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There's a similar stage in the second game, but it's a lot more forgiving (not that that would be very difficult) and it also has the track Praying Hands as its stage music, which is probably my favourite Castlevania theme, bar none
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# ? Apr 21, 2018 06:06 |
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# ? May 25, 2024 16:43 |
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Kaboom Dragoon posted:There's a similar stage in the second game, but it's a lot more forgiving (not that that would be very difficult) and it also has the track Praying Hands as its stage music, which is probably my favourite Castlevania theme, bar none As for said sequel, I have not experienced even a second of it, seeing as my memories of a possible previous LP I watched or not are either invented or so long ago that it doesn't matter anyway. Is anyone particularly interested in seeing my blind reaction to Adventure 2: Chillstopher's Fed Up With This Bullshit? I'm confident in my ability to not completely gently caress it up, and apparently it's way better than this poo poo anyway, so gameplay-wise, it should work out I think. If you want to see how something similar might look like, I did a blind (but also afterwards informative) playthrough of Mega Man II on Gameboy. Or click one of my recent Dark Souls III videos, those are super rambly though because I don't care about their quality. Oh, and another thing: while I was
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# ? Apr 21, 2018 20:20 |
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Simply Simon posted:Oh, and another thing: while I was You mean Legends? That got retconned into oblivion so that might be why you didn't know about it. Also, it was made in 97. So even if you didn't know it was thrown down the memory hole you probably didn't know about it because it was so late in the game boy life cycle. Looking forward to you going back to doing your chill thing.
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# ? Apr 21, 2018 20:33 |
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Legends is a strange beast IIRC, but hey, I’d be down to see you give it and this game’s sequel a go. If you’re going blind, might I suggest doing the dual-commentary thing you did with Mega Man II as well?
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# ? Apr 21, 2018 22:02 |
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For a number of reasons, I very strongly recommend blindrunning legends. There are certain contrasts with the other game boy games that make it very interesting.
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# ? Apr 22, 2018 02:41 |
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Ah geez, this game has the LttP Master Sword problem. I'm not the only one who hates that sword beam, right?
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# ? Apr 22, 2018 04:39 |
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magikid posted:Ah geez, this game has the LttP Master Sword problem. I'm not the only one who hates that sword beam, right? Same here. It's an especially troublesome and questionable design element in CV, since iirc its origins are in the Haunted Castle arcade game, where its role in punishing the player and devouring their lives makes a degree of sense.
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# ? Apr 22, 2018 05:44 |
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Chapter 3 was fun to watch but oh boy that level design on The Tower sucks rear end. I would have given up really early on that level as I don't have the patience to deal with bullshit like that nowadays.
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# ? Apr 22, 2018 09:53 |
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ChaosArgate posted:Legends is a strange beast IIRC, but hey, I’d be down to see you give it and this game’s sequel a go. If you’re going blind, might I suggest doing the dual-commentary thing you did with Mega Man II as well? Discendo Vox posted:For a number of reasons, I very strongly recommend blindrunning legends. There are certain contrasts with the other game boy games that make it very interesting. magikid posted:Ah geez, this game has the LttP Master Sword problem. I'm not the only one who hates that sword beam, right? Anyway, I did the editing for the final episode. Hope you guys enjoy death reels.
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# ? Apr 22, 2018 14:30 |
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Music: Revenge [Stage 4] Gate to Hell [Final Boss Pt 1] Evil Devil [Final Boss Pt 2] The Legend of Dracula [Staff Roll] Reprise [The End]
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# ? Apr 23, 2018 16:29 |
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What you said around 10:40 really summed up the game for me: "It's possible. But it's not fun". Thank you for suffering for us, Simon. I wasn't even playing and I got angry a couple of times, there. Those spike rooms are utter bullshit.
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# ? Apr 23, 2018 17:54 |
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Now I finally have context for those pencils in one of the Dacula levels. I should probably go back to Heavy Sigh's footage just to compare that to its source material. And speaking more directly about Castlevania games, it's interesting to compare the development process of this one to that of Harmony of Dissonance. Both were kind of rushed out the door, but in the case of HoD the designers straight up didn't have all the devkit tools they needed. (In particular check the audio and graphics.) But for all that, and for it being half-filled with direct SotN callbacks, HoD is still a decent game. (Not good, but decent.)
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# ? Apr 23, 2018 18:50 |
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I did play this game as a kid. Never understood the concept of inching forward and thought the jumps were impossible. That bat at the end had to be colossal in size to make a break like that. Perspective!
