Castlevania Miscellanies

Anything from run & guns to modern RPGs, what else do you play?
SuperDeadite
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Re: Castlevania Miscellanies

Post by SuperDeadite »

During boot, the game checks the computer for a compatible MIDI Interface I/O board, then gives you the selection screen. So MAME is not setup to emulate the MIDI board. I only use XM6 so I can't help you with this, but I'd assume you need to use command line options as that's typically how MAME deals with computer specifics.

Yes I was correct see here:
https://forums.overclockers.com.au/thre ... d.1316844/
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Re: Castlevania Miscellanies

Post by Hazuki »

SuperDeadite wrote: Thu Jul 18, 2024 3:45 am During boot, the game checks the computer for a compatible MIDI Interface I/O board, then gives you the selection screen. So MAME is not setup to emulate the MIDI board. I only use XM6 so I can't help you with this, but I'd assume you need to use command line options as that's typically how MAME deals with computer specifics.

Yes I was correct see here:
https://forums.overclockers.com.au/thre ... d.1316844/
Thanks for the link. I managed to get help over there as well.
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vol.2
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Re: Castlevania Miscellanies

Post by vol.2 »

So I guess this is a thing now.

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Re: Castlevania Miscellanies

Post by it290 »

Now? That soundtrack has been out for several years. I can see how the concept might seem a bit silly, but they do a good job of recording these off of original/optimal hardware, and the art and overall packaging tend to be pretty awesome. The CV3 artwork is my favorite and a thing of beauty:

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Re: Castlevania Miscellanies

Post by vol.2 »

it290 wrote: Sat Aug 03, 2024 3:58 pm Now? That soundtrack has been out for several years. I can see how the concept might seem a bit silly, but they do a good job of recording these off of original/optimal hardware, and the art and overall packaging tend to be pretty awesome. The CV3 artwork is my favorite and a thing of beauty:
I thought it was a new issue, seems like it's just a re-issue. I do like the CV3 artwork, it's amazing. Although it kind of doesn't scream CV3 to me; it's such an alien looking art style, almost Miyazaki-like.
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Re: Castlevania Miscellanies

Post by it290 »

Yeah, the illustrator, Sachin Teng, is pretty amazing.They do this exploded style occasionally but I feel like this cover in particular also owes a lot to the work of Katsuya Terada.
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Re: Castlevania Miscellanies

Post by Steven »

Played FC Dracula for the first time in like 5 years and the bone dragons in block 4 kicked my ass somehow. They killed me like twice and then the boss killed me like twice because I had to go in without holy water. Still managed to beat the boss without holy water for the first time in my life, but I game overed a while later in the hallway right before Death. I used to be able to almost no miss this game's first loop, but not anymore.

I don't normally play the FC version, but it was kind of nice because it counts hearts at the end of the stage much faster than all of the other versions.
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orbit

Post by NYN »

Steven wrote: Sun Aug 04, 2024 9:39 amI don't normally play the FC version, but it was kind of nice because it counts hearts at the end of the stage much faster than all of the other versions.
Yeah, but I can't jump and strike the whip for a overly-manly pose after consuming any orb. That's a bummer! What else to do with downtime?
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Re: Castlevania Miscellanies

Post by copy-paster »

My playstyle is to keep x3 Cross for nearly the whole game (switched to stopwatch for block 6 opener), really handy in most situations and fighting Death with it is more fair battle than the HW cheese.
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Re: orbit

Post by Steven »

NYN wrote: Sun Aug 04, 2024 10:25 am
Steven wrote: Sun Aug 04, 2024 9:39 amI don't normally play the FC version, but it was kind of nice because it counts hearts at the end of the stage much faster than all of the other versions.
Yeah, but I can't jump and strike the whip for a overly-manly pose after consuming any orb. That's a bummer! What else to do with downtime?
You still can, it's just harder.
copy-paster wrote: Sun Aug 04, 2024 2:13 pm My playstyle is to keep x3 Cross for nearly the whole game (switched to stopwatch for block 6 opener), really handy in most situations and fighting Death with it is more fair battle than the HW cheese.
The first time I got that far in the game I had the cross. Don't remember if I had the II or III, but I beat Death with the cross on the first time I fought him. Cross is the most fun subweapon in the game anyway.

