. Unlike story of the CV64, Cornell's plot is less spectacular and rather dull by comparision. It doesn't feel like an attempt to create movie-like story anymore. The same goes for Henry storyline, which even doesn't have cutscenes, except for the final one.

Graphics are the same as in original release, though I think some textures are better. Some graphical effects were added: when you pick power up, glowing field appears around your character. Reinhardt's whip have different effects, depending on how many power ups you have. Some models from the old games, were made more detailed.

Soundtrack is the same as in CV64, but some new melodies were added. Most notable are several different versions of Shudder, standard boss track in the CV64. Forest of Silence received its own background music. New levels: Foggy Lake, Inner Wall, Tower of Ruins have their own new tracks. Another new stage, Tower of Art, uses Sinking Old Sanctuary, from Castlevania Bloodlines, as a background melody. Part of the Begining sounds during Cornell introduction in the Village. Finally, Vampire Killer makes appearance in this game, but only as part of the Prologue music, during Dracula's dialogue with Cornell in the Castle Keep. Bloody Tears, as it was in CV64, used as part of the music during intro and the ending of the Cornell's quest. Begining accords from the Simon's theme play, when Henry saves a child. New music is interesting, though nothing special. There is no new awesome tracks like Invisible Sorrow. However, remix of Sinking Old Sanctuary is very good.

General gameplay is still the same, however, there are few changes. First, controls became tighter. You can feel character movement better and apparently there is less skidding on the corners. Second, when you hang on the platform, to climb on it, you must press in direction of the platform and not just "forward" like it was in CV64. This change, very confused me in the begining of the LOD playthrough. I am not sure what was the point of this, honestly, since climbing, was one of the few things in CV64, that was done well, when it comes to platforming. Third, there is no more Normal View for the camera. It only has now Action View and Battle View. Action View is pretty much the same as Normal View in the CV64. Also, there is new camera mode called "Auto View" - it triggers during some scripted events, like, when your character ride elevators. There is new feature called "Lock On". By pressing button, that usually repositions camera behind your back, you now can fix camera on your target. This is very helpful during battles with Ortega and Dracula in Cornell's quest, because both bosses love moving beyond the camera field of vision. Also, subweapons can be now upgraded, by picking another subweapon of the same type, you already have with you. For example: lightning will strike in the place, where Axe had fall, if you pick up two Axes in a row.

The game have four playable characters: Cornell, Henry Oldrey, Reinhardt Schneider and Carrie Fernandez. Initially only Cornell is playable. Henry will become available only after you finish the game as Cornell. To unlock other two vampire hunters, you will need to complete certain objectives as Henry in his specific quest. This review will focus on the Cornell and Henry modes only, since Reinhardt and Carrie modes are pretty much the same as in CV64. They just use redesigned levels from Cornell's mode and have few new bosses.
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on March 16, 2013, 06:21:15 PM
Part 2:
Cornell, who initially was invisioned as close range, melee character, have nothing to do with martial arts in this game. At least during the gameplay - in the intro he quickly dispacthes several Skeletons with few cool moves. The only remain of his original gameplay is his idle pose, during which Cornell goes into fighting stance. As all characters in CV64 / LOD, he has two attacks. His primary attack is some sort of energy projectile (energy scythe), that can hit enemies on long distances and rather powerful. His secodary attack is a claw strike, probably another remain of his melee days. In everything else, Cornell plays just like Reinhardt and Carrie, save for the one thing: he can transform into humanoid werewolf. Which is...less spectacular, then you can imagine. It makes Cornell more durable and stronger, to the point of it being game breaking feature, but it's not really something awesome. Cornell is a bit faster and lighter then Reinhardt. His energy scythe is very powerful and, after upgrade, it can make a quick work with regular enemies and bosses.

One of the main new things about LOD, is that most of the stages were redesigned and there were few new stages added. However, it created one important problem. What was the strongets point of the stages in the CV64? Their structure and a way how they attempted to feel like a real locations, that could actually make sense, given the circumstances. Sometimes, such structure severely hampered gameplay (nothing game breaking, though), making levels feel too short and player sometimes found himself facing strange design decisions. However, with all strangeness it was a bold attempt, to make 3D areas in Dracula's Castle make some sort sense. That was one of the things, that made this game standout from many other 3D action and even some other Castlevanias and added enormous amount of atmosphere. In LOD, this "make sense structure" was mostly sacrificed in order to make levels more interesting from the gameplay point of view. However, it resulted in, previously atmospheric levels, stages feeling now as in any other action / platforming game. Also, most of the levels were made longer. In some cases, it made levels, that felt too short in CV64, feel just right in terms of length. However, sometimes, developers made stages longer, seemingly just for the sake of making them longer, with completely unneccesary backtracking and generally stupid decisions. All of those changes, resulted in heavy loss of atmosphere and feeling, that I was playing generic 3D platformer, with generic protagonist, that had nothing to do with Castlevania.

Stage 1: Foggy Lake.
Cornell's sense of smell led him to the Ghost Ship, where game starts. Personally I always was against Ghost Ship stages in Castlevania games, because in most of the cases they feel really generic and didn't add up anything to the Castlevania experience (cue CV3 and Rondo). This Ghost Ship is not exception to the rule. Ghost Ship part of the level is too short and didn't really feel very interesting. In the begining of the stage, player must kill LizardMen and then moving platform will appear for player to climb onto the deck. After some manipulations with rotating masts, Cornell finally acquires Deck Key and can enter inside the ship. After small corridor, piled with enemies, Cornell will end up in cargo hold. Almost immediately ship will be attacked by the Water Dragon, who will make a big hole in the side of the ship. Water starts flooding the hold, however, it seems player have nothing to worry about, since water seemingly stays on the same level, no matter how much time you spend in there. Annoying LizardMen will try to stop Cornell from escaping the hold. After spectacular cutscene with ship sinking, Cornell must proceed to the ruined bridge, using floating wreckage as platforms. Bridge ends up with the door, that lead to another level, but when you think you can escape, suddenly...boss of the level appears! Water Dragon is not the same beast as in Rondo or CV3, but he is very big, powerful and annoying foe. He can grab Cornell and throw him on the ground. Also, he can spit into the water, which creates giant explosions. They can throw Cornell in the air. Besides, Water Dragon can spit on the bridge small purple blobs, that chase player. They do not cause any damage, but, if Cornell steps on one of them, he will stuck, giving Water Dragon chance to grab him. In the end of the battle, Dragon can do another special attack - he goes under water and reemerges by crashing part of the bridge. Defeating this boss is hard (at least here KCEK stayed consistent). The main problem is that Water Dragon always moves back and forth, resulting in auto-targeting system going insane - one moment he is in the range, another - he is out of it. Sometimes, if you throw scythe, when Dragon is targeted, by the moment it should impact him, he already will be slightly out of range of the projectile. Another problem is camera (yep, again). It seems it can't decide what angle it should take - sometimes player will see the whole battlefield from the side, as in 2D game, and sometimes camera moves to show bridge from the side and the air. As an always, camera changes its position without any warning, so player can end up being rather confused. It's understandable, what developers wanted to do here - they wanted camera to trace player's movement, but eventually they screwed up a bit with this. The best way to kill Water Dragon is to use some subweapon - Axe will do nicely, however, aforementioned problem with autotargeting affects it too. Nice thing about this battle is that after you kill Water Dragon it doesn't magically explodes into nothing - its corpse stays afloat in the water. All in all, this level is not very interesting and feels like a filler.

Stage 2: Forest of Silence.
The whole location was completely redesigned. Instead of being straightforward, it became a mess of multiple paths and backtracking. Whereas in CV64 Forest felt like a location where you can move freely, now its narrowed to the several obvious paths and doesn't feel so big and spooky. Also, added music takes away another bit of the atmosphere. WereTiger still makes his appearance as well as WereWolf subboss, who now received status of mandatory boss in the level (as you remember in original CV64 he appeared in this level just as powerful enemy and you could simply escape from him). There is slightly annoying puzzle, where you need to rise two platforms and jump to the other side of the pit, before they will descend back into earth. Instead of several big crypts, there are now only two semi-ruined crypts, which you can access by grabbing edge of the ruined wall and climbing into the building. The enemies are all famlliar faces: Skeletons, Exploding Seletons and LizardMen. However, few new enemies were added - Zombies and Fleamen. Zombies disappear in the puddle of blood, when killed. Fleamen is more annoying, then dangerous, since most of the time they tend to jump on one place and can be killed by Cornell, even before they move to attack. As in original Forest, almost near the start of the level, you will be greeted by boss of the stage Giant Ape Skeleton. He now has two additional attacks. First, he charges electricity through his bones and jumps on the earth, creating powerfull shockwave. His second new attack immediately follows after shockwave: he starts chasing player and then bows his head to the ground and breathes poison cloud from his mouth. This attack have wide range, so you'd better escape from his as far as possible. As in CV64, after first battle he'll escape, and only after the second match he will be destroyed for good. Both new attacks doesn't make him more dangerous, but does make this fight feel more dynamic. Good boss battle aside, new Forest of Silence is boring and slightly messed location. It doesn't impress with its atmosphere anymore and feels like it was created with one purpose - too make player stay longer in it.

Stage 3: Castle Wall.
This level is one of the primary examples of how developers were ready to go to any length to make the game longer. As soon as Cornell arrives to the wall, he will be greeted by Ortega, who make some cryptic statements and then dissappears. While the whole structure of the level is generally the same, the way you must complete it slightly different and worse at that. Your objective is the same - open two gates. Two doors, that were leading to the two towers with mechanisms to open gates are now time dependent. Left door can be opened only during the night, right door can be opened only during the day. The catch is you must complete right tower TWICE to exit the level.
- go into the right tower and go to the top. Enemies and obstacles are the same as in CV64.
- on top of the tower you will fight Skeledragon Twins, though this time you have a very good camera angle, helping you to defeat them. The tactic is the same as in CV64.
- after you defeat them, don't bother to turn the lever - thanks to Ortega the whole mechanism is screwed up now and instead of opening one gate, mechanism will open one gate, while simulatenously closing another. Just jump to the bottom of the tower via ruined floors. On the bottom you must find lever.
- go into left tower and go to the top of it. As in case with right tower, enemies and obstacles are the same as in CV64. On top of the tower, turn the lever, closing both gates.
- now go the top of the right tower again, put lever to its place and use it to open both gates.
- jump down and exit the level.
Overall, this level is primary example of lesson in dragging time, without any comprehensible reason.

