Castlevania Dungeon Forums
The Castlevania Dungeon Forums => General Castlevania Discussion => Topic started by: Saner on December 12, 2007, 06:32:22 AM
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hey great new video
http://www.youtube.com/watch?v=83dd_jbdbkA
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didn't fight death! or creature....
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yeah noticed that too. but that Galamoth procedure sure is interesting. they didn't simply camp some top corner and spam attacks over and over.
they were freaking all over that monster! shooting it in the shins, stomping its head like a jackhammer, etc. etc. ^_^
and this is the first time I seen Saturn Maria fight the CVIII Trio. well yeah, the axe does simplify things.
wtf was with the Ken Stage remix during the middle? rofl. XD
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no idea... but you can't camp in the corner like you do with richter cuz she doesn't have a knife technique like he does to own galamoth, she'd die if those balls hit.
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apparently Maria can camp in the corner
proof
http://www.youtube.com/watch?v=tCD1SDlnr4I
(just kidding, that's PSP SOTN Maria. still interesting, though.)
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didn't fight death!
Death's removed for both richter and maria as far as i remember.
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Death's removed for both richter and maria as far as i remember.
Indeed, though I wonder why. I can't think of a legitimate gameplay reason to leave out that battle for Richter's and Maria's games. They don't have any appreciable story, so it's most likely not an issue of plot integrity.
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notice Werewolf and Minotaur couldn't be fought by Richter either.
it's because boss battles liek Death are spawned/triggered by a story cutscene first. for consistency purposes they decided to cut out the story cutscenes for these extra characters and therefore, there is no trigger to start up those boss fights in those rooms.
and without the trigger, those bosses can't appear.
yeah from the looks of it, technically, the extra characters in SOTN are more of a hack instead of a completely redone mode by itself (notice besides controlling a different character and status gauge, everything else is exactly the same, minus the cutscenes are bosses linked to those cutscenes) , they simply trimmed out the cutscenes and didn't bother to reprogram the boss fights that were only triggered after a cutscene.
so this is why Richter and Maria can't fight bosses like Werewolf+Minotaur, Succubus, Richter, and Dracula.
the only exceptiuon is Shaft but I guess in the original PSX, they decided to at least reprogram that boss so you fight him without needing a cutscene to tie in his entrance, otherwise, there would be no last boss to even lead to an ending and credits.
so that proves that the other bosses that can be fought COULD have been programmed to be fightable without needing the cutscene to trigger them, I guess it was just due to time constraints back then (cause that was teh very reason why Maria wasn't playable in the original), and even now, I guess they didn't wanna bother making them fightable in the PSP version either.
but yeah, the Creature is still fightable, but he's a total joke really, I don't blame the video person for not recording that fight. that fight was almost as pathetic as the mummy fight.
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In Reply To #8
I can understand Konami not having the time to reprogram most of the boss fights that are directly preceded by dialogue scenes for the initial PSX release, but that's really lazy that they never got around to doing so later on, especially considering all the times they've re-released the game, on other platforms no less, with adjusted programming.
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nice vid. They really changed her fighting style in the PSP one. :)
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In Reply To #6
I never knew taht, I never got far in those modes... and not at all in Richters.
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In Reply To #1
OMG is the first song from that Dracula Battle CD?
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In Reply To #12
I believe it is from the Saturn NiTM.
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They did reprogram them actually. Almost each boss has a non-cutscene intro too. Otherwise this wouldn't be possible: http://youtube.com/watch?v=nvAo98J057U
The only exception seems to be Succubus, and Richter battle is buggy (once you're hit and sent flying by his air dash attack you get stuck). If you fight Drac the game freezes at the ending sequence too.
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In Reply To #14
Well, we're back to square one, then. Why would Konami leave out certain boss fights in Richter's and Maria's games?
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well cause it takes more effort to reprogram bosses that have a different trigger to initialize those battles than the normal boss fights.
they could do it, but guess they didn't have the time or didn't care to fill in those gaps.
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The answer to you guys question is simple... because Konami has a bunch of lazy Slogra's working for them, and Richter was pretty much a quick hack they used, with very little effort, or thought put into it. I've looked at the code, and believe me it is a DISORGANIZED mess, even for Alucard, when compared to many other games.
It's ridiculous really too, seeing as how enabling any boss is as easy as setting the byte for the conversation to "played already", while leaving the value for the boss as "alive." As for the glitch where Richter gets stuck, another VERY easily fixable one, and I even set it to teleport him to the next castle after he beats the "fake richter" with 1 simple line of c code.
I Have yet to mess with the Dracula fight at the end, but it should be pretty simple once I find the addresses I need. I hope. :P
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In Reply To #17
you're so brilliant. :)
Konami should hire you to program PSP SOTN Maria into the XBLA version of SOTN as a downloadable content patch. ;D
extra characters in these games are pretty much extra hacks anyways so it should be easier than making a new game. ;D
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In Reply To #17
I'm not so sure, it's easy to see errors on a finished version and point them out, but really, how can we tell if you can do a better job from scratch?
Don't take it like I'm justifying their mediocre job, though.
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well coding sure is pretty overwhelming. :o
games sure are complicated to make.