Link stuck in Castlevania
Overview
Feature Quest
Creator:
Alucard648
Genre: Scripted
Added: 19 Sep 2014
Updated: 05 Apr 2019
ZC Version: 2.50
Downloads: 1411
Rating[?]:
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Download Quest (5.09 MB) |
Information
A sidescrolling stage-by-stage adventure, where Link tries to escape from the very dark and creepy castle.Update 30 Aug 2015: Continue with 8 hearts (was full hp), godzilla roar replaced with CV2 level up jingle, death rooms (spikes) play Dmap MIDI`s, CV2 death noise replaced with CV1 death theme, Minor bug fixes in stage 4. Added missing shortcut in stage 5. Fixed wrong appearance of trap candles in stage 5.
Update 5 Apr 2019: Updated for ZC 2.53, minor bug fixes.
Update 5 Apr 2019: Updated for ZC 2.53, minor bug fixes.
About Reviews Comments Forum Topics
The Satellite
Posted 28 August 2015 - 02:32 PM
Sword or whip?
I never grew up with the Castlevania games, and only have I recently begun to play through the series. And I'm loving it. So I had ignored this quest when it was first released seeing as I would have had no frame of reference, but now that I have experience with the series, I decided to come back and give it a shot.
Let's talk about the presentation, which is absolutely superb. The graphics were ripped and used expertly and really does give off a perfect visual Castlevania vibe. The enemies use the proper sprites and many of them act much like they would in the NES games. In short, it really does look and feel like a Castlevania in the visual department.
Gameplay-wise, again, enemy behavior was made to emulate their NES counterparts as well as they could. It's not perfect, but it's well-done. Since there is no screen scrolling, the game opts for a style more resembling Castlevania's MSX counterpart, Vampire Killer, which was focused more on single screens and searching the levels for the key in order to progress, and it works very well. Indeed, there was a time or two I forgot I was playing ZC and attempted to use the wrong buttons for my jump or weapons. Speaking of, I really did like the weapon system of having both Zelda items and Castlevania subweapons, which only worked on enemies from their respective series.
There's only a few aspects where the gameplay isn't as solid. The first is the jumping, which, regardless if you prefer the stiff jumps of the Classic series or the more fluid jumping controls, just feels off, in height, momentum, and gravity, but I realize there's not much you can do about that without heavy scripting. Related to jumping, there were some sections where you had to make jumps that forced you to scroll through the screen above you and back just to make the jumps. There were a couple of annoying Knight placements and a few repetitive tips. There's also no real penalty for death... never once was I too low on hearts. The stairs and locked doors can be finicky as well at times.
Now to the sound. It's Castlevania music, I don't really need to touch on that. The sound effects were great for the most part except... why is there a Godzilla roar for the secret effect? It makes no sense, is out of place, and got real annoying really fast. Also, I feel like you should have used the Castlevania 1/3 death jingle during the death effect instead of Castlevania 2's death noise; using the MIDI of the former during quick falls into spiked rooms makes it cut off way too early, and the MIDI itself just sounds goofy. Those spike screens should have just kept the level's music, and the death noise should have been the 1/3 death jingle. What is that noise when you land on spikes that gets cut off quickly anyway?
The challenge... well, it's not really hard at all, especially since there's no real penalty for death and continuing puts you back on the same section of a stage. Not that I'd want to play the whole stage on one life. But I never found myself needing to use a potion or being too careful. It's a decently-challenging quest for the average player, but not a challenge for old-school Castlevania fans.
Also the story's goofy as hell.
In the end, I'm unsure whether to judge the quest based on its own merits or how well it emulates the Castlevania experience. On its own merits, it does some pretty interesting and fun things for ZC, with a few annoyances. How well it emulates the Castlevania experience, it needs a bit of work. Meeting the two in the middle, my score would probably be 3.5, which I'll round up into four stars.
I never grew up with the Castlevania games, and only have I recently begun to play through the series. And I'm loving it. So I had ignored this quest when it was first released seeing as I would have had no frame of reference, but now that I have experience with the series, I decided to come back and give it a shot.
Let's talk about the presentation, which is absolutely superb. The graphics were ripped and used expertly and really does give off a perfect visual Castlevania vibe. The enemies use the proper sprites and many of them act much like they would in the NES games. In short, it really does look and feel like a Castlevania in the visual department.
Gameplay-wise, again, enemy behavior was made to emulate their NES counterparts as well as they could. It's not perfect, but it's well-done. Since there is no screen scrolling, the game opts for a style more resembling Castlevania's MSX counterpart, Vampire Killer, which was focused more on single screens and searching the levels for the key in order to progress, and it works very well. Indeed, there was a time or two I forgot I was playing ZC and attempted to use the wrong buttons for my jump or weapons. Speaking of, I really did like the weapon system of having both Zelda items and Castlevania subweapons, which only worked on enemies from their respective series.