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# ? Apr 23, 2018 19:21 |
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NGDBSS posted:Now I finally have context for those pencils in one of the Dacula levels. I should probably go back to Heavy Sigh's footage just to compare that to its source material. Scalding Coffee posted:I did play this game as a kid. Never understood the concept of inching forward and thought the jumps were impossible.
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# ? Apr 23, 2018 19:34 |
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I didn't realize Dracula was Jewish!
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# ? Apr 23, 2018 19:50 |
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I feel like I should mention that they threw in a reference to this game in Castlevania Harmony of Despair. When playing as Simon, doing a Hadoken motion with the whip causes it to shoot a fireball. Would be great if the fireballs in this game required an extra motion so you could choose when to use them.
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# ? Apr 23, 2018 23:23 |
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Ephraim225 posted:I feel like I should mention that they threw in a reference to this game in Castlevania Harmony of Despair. When playing as Simon, doing a Hadoken motion with the whip causes it to shoot a fireball. It's not Chillstopher who's a lazy-rear end incompetent, it's the game itself.
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# ? Apr 23, 2018 23:35 |
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Does the New Game Plus have a different ending? Dracula escaping feels like a classic "you didn't beat it the right way" turn.
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# ? Apr 24, 2018 05:35 |
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Wow. They actually loop it. Going through once was enough impossible and they expect people to take a second bite at the apple?
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# ? Apr 24, 2018 05:39 |
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NGDBSS posted:And speaking more directly about Castlevania games, it's interesting to compare the development process of this one to that of Harmony of Dissonance. Both were kind of rushed out the door, but in the case of HoD the designers straight up didn't have all the devkit tools they needed. (In particular check the audio and graphics.) But for all that, and for it being half-filled with direct SotN callbacks, HoD is still a decent game. (Not good, but decent.) Where are you finding this info about development histories?
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# ? Apr 24, 2018 06:40 |
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CPColin posted:I didn't realize Dracula was Jewish! That's another way to explain his aversion to the cross. Thanks for LPing this game, as I said I got stuck on stage 3 but from what I see, the next one is as bullshit as that one.
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# ? Apr 24, 2018 06:56 |
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Mad Jaqk posted:Does the New Game Plus have a different ending? Dracula escaping feels like a classic "you didn't beat it the right way" turn. Internet doesn't mention it at all. Of course it's technically possible that nobody ever bothered with hard mode. On the other hand, this game is supposed to be a prequel of sorts. In that way, the ending maybe makes sense.
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# ? Apr 24, 2018 06:58 |
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Ephraim225 posted:extra motion Mad Jaqk posted:Does the New Game Plus have a different ending? Dracula escaping feels like a classic "you didn't beat it the right way" turn. Petiso posted:That's another way to explain his aversion to the cross.
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# ? Apr 24, 2018 09:25 |
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Me and my brother used to have this game for Game Boy back in the day. I'm pretty sure the furthest I ever made it at all was stage 2. At some point, someone we knew borrowed it, while we borrowed Kirby's Dream Land from them. They ended up somehow losing our Castlevania cartridge, so we got to keep Kirby. I'm calling that a pretty good trade. Having tried the sequel and Legends on emulator later in life, I wasn't a great fan of either of them, but Legends at least vaguely approached being somewhat playable, from what I remember. Still didn't think it was that good, but anyway.
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# ? Apr 24, 2018 11:06 |
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Discendo Vox posted:Where are you finding this info about development histories?
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# ? Apr 24, 2018 11:34 |
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Mad Jaqk posted:Does the New Game Plus have a different ending? Dracula escaping feels like a classic "you didn't beat it the right way" turn. It's pure sequel setup. The sequel's plot is essentially "Dracula wasn't dead after all, and he's not very happy about almost getting killed by Chillstopher". It's surprisingly sophisticated for a game that doesn't really have a plot beyond that one scene.
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# ? Apr 24, 2018 12:08 |
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I think I'm going to have to find a cart and play through this. edit: I appreciate that my reputation for honesty and ethics has reached the point of inspiring credulousness. Discendo Vox fucked around with this message at 19:34 on Apr 24, 2018 |
# ? Apr 24, 2018 18:03 |
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Discendo Vox posted:I think I'm going to have to find a cart and play through this. Good luck finding a cart, otherwise as I said it's on 3DS virtual console with much reduced pain. Feel invited to use this thread as your trip report if you do manage to get a hold of the game!
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# ? Apr 24, 2018 18:29 |
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It's no more than $15 USD on ebay.