I'd like to de-rust and go for the no miss on this game soon. The best I ever did was a 1 miss, where I died in the room right before the stairs to Dracula (on FDS version, I think), so I know I can absolutely no miss with some practice. I think Castlevania is supposedly harder then FDS or FC Akumajou Dracula, but I'm not really sure of the specifics.
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Post by BIL »

Steven wrote: Tue Aug 06, 2024 4:57 amI think Castlevania is supposedly harder then FDS or FC Akumajou Dracula, but I'm not really sure of the specifics.
IIRC, the three versions play identically. There are bugs exclusive to certain revisions, like FDS st6.3's "attic," fondly referenced by Rondo and SOTN. And the NES's PRG0 crash bug, typically occurring at Death; fixed by PRG1, which became the basis of the FC cart. Can't recall if the FC cart has exclusive ownership of the st4-1 catacombs bug; let a bat air-bump you onto the exit stairway for a crash.

But they're balanced identically, with 1:1 damage scale and stage layouts. I, too, enjoy my FC turbo tally. *brrringg* Image Although having said that, the NES tally SFX is one of those rare bits of unalloyed nostalgia I'll allow myself. Tangibly metallic sound. :o Image cue *bap bap bap bap bap* footstep SFX! The whole Stage Clear jingle+SFX soundscape is talismanic.

VS Castlevania has a harsher damage scale, a chopped timer for st1~3, and more interestingly, at least one spot with more enemies: st1's courtyard gains bats in the loop. But even that version otherwise plays 1:1. A bit like Hard Corps JP vs US, a no-hit clearer could theoretically not realise anything's different. Bats aside!

Amusingly, VSC leaves the st5.2 Red Skeelten Extend-O-Matic fully operational, so you can still rack up a raft of extra Berumondos there. Particularly as st4~6 don't even chop the timer. Image I guess they just wanted to get st1~3's difficulty on par with the back half. Still kinda funny the BIG N' EASY extender's still there, haha.
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Re: Castlevania Miscellanies

Post by Sima Tuna »

Is there a definitive list of (worth playing) classicvania-likes anywhere? Not sure if I should post this question here or in Bil's thread. First I wanted to know if I could get Ninja Ryukendan for any modern systems... Did some quick research and it sounds like the answer is a big "no." Then I started looking for classicvania information and again, there isn't a lot out there. Mostly just people talking about Curse of the Moon, which is fair enough since the games are fun.

What I could come up with based on the most cursory research was a list like this:

Castlevania 1, 3, 4, Rondo and Bloodlines
Ninja Gaiden 1-3
Shadow of the Ninja (currently being remade)
Shatterhand
Batman NES
Bloodstained: Curse of the Moon 1-2
Rygar, I guess?
Rastan?
Oniken
Shinobi 3
Kid Dracula

I know there are some other indie castlevania clones like Lords of Exile but I have no idea if they are any good or not.
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Re: Castlevania Miscellanies

Post by Sumez »

BIL wrote: Tue Aug 06, 2024 5:34 am Amusingly, VSC leaves the st5.2 Red Skeelten Extend-O-Matic fully operational, so you can still rack up a raft of extra Berumondos there. Particularly as st4~6 don't even chop the timer. Image I guess they just wanted to get st1~3's difficulty on par with the back half. Still kinda funny the BIG N' EASY extender's still there, haha.
Is it faster to earn extends with Red skellies than just throwing holy water at the respawning ghouls on stage 1? Hit three with a single throw for delicious point bonuses, but otherwise a pretty boring grind, and it definitely works in VS, easily catching up to the restricted timer on that stage.
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Re: Castlevania Miscellanies

Post by Sumez »

Sima Tuna wrote: Tue Aug 06, 2024 7:24 am First I wanted to know if I could get Ninja Ryukendan for any modern systems... Did some quick research and it sounds like the answer is a big "no."
The first one is definitely on Switch.
What I could come up with based on the most cursory research was a list like this:
(...)
I'd nominate Maldita Castilla. It's skinned like a makaimura, but to me it feels a lot more like Castlevania (though the two aren't too far apart), and it's a very good game!
It definitely qualifies if stuff like Rygar and Shinobi 3 does. Kid Dracula feels more like a Mega Man-like to me. :)
It honestly also feels more like Castlevania than Curse of the Moon does to me, despite the latter obviously wanting to appear as one.
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Re: Castlevania Miscellanies