There's only a few aspects where the gameplay isn't as solid. The first is the jumping, which, regardless if you prefer the stiff jumps of the Classic series or the more fluid jumping controls, just feels off, in height, momentum, and gravity, but I realize there's not much you can do about that without heavy scripting. Related to jumping, there were some sections where you had to make jumps that forced you to scroll through the screen above you and back just to make the jumps. There were a couple of annoying Knight placements and a few repetitive tips. There's also no real penalty for death... never once was I too low on hearts. The stairs and locked doors can be finicky as well at times.
Now to the sound. It's Castlevania music, I don't really need to touch on that. The sound effects were great for the most part except... why is there a Godzilla roar for the secret effect? It makes no sense, is out of place, and got real annoying really fast. Also, I feel like you should have used the Castlevania 1/3 death jingle during the death effect instead of Castlevania 2's death noise; using the MIDI of the former during quick falls into spiked rooms makes it cut off way too early, and the MIDI itself just sounds goofy. Those spike screens should have just kept the level's music, and the death noise should have been the 1/3 death jingle. What is that noise when you land on spikes that gets cut off quickly anyway?
The challenge... well, it's not really hard at all, especially since there's no real penalty for death and continuing puts you back on the same section of a stage. Not that I'd want to play the whole stage on one life. But I never found myself needing to use a potion or being too careful. It's a decently-challenging quest for the average player, but not a challenge for old-school Castlevania fans.
Also the story's goofy as hell.
In the end, I'm unsure whether to judge the quest based on its own merits or how well it emulates the Castlevania experience. On its own merits, it does some pretty interesting and fun things for ZC, with a few annoyances. How well it emulates the Castlevania experience, it needs a bit of work. Meeting the two in the middle, my score would probably be 3.5, which I'll round up into four stars.
MermaidCim
Posted 04 October 2014 - 11:00 PM
Hard to find flaws in this quest. I've gotten the chance to play a demo of it and I liked all the changes made and it definitely feels like a complete quest. 5/5.
I don't know if I missed any items along the way, i'm sure I probably did.
Music selection was superb, gameplay was smooth, no bugs, very enjoyable all-around.
I don't know if I missed any items along the way, i'm sure I probably did.
Music selection was superb, gameplay was smooth, no bugs, very enjoyable all-around.
- Alucard648 likes this
HavoX
Edited 20 September 2014 - 03:06 PM
Okay, I just finished this quest and I'll make this short and simple.
Gameplay: 9/10. Let me just say I have never played the original Castlevania on the NES, but I have seen some YouTubes of the gameplay, so it wasn't too difficult to figure out.
Difficulty: 5/10 [Just Right]. Trust me, it's much easier if you play this quest with a controller. There will be some instances of trial and error (such as falling into an insta-kill pit, hitting the wrong candle in later stages, or realizing that you need to use Zelda-specific weapons against Zelda-specific enemies, such as Darknuts and Keese), but once you figure things out, it will be a breeze.
Graphics: 9/10. Almost everything you'd expect from an NES-style quest... a perfect blend of Castlevania and Zelda.
Sounds: 9/10. I mentioned in the comments not long ago that the Godzilla roar doesn't fit well in a Castlevania-themed quest, and it gets old and tiresome real fast. Other than that, not much to complain about...
Music: N/A. I played the entirety of this quest with the Master MIDI volume muted so I won't give this a rating. It would've been nice if an NSF (NES Sound Format) of the first Castlevania was used IMHO...
Quality Control: 8/10. The stairs were a bit finicky to use, and some warp tiles, such as the one that appears after beating Death, don't always work.
Replay value: 8/10. Every once in a while, it'd be nice to play it again. I never did find the Magical Sword...
Overall, I enjoyed playing this quest. Any Zelda fan who is a fan of the Castlevania series definitely must give this one a try.
Verdict: PASS
Gameplay: 9/10. Let me just say I have never played the original Castlevania on the NES, but I have seen some YouTubes of the gameplay, so it wasn't too difficult to figure out.
Difficulty: 5/10 [Just Right]. Trust me, it's much easier if you play this quest with a controller. There will be some instances of trial and error (such as falling into an insta-kill pit, hitting the wrong candle in later stages, or realizing that you need to use Zelda-specific weapons against Zelda-specific enemies, such as Darknuts and Keese), but once you figure things out, it will be a breeze.
Graphics: 9/10. Almost everything you'd expect from an NES-style quest... a perfect blend of Castlevania and Zelda.
Sounds: 9/10. I mentioned in the comments not long ago that the Godzilla roar doesn't fit well in a Castlevania-themed quest, and it gets old and tiresome real fast. Other than that, not much to complain about...
Music: N/A. I played the entirety of this quest with the Master MIDI volume muted so I won't give this a rating. It would've been nice if an NSF (NES Sound Format) of the first Castlevania was used IMHO...
Quality Control: 8/10. The stairs were a bit finicky to use, and some warp tiles, such as the one that appears after beating Death, don't always work.
Replay value: 8/10. Every once in a while, it'd be nice to play it again. I never did find the Magical Sword...
Overall, I enjoyed playing this quest. Any Zelda fan who is a fan of the Castlevania series definitely must give this one a try.
Verdict: PASS