Stage 4: Villa.
Oh...Villa. The best and the most memorable level of the Castlevania 64, here was turned into pure nightmare, because of the developers desire to make it as long as possible. It is still puzzle heavy, but this time, it is, also, very very annoying and stupid.
- it starts the same in the CV64: you fight 6 Cerverus enemies in a row.
- courtyard with fountain is the same as in CV64, but in order to rise platform to get to the top of the fountain, you must activate mechanisms in the gravestones in specific order. This time you NEED to get to the top of the fountain, because it is the crucial part of the quest. There is nice new lense flare effect added, when you look at the fountain at certain angles.
- as soon as you get into mansion you will be attacked by vampire villager. This time it's a proper boss fight, because vampire has lifebar (in CV64 - he didn't).
- pick up archives key in the vase on the second floor. You can't access Rose Garden yet, through the door on the second floor.
- proceed to servant's room on the first floor and to the long corridor in the Garden Maze. Here you will be attacked by Skeletons on Motorcyles with Gattling Guns!! (as if before they weren't ridicolous enough). Go through the door on the left and turn left. At the top of the watch tower pick up Crest Half B.
- somewhere in the Garden Maze find Rose Garden key (it's in one of the torches somewhere near the area surrounded by fence).
- Return back to the mansion. Go through the Rose Garden and to the second floor of the mansion. In the room where you met Charlie Vincent in original game, you will meet Henry Oldrey, who seemingly in the process of conflict with his wife, about drink. Sadly this time this conflict directly involves you, since oldman Oldrey wants to drink not wine, but your blood. Boss battle ensues. He fights the same way as the other vampires, however, you can have hard time battling him since you're in rather small room.
- after defeating him, go to the next door. There you meet Oldrey's wife, who  promisses to give you Copper Key, if you save her son, Henry, who is somewhere in the maze.
- on the way to the Maze entrance you can go look into the Archives. In CV64 you picked up important key here, but in LOD you will find Oldrey's diary, where he describes how it's cool to be a vampire. Also, this note describes the order in which you need activate mechanisms in the courtyard.
- go to the Garden Maze entrance (meet Renon). You will find Henry in the very same place, where you have found Malus in CV64 (first turn on the left after entrance). However, unlike CV64 it's not a child who will guide you to the exit. It is you who must guide child this time around. And very annoying escort mission commences. Henry have his own lifebar, so you must not let him die. Also, both of you will be chased by Frankenstein Gardener (this time without Dogs happily), who apparently targets only Henry. You can temporarily shut him down with several shots in his head. Unlike CV64, Maze have some enemies here and there, so be careful. The main gripe about this mission is that Henry have incredibly stupid AI. If you leave him just a bit behind, he will stay on one place calling for help, even, if you directly in his field of vision!! Also, Henry is not capable of running fast. Because of it the whole escort mission looks like this: make several steps ahead, wait for Henry, wait for Gardener, shut down Gardener, make few steps ahead, wait for Henry, wait for Gardener...e.t.c. It turns something, that should be very nervous part of the game, where you constantly go: "oh, shit!! I must run fast from Monster and save child" into boring chore. Besides you don't have a map of the Garden and bound to make few wrong turns in dead ends, making this mission even more tiresome. Eventually, you must lead Henry to the same exit, that Malus used in CV64.
- after all of this, return to the mansion, receive Copper Key from Oldrey's wife.
- go into the Rose Garden and wait until dawn and you will see, small patch of the white roses, near the central column, turning red. Go to that part of garden and pick Thorn Key.
- return to maze. Find closed area surrounded by fence. Go inside and pick up Rose Brooch in one of torches.
- return to the mansion and go to the courtyard. Rise the platform by pressing mechanisms in graves in certain order (Oldman Oldrey grave, his wife's grave, his son's grave, nameless grave). Go to the top of the fountain and put Rose Brooch into shiny thing on top of it. You will receive Crest Half A.
- return to the Garden Maze (I know, I know) and open the door on the right of the first watchtower. Go along the channel, climb into the bridge and you will find  entrance to the Crypt. Use Crests to open the door and go down the ladder.
- in the crypt you will fight Gilles de Reis himself (with cool camera close up on him). The battle is not eventful, since Gilles fights as any other vampire enemy in the game. I think he is even slower, then regular vampire enemies. After you defeat him, Actrise will appear. Vampire and the witch exchange several cryptic lines and then dissappear, promting Cornell to ask: "Who are you people?" I think this line should be said in nonchalant monotone.

Overall, what was once the highlight of the game, have become ridicolous quest, where you mostly do a lot of needless backtracking and where some of the puzzles...are not very obvious, to say the least. And another problem with this level - developers changed red carpets in the mansion to the green ones. Also, mansion looks like it have some green tint in the air. It made previously visually interesting location (especially during daytime) boring and plain looking. Mansion in CV64 looked bright, which heavily contrasted with its inhabitants and created interesting atmosphere. Mansion in LOD looks like generic creepy mansion. After this stage, all levels are (re)designed with only gameplay in mind, throwing away any structural logic, that was apparent in CV64.
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on March 16, 2013, 06:25:16 PM
Part 3:
Stage 5: Outer Wall.
It's one of the new stages in the game. Here you must to do a lot of platforming to get to the elevator, which rise you to the top of the wall, where you'll fight new boss - Harpy. She is actually pretty simple, if you use lock on feature and subweapon, like Axes. Her most dangerous attacks is when she catches Cornell in her claws and throws him to the floor. You can hit her with energy scythe most of the time. Overall, this level is boring and uneventful. A very obvious transition level.

Stage 6: Tower of Art.
Another new level in this game. This one is more interesting, then previous, though not without it's fair share of flaws. The whole level separated into three distinct parts, each with its own objective. First part of the stage looks like a big hall of the museum. In here, player must visit two rooms - one on the right and one on the left. Each door is timebased - to open door on the left, it's must be daytime, to open door on the right - nighttime. Door on the left leads to the small room with Knight Armors and more three timebased doors. Two of them lead to the small rooms with goodies. Another - leads to the big hall with giant railway in the middle and multiple wooden platforms attached to the walls. Your objective here is to get to the other end of the room, using platforms and railway. However, there is a big minecart, that rolls down on the railway every several seconds. You must get on the railway and each time, when you see minecart aproaching, jump on the nearby wooden platform. While it's not the most complicated thing in the world, it's a bit hard to do for several reasons. First, it's hard to determine distance to the platforms. Sometimes you think there are right in front of you, but there is actually more distance to them. Second problem is the camera. For whatever reason, if you climb on the platform and try to search recess on the wall near it, camera will move to show the room from the side where minecart comes from (basically from the top of the room). With such camera position it is next to impossible to see minecart, when it appears on the railroad. Worse yet, you can't change camera position in this place, no matter what you do. In this case the only way is to die and start the whole section from start. So much, for fixing camera issues...Anyway, when you come to the end of the room, there is another timebased door, which contain Key 1 for the first section of the Tower of Art. You can return to the begining of the room, simply by riding minecart all the way down. Just don't forget to jump from it, when it will be near wall.

The room behind door on the right is pretty much the same as the one on the left. It also contains two Knight Armors and timebased doors, two of them, predictably lead to the rooms with goodies. Third, leads to the big room, similar to the room with minecart. However, in this room your objective is simplier, you must jump on the moving platform and ride to the end of the room, while dodging flamethrowers. It is very simple to do and there is no issues with the camera, as far as I was able to understand. In the end of the room, there is the room with the second key to the Tower of Art. To return to the start of the section, just ride moving platform back. Now, the whole thing is rather simple and entertainment, but...why the hell each door in this section should be timebased!? What is the meaning of this? If you don't have Sun / Moon Cards you will need to wait until appropriate time of the day (which would have been incredibly annoying). However Knights in both rooms always give you Sun / Moon Cards after their defeat. So, basically, you have unlimited supply of the time changing cards and multiple timebased doors. It leads to the fact, that you will spent some time in this level to change time back and forth. You want to get in the room on the right? Change time for a night. Need to go to the next one, that is right behind the previous door? Change time for a day. The whole thing pretty much screams: "we've run out of ideas how to make game longer, so we'll make incredibly stupid non-puzzle thing, forcing player to sit through the menu and change time five times in TWO MINUTES". I maybe don't understand much in the level creating, but this is not a good design. It's annoying and drag time, serving absolutely no purpose whatsoever, except for...dragging time.

OK, now you have two keys and can leave to the second part of the level. Second part looks even more like museum, though, not very detailed. Here you must climb to the top and get to the other side of the room, using narrow rope. Two big swinging chandeliers can push you from the rope. But it's unlikely, that it happens. This room have two save points - one on the bottom of the room, another, somewhere closer to the rope. I think it's a bit too much, since the whole section is rather simple and short.

Third section even simplier, than previous one. You must get to the other end of the room by using small bridge, which occupied by big minecart going back and forth. There are multiple Bone Towers shooting fireballs at you. It's a simple section to complete, because minecart moves slowly and Bone Towers have lousy aim.

When it comes to design, this place is rather nice, though, ultimately doesn't leave very big impression. When it comes to the gameplay: it's good, provides variety of challenges, but doesn't offer anything significantly new and in the case with timebased in the begining, really feels like a puzzle.

Stage 7: Tower of Ruins.
Another new level and this time it's really interesting. The whole place stylistically resembles some generic egyptian catacombs. It's also divided into the three sections. In the first section, you find yourself in a labirynth. It consists from multiple rooms connected to each other. You must find three switches and step on them to open exit to the second part of the level. This place is simple to complete, since in some rooms there is a map, where you can see your location. Also, labirynth is actually pretty small and rooms with switches are marked on the map as darkened squares. Rooms themselves come in different flavours. Some contain enemies (Skeletons, Fleamen, Knights), others have spikes rising from the floor, but the most dangerous rooms are ones with collapsing floor. If you are not careful, then you will fall to the dungeon and will spent some time to get back to the main part of the labirynth. In order to not let it happen, you must walk only near the walls in suspicious empty rooms.

In the second part of the level you must press two switches to rise platforms to exit the room. To do that, you must run and jump on the multiple platforms and small bridges, scattered throughout the whole room. Main problem here, is that aside from bridges and platforms, everything in this room shrouded in darkness and sometimes it's hard to understand, where do you need to go. Also, some tiles in the bridges collapse and there is debris falling from the ceiling. Though, all things considered, it is not hard section to complete.

And finally in the third part of the stage you must play choosing game between two rising columns. When you step into this room, set of two columns will rise from the ground. If you jump on the wrong column, it'll collapse, killing you. If you step on the right one - you'll be able to get to the higher platform and the next set of columns will rise. It's fairly simple task, because good and bad columns never change places. You can remember, which columns are safe, by zodiac sigh engraved on it. Safe columns are: right, right, left, right, left, left. After that you can exit this place.

Overall, this level is very entertaining, but it has big flaw. Not only it doesn't look very much like Castlevania level (it's more similar to something from Indiana Jones), but it also completly destroys suspension of disbelief about Castle structure. Not that there were a lot of it in the first place. It's a nice level, but like some other stages in the game it doesn't have neither atmosphere of the CV64 levels, neither spirit of the Castlevania.

Stage 8: Tower of Science.
Pretty much the whole level was redesigned and the only similar part to its CV64 incarnation, is the begining, where you need to jump around tower on conveyor belts, while dodging electricity and boxes with spikes. Interior design of the Tower was completely changed. Now, instead one big room with several corridors surrounding it, insides of the Tower of Science separated into several sections, numbered from "I" to "VI". The whole stage is completely linear and there is no backtracking. You need to find only one key in the Section V for the Section VI, which is the boss room. In the Section V, you need to jump on the platforms, while dodging semi-homing shots from multiple guns. Your main objective here is to get to the end of the room, where the key located on the platform. If you end up pushed from platform by enemy fire, you will not die, but you'll need to start this section from the beginging. In another room you need to escape bullets from machine guns, by hiding behind shields. By the way, turrets were redesigned. Now they can hide under the floor and their gun is lower, so you can only jump from their fire and you can't approach them by crouching.