Post by Sima Tuna »

Sumez wrote: Tue Aug 06, 2024 7:32 am
Sima Tuna wrote: Tue Aug 06, 2024 7:24 am First I wanted to know if I could get Ninja Ryukendan for any modern systems... Did some quick research and it sounds like the answer is a big "no."
The first one is definitely on Switch.
What I could come up with based on the most cursory research was a list like this:
(...)
I'd nominate Maldita Castilla. It's skinned like a makaimura, but to me it feels a lot more like Castlevania (though the two aren't too far apart), and it's a very good game!
It definitely qualifies if stuff like Rygar and Shinobi 3 does. Kid Dracula feels more like a Mega Man-like to me. :)
It honestly also feels more like Castlevania than Curse of the Moon does to me, despite the latter obviously wanting to appear as one.
Ah... Yes, the first ninja gaiden is on switch... I forgot that because you cannot actually purchase or own it.

I almost posted something about makaimura. I feel like makaimura gets very close into run 'n' gun territory, and one of the founding pillars of classicvania design is a deliberate limitation on how much screen coverage the player has. It's extremely rare for a classicvania to give the player a standard shot (not ammo) that fires across the entire screen, for example. If you want an attack like that, you have to expend ammunition after collecting the power-up.

With games like Shinobi 3, Makaimura, Maldita Castilla... Maybe all three of these are too close to run and gun games. The player might be just a little too strong in terms of their screen coverage. I don't know. Those with more knowledge than me should weigh in. But I think most of us would agree that Castlevania 1 is NOT a run and gun, whereas Contra IS a run and gun. So there must be a defining line somewhere between CV1 and Contra. As always, your thoughts are welcome. I inserted Shinobi 3 into my list with some misgivings and have no issue removing it.
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Re: Castlevania Miscellanies

Post by BIL »

Sumez wrote: Tue Aug 06, 2024 7:26 am
BIL wrote: Tue Aug 06, 2024 5:34 am Amusingly, VSC leaves the st5.2 Red Skeelten Extend-O-Matic fully operational, so you can still rack up a raft of extra Berumondos there. Particularly as st4~6 don't even chop the timer. Image I guess they just wanted to get st1~3's difficulty on par with the back half. Still kinda funny the BIG N' EASY extender's still there, haha.
Is it faster to earn extends with Red skellies than just throwing holy water at the respawning ghouls on stage 1? Hit three with a single throw for delicious point bonuses, but otherwise a pretty boring grind, and it definitely works in VS, easily catching up to the restricted timer on that stage.
Good question! :o I was doing that while trying for the top of the ACA Caravan table. I'm not sure which is faster, tbh. I do know the Skeeltens are a very stable groove. You just hop over the very first one, hustle down the stairs and progress a bit into the lab, then backtrack. The game will have spawned a third skeleton up top, and you can just whack 'em into a neat respawning multi-kill bonepile. Some testing may be in order. :cool:
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Re: Castlevania Miscellanies

Post by Sumez »

Sima Tuna wrote: Tue Aug 06, 2024 7:38 am With games like Shinobi 3, Makaimura, Maldita Castilla... Maybe all three of these are too close to run and gun games. The player might be just a little too strong in terms of their screen coverage. I don't know. Those with more knowledge than me should weigh in. But I think most of us would agree that Castlevania 1 is NOT a run and gun, whereas Contra IS a run and gun. So there must be a defining line somewhere between CV1 and Contra. As always, your thoughts are welcome. I inserted Shinobi 3 into my list with some misgivings and have no issue removing it.
I guess that's true. I also wasn't arguing in favor of lumping Makaimura into the pile (though I do think you could argue that it should). More like, actually Maldita Castilla just feels more like a classic Castlevania game than a straight-up Makamura clone, due to its stage and enemy design.
You do have the projectile coverage reminiscent of Knight Arthur, for sure - but with the subweapons of Castlevania that doesn't feel like a heavy restriction. Both are quite different from Contra's projectile carpet bombing.
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Re: Castlevania Miscellanies

Post by BIL »

Sima Tuna wrote: Tue Aug 06, 2024 7:24 amWhat I could come up with based on the most cursory research was a list like this:

Castlevania 1, 3, 4, Rondo and Bloodlines
Ninja Gaiden 1-3
Shadow of the Ninja (currently being remade)
Shatterhand
Batman NES
Bloodstained: Curse of the Moon 1-2
Rygar, I guess?
Rastan?
Oniken
Shinobi 3
Kid Dracula
Busy morning, didn't see this! DRAGON FIGHTER will make you happy. I consider it the first of Natsume's FC Power Trio, alongside Kage and ShatterBrain. Accordingly, it's the most immediate of the bunch. Slash n' blast with a great transform mechanic, which kiiinda puts its outside Dracula country, but kind of not; it's tightly-metered, and figuring out where/when/what to deploy is an ongoing strategic concern, just like Konami's classic. Exceptionally smooth OTG mechanics! You transform by holding [up] then jumping, feels amazin. Image Don't try to transform out of hitstun, won't work, it ain't a crutch! Smart design. :cool:

FC defaults are sensibly comfy, but you can also jump straight into Hard Mode with little issue. Tightens up the item allowances, and adds revenge bullets to POW mode; could've happily been the default imo. Enter [A,A,A,A] [B,B,B,B] [AB,AB,AB,AB] at the title screen to enable it.

Incidentally, this button sequence is also in Wild Guns, and I believe WG Reloaded + new KiKi KaiKai? Might be off there. Definitely in WG, though! Wonderful stylistic continuity from Natsume, as always.

Also try out GUN-DEC aka Vice Project Doom, which is pretty much Ninja Gaiden II Part 2. Easy to play - generous lifebar - but quite infernally tricky to play well, with high-velocity action and treacherous footing. ala NGII, it can be a bit ambush-happy, but likewise it's a blast if you're willing to do a bit of unpicking. I always hear it involved ex-NG1 staff at Aicom, dunno the specifics, but I could believe it.

I consider Rygar the ultimate arcade Dracula-esque, with Konami's own Green Beret as a clear antecedent to both games. Rygar and GB's relationship is uncannily like that of Dracula and Ryukenden on FC; Konami's games are austerely controlled affairs, while Tecmo's boost your and enemies' mobility in concert, preserving the emphasis on tactical aggression and pinpoint accuracy.

Actually, GB is my vote for the earliest complete R2RKMF action/platformer. It technically doesn't have pits, but it uses landmines (and later, rooftops) to unmistakably similar jump-enforcing effect. The use of limited-ammo projectiles is a particularly interesting bit of Dracula paleontology.

My only complaints are 1) just like Dracula, it's an infinite looper, although again like Dracula, the second loop is its max, so it's easily regulated to 2ALL 2) the [up to jump] input is a little imprecise-feeling compared to the later games, though it works fine, and is nowhere as awkward as 4-way attempts like Dragon Buster and Spartan X and 3) the BGM, while appropriately spartan, loses out to the FDS/NES's first-class Konamically tuneful intensity. Otherwise, definitely worth jumping into. I like to blast the home OST while playing the AC ver. :cool:

I definitely consider Rastan and FC Batmans germane, but I also put them in their own oddball sub-category. Both have a deliberate emphasis on momentum and weight that's very different from Dracula/Ryukenden's instant response; and both even make similarly esoteric, counterbalancing use of flying attacks. In Rastan, you of course do a whopping 3x damage while airborne, while in Bats, enemies lose their hurtbox while taking damage; so piling straight into a would-be ledge guarder and obliterating him in a flurry of fists is a great idea, unlike in Drac/Ryukenden, where it'll get you swatted away. Well, mostly in Dracula, with its preference for tankier enemies; just about everything in NG1~3 dies in one shot, as you know. Still, principle holds!
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A mechanic also used to winning effect in Jaleco's Iga Ninja Kazan, whose nonlinear worlds kinda distinguish it, but it's still worth trying out. Looks kinda fugly too, but plays rock-solid!
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Image
Also the superb ActRaiser II, a truly idiosyncratic gem that'll have the peanut gallery hollering FALSIFICARE guaranteed. PJ DiCesare present ALL ABOUT ARII I-FRAMES, aka LOVE IN AN ELEVATOR. "This is where people will accuse you of using a Gameshark." Image
Last edited by BIL on Tue Aug 06, 2024 10:33 am, edited 3 times in total.
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guardians of the grim gal-axy