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# ? Apr 24, 2018 19:08 |
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I "found" a "cartridge" and have a trip report for the first two stages. This is some pretty foul jank, though I played worse back in the day. I've not had problems with lost input, but it's clear there are processing and rendering check issues- Christopher flickers into a standing sprite when he loads onto a room while climbing a rope, then does so again about a second later before things calm down. More telling, when a lot of things are being rendered, any point of layer overlap starts to flicker and slowdown begins- it's most visible with the timer. The first boss is trivial to jump over, because he moves all the way to the side if you wait long enough. There are some nifty dodges you can pull off to increase your odds of dodging bats, but it's really down to luck a lot of the time. Given their placement, I suspect the first sets of bats are intended damage to nerf the player's whip, but I'm not sure. Jumping over the eyeballs on the bridge can be a great time-saver if you can pull it off consistently, and that's a bit tricky with the tiny screen size. Zeldo sickles can't be whipped out of the air. This is a crime against humanity. Across the board, the single biggest issue for a modern player is that the timing and order of priority for player actions is the oldest of the old school, with no input overriding and really extended timing for attacks that requires a ton of getting used to.
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# ? Apr 24, 2018 20:12 |
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Discendo Vox posted:I "found" a "cartridge" and have a trip report for the first two stages. I still have vivid memories of playing in the same year an honestly rather decent if super unforgiving licensed Smurfs game which looked and sounded and controlled just fine, and something I thought at the time was Popeye but I couldn't find it - it had sprites that made Chillstopher look HD, the typical bad game melee attack that extends half a pixel forward combined with enemies that are simply too small to hit at all, and a second level that started out with invisible instant death holes in the floor. It was completely unplayable hyper garbage of the highest caliber and really, there was a lot of this shovelware around because we just didn't know any better - if the unlucky kid owning that (and probably Tetris and SML because everyone did...) got their hands on Castlevania next, they'd have praised it as the second coming of gaming Christ for sure. Another point of comparison: some rear end in a top hat had a game he thought was super cool but he was a dumb bully with also no taste. You flew a helicopter with...existing controls, one bump against anything and you're dead, the usual fare, and had to fly through a ruined city or something picking up survivors and bring them to a save zone. It was probably Gulf War themed or something. That was the entire game, basically a glorified minigame. Anything with actual design to it would also completely clown on that kind of game, so another point for CV:TA not being that bad...for its time. quote:I've not had problems with lost input, but it's clear there are processing and rendering check issues- Christopher flickers into a standing sprite when he loads onto a room while climbing a rope, then does so again about a second later before things calm down. More telling, when a lot of things are being rendered, any point of layer overlap starts to flicker and slowdown begins- it's most visible with the timer. quote:There are some nifty dodges you can pull off to increase your odds of dodging bats, but it's really down to luck a lot of the time. Given their placement, I suspect the first sets of bats are intended damage to nerf the player's whip, but I'm not sure. quote:Jumping over the eyeballs on the bridge can be a great time-saver if you can pull it off consistently, and that's a bit tricky with the tiny screen size. quote:Zeldo sickles can't be whipped out of the air. This is a crime against humanity. quote:Across the board, the single biggest issue for a modern player is that the timing and order of priority for player actions is the oldest of the old school, with no input overriding and really extended timing for attacks that requires a ton of getting used to. - come to a full stop - press down to duck - make sure Chillstopher is currently ducking - press the whip button - you have been hit during step 2 if you expected this to play like a platformer This is insanely hard to adjust to and will get you killed billions of times during stage 3. It's also pretty much impossible to convey on video so I went for the "eats inputs" shortcut explanation because it's reasonably close: if you hit jump and left at the same time, for example, if jump registers first, then you'll go straight up and have to just deal with that for a second. So in a way your left input did get eaten. It's just not because of a programming error, it's because you have have have to be holding left when you press the jump button. Funnily enough, I have encountered a game with the exact opposite problem (again, by design) recently; it's Tomb Raider: The Angel of Darkness. That game also plays like Lara really, really doesn't want to exist even on the same plane of existance as its godawful level design, but the jumping especially is something else. If you push the jump button, Lara will start ducking to get enough momentum or whatever, so that really takes a lot of deliberation, but after pressing the jump button you have a good half second or so while the insanely slow animation plays to press a direction and Lara will actually change the jump into one of that direction! That sounds convenient but it's so completely unlike any sane game has ever and will ever handle jumping somewhere that my brain had to completely rewire itself to get anywhere starting from the first level. Also, I had to basically save before and after every jump, it is really almost completely unplayable. I still finished it with me and my wife laughing our loving asses off at how utterly hosed the game is, so hard recommendation again if you're slightly (or very) masochistic and don't get enraged by garbage fires that had the gall to retail for actual real life money.