Boss of the level is a big Security Crystal, which seemingly is a power source of the whole tower. It is surrounded by five guns, each located on the corner of the pentangular pit. Each gun use different attack: some fire bullets, like normal guns in the level do, others fire single shots, that explode and the most dangerous guns fire laser beams, which follow player. In the begining of the battle, Crystal is surroudnded by force field. To shut it down destroy any gun in the room. After you do this, camera, without any warning, will move behind Crystal to show, that it is now without protection. This happens so suddenly and the angle is so awkward, that it's easy to lose track of what is going on the screen. Happily, after few second camera, usually, returns to the normal position. Guns will inifinitely respawn, so don't bother with destroying them all. To destroy Crystal you'd better to destroy only two closest guns to it. Run to the Crystal (but don't get to close to it) and fire energy scythes. If you come too close to the Crystal, all guns in the room will simulatenously aim at the Cornell. The best way to destroy crystal is to use some long range subweapon. Axe is recommended. Overall, gameplay in this level is fun, but since its mostly about dodging fire from different guns and turrets, it reminds me more about Contra rather than Castlevania. Boss battle also feels more like something from Contra game.

Stage 9: Tower of Duels.
This level was, also, completely redesigned. In CV64 this stage was designed as multiple columns positioned near the walls connected by small platforms and islands, with multiple spinning blades between them. This version is completely different. Gone the whole idea of rised columns. Now this level take place mostly on the same height and only begining have something similar to the original version. You first opponent is the WereJaguar, who is more careful, than his CV64 incarnation. After jumping on some crumbling islands, Cornell will reach small island, where he will fight WereWolf. He is, also, smarter, than in CV64 and usually attacks only on certain range, which makes him more dangerous. Jump over him and attack, when WereWolf is busy with his combo. You have plenty of space to use in this battle. Then Cornell must proceed through the row of dangerous blades, each one can push him into the deadly waters. After climbing on the carpeted rump you will fight WereBull. In this fight, battlefield surrounded not by cage, but by wall of fire, so you have even more limited space than usual. WereBull have the same tactic as in CV64 - he does two type of charges - one instant and another with little preaparation. Both are even more dangerous now, since he can push Cornell into the firewall. Happily there is no ceiling, limiting your height, so jump away from him as much as possible. After another row of deadly blades you will fight final boss of this level - WareWolf. This incredibly deformed werebeast is said to be enhanced by Dracula's magic. In this battle floor partially consists from grill with fire burning under it. While you can stand on the grill, it will give you some damage, so always be careful where you steping on. As for WareWolf - he is rather slow, but very powerful. However, he has one widerange attack, that can be exploited. When he is on some distance from you, he will usually does stomp move, which will create small shockwave. After each strike by energy scythe WareWolf will be pushed a little bit further. Choose your position on the edge of the grill, and throw scythes at the boss. If you're lucky, then after few shots he will be pushed far away enough, so his shockwaves will not be able to reach you anymore. But despite that he will keep doing them. At this point all you need to do is to stand on one place and throw scythes at him.

While the whole level become significantly harder, it lose a bit of the uniqueness, that made it stand out in CV64. It have become more generic, wihtout multiple towers theme. In CV64 it was easier to complete (while harder to navigate), but it was more fun, I think, and more varied.
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on March 16, 2013, 06:26:18 PM
Part 4:
Stage 10: Tower of Execution.
And another completely changed stage. Original was pretty simple yet atmospheric and felt like 2D level brought into 3D game. In LOD version of the stage, creators took full advantage of the 3 dimensions and make this place longer and more varied. Like Tower of Science, it's once again separated into several parts. Each part introduce its own set of traps and in the final part all of them used together. It's pretty much 101 on how you must design good platforming levels. For all of the good, that changes made for this level, it's feeling more generic and Indiana Jones like, rather than creepy place in Castle of the Dracula. Besides, as pretty much with all other redesigned levels, it have stopped making sense as location inside of the Castle.

Stage 11: Tower of Sorcery.
As was the case with other Towers, this one is redesigned. What makes it stand out from other LOD towers, that it become shorter instead of longer. Also, it's lost some of the background flare, like glowing stars and crystals of multiple colours. Now, it's more reminds of some ice world, rather than crystal world. Also, gone crystal swicthes, and the whole level is more linear and less confusing, then original version. In the middle of the level, you must jump on the platforms floating around the column, which is can be hard to do, because of the "distance problem". There are also some new obstacles. Besides useless Icemen, this level have new enemies - crystals that shoot lasers at you. They can be dangerous, since their lasers can push Cornell from the platform and into the abyss. Happily they can be destroyed with one well places shot. There are, also, floating crystals, that emit electricity. They usually positioned between platforms, making jumping more dangerous task. Overall, this place become more dangerous, but less interesting. There is no sense of overwhelming scale. Original version was almost completely pure platforming heaven, but this version is more in line with the other stages in the game - a lot of non-confusing platforming with some enemies.

Stage 12: Room of Clocks.
As in CV64 this stage consists from single room with save crystal and contract, and a battlefield, where you will fight your rival. In case of Cornell - it's Ortega. Before the fight, Ortega will use Dracula's force to power up and transform into giant Chimera-like creature with three heads of the lion, goat and snake. You know, for someone who wants to defeat his rival in combat, wouldn't it make more sense to resort to a honest battle tactic, instead of transforming into monster three times the size of his enemy? But, Castlevania logic, I guess. Anyway, now Cornell must deal with the giant beast, that have several damaging attacks and ability to fly.

Make note here: all Chimera's attacks are telegraphed. Before doing anything he will flash the colour corresponding to the color of his attack. Blue for attacks of the lion head (claw swipe, jumping attack and bite, which usually follows jump). Red for the aerial attack of the goat head. Green for the poison spit of the snake head. It is necessary to use lock-on feature in this battle. Otherwise Chimera will often be out your field of vision, making surprising attacks. The most dangerous attacks of the beast are the blue ones. Claw swipe and jumping attack, during which Chimera tackle Cornell on the ground. Later, Chimera will receive another attack - he will be able to take Cornell into its teeth and throw him to another part of the arena. All those attacks can do heavy damage and, if you hit by the claw swipe, Chimera can do another one, just when you getting up, damaging you even further. By using Lock On, you can always see, what Chimera will do and escape from the danger. Green poison spit attack by the snake head is very easy to avoid, since it have limited range. Besides, during it, Chimera stands still for several seconds and you can use this opportunity to throw several scythes into its snake head. As no surprise, usually it is the head, that will be killed first. Aerial red attack by the goat head covers a lot of ground and can be hard to avoid. It doesn't deal big damage, but have special feature - if Cornell hit by it, then right and left will exchange places (i.e you will run right, when pressing left and vice versa). It doesn't affect up and down though, and while it can be uncomfortable, it's not critical for this battle. Just run away from monster, until effect of this attack will wear off. As soon as Chimera will lose it's goat and snake heads, it will receive jump and bite attack, mentioned earlier. Now, just watch what boss is doing and stay away from it. After Chimera jumps at Cornell, move away and throw energy scythe. Chimera will go down pretty fast. While this boss can be frustrating, it's not really that hard and more tiresome, since you need to run around a lot. Sadly, in this battle you can't aim to the "main head" of Chimera, to kill it faster. You will need to kill all three heads to defeat the boss.

After being defeated, Ortega will return to his default form and lose control of Dracula's powers inside of him. To avoid blowing up in the Cornell's face Ortega jumps from the roof and promptly explodes. It is the only smart thing, that bastard have done throughout the game. Now return to the Room of Clocks, save and proceed to the final level.

Sage 13: Clock Tower.
While Clock Tower was redesigned, it's not immediately apparent, since the first two sections you visit, are almost identical to its CV64 version. The real differences start from the third part of the level and onward. Third section of the Clock Tower is completely different. It's a big room separated into two halves by a large gap in the middle. Your first objective here is to find key to open the door leading to the small elevator. Elevator allows you to get to the another half of this room, where you need to jump on the rotating towers while avoiding flamethrowers. Then you need to run on some gears and cross through the whole room by using long rotating cylinder. On the other end you will find more flamethrowers, key in the torch on the right and exit from the room on the left. In the next section, you will need to find another key to open the door on the left. Happily it is right behind the door, that leads to giant clock face - one of the most impressive locations in the game. There is a lonely torch, that for some reason stands on the hour hand, and contains a key to the next section. The next section is, without a doubt, a platforming heaven. You must jump a lot on the wheels and avoid plenty of flamethrowers. Exit from this section will return you to the previous section, but from another side. Here you need to jump on the swinging platforms, that will ultimately get you to the slope. Cornell must slide down the slope to the narrow platform, that leads to the lever. Using slope can be hard, since it have some gaps in it, but there is an elevator nearby, that will return you to the slope, if you fall. Aforementioned lever, will turn clock hands, so they will make bridge to the exit from the level. Overall, this level became bigger and more interesting, than its CV64 counterpart. In my opinion, it is the most epic representation of the Clock Tower in the series as of now. Also, unlike other redesigned levels, this one didn't lose so much atmosphere and structurally almost make sense. Minor complaints about this place is that it's not always obvious where to go, particularly in the section with flamethrowers and it can be a bit too tiresome.

Stage 14: Castle Keep.
And here we are (again) to battle Dracula. Castle Keep wasn't redesigned, so all you need to do is to go right to the small tower with Dracula. You will fight Renon, if you spent more than 30.000 gold in his shop, but Charlie Vincent will not make appearance in any case.

As for Dracula, he looks the same as the Fake Dracula in CV64, and have the same attacks, except for one. He can throw semi-homing firebats (this time blue coloured), create two shockwaves - one on the floor, another on the waist level, and he can try to draw you to himself, by sucking air in his cape. As in CV64, if he does this, he will be able to suck your blood and restore his lifebar. His only new attack have two different versions. Instead of stream of fire, like in CV64, Dracula now summons lightning in his hand. Then he can do two different things: he can create one continous stream of lightining aimed at player (it lasts long ebough to damaged player twice) or he can throw it around himself. Both attacks  very damaging and should be avoided in any way possible. Gladly, with Cornell, defeating Dracula is a cake walk. His energy scythe have enough range to hit Dracula even, if he appears almost on the other end of the room. Also, as was the case in CV64, succsesfull hit will make Dracula cancel any attack, that he was doing.