Post by NYN »

Sima Tuna wrote: Tue Aug 06, 2024 7:24 am (worth playing) classicvania-likes
Grim/ Gal Guardians: Demon Purge? Are people already forgetting it exists? It mixes the classic Vania platforming with a (no-exp) Symphony stage design. Maybe to debatable effects.
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Re: guardians of the grim gal-axy

Post by Sumez »

NYN wrote: Tue Aug 06, 2024 10:11 am Grim/ Gal Guardians: Demon Purge? Are people already forgetting it exists?
It exists for sure, but I'm not sure I'd consider it worth playing
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Re: Castlevania Miscellanies

Post by Sumez »

If we're going into Ninja Gaiden-likes however, I'd love to bring Ninja Crusaders back up again. I remember BIL recommneding it some years ago and I enjoyed it a lot. Sadly underrated NES action platformer with one-hit kills, which feels really good.
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Re: Castlevania Miscellanies

Post by BIL »

Sumez wrote: Tue Aug 06, 2024 10:20 am If we're going into Ninja Gaiden-likes however, I'd love to bring Ninja Crusaders back up again. I remember BIL recommneding it some years ago and I enjoyed it a lot. Sadly underrated NES action platformer with one-hit kills, which feels really good.
Ah shit :shock: Yes, excellent spot! FC R2RKMF, just too damn powerful. :cool: That's a goodie, straight from NMK. The 1HKOs inevitably give it an icier feel than NG's roughhousing, but ala Rygar, the stage design is perfectly attuned. No parmesan-sprinkling ambush spawns ala NGII/GUN-DEC, just toe-to-toe, do or die. Ultra-tight mechanics, too, and the transform mechanic is an excellent tactical wrinkle.
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grim shinobi

Post by NYN »

Sumez wrote: Tue Aug 06, 2024 10:17 amIt exists for sure, but I'm not sure I'd consider it worth playing
Did you play it? For all I remember you said similar about the 3DS Shinobi. Did you play that, too (I ask again)? Just interested as to how much I can weigh that in.
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Re: Castlevania Miscellanies

Post by Sima Tuna »

I don't think I ever played Ninja Crusader. It looks quite adorable!

Another game I forgot to mention is the NES street fighter thing. You know, 2010, Ken Masters is a cyborg in the future... That game. I'm pretty sure it's a blatant clone of ninja ryukendan, only from capcom. But I played it on 3ds and it was fun enough. Hard as balls though.
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All I know about Gal Guardians is it's a spinoff from an ecchi light gun/rail shooter series.
BIL wrote: Tue Aug 06, 2024 9:58 am
Busy morning, didn't see this! DRAGON FIGHTER will make you happy. I consider it the first of Natsume's FC Power Trio, alongside Kage and ShatterBrain.
Sunsoft, Masters of Making Inertia Not Suck
Image
A mechanic also used to winning effect in Jaleco's Iga Ninja Kazan, whose nonlinear worlds kinda distinguish it, but it's still worth trying out. Looks kinda fugly too, but plays rock-solid!
This chump didn't know his FC BATMANS (`w´メ)

Image

Image
Also the superb ActRaiser II, a truly idiosyncratic gem that'll have the peanut gallery hollering FALSIFICARE guaranteed. PJ DiCesare present ALL ABOUT ARII I-FRAMES, aka LOVE IN AN ELEVATOR. "This is where people will accuse you of using a Gameshark." Image
Dragon Fighter looks cool. I remembered Green Beret only after posting. :oops: I have played Vice: Project Doom. I think I must have tried it on the NSO. Ninja Kazan is one I need to try still.

Revised list:

Castlevania 1, 3, 4, Rondo and Bloodlines
Ninja Gaiden 1-3
Shadow of the Ninja (currently being remade)
Shatterhand
Batman NES*
Bloodstained: Curse of the Moon 1-2
Rygar*
Rastan*
Oniken
Green Beret
Street Fighter 2010
Kid Dracula*
Actraiser II
Ninja Kazan
Dragon Fighter
Vice: Project Doom
Gal Guardians: Demon Purge
Maldita Castilla*

*indicates a game that does not fully conform to every aspect of Classicvania but is close enough for my mentioning it, subject to thread review.
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Re: Castlevania Miscellanies

Post by Steven »

