NES - 6 Modifications For A Better Castlevania II
Uploaded by: eggiex1
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6 Modifications For A Better Castlevania II
Set I - Added Skills Set Mod 1: Oak Stake can be used as a weapon The Oak Stake can be used as a weapon to auto-kill enemies. This includes bosses as well as Dracula. As such, the Oak Stake can be used in Dracula's Castle as well as the Mansions. IMO, the Oak Stake should have been the finishing
-off weapon against Dracula in the actual game, so making it a weapon is reasonable. It might be somewhat lame that it can kill in 1 hit, but in the actual mod, using the Oak Stake once will cause it to be lost from the inventory, just like in the actual game. I used a Game Genie code so that I woul
d not loose the Oak Stake in the video for demonstration purposes. Note that the Oak Stake can still be used to crack open Dracula's Orbs. Also, note that the Oak Stake will auto-destroy any item it comes into contact, such as the Golden Knife in the video. This is not really much of a problem, beca
use these items can be re-acquired anyways. Mod 2: Reflected fireballs can damage enemies If a fireball is reflected by the shield generated from Dracula's Rib, it will interact with enemies and inflict damage. This only happens with reflected fireballs. The damage inflicted by these is equivalent
to the damage inflicted by the Flame Whip, which is why most enemies in the video are killed in 1 hit. In the actual mod, the reflected fireballs are ineffective against the boss of Mansion 5. This is because he has been programmed to be immune to all weapons except the Whip and the Golden Knife. T
his immunity could have been removed, but it was left in place, since it was clearly an intentional power of the 5th Mansion boss. The only known issue with this mod is that additional collision detection needs to be performed in order for this to work. This means the game runs a tiny bit slower, al
though as can be seen from the video, this is generally a negligible difference in performance. Mod 3: Touching enemies while invincible will damage enemies While the player is invincible from a Laurel, if an enemy touches the player, the enemy will take damage instead of the player. The damage in
flicted is equal to the damage the player can inflict with his current whip. Since collision detection is already done here with the player, there is no real difference in performance from this mod. Set II - AVGN Complaints Mod 4: RPG style deaths = (money / 2, exp not changed), Heart limit = 9999
The Heart limit has been increased from 256 to 9999. There is overflow protection so that, if more than 9999 Hearts are acquired, the number of Hearts will not reset back to 0. The limit of 256 is explicitly coded in the actual game and serves no known purpose other than to protect against the eve
ntual overflow protection at 9999 Hearts. Also, when the player gets a Game Over, he will keep all his Exp points and will only loose half of his Hearts, much in the same way it is done in a variety of RPGs. There are no known issues with this mod. Mod 5: Dracula's Eyeball shows block status If Dr
acula's Eyeball is selected, the stone blocks that typically compose the grounds and walls of collision geometry will render differently depending on the properties of the block. Solid blocks render with the letter 'X'. Destructible blocks render with the letter 'H'. Blocks missing collision geometr
y which the player can move or fall through, render with the letter 'P'. There are 2 known issues with this mod, which really have no solution. The first is the fact that the game will run slower, because more logic needs to be performed on each tile as the player moves and uncovers more area, there
by triggering a load on the new tiles. The slow-down can be as much as 10% slower on large rooms, specially when there are too many enemies already on the screen slowing the whole game down on their own. This is not really so bad, (considering that the game already runs slow in those types of situat
ions anyways) but it is reasonable why this functionality could not be included in the actual game, due to the additional slow down. The second known issue is the fact that changing items in the menu will not trigger a full reload of the space, so only new, uncovered blocks will start rendering with
the new changes. This is not too much of a problem, however, since all the rendering will be done correctly from there on, and this is merely a rendering issue. Mod 6: Smooth daytime transitions This mod allows for daytime transitions to be perfectly smooth. No window popping up, no freezing of t
he game waiting for the transition to finish, and yet the change in daytime still