After defeating Dracula, he will use Ada, trapped in the crystal, to enhance his powers and transform in...giant and somewhat disturbing demon, several times bigger than Cornell - an Ultimate Dracula. Urcula is very hard to defeat, but unlike with Drago in CV64, main difficulty comes not from the chaos on the screen, but from outright unfair design of the battle. Cornell can move only on the miniscule platform, while most of the Urcula's attack can cover almost the whole space of said platform. The only vulnerable place of the beast is his face, that, despite what you get used to, located in his chest and most of the time protected by skin flaps. The fact, that it's not always open and when it does, you usually forced to escape from some attack, compensated by big damage, that every succesful hit in the face does. Urcula starts attacking with lightining strikes. He creates small lightning strike, that doesn't do any damage and just indicate where the next, big strike, will land. He throws three of those in close sequence, so player will be busy running around platform to avoid them. This is pretty hard to do, considering, that big lightning strikes, cover a lot of area and, since they fire at the same time as little ones, the whole place covered with different lightning effects, making it's hard to figure out where to run. Player can abort this attack, though, since during second lightning attack, Urcula opens face. But it's hard to aim, with all this running around. Then Urcula flies away into distance and throws several fireballs. Stay on the right and you will be able to destroy all of them. Just remember, that energy scythe have more range, than it looks like. After, this attack, Urcula returns to the platform and will try to grab Cornell in his hand. If he does so, then he will throw Cornell into the air and shot him with two beams of light. This attack does very big damage. Jump over his hand, when Urcula attempts his grab and shot him in the face. If you are quick, you can shot him twice. Urcula will once again fly away from the platform to throw ice projectiles. Stay in the right corner. Shot the first icycle. When Urcula charges second icycle attack, jump into the air and then crouch - icycles will fly over the Cornell's head without dealing damage. Do the same thing to avoid third icycle attack. When Urcula returns to the platform, he will bash his fist against it, creating row of ice spikes. This attack does not do much damage and can be intercepted, by shooting in the Urcula's face, if you are quick enough. His face opens just few moments before attack take place. And again Urcula will fly into distance and will throw some Baraka-faced worms at you. Stay in the left corner and shot at them as soon as target appears on their bodies. This way you can destroy them one by one, before they reach you. Urcula will return to the platform and start to suck air in his fist to grab Cornell and throw him into the air, for subsequent laser massage. Stay in the right corner and run away from the his fist for some time. Just be sure to stay in the middle or closer to left corner, when Urcula opens his face. After, all that, Urcula unleashes his ultimate attack. He charges energy and creates a giant explosion, that will occupy almost the whole platform, leaving you with the small corner to huddle in. After, that he restarts his cycle of attacks.

Now, the whole battle has outright unfair design and it's pretty much screams "fake difficulty". The overall it feels as it was created for the 2D game and then was transfered without any changes to the 3D. And while, this partially worked for locations in CV64, with such controls and abilities of the boss, this aproach doesn't work for this fight. Why designers made it, so player unable to move anywhere, but small patch of the ground, when every Ultimate Dracula's attack either has homing abilites or just take a lot of space? Whatever was their reasoning, this battle has ridicolous design and more frustrating, then entertaining. There are hard boss battles, that are objectively hard, because enemies has the same abilities as player or exceed them somehow. In this battle not only boss exceeds all your abilities, but you lost your main advantage - ability to move in 3D. Without that Urcula battle goes beyond fair and unfair and enters the realm of cheating on the developers side.
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on March 16, 2013, 06:27:23 PM
Part 5:
Well, time to tell about Henry's quest. After you complete the game as Cornell, after credits you will recevie message, that Henry now available as playable character. He is not so different from the other characters in this game, just heavier. His primary weapon is a pistol, that have enormous range and strength. His secondary weapon is a sword, that copypasted from Reinhardt. Come to think of it, Henry actually looks like Reinhardt's model, with helmet and armor pasted on top of it. This actually make him look rather ridicolous as, if someone wanted to fight monsters wearing, only upper half of the hazard suit with pajama pants and slippers. Also, if you thought, you'll have a rare chance to blast ol'bloodsucker with lead in a face, then prepare to be dissappointed - Henry's mode is nothing more, than glorified bonus mission, during which, your main objective is not complete the game, but just find six kidnapped children. It lasts only for six levels, or if you are slow, only seven ingame days. Game is over as soon as the time runs out or you find all children.

Henry's mode. Stage 1: Forest of Silence.
It starts the same as in Cornell's mode. Fight G.A.S. and run to the place with a pit and two rising platforms. There is ravine near the first lever. In the normal game it doesn't have any purpose, but not in this mode. Jump down the platforms. There is cracked wall, near the last platform. Destroy it and go inside the cave. In the end you will find first child, Anthony. It will unlock hard difficulty. From there, run to the end of the cave and you will find yourself right in front of the lever, that opens gate to boss. Defeat G.A.S. (this time it even more easier, since you don't need to get very close to him) and run to the exit.

Henry's mode. Stage 2: Outer Wall.
Since Reinhardt / Carry already were here, you don't need to find keys and open gates. Everything is opened and all you need to do is to find child. Run in the left tower and go up to the section with four rotating green platforms. You will see remote platform near the central pillar with child on it. On the first look, it is impossible to reach that platform, however, as always distances are deceiving in this game. Just jump from the second or third rotating platform and you will grab edge of the platform with child, Bess. It will unlock Carrie. Now, jump to the rotating platforms, go down to the exit of the tower and simply run to the exit from the level.

Henry's mode. Stage 3: Villa.
As was the case with Outer Wall, everything here is already opened. Child is in the Garden Maze. He is somewhere near fenced area, where you picked up Rose Brooch as Cornell. Saving Clark, will open Reinhardt as playable character. Now, run to the door, which you opened with Copper Key and enter the Crypt, where you fought Gilles De Reis. There is coffin, but no enemies. In this mode coffin acts as the teleporter, which can take you to any of the three locations. Where it will send you depends on in-game time. All next locations can be completed in any order. To make it even simplier, there is always glowing crystal near the start of the level, which will instantly teleport you back to the coffin.

Henry's mode. Stage ?: Underground Tunnel.
It is pretty much the same as in CV64. But unlike other levels, child is hidden near the end of the level, not near begining. Run through the grinder machines, jump on the islands and get to the train system. Ride the red train, then the blue one. In the final section of the level, after some platforming in the pit filled with the poison water, look-out for the shovel in the ground. As soon as you see it, run north and to the timebased door. Behind it you will find another child, Diana. It will unlock Cornell's alternate costume. I don't think it is possible to return to the begining, so your only way from the stage is to fight its boss. Find another timebased door and enter it. There is a new boss awaiting you: Spider Queen. Her only ranged attack so far, is the one where she throws little spiders at you. Spiders can bite and poison your character. When you come close to her, she will spray some poison at you. As Henry you don't need to come close to her. Just stay on the medium range and avoid small spiders. After you deplete her lifebar, she will deattach from the wall and start running around arena. When she is close, she will use her "hands" to slash player. And she has long ranged attack, where she throws web at you. If your character will be caught, she will spin him around and finally throw him into the wall. This actually looks awesome (and I bet, if it was in modern game it would have been a QTE) and I recommend to be caught in that atack at least once (if you have enough health, that is). Otherwise, for Henry she is not very hard opponent. Just run around, don't get close to her and avoid her web, while shooting at the same time.

Henry's mode. Stage ?: Underground Waterway.
Like in Castle Wall you don't need to solve any puzzles here. Child is in the small opening near the first broken bridge. You can see her from the begining of the bridge. You can get to said opening, by using two, very narrow, platforms. Jump from the second one and grab the edge of the recess with the child. Saving Edward will open Reinhardt's alternate costume. From there you can return to the begining, to actually make use of the teleport crystal. Or run to the end of the level and fight new boss - Medusa. Since you don't need to deactivate poison waterfalls, you can get to the end of the stage in under a minute. Medusa is rather simple boss. In the begining of the battle she flings multiple snakes at you, and tries to hit you with her tail. Later, she starts to conjure shield (protects her from damage) or bow (she can use it to shoot three snakes as projectiles). Her main weapon is, as expected from her, stone gaze. She can turn your character into stone (or rather create stone around your character) to have free attack. For Henry this battle is once again fairly simple. Just shoot and then shoot some more.

Henry's mode. Stage ?: Inner Wall.
As expected you don't need to activate anything in this level. Child on the archway, over the square, where first elevator takes you. Get all the way to the door, which normally is the exit from this section. From there, jump to the archway and proceed slowly. Jump from the very edge of the archway and you will fall right to the narrow ledge with child. Talk to her and you will be able to use Carrie's alternate costume.

After saving all six children you will see Henry's ending and the wall of text, telling you how heroical he was.

Now for my final thoughts about Castlevania: Legacy of Darkness. Graphics and sound remained at the same level as in original version. Controls become tighter and better. However, camera quirks weren't really adressed. Levels themselves were recreated to become less open-ended, so player could always knew where he should go. Because there was less need for a "smart" camera in the levels, it looks like it behaves slightly better, however, at some places (Tower of Art) camera acts even worse, then it ever did in CV64, rendering game unplayable. So, I don't consider camera in that game a larger improvement. It's more likes levels were tuned, so camera wouldn't go awry. Which partailly solved the problem, but from another angle entirely. Lock on feature is useful, though, I think it should have been a standard camera mode for the boss battles, rather then optional feature. By the way, it pretty much was like that in CV64.

However, the main change, that make this game rather different from CV64 is the level design. In original CV64, levels were build around idea of semi-realistic places, that made sense from the structural point of view. LOD almost completely abandoned such approach in favour of creating levels, that would have been more interesting to play. Major drawback of this, is that levels, started to look like they could belong to any 3D platforming game. As I noted before, Castlevania always impressed me with how (in many cases) location were thought out. Castlevania 64 kept that mark, going even further. It had some of the most realistic and atmospheric locations series ever knew and they were interesting to play, to boot. Locations in CV64 wasn't just certain places in name only, it were places in everything, logic and spirit. While because of said logic, locations in CV64 sometimes felt too short and a bit not like stages in 3D should be (I think it have something to do with absence of two playable characters), locations in LOD adressed those "problems", but rather in a wrong way. They were recreated almost from scratch, which resulted in heavy change of atmosphere in those levels. They've become more universal in its structure, less realistic and memorable as the result. More competently designed for the 3D games in general, if you want. However, competence resulted in genericness. Part of the charm of the levels in CV64 was they unique nature, they didn't felt like they were designed for the 3D. They were more like 2D levels, that developers attempted to recreate in 3D with a lot of realism thrown in. Part of the changes, can be explained by the fact, that four towers in CV64 were, seemingly, created to fit individual gameplay of four diferent characters, and in LOD they were redesigned to fit gameplay of all characters. The same goes to the new locations. The sad thing, is that not only levels were created to be fit for all characters in the game, but that they were created as, as if they could seemingly fit in any 3D game. Besides, my major criticism is that some recreated locations become too long and as result a bit tiresome. And some parts of the new levels doesn't make sense all together. Like part in the Tower of Art, where you need to change time to enter doors right next to each other. Or choosing from two columns in the Tower of Ruins. There is no hints at which column is safe and which is not and they never trade places, rendering all guessing meaningless past the first playthrough. By the way, in its structure, those two levels are pretty big offenders, when it comes to above statements about loss of internal logic. Some of the not redesigned locations were broken with bad decisions in Cornell's quest, in order to make the game last longer (as if the game with four playable characters with different set of levels for each, and lots of puzzles can be completed in one day, duh). Outer Wall and Villa (especially Villa) were transformed from easy to navigate and understand levels, into boring chorefest, where you need to do insane amount of backtracking all in the name of...backtracking. The only redesigned location, that was done well and preserved its Castlevania identity (in Cornell's quest) was Clock Tower, but that's one good locations out of 12. I don't want to say, that I didn't enjoyed playing those redesigned levels. In some cases I really liked them. New Tower of Ruins, new Tower of Execution, new Tower of Science were very good locations and they were exciting to play. It's just that they lost their dark and spooky atmosphere and become, just very good and competently designed game levels. For any other game it would have been enough, for the Castlevania, I think there should be something more. When it comes to content, well of course game with four playable characters is a bit better, then game with just two playable characters. But Cornell doesn't strike me as an interesting character neither in personlity nor gameplay. And his quest gives impression of the hastly put together overextended filler. The same can be said about Henry's quest, which feels like an excuse to use unique shooting mechanic. New bosses are not bad, except for Ultimate Dracula, but in his case it was bad design of the battlefield, that make his battle bad. Overall, I think, that LOD is much better package as the 3D game, then predeccesor. But as Castlevania game it is severely more lacking, then original release.
Title: Re: Castlevania Marathon by Sumac
Post by: RichterB on March 16, 2013, 09:16:10 PM
(Sumac, I found some more resources below that might help you!)

