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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[?]: Rating: 4.57/5 (6 ratings) Download Quest
(5.09 MB)
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Twisty86  

Edited 04 November 2021 - 10:22 AM
Found what i was doing wrong
 

OkamiTakahashi  

Posted 28 June 2020 - 12:09 AM
Alright, so I haven't actually touched this quest per say, I just discovered it today, so this isn't a proper review. This is more of a "Reviewmpressions" (a term I stole from a favorite fuzzy and blue monster who's a big Nintendo fan). I'm basing this on what I'm seeing in screenshots, what I've read of other people's comments and reviews, and just my own thoughts.

Let me just start out with this: I'm not a Castlevania fan- I've played a GBA game, play as Simon and Ritcher in Smash sometimes, know Simon and Link are bot in the crappy but popular crossover SATAM cartoon Captain N, and I enjoy Castlevania's music and theme of defeating vampires like Dracula. I've also played a little bit of the spinoff/spiritual successors series Bloodstained. I think the games, both Castlevania and Bloodstained, are good games for their genres. And I do love the idea of a crossover quest.

But, I don't think Link's squatty little Hyrule Fantasy styled sprite at all suits the ripped tileset of Castlevania 1. It looks terribly out of place. Graphically, either go full Castlevania style or full Zelda style- or go for the third option;I've seen a handful of Metrovania type quests on this site, usually opting for an original style. But to me, the mix of both is a bit jarring. I would have preferred seeing a more Castlevania-styled take on Link's taller Adventure of Link styled sprites. Mitsukara has already done her own take on that style of sprite for her own quest (a personal favorite of mine), so I don't see why an already Metrovania-esque type of platforming/sidescrolling adventure game sprite set of Link wouldn't have worked for this. Same for other Zelda enemies that seem to appear in this quest from what I've heard. Either they should be drawn in Castlevania style or the environment should suit their original Zelda style.

Also, I do think that there's potential for actual story here, rather than just "Oh, I think I'll just stick Link and some Zelda enemies into an unrelated game with not terribly much explanation. I would have loved to see Link being thrown into the world of Castlevania with a reason- like maybe to help Simon conquer an apparent alliance between Ganon and Dracula, and how did Ganon and his minions arrive in this world? I don't know terribly much about Castlevania's lore, sadly, but seeing some interaction with Simon for context, or heck, a character switching system between Link and Simon a la Panoply of Calatia would be cool.

I think this kind of crossover quest hold a lot of potential for both fun, challenging gameplay and good storytelling; that's just my two cents. Seeing a sequel or sorts in future would be nice.
 

Mitsukara  

Posted 09 May 2016 - 07:15 PM
I've played through this whole quest, took me about two and a half days. It's not too hard once you get the hang of it, especially the early parts (some parts in the clock tower are very frustrating).

I really like the assortment of new Castlevania based items- not only the Whip and the standard five subweapons, you even went on to include the Book and Rebound Stone/Diamond. Awesome! Some of the items are a little more powerful than normal (Link can move while using the whip, and the holy water makes a ton of fire), but I don't mind that since it makes them more useful. Though, I didn't find the cross boomerang very powerful compared to most Castlevania games, and I made very little use of the Zelda weapons. I also had some blank spots in my main item inventory by the end...??

I also really liked how many elements were based on "Vampire Killer"/Akumajou Dracula for the MSX, rather than only the NES games or newer. Many elements are familiar from that game, like the hidden keys, wraparound areas,
Spoiler
, and soforth.

Plotwise, I'm very confused that Alucard seems to be supporting Dracula in the plot, but the math bit is amusing and it's also kind of funny that Link doesn't really care about Dracula in the end. The plot is generally kind of goofy, so that's okay.

The scripted bosses are very cool and I really like them!

If I were to change anything, my suggestions would be:
- The readable hints are very difficult to spot sometimes and are hard to notice. This might be on purpose, but I kinda sorta played through half the quest before I realized I was supposed to be reading them at all. (Also, maybe the book icon from Simon's Quest's clues would make sense, instead of tiles with words on them?)
- Alter the stairs script a little bit so that you move slower (maybe have an integer that has to counts down a little bit for each time it moves you?), and maybe adjust it so you don't get "stuck" at the top (I kept going back down stairs by mistake) or have trouble getting on at the bottom (something to do with the FFC hitbox width maybe)?
- It's a little odd that the scripted mummies aren't a boss, but Gleeoks are. I'd probably have used a room of those mummies as the level 3 boss, like in CV1.
- There's a few minor situations where it feels like there's no way to avoid damage in the Clock Tower from the Bone Pillars (due to platform placement), and when fighting the fire Gleeok (but that's largely a problem with Fire Gleeoks to begin with). To fix the Fire Gleeok, I'd suggest going to the enemy editor and switching him from "Breath" to "1 Shot", he'll still breathe fire but there'll be more opportunity to attack in between shots.
- The final boss felt a little off due to
Spoiler


But all in all, I enjoyed this quest. Neat stuff!
  • Alucard648 and Epsalon ZX like this
 

HavoX  

Posted 30 August 2015 - 07:05 PM
It's about time you got rid of that Godzilla roar, it didn't fit the Castlevania theme at all.
 

Lightwulf  

Edited 20 September 2014 - 04:42 AM
Looks great! :D I'm glad to see that this is finished!

Side-scrolling action sounds great! I can't wait to try it!

Edit: I mistakenly had thought that "side-scrolling" had also meant that the screen scrolled with you. :doh: Silly me! I guess that would've been called Adventure-of-Link-style scrolling. Still, the door-opening sequences are like that, which is totally sweet! :awesome:

Still, you got some nice side-scrolling action going on there! :D I love the merge between using both Zelda items and Castlevania items! (That is, except when I can't remember what the item was in Castlevania, but I remember most of the main weapons, so I think I'm okay.) The stairs were a little tricky at first, but I got the hang of it.

The part where you had to jump from the stairs was a bit odd. I couldn't jump all the way from the top of the stairs over to the platform, and it baffled me of where to go. It might've been nice to have a hint somewhere that you don't have to wait until you're at the top or bottom of the stairs before jumping.

I love the implementation of Castlevania enemies! :D
I died at the darknut before I remembered your hint to use Zelda items on Zelda enemies. :doh: The whip just wasn't working for me! Still, the darknut is tricky because he likes to turn around before you can hit him. I'll have to practice that some more. At least I found the key so I can move on when I'm ready.

I'll play further before giving this an official review. Great job so far! :D
 

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