You ABSOLUTELY NEED the best Castlevania game in there: X68000 Akumajou Dracula. It's so good. I feel like there is something else missing that I have played, but I can't remember... I'll try.
BIL wrote: Tue Aug 06, 2024 5:34 am
Steven wrote: Tue Aug 06, 2024 4:57 amI think Castlevania is supposedly harder then FDS or FC Akumajou Dracula, but I'm not really sure of the specifics.
IIRC, the three versions play identically. There are bugs exclusive to certain revisions, like FDS st6.3's "attic," fondly referenced by Rondo and SOTN. And the NES's PRG0 crash bug, typically occurring at Death; fixed by PRG1, which became the basis of the FC cart. Can't recall if the FC cart has exclusive ownership of the st4-1 catacombs bug; let a bat air-bump you onto the exit stairway for a crash.

But they're balanced identically, with 1:1 damage scale and stage layouts. I, too, enjoy my FC turbo tally. *brrringg* Image Although having said that, the NES tally SFX is one of those rare bits of unalloyed nostalgia I'll allow myself. Tangibly metallic sound. :o Image cue *bap bap bap bap bap* footstep SFX! The whole Stage Clear jingle+SFX soundscape is talismanic.

VS Castlevania has a harsher damage scale, a chopped timer for st1~3, and more interestingly, at least one spot with more enemies: st1's courtyard gains bats in the loop. But even that version otherwise plays 1:1. A bit like Hard Corps JP vs US, a no-hit clearer could theoretically not realise anything's different. Bats aside!

Amusingly, VSC leaves the st5.2 Red Skeelten Extend-O-Matic fully operational, so you can still rack up a raft of extra Berumondos there. Particularly as st4~6 don't even chop the timer. Image I guess they just wanted to get st1~3's difficulty on par with the back half. Still kinda funny the BIG N' EASY extender's still there, haha.
I thought there was some difference in when it drops the whip upgrades in the overseas versions to make the final whip upgrade come a little later than the Japanese versions. I don't remember where I saw that and I'm not sure if it's true, but I do remember seeing it somewhere. I'd have to play around with it, but it's worth investigating.

I do need to check out VS Castlevania for sure. That's one I haven't played. Fortunately ACA's got it, so that's how I'd do it.
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Re: Castlevania Miscellanies

Post by BIL »

Sima Tuna wrote: Tue Aug 06, 2024 11:59 amAnother game I forgot to mention is the NES street fighter thing. You know, 2010, Ken Masters is a cyborg in the future... That game. I'm pretty sure it's a blatant clone of ninja ryukendan, only from capcom. But I played it on 3ds and it was fun enough. Hard as balls though.
Ha, was gonna mention 2010SF, it being in the same batch of GIFs I pulled that Ninja Crusaders one from. AFAIK, the Ken thing was done in localisation; in Japan the main dude's called Kevin. I think the "Final Fight" subtitle was tagged on too; in JP it's just "2010 Street Fighter," with SHA-WEEET boxart ripping off Judas Priest's Killing Machine. Image

A singularly unique sidescroller. There's really nothing else like it, AFAIK. The heavy startup and recovery on attacks is legitimately fighter-esque. However, the i-framed counterattack is astonishingly progressive for its day. Augment it with the IREMesque Bit attachment, and a well-timed evasion will plasma-slice through the meanest opposition. It's even tied to an overhead downshot for clearing your LZ / punking hard targets.
Take that, Obligatory Shump Snake™! (`w´メ)
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This is balanced out by a bulky hitbox, with no crouch, and almost Prince of Persia-heavy turnaround delay. It's a distinctly twitch-unfriendly game; reliance on blind improv will see you cornered and clobbered. Tactical movement is absolutely critical throughout, especially with damage depleting your hard-earned reach. Happily, the enemies and bosses are tuned for this, with zakos' methodical, sporadic bursts of movement, and boss's heavily telegraphed attacks.
ACTIVATE SUPER-1337 OPTION MOVES (■`w´■)
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I think it works brilliantly, albeit with a necessary caveat to its unforgiving idiosyncrasy. Bit of a learning curve, not a pickup and play ala NG. With your combined range and counter-offensive suite, you can control the screen more effectively than you might assume. I've seen a few regulars here go from freezing cold to calling it one of their favourites, I had a similar learning curve from "nice?" to "Holy fuck this thing exists!"