Interesting review. I have to say I'm somewhat surprised, but also somewhat in agreement. I say "somewhat" because I feel I am ill-equipped regarding this particular game. As I admitted earlier, I have not played LoD since it was first released. Already owning CV64, I rented LoD when it came out, as it was confusing what the game was. A prequel? A sequel? A remake? It seemed a little bit of all of these from coverage in the media.

Anyway, I played as Cornell, beat the game, tried a bit of Henry (but couldn't figure out the goal for some reason), and then returned the game, figuring Reinhardt and Carrie probably weren't much different. As a result of that, my reactions will be all over the board and broad, limited by memory mostly. My impressions at the time were these: It was an interesting companion piece to CV64, but unlike others, I didn't feel it 100% replaced it by any means. The changes made to levels gave me mixed reactions; I sort of liked the layout of old stages better, particularly the Tower of Execution. On the other hand, I really liked the idea of new stages, bosses, and a new quest or two. More than anything, I was surprised how many "NEW" things there were in the game.

Some of the smallest tweaks, like the addition of walking on the hands of the clock face at the clock tower made me grin ear to ear. The Tower of Ruins struck me as a neat nod to the ancient aspects of Castlevania seen in characters like the Mummies or Medusa. While I can see its flaws, I am endeared to the Ghost Ship (of Fools) in Dracula's Curse, so having that right from the start again in LoD was very neat/surprising, and its boss was an even bigger surprise. These are the sort of general reactions I had. (Ironically, I've never felt strongly about Rondo's Ghost Ship, though, particularly after I got to play it for myself years later). I loved the SCVIV-like swinging chandeliers part in the game, and  the new music was welcome and overall on the good side.

Cornell I had warmed up to from all the original art that stated he would be in CV64. I agree that his wolf form was game-breaking, but I sort of found that comforting on a rental, since I was trying to work through the game quickly before I had to return it. ;) He definitely seemed like he didn't use his full potential, and I kind of like when he was a castle prisoner in the beta (hence alternate costume; I guess his new costume is supposed to reflect his cultural difference, yet still reflect a villager of sorts). I know people who feel both ways about it, but I think the idea of a werewolf character in of itself is rather fitting for Castlevania--so long as there is still a playable and important whip-based character. We've already had magic-users and Dracula's son. It seems that a werewolf could be a conflicted hero. In broader terms, there was a werewolf with ninja-like moves and energy attacks in Rondo of Blood and Dracula X; and Capcom's Darkstalkers also has this theme in a horror setting with Jon Talbain. I wonder where this idea of mixing martial arts and werewolves come from. It's bizarre, but has a certain eccentricity that just manages to work when presented in a balanced matter--like the ascetic/discipline aspect of martial arts alongside the offensive capabilities. In that same way, the way they had seemed to present Coller would have been interesting, as a Frankenstein with a conscience.

With Cornell and Henry, from what I played, it seems like it was a really rushed effort to get some semblance of the leftover ideas out to people rather than having them on the cutting room floor altogether. Admirable but sad. The way they tried to weave the stories together was intriguing, and different in its conspiracy-like tone from the bad guys, even if sandwiched in to some degree. The Oldrey side-story seemed compelling at the time. I liked how some areas were changed from how you saw them in CV64, as if saying that "the door you couldn't enter before when you took the other bridge-fork in the road, well, this is where it used to lead to." (I think that's at the end of Castle Center, which I REALLY liked as a historical transition piece between levels). At the time, I don't know that I thought much on the structural level consistency. I'm not sure to what level that would bother me now or not as long as the stages are fun and provide enough openness. As I said, I did think some of the older designs for repeated levels were better in CV64. Someone did a review of all the specific changes that happened between CV64 and LoD. (http://castlevaniadungeon.net/forums/index.php/topic,5110.0.html (http://castlevaniadungeon.net/forums/index.php/topic,5110.0.html)) Some of the stuff, like wall lighting and magic bubble-flakes were erased from Tower of Sorcery to its visual detriment, and you noted similar elements changed in the Villa. I did like that there seemed to be a few more enemies and or enemy types to deal with even early on. But you make a great point in saying the towers were points that could have been forks specific for individual characters and their gameplay styles. Wow, that would have been great.

As an aside, I recall this game having a camera that rotated on button command with the C Buttons, which could both help and hurt. Not sure what you thought of that.

Some of your review I skimmed a bit, so as to not spoil every element (which I may or may not have forgotten) when I hopefully try to find an opportunity to play through this game in the next few months. I actually look forward to that experience, since I think it's closest to what I'd hope to get out of a Castlevania game these days. I really do need to experience this one again for myself. Presently, I had CV64 ranked higher than LoD, but felt sort of goofy for that, since it did strike me that LoD had more "content." I really do admire scope in a game, and from what I played, it was still a lot of fun (whereas the scope in Rondo was more admirable or interesting than fun). Still, I couldn't shake the feeling that CV64 AND LoD needed to BOTH be played to get the full experience, and your review reinforces that, maybe even skewing things further! (I can't help but feel this is in a similar realm to Rondo of Blood vs. Dracula X).

Anyway, all of those links I gave, be sure that you don't leave out the Unseen64 one for your reading just because I put it down the list, as they explain some really interesting things, especially with Coller, etc. Some of those articles you have to dig for the tidbits, I'm afraid, but it's worth it. I tried to cover some of what I could find here if it is of help (http://castlevaniadungeon.net/forums/index.php?topic=4917.0 (http://castlevaniadungeon.net/forums/index.php?topic=4917.0)). Also, you know what might be helpful that I didn't go too deeply into when I wrote that? Check out the art history of CV64 and LoD (with stuff you'll notice was cut from game):

http://www.vgmuseum.com/mrp/multi/officialart.htm#cv64 (http://www.vgmuseum.com/mrp/multi/officialart.htm#cv64)
http://www.vgmuseum.com/mrp/multi/officialart.htm#lod (http://www.vgmuseum.com/mrp/multi/officialart.htm#lod)

Good luck! Look forward to the final word on the N64 era.
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on March 17, 2013, 12:37:28 PM
Thanks you for the thoughts about my review.  :)

I read article at the Unseen64, but I plan to do it again to write down differences between versions. I have some of the art of CV64 / LOD on my computer and I don't think it can be very useful in recreating original ideas for the games, except for unused enemy designs. I've read some of the articles you left, and I already have some ideas on what the game should have been and what left in the final version. Most likely I start writing article about it, somewhere on the next week. There is article about Circle of the Moon, I've yet must to start, so there is a lot things to do for me.

Quote
I can't help but feel this is in a similar realm to Rondo of Blood vs. Dracula X.
Hm, maybe.

As for Cornell, as far I understood, he was supposed to be bitter, but good character initially. In LOD he comes as rather plain and boring. I have nothing against idea of playable werewolves in CV, but they should at least have some interesting character.
Title: Re: Castlevania Marathon by Sumac
Post by: RichterB on March 17, 2013, 01:08:02 PM
I read article at the Unseen64, but I plan to do it again to write down differences between versions. I have some of the art of CV64 / LOD on my computer and I don't think it can be very useful in recreating original ideas for the games, except for unused enemy designs. I've read some of the articles you left, and I already have some ideas on what the game should have been and what left in the final version. Most likely I start writing article about it, somewhere on the next week. There is article about Circle of the Moon, I've yet must to start, so there is a lot things to do for me.
Hm, maybe.

As for Cornell, as far I understood, he was supposed to be bitter, but good character initially. In LOD he comes as rather plain and boring. I have nothing against idea of playable werewolves in CV, but they should at least have some interesting character.

Awesome. Do things how you want to, and don't stress on it. You know what else I sort of noticed is that some old screenshots in the magazines seem to show an area or two that has no counterpart in the final games. I think I once saw a paved area outside the castle or in a courtyard. Maybe you've noticed that, or maybe I'll need to go hunting for it. I have to wonder a few things, which I'm sure you'll get to, like if the werewolf in the Forest of Silence and Dual Towers was actually how Cornell would have played as far as animations and move set? Also, there's at least three unused artwork characters, and two of them may have something to do with Coller. I'm sure you've already got the connection piece with the red-haired girl that has been discussed elsewhere, but that wacky scientist seems like something that could have been a part of the story surrounding Coller and the Tower of Silence. (I really liked how you connected Coller and his potential gameplay to the Tower of Science in an earlier review here).

Last note: I was playing a little Castlevania 1 the other day, and was more conscious of the design and art choices you talked about in your review. (Personally, as fundamentally solid and iconic as it is, I somehow find the first game a little bland. There's nothing really wrong with it, it's just the feeling it gives me). But more importantly, I realized just how wink-wink Castlevania started out. The game has movie reel holes in the title screen (which continued with some of the early games), and it's like Castlevania is this Hollywood monster movie send-up, or at least another part of that Hollywood monster movie tradition. The intrepid hero part probably comes from something like Vampire Hunter D. A interesting blend for the origin of the series. Just a thought. But it connects to the N64 titles in the way they tried to be horror movie-cinematic at times, and speaks to a certain atmosphere for the series.
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on March 17, 2013, 01:32:54 PM
Quote
You know what else I sort of noticed is that some old screenshots in the magazines seem to show an area or two that has no counterpart in the final games. I think I once saw a paved area outside the castle or in a courtyard. Maybe you've noticed that, or maybe I'll need to go hunting for it.
I know about at least ywo areas from early game, that doesn't have nothing like that in the final version - cemetery (it appears in Dracula 3D trailer, if I am not mistaking) and village nearby bridge to the Dracula castle (very early screen, used almost in all previews). It is possible, that early structure of the game was like in CV2, where you can go to village in between exploring locations.

Quote
I have to wonder a few things, which I'm sure you'll get to, like if the werewolf in the Forest of Silence and Dual Towers was actually how Cornell would have played as far as animations and move set?
Somebody on this forum was sure, that Werewolf was using Cornell's early animations. While there is no way to be sure, I support this point view, since devs reused Corler as an enemy monster. The same thing could have happened with Cornell.