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# ? Apr 24, 2018 23:25 |
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Tomb Raider as an IP is just a fascinating adventure in control design.
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# ? Apr 25, 2018 01:42 |
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Simply Simon posted:That is actually a valid point I wanted to bring up but forgot/the ending rant was long enough already. When I think back on my early Gameboy playing days, it was a super mixed bag because like everything electronic, videogames came a little late to Germany and its kids (I still have not seen a single real life NES), so we had a wild mixture of first-year titles (obligatory Tetris and Super Mario Land) available simultaneously with obviously far more (technologically) advanced games once the first systems made their way into my Bavarian village. Oh COME ON. You Germans got TRANSLATIONS of Gameboy games. Here in the Netherlands, whenever I got a game that turned out to be texty (Sword of Hope, Gargoyle's Quest, later on Pokemon) I just had to hope I could make any sense of the English which I couldn't really speak when I was 10, and otherwise I was just stumbling around and the games were nearly impossible to play.
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# ? Apr 25, 2018 18:45 |
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Discendo Vox posted:Tomb Raider as an IP is just a fascinating adventure in control design. Carbon dioxide posted:Oh COME ON. You Germans got TRANSLATIONS of Gameboy games. Jk, but we should have swapped places, I just played platformers when I was a kid, though like everyone I did obviously get hooked on Pokemon. Did they not have game guides in swamp German? Also I was looking through a list of GB games and while there is a Popeye game that could vaguely fit my memories, it doesn't nearly look as garbage as I remember and it was never released in Europe, according to Wikipedia. I did find the helicopter game though which has the most amazing name a German name would never understand.
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# ? Apr 25, 2018 20:43 |
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There probably were game guides but I never really got any. By the time Pokemon was released I knew some basic English. The main thing I remember from that first playthrough was not understanding the difference between "psychic" and "physical" in in-game text, because the words share a lot of letters.
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# ? Apr 25, 2018 20:48 |
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Carbon dioxide posted:Oh COME ON. You Germans got TRANSLATIONS of Gameboy games. Hey man, at least we got Lufia II.
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# ? Apr 25, 2018 23:00 |
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Simply Simon posted:Also I was looking through a list of GB games and while there is a Popeye game that could vaguely fit my memories, it doesn't nearly look as garbage as I remember and it was never released in Europe, according to Wikipedia. This game was released in Europe, a friend had it. It wasn't a complete disaster, but it certainly wasn't good, and I remember the local Nintendo magazine giving it a review so negative they actually felt bad about it.
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# ? Apr 25, 2018 23:05 |
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If I remember correctly... One of the versions of this game is said to be impossible to beat. Either Rebirth or the original. It was a weird/curious statement that it kind of always stuck with me. Edit: Or do it deathless? I don't remember the whole story but that's just one of those things. Zain fucked around with this message at 23:51 on Apr 25, 2018 |
# ? Apr 25, 2018 23:43 |
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Carbon dioxide posted:By the time Pokemon was released I knew some basic English. The main thing I remember from that first playthrough was not understanding the difference between "psychic" and "physical" in in-game text, because the words share a lot of letters. Do I know that pain. I couldn't tell the difference between Strength, Screech and something else (Scratch, I think?) because I had very little English knowledge back then (though in my case my first language is Spanish rather than German or pseudo-German). You know what pain I don't know? Getting through this game. Great job, Simon, I'll never try this game in my life.
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# ? Apr 26, 2018 03:59 |
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# ? May 25, 2024 16:43 |
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Simply Simon posted:You'd think by the time they put a game on the PS2 they could have made something that controlled better than loving Croc, but it really doesn't. By the way, how's your Adventure continuing, beaten stage 3 yet ? I gotta be honest, stage 3 wasn't that difficult. Stage 4 produced a lot more difficulty for me-it's clear that they stopped trying to design for anything but the maxed whip. I started into the second loop before taking a break. Zain posted:If I remember correctly... One of the versions of this game is said to be impossible to beat. Either Rebirth or the original. It was a weird/curious statement that it kind of always stuck with me. There are videos of people doing no damage runs of Adventure, and I did some research on version differences. Although there are rumors to the contrary, no substantive differences exist between Adventure cart differences. Even the erroneous candle in stage 3 is still there.
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# ? Apr 28, 2018 08:46 |