The "interstellar boss safari" concept is superbly-realised, too. Endless wild scenarios that I won't spoil here! Normally I'd say it has a few too many autoscrollers, but they fit its methodic pace so well, I've never minded. It helps that they can be pretty goddamn hard! Here is an Auld-arse demo play, stop watching after the first couple planets! Lots of rad scenes to discover further in, and you'll have all the fundamentals you need to succeed ;3

Memorably discomforting-yet-cool xenocyber aesthetic, with a similarly convincing OST, too. A game that is sometimes FAWK YEAAA rockin, sometimes genuinely creepy! The warmthless white light of the warp gates, and the transition from a steady hum to the gnawing panic of the countdown is a minor masterpiece of VG tension. Everybody loves the fiery Stage 3 BGM, for good reason - sadly one of the few you only hear once - but I think the searchingly troubled Stage 2 BGM is outstandingly evocative too.

Feels like a real passion project, and a total one-off.
Steven wrote: Tue Aug 06, 2024 12:22 pmI thought there was some difference in when it drops the whip upgrades in the overseas versions to make the final whip upgrade come a little later than the Japanese versions. I don't remember where I saw that and I'm not sure if it's true, but I do remember seeing it somewhere. I'd have to play around with it, but it's worth investigating.
That does ring a bell! Though I can't recall which game I heard it about... I'm so used to approaching the game as a 1LC or bust / DORAKYURA MUST DIE Image, I completely forgot about the whip upgrading. I could easily be overlooking something there.
Last edited by BIL on Tue Aug 06, 2024 1:21 pm, edited 3 times in total.
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Sumez
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Re: grim shinobi

Post by Sumez »

NYN wrote: Tue Aug 06, 2024 11:04 am Did you play it? For all I remember you said similar about the 3DS Shinobi. Did you play that, too (I ask again)? Just interested as to how much I can weigh that in.
I have never played nor commented on the 3DS Shinobi. I'm actually interested in trying it.

I played through Gal Guardians earlier this year, with the multiple playthroughs required to get every ending outside of the guide-em-up backtracking mania "get all the panties" one.
So far it's the worst (or "least good") game I've played this year. It's just an insanely lazy game, and it's very obvious that no one involved with making it cared much about making anything special out of it.
I could have sworn that I posted my thoughts on it in the R2RKMF thread, but I can't find it. It's possible I backed out of it because I figured it didn't need the negativity. :D

Here's an excerpt from what I wrote elsewhere:
Sumez wrote: The mechanics and controls are fine, some times even great. The enemies themselve have cool ideas. But the stage design and enemy placements feel extremely lackluster, often just pitting you against one enemy at a time, never offering much in the way of creative match-ups or dynamic encounters which typically drive the best 2D action games out there.

(snip)

There are definitely traces of Curse of the Moon in this game - one of the few Inti games I actually enjoy greatly. But it feels like an extremely lazy companion, only vaguely touching on the same throughlines.
Like COTM you are expected to replay stages with different skillsets to explore new portions and acquire different items. But where COTM seeks to increasingly challenge the player, Gal Guardians seems interested in little outside of wasting your time.
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Sima Tuna
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Re: Castlevania Miscellanies

Post by Sima Tuna »

Has anyone played those Touhou Remilia games?

https://www.nintendo.com/en-gb/Games/Ni ... 23806.html

They are apparently in the classicvania style. I never tried them because the price seems excessive. I'm not talking about the Team Ladybug metroidvania using the Touhou license. There are two of these Scarlet Remilia games and they are classicvania style.
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BIL
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Re: Castlevania Miscellanies

Post by BIL »

I've played the second, it's very good imo. Never played the first, but I'd like to, based on its sequel's quality.
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NYN
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join the exalted dub

Post by NYN »

Youkai Club just got a digital re-issue. As part of a JALEC0lle Famicon Ver., other titles, including, I guess, many exclusives back when.

Please don't blow up because it's City Connection...folks around here are thoroughly informed about quality emu, I reckon.

When it comes to Jaleco's Famicom titles, think challenging, B-grade, and quirky...

Is it a Vania in spirit? I won't read the article on Hardcore Laming 101! :P I ask the players!
Tengu 👺 'tude
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