Quote
Also, there's at least three unused artwork characters, and two of them may have something to do with Coller. I'm sure you've already got the connection piece with the red-haired girl that has been discussed elsewhere, but that wacky scientist seems like something that could have been a part of the story surrounding Coller and the Tower of Silence. (I really liked how you connected Coller and his potential gameplay to the Tower of Science in an earlier review here).
I know about red haired girl, but what who is the crazy scientist? I don't remember anything like that. There was some dwarf-like character with retort or a bomb in his head, but I am not sure, if we talking about the same art.
As for Tower of Science, it became very obvious, during playthrough, that each tower was thematically related to the four initial characters (melee duels with werebeasts = Cornell, science theme = Corler, a lot of platforming = Carrie, traditional Castlevania stage = Reinhardt + TOE has hooks, which were used for whip swinging). Also, seeing how Carrie's gameplay was utterly broken in TOS, it was even more obvious, that TOS was created for someone different and wasn't rebalanced for her.

I wonder how long initially game was supposed to be?
In CV64 characters have 9 levels. Towers were going to be individual for each character. It leaves us with 8 levels per character. But I have a theory, that Underground Mine and Waterway should have went back to back instead of being individual levels for separate characters. And they should have ended with bosses - Spider Queen and Medusa respectively. It makes 8 levels per character. However, I am not sure, if there were early versions of the LOD levels like Tower of Ruins, Art and Ghost Ship. The old preview says, that game started in the forest, so most likely Ship was created only for LOD, seeing how it is very short location. The bridge, however, looks like something from, that early screen with village before castle.
Riddles, riddles... :-\
Title: Re: Castlevania Marathon by Sumac
Post by: RichterB on March 17, 2013, 07:06:40 PM
Riddles, riddles... :-\

Sumac, these ridddles MUST be solved!!! :-)

Even from these tidbits, I think you're pulling together a lot of the diseparate pieces with great logic, even going beyond what Unseen64 and others have done. Sometimes, I got caught up in the details that I never thought to put them together into something cohensive from the creators' point of view. Again, the towers really put the game in a whole new light, and it makes so much sense. I actually would be cool with less levels if they were all integrated well into their given player-character. (Tower of Execution would have been extra amazing if those hooks worked).

I've got something interesting to share. A whole new clue, perhaps. Remember how I said that Cornell had some similarities to Jon Talbain (aka Gallon in Japan) from Capcom's Darkstalkers series? (A werewolf who grapples with his beast transformation and a master of martial arts). Well, like Corler, Darkstalkers also has a Frankenstein character called Victor von Gerdenheim.

Here's his story from Wikipedia: "Victor was the creation of a mad scientist by the same name. However, Professor Victor Von Gerdenheim died shortly after giving life to Victor. Believing that if he proves that he is the strongest in the world, the Professor would accept him, Victor leaves the castle. After Victor had fought many Darkstalkers, he came back to the castle hoping the Professor would accept him, but the dead Professor did not wake up. Instead, the prototype Emily welcomed Victor back.

The two lived happily for many years until one night, Emily's functions came to a stop. Victor believed that if he collects many souls, he could revive Emily. He entered the Majigen to collect souls with this intent. In the end, he sacrificed himself by using all his powers to revive Emily.
"

Assuming, off hand, the Castlevania 64 creators were fans of Darkstalkers, or aware of its use of stlyized classic monsters as anti-heros, could we draw further paralells?

1.) What if Emily = Red-haired girl in artwork (rumored sub-boss for Corler)
2.) What if Victor and Emily's Creator = Weird Scientist/Short Mustache Guy with Potion/Nitro in Head in artwork.

It's a jump, yes, but just follow me. This CV64 "Scientist" I'm talking about is the same one you mentioned in different terms. Why do I think he's a scientist? Well, he's got some kind of potion or nitro bomb with an eyeball floating in it in his head, and he had a cane and other attributes that suggest he's not a regular enemy character (like a alternate Fleaman), but someone used for event scenes.

The creators were coy about Corler's storyline, and liked talking about how he couldn't be turned into a vampire. We get it, that he's this Frankenstein type. Well, every Frankenstein needs a creator. This "scientist" has a vile-based liquid substance in his head that resembles objects found in Castle Center (Nitro, for instance), and has what could be considered a fuse coming out of it. What else is in the Castle Center? We have a Behemoth that gets reanimated from death, we have Motorcycle Skeletons (diochronic science reference), and we have a chamber where a Lizardman claims live expiraments are going on. (As an aside, in the game, Dracula has Bomb Skeletons, which are a mixture of science and dark magic, and, again, we see that this "scientist" has a "fuse"). There are all manner of sharp torture instruments in Castle Center, and Corler/Gardener's chainsaw could be seen as an extension of these. CV64's creators noted that they wanted to add more modern/science touches to Castlevania. (EDIT: And by the way, Frankenstein in Castlevania has been associated with colored viles/flasks since SCVIV).

Moving onward, there are multiple possibilities. Corler could be an escaped expirament trying to rescue his love from a similar fate, only to find her taken over by expiraments of the "scientist," making her the alleged sub-boss some have speculated in a manner similar to Carrie's ancestor. This "scientist" could be a manipulator like Atrice or Death for Corler's code. In another, related scenario, perhaps the "fuse" in his head is something Dracula uses to ensure obedience from the "scientist," who has some bat-like regalia that pretty much ensures he's working for Dracula. The idea of the Tower of Science exclusively following Castle Center for Corler would be a great fit following a potential confrontation with the red-haired girl manipulated by the "scientist" in Castle Center.

Alternatively, the "scientist" or the girl, separately, could be for Cornell, I suppose. If Cornell was, as some suggest, a prisoner where the Lizard man is in the final build, Cornell could be out for revenge against the "scientist" for locking him up. In that regard, the "scientist" could share a role in the latter two "monster" heroes. Or, it could simply be that the red-haired girl is an earlier version of Cornell's sister (but that plot point was probably added for LoD, so I'm leaning toward the earlier logic of a triangle between Corler, "scientist," and red-haired girl ala Carrie, Atrice, and Fernandez Zombie.

What do you think? I mean, that "scientist" character is pretty striking and finished design-wise to be a throwaway joke, and this game was pretty big on creating character-conflict stories during quests.

Back to your well-made point, I never fully considered it, but LoD's added content/story/levels wasn't all necessarily part of what was dropped, but new constructs to sandwich in pieces of lost game data in some manner of finished form, which makes characters such as Ortega and Cornell's sister (Ada?) suspect; though, I don't doubt more bosses like Spider Queen and Medusa were intended.

Some of the earlier interviews noted "branch" points in the game. I'm not sure what that meant for stage design. But I do wonder if there wasn't Simon's Quest like points with the village you noted. I do get the feeling it was a slightly more open game, originally. Especially given unused gameplay of luring vampires out of houses or caves into light. I am curious about the Underground Mine and Waterway connecting. Especially given the poison water. Though, maybe it was a branch point? I'll be interested to hear how you think the game's basic theory of stage progression was meant to go versus how it ended up. (Linear/non-linear). The creators do seem to mention points where you can make game-changing choices early on.

Interesting that early shots show the spider-women/lizardmen were near the Villa/Maze, which could be a test of their models, or show that the Gardener chase was only put in once Corler was dropped. I wonder...

The graveyard you noted could have been a prototype part of the Forest of Silence, given the coffins and such in that stage.

Several rough-modeled enemies did not appear: Carmilla riding the skull, a big blood skull, and a big scorpion (maybe an early spider-woman character?).

Food for thought, either way. Blast these riddles!

EDIT 2: I just noticed three more things. 1. The scientist's "cane" may be the beginning of a cropped science lever rendering. 2. This guy is a vampire. He's got fangs. 3. I suppose he could also be a partial reference to Igor.

EDIT 3: I decided to look at some of the articles myself. (I accidentally repeated some and split up one Nintendo article. Oops). Just want to briefly note in correction to my above statement: Cornell's sister was always a part of his story--but MUCH different in presentation. Also, they really did stress the importance of angled attacks by brandishing a weapon and moving it with the control stick, along with a special attack meter. (was this game-breaking that it was dropped?) Seems like some great material got cut here. Most curiously, I want to hear your thoughts on what was meant by a character being able to switch from a power type to a speed type. The guy had already talked about Cornell, so presumably he meant Corler/Kola. I'm starting to wonder if the Frankenstein-type didn't have an alternate form or a character swap ability to play as the red-haired girl for the aforementioned "speed"? Ugh. I can't believe that they never were able to implement everything, even with LoD. Konami must have pulled the plug, and LoD was sort of an apology/concession.

EDIT 4: More consolidated missing pieces of info here, including extra artwork and clearer screens (showing another form of the special power bar, I think (previously on the bottom of the screen in earlier builds). Also, we've got Reinhardt in the Underground Waterway, just like you said! Plus, the glowing blue light over Reinhardt in one screen could be an example of one of the hidden moves or item crashes, previously only hinted at in interviews and in the beta movie reel with Carrie ripping up the floor: http://www.castlevaniadungeon.net/games/cv64weird.html (http://www.castlevaniadungeon.net/games/cv64weird.html)
Additional art designs with curious features at the bottom of this page (including some screens of another frame of some kind of special blue light attack and an angled whip attack from Reinhardt) Plus, I just realized that Corler/Coller/Kola was a reference to the Evil Dead horror franchise with his chainsaw and gun mix: http://www.castlevaniadungeon.net/games/cv64.html (http://www.castlevaniadungeon.net/games/cv64.html)
(As an aside, there is somebody trying to make an HD skin for CV64. Some of it changes the original intention too much for my liking, but some of it looks fantastic: http://c64project.blogspot.com/ (http://c64project.blogspot.com/))
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on March 19, 2013, 09:04:07 AM
Quote
It's a jump, yes, but just follow me. This CV64 "Scientist" I'm talking about is the same one you mentioned in different terms. Why do I think he's a scientist? Well, he's got some kind of potion or nitro bomb with an eyeball floating in it in his head, and he had a cane and other attributes that suggest he's not a regular enemy character (like a alternate Fleaman), but someone used for event scenes.
I think it's a great idea. I always thought, that he was just another unused enemy, but with how you put it...it certainly start to look different.

It seems, that each story have trinity of characters: hero, victim, arch-nemesis.
Hero - Reinhardt, victim - Rosa, arch-nemesis - Grim Reaper;
Hero - Carrie, victim - Camilla Fernandez, arch-nemesis - Actrise;
Hero - Conrell, victim - ?, arch-nemesis - Ortega (?).
Hero - Coller, victim - (Coller 2?), arch-nemesis - (scientist?)

With information available it next to impossible recreate who was supposed to be Cornell's enemy, though. It all depends on, if Ortega was created only for LOD and who was the victim in Cornell's story, if Ada was dead in its original version.

Now, I am not sure about everything, after watching video review for LOD, where reviewer said, that CV64 supposed to be an open ended game and for N64DD. But I think branch points were just for the storyline. If you played character according to his personality you received one ending, if you played against "his type" - another. It is similar to Contra Hard Corps, I think, where depending on your answers you could chose different routes and fight different bosses. In CV64 I think, everything was far more simplier and choices affected only endings and boss fights.
As example of such choice: I think in the scene with Reinhardt and Rosa you could choose not to save her, playing against Reinhardt's personality.

Several rough-modeled enemies did not appear: Carmilla riding the skull, a big blood skull, and a big scorpion (maybe an early spider-woman character?).

I think Carmilla didn't appear like this for another obvious reason. There were two roughly modeled enemies - Crab and Scorpion, but I don't see how they could be included in the game. Or rather where they could be included.

I don't doubt, that Graden Maze had regular enemies, before Coller was changed into Gardener. Though, it is now hard to imagine Graden wihtout him.

I think they didn't plan to exclude hearts meter from the game. On the old screens there are both energy meter and heart meter. So, supposedly, special meter was for special moves and abilities, hearts meter for subweapon only, like in SOTN.
What special meter could have been for? Well, it obvious, that in case of Cornell it was for his transformation. In LOD, his transformation uses heart meter as if it was special meter, which doesn't make sense. Also, I think Carrie's homing fireballs used special meter, so player wasn't able to spam them. Reinhardt most likely could become stronger, if Incadescence thing is any indication and for Corler, he most likely was able to become faster. I don't think it transformed him into a woman. It would have been to odd.

But this all - is a baseless specualtion. I think, that really useful information could be found in Japanese previews and via extensive game hacking.
Title: Re: Castlevania Marathon by Sumac
Post by: RichterB on March 19, 2013, 09:24:41 PM
Yeah, I suppose there's only so much one can figure out, and then it has to be let go. :-[

The way you paint it does make the original game plan somewhat less nebulous and more structured than I first thought (which, I suppose, makes more sense, too). One has to wonder if Cornell and Corler would get to fight Dracula, or if their stories would end in tragedy--hence why they had to be unlocked by Reinhardt, etc in the first place. For that matter, if the game was indeed a three-character story per character quest, what was this early talk about interacting or freeing other player-characters? I assumed they meant you'd cross paths with other heroes.

The Special Meter makes a lot of sense when you put it in the context of Circle of the Moon, which was made by KCEK also.

I find one of the hallmarks of CV64/LoD being that it tried to present this branching story of multiple, unique lives affected by Dracula. However, one must wonder if they had focused on one or two characters from the start, and not four, would the game have come out stronger all-around, and Reinhardt would have been swinging over gaps, etc. As it was, conceptually, it's such an interesting setup that could have come off as a total disaster and/or un-Castlevania-like, yet, to me, it felt just right somehow in a progressive way for the series.

I will say that I've run across a weird piece of info today on another cool Castlevania site that I'm trying to track down more clarity on. (You may have already known about it since you called the girl "Corler 2"). I wonder where the origin of this info comes from given that it wasn't in the articles I shared, but according to one fan supposedly in the know, Corler 2 started out as a rival to Corler, but as development went on, Corler 2 replaced Corler. In other words, the girl was the playable character, and Corler was moved as a boss which later got turned into the Gardener. They also note some parallel between Carrie and Corler 2...maybe that they'd both be female heros to balance out Reinhardt and Cornell's two male heros? It's not clearly stated on the site. It also seems to note that Corler 2 was an upgraded creation in a line of Frankenstein-like experiments, like I had sort of speculated earlier in the thread. I am trying to figure out where this fan got their facts from. (The site that posted it doesn't have a direct link. It's under "MEDIA"--> "Unused Materials" at the side and bottom of this page, respectively: http://www.vgmuseum.com/mrp/cv64/game-castlevania64.htm (http://www.vgmuseum.com/mrp/cv64/game-castlevania64.htm)) Also noted somewhere in there was the fact that Japan calls Carrie a "Belnades" and that Carrie's Cousin is supposedly called Sypha in Japan, as well!

I was able to find this overseas marketing interview with marketing director Jon Sloan, formerly of Konami, below. It's mostly PR talk, except that it notes that they shipped the game with two characters instead of four and less overall content due to quality issues, and that this left things open for a sequel, along with second thoughts (were they anticipating LoD already?!):

GameSpot News: Does Konami feel this new Castlevania advances the franchise? I'm speaking primarily of storyline.

Jon Sloan: ***SPOILER ALERT-YOU'VE BEEN WARNED*** Apart from trying to maintain some kind of chronological consistency with the series, this title does introduce a few new aspects into the series. For example, the introduction of the reborn Dracula as a young boy who has to grow into maturity during the game. This makes him somewhat more "human" and allows the player an element of empathy with him. In previous games the Dracula character was much less rounded and simply served as a two dimensional villain. These days story telling is a much more important part of a product. Even Castlevania, which is at its core a platform game series, now addresses the element of strong story telling.

GSN: Without getting into calling one console machine "better" than another, what was Konami most impressed with as far as programming a 3D game such as this for the Nintendo 64? Were there any particular problems during the process? Things you wished had gone better?

JS: As always, making the transition from 2D to 3D is a difficult process. With a game like Castlevania, that transition is made even harder because of its strong heritage. There are elements in the Castlevania series that players have come to expect, and delivering them in 3D is no easy feat. For example, the whip, which is the biggest icon in the game, was tough to do. We had to build it with enough polygons so it had a good deal of flexibility but without slowing the action down. Then there's targeting. When you have enemies approaching from multiple directions we had to find a way to let the player easily lock onto the enemies. We achieved it with a simple button lock, which targets the enemies closest to the player. And then there's the camera - that was very tough!!

GSN: At first report, Castlevania 64 was a much larger project - intricate and crisscrossing storylines, many more characters, a larger world, etc. Indeed, the game seems to have gotten shorter. Why did this happen?

JS: We felt it was important to deliver a product that was as tightly polished as possible. Castlevania is such an important part of this company's history and future that we wanted to get it absolutely right. Besides, we wanted to leave enough room for a direct sequel!

GSN: Shigeru Miyamoto has spoken recently about all the things he wished he could have done with Zelda now that the game has been released. Are there any similar feelings about Castlevania 64? Things Konami wishes it could have done?

JS: With any game there is always something one wishes could have been done better. Hindsight is such a powerful thing. Tweak this, change that, whatever. However, Castlevania is a strong game and will add to the already fine stable of games in the series.

GSN: Right now, the Net is abuzz about the possibility of Castlevania on the Dreamcast. Indeed, reports are circulating today that a "source" at Konami has hinted at a DC Castlevania. Can you comment at all on this?

JS: At the moment, any rumors about a DC Castlevania will have to remain just that - rumors. Castlevania is such a well-known brand that it will appear on other formats in the future. What those formats are we cannot confirm now.

GSN: What do you see as the most likely candidate for the next Castlevania title? And what would you most like to do in it? Multiplayer?

JS: We will look at the market carefully before deciding on content of any new Castlevania games. I cannot reveal more now - you know Konami is very sensitive to development information being revealed too early.

GSN: Can you provide some final stats on the game? How big is the cart?JS: It's a 96-megabit cart and will be available on January 26.

SOURCE: http://www.gamespot.com/news/castlevanias-64-bit-comeback-2452643 (http://www.gamespot.com/news/castlevanias-64-bit-comeback-2452643)
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on March 20, 2013, 10:10:36 AM
It's really hard to piece everything together, especially with the latest information I came to know. Remember that video review of Legacy of Darkness, that you linked me too? This guy in the video said, that CV64 was supposed to be released on Nintendo 64 Disk Drive and was envisioned as open-world game. This is the first time, when I've heard this and this...changes the picture, to say the least. If it really was the case, then it means early Castlevania 64 was already trimmed, when compared to the early previews. There is rumor about Simon Belmont being in the game, instead of Schneider Belmont...

So, if we assume CV64 was redone for cart, after DD version was cancelled, it could mean, that early version of the game was assembled from scraps of the DD version...what could it mean is...I don't know. Further proves and anlyses needed...

I don't think, that Reinhardt was suppose to unlock other characters. Early previews said, that all four characters were available from the start or at least I don't think it was ever denied. I don't think interacting with other characters was neccessary, however, it gives an interesting idea: what, if in case of Coller and Cornell they could have been rivals for each other? It's rather out of blue idea, but at this point anything goes.

I think they indeed focused on Reinhardt from the start. He is the Belmont of the game and hence supposed to be the posterboy and the lead star. I think they also worked on Carrie, since her gameplay was easier to work on, unlike melee Cornell or unique mechanics of Coller. Besides, we don't know what special abilities they could have.

I know about Mr.J's Castlevania site and I often use it as a source of information. It was the first place, where I come to know about cut content from CV64. =)

Quote
JS: We felt it was important to deliver a product that was as tightly polished as possible. Castlevania is such an important part of this company's history and future that we wanted to get it absolutely right. Besides, we wanted to leave enough room for a direct sequel!
Seems more like testing waters and damage control. I would have been surprised, if Konami outright admitted, that they rushed the hell out of the game for the deadline.

Anyway, I think, that CV64 (if it was released in complete form) would have been I bit less, than what was promissed. I feel, that developers attempted to bite a bit more, than they could chew, and it resulted in a lot of features being not cooked well enough, which played a certain role.

By the way, half of the Circle of the Moon review is ready. I still haven't start CV64 / LOD analyses article. It seems COTM review will be finished before analyses, but I will publish it only after article about early CV64.
Title: Re: Castlevania Marathon by Sumac
Post by: Lelygax on March 20, 2013, 11:50:14 AM
You will talk about the cards and the "Yu-Gi-Oh!" (DSS) system? xD
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on March 20, 2013, 01:18:18 PM
Quote
You will talk about the cards and the "Yu-Gi-Oh!" (DSS) system? xD
Certainly. As the best subsystem in all "metroidvanias" it deserved to be mentioned in detail.
Title: Re: Castlevania Marathon by Sumac
Post by: Lelygax on March 20, 2013, 01:45:31 PM
Nice.
Title: Re: Castlevania Marathon by Sumac
Post by: RichterB on March 20, 2013, 03:26:38 PM

Now, I am not sure about everything, after watching video review for LOD, where reviewer said, that CV64 supposed to be an open ended game and for N64DD. But I think branch points were just for the storyline. If you played character according to his personality you received one ending, if you played against "his type" - another. It is similar to Contra Hard Corps, I think, where depending on your answers you could chose different routes and fight different bosses. In CV64 I think, everything was far more simplier and choices affected only endings and boss fights.
As example of such choice: I think in the scene with Reinhardt and Rosa you could choose not to save her, playing against Reinhardt's personality.

Speaking of old choices, I bet the Engagement Ring was another such item. It gave Carrie more power, but I bet if you wear it too long or versus Dracula that it would trigger the bad ending where she marries Malus, since it was against her personality to give in to her "power."

Same thing with the Contract, which you used to be able to carry around. Perhaps that speaks a bit to a larger game world. I do wonder where the Tower of Art and Tower of Ruin came from. It seemed pretty clear in early designs that there were only four branching towers.

I wonder where that 64DD statement's origin comes from, as well, and if it has any credence. Like you, I haven't heard another reference outside of that video. However, I do recall 64DD being the talk of the town in that era. Nintendo toyed around a lot with, I think, three Zelda expansions on 64DD, which eventually were abandoned and/or simplified into Majora's Mask and Ocarina of Time: Master Quest. Early interviews about CV64 talk about memory limitations being a problem, particularly in the sound department. The only hint that Castlevania 64 could have been prototyped for the 64DD was all the talk about finding Dracula, the night-and-day mechanics and moon phases, the idea of four characters with alternate choices, the idea of a boss-rush versus mode, and the mentioning of villagers. A lot of these things were kind of squeezed onto the cart in one form or another, though. About that last point, villagers really only appear in the Villa or deceased elsewhere--the information on them if you push the examination button keep referring to a "village." But I always took that to be a background story element rather than a place the player should be familiar with. I'm skeptical on the 64DD story.

About some areas being "as is," I've found a set of double doors in the Tower of Science's main gun/tube room, and there's nothing there that I recall. Just a dead end. Hmm...

Side note: There's a 1UP interview out there from a little while back with SotN's music composer who sort of states that SotN was intended as more of an experimental side game by a less proven studio, and that the N64 game was the next main game for the series. IGA has stated the opposite before, though. So, who knows? I wonder how long the N64 game was in development in terms of the conceptual/testing stages before the Dracula 3D trailer.

Lastly, I wonder what the Stake Sub-Weapon was for in some early screens? (Maybe the only way to beat vampire enemies?)

Anyway, I've taken this part of the discussion further than I meant to or than was necessary probably. Kind of ridiculous in a lot of ways, given how much we cannot know, and it's not like any new interviews will be done. I don't mean to put these games on a pedestal as perfect in conception or anything. I guess it just felt like things were still on a track I could get behind a good deal, though. It seems a turning point for the series, but it's all water under the bridge, so I shouldn't worry about it. I'll check out both of your posts, whenever they're done. No worries. Good to keep things in order.
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on March 21, 2013, 12:30:58 PM
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.

(click to show/hide)

Pictures were taken from gallery on that fan-site.
Title: Re: Castlevania Marathon by Sumac
Post by: Lelygax on March 21, 2013, 02:54:12 PM
Can you share the link to this site please?
Also I didnt think that SOTN sucess has anything to do with Ressurection being cancelled.
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on March 21, 2013, 04:43:40 PM
Quote
Can you share the link to this site please?
Also I didnt think that SOTN sucess has anything to do with Ressurection being cancelled.
Ah, sorry. I wanted to give link in the previous post, but forgot about it.
Here it is: KCEK Forever!! (http://members2.jcom.home.ne.jp/revelation12/index.htm)

I think Ressurection was the victim of everything, that happened in the few years prior to its cancelation: success of SOTN, failure of CV64 / LOD, failure of the Dreamcast, supposed miscommunication between US and Japanese divisions of Konami. All of this piled up and convinced Konami to halt the project, and let IGA has his way with the series for a time being.
Title: Re: Castlevania Marathon by Sumac
Post by: Lelygax on March 21, 2013, 05:14:40 PM
Thanks for sharing, you plan to review Bloodletting and TGS Alucard Game too in a post? I know that theres not a real game to review, but it could be more like a bonus with Shin Dracula X, more like rumors and jokes. xD
Title: Re: Castlevania Marathon by Sumac
Post by: Sumac on March 22, 2013, 12:13:38 PM
It's too late to review Bloodletting. If anything, it should have been done before SOTN, as this game was used as the basis for it. Besides, aside from very few rumors and two sprites, there is not much to speculate about. And there is even less information about Alucard TGS 07 game. So, I think none of this will receive their own articles.
Title: Re: Castlevania Marathon by Sumac
Post by: Dark Nemesis on June 05, 2013, 04:36:30 AM
Sumac is back as a Shaft guost. :P
Title: Re: Castlevania Marathon by Sumac
Post by: Jorge D. Fuentes on June 05, 2013, 09:09:18 AM
Sumac thinks we're a clique of pretentious assholes.

"Your community aleady sick and will consume itself because of its own fanatism, overwhelming nostalgia and stupidity. There will be only 5-6 "yes-man" on the forum eternally discussing, which IGAvania was better and how big boobies Sypha has. Everyone with different opinions and desire to accept something different will be slowly eliminated or bored in that swamp. And this is already happening - LOS and MOF proved this more than anything.

What makes it the most funny: I've actually seen this once. On another Castlevania forum. And it was pathetic, believe me. But I guess for you, it better to be a king of desert with golliwogs, then not to be king at all. =)"

Why he would want anyone to post his stuff here of all places is beyond me.

I would advise you to not post your "friend'd's" stuff here any longer.
Title: Re: Castlevania Marathon by Sumac
Post by: The Great Reviewer on June 06, 2013, 04:16:02 PM
Very good stuff. I like to see that there is another critic posting his reviews on the Castlevania community. Material is very objective. As it should be. Maybe I do not agree on some points. But they are very valid views.
Then, in terms of the subjective things from other opinions that Jorge said, I will not interfere, but my -209 negatives are an example that sometimes fans can be harsh with those who think objectively and in a different way than usual.
Maybe I'm thinking of leaving the community if this negative points not change. Bad scores, good scores, always I say whatever don't matter, always negative points. Not make up my mind yet, still. I will say.
Title: Re: Castlevania Marathon by Sumac
Post by: RichterB on June 08, 2013, 10:30:02 PM
Well, it's sad to hear that there's been some infighting with regard to this thread. I think that the current "alternate" direction of Castlevania after years of sort of hit-and-miss with IGA has really divided the fandom, and the definition of what Castlevania "is" becomes harder to parse for each group, since each group wants their time and place in the games. I would think that there is a place for all voices, so long as there is respect and sympathy. I have very much enjoyed this thread by Sumac, finding it largely both constructive and informative for old-timers and newcomers alike.

So, now for these new posts, which I've been waiting for. I've got some more reading to do, though perhaps the previous posts have covered most of the N64 stuff in regard to my thoughts. But now for Circle of the Moon.

Circle of the Moon was the title that confirmed my Castlevania fandom for the new millennium. It was the first original post-2000 game, as I recall. I bought the GBA for it and got it on launch day. The art direction and style from previews really pulled me in. Nathan Graves is one of the coolest-looking whip-wielders in the franchise. It was the first "metroidvania-style" entry I played from start to finish, since I only played about a level of SotN at a friend's house prior to this. Honestly, Circle of the Moon totally pulled me in, and I couldn't get enough of it. I played through it pretty extensively the first time through, even completing the Battle Arena. But I never did find all those cards, which seemed sort of random to me as far as acquisition. The DSS Card system seemed fine to me, though it was criticized by some, IGA included, IIRC. The bosses of CotM were really striking, IMO. Zombie Dragons, that crazy goat monster, and Carmilla, were all really memorable. The selection of music was excellent, though, it was a bit limited, as you stated. Still, it's one of the best mixes of music selections over the years. The game was a nice mix of Classicvania and Metroidvania. I don't know that any other game has felt like it since. From a challenge and gameplay perspective, I like it better than SotN; but SotN's variety, scope, and visuals are better. Still, I am often inclined to say Circle of the Moon is the better game. Unfortunately, I find that I cannot replay Circle of the Moon--even in its clever alternate modes--without becoming bored. That's caused me to bump it down the list of favorites over the years. But then, I find I don't care to replay any of the Metroidvanias much. I do remember that when Harmony of Dissonance came out, I found myself sort of bored halfway through, which didn't happen with Circle of the Moon. The darkness of the GBA screen was a real pain for CotM when it first came out, but somehow myself and others managed back in the day. I like the spinning whip defense--simple, useful, but not overpowered. I could see that making a comeback at some point, and I'd be OK with that.
Title: Re: Castlevania Marathon by Sumac
Post by: Phoenix7786 on June 09, 2013, 08:37:24 AM
I find that I cannot replay Circle of the Moon--even in its clever alternate modes--without becoming bored. That's caused me to bump it down the list of favorites over the years.

With as much of Hugh as they did, I thought for sure he was going to be playable. They even gave him his own DSS set, and he has a good set of sprites already. I was SUPER pissed when I saw what the real "alternate" modes were. I thought they were an extremely lazy way to pad the game. For me, they really knocked this game down from the peg I was about to put it on.
Much like you though, I bought the GBA and CotM on launch-day, and I've never regretted it :) CotM is a fantastic Castlevania title--Hell a fantastic GBA title. I thought it was an excellent title to use as a launcher. I also remember taking the lampshade off of a lamp, and playing right next to the damned thing so I could see. That light made me sweat terribly, but it was worth it to see.
Title: Re: Castlevania Marathon by Sumac
Post by: The Great Reviewer on June 10, 2013, 04:41:15 PM
The dividing of the fanbase have to do with people not accepting change and a different and very valid vision from spanish developers.
As say, this is a very interesting topic with very valid objective material from current critic.
Title: Re: Castlevania Marathon by Sumac
Post by: TheouAegis on June 10, 2013, 05:43:52 PM
I accept change when it retains the core of the series. SotN veered away from the core, LoI returned to it (but Medusa keeps pissing me off, so I haven't finished it yet). I don't care what country makes a Castlevania game, if it's not Castlevania at the core then it's not Castlevania, period. There's not much CV about what MS made; decent games with decent stories (except MoF I guess), but had they taken away the "Castlevania" title it'd have been just another generic series and not gotten much lip service at all. They could have called it God Of War X and it wouldn't have changed anything, people would just be comparing it to GOW instead of CV in that case and probably hating on it for the same reasons. And Cox even said it's not Castlevania at its core, so by your diva's own admission it's not really Castlevania. I think it would have been better if they made part of the Bloodrayne saga.
Title: Re: Castlevania Marathon by Sumac
Post by: The Great Reviewer on June 10, 2013, 05:48:37 PM
Never see the fanbase hate its current leader so much as Cox now, it's Castlevania you know, and it's called objectivity you know.
Not because the game is spanish would be excellent, could be american or japanese or from Rwanda, I do not care, objectivity dictates the games are excellent.
Expect great to Lords of Shadow 2 and doubts about MercurySteam will wipe out.
Title: Re: Castlevania Marathon by Sumac
Post by: crisis on June 10, 2013, 05:56:04 PM
IGA has received a lot more hate during his tenure than Cox does now.

The difference is IGA was/is a lot more humble than Cox will ever be, amongst other things.
Title: Re: Castlevania Marathon by Sumac
Post by: Jorge D. Fuentes on June 11, 2013, 07:02:20 PM
Yeah, there were threads upon threads years ago asking for IGA to step down.  Ah, that takes me back.  Oh the flame wars...

And now we have Dave Cox.

I guess the Devil you know...
Title: Re: Castlevania Marathon by Sumac
Post by: TheouAegis on June 11, 2013, 09:36:51 PM
You saying Cox is wants to commit allegorical suicide, hoping Dracula will defeat him -- the devil? "I will create a monster and like Frankenstein my monster will torment me and ultimately be the doom of me!"
Title: Re: Castlevania Marathon by Sumac
Post by: Pfil on June 14, 2013, 03:03:54 PM
With this forum's new addition, I've been doing some research on some voting from the past...
and, though I always said I'm OK with Sumac, I never knew if he was OK with me. I mean, we had our disagreements, though in the end we were OK, I guess.
And since this topic has been revived some days ago, I want to take this chance to say something about him.
I had some heated discussions regarding Cox vs. Iga with him, but I have to say that he NEVER voted me negatively (at least I couldn't find).
That speaks good about him. It seems he is a gentleman. With a great passion for his opinions, yes... but loyal.
He didn't sneak and put a -1, he just spoke his mind with posts.
I don't like to say bad things about anyone, but I can't keep it to myself when I can say something good about someone.
So, here it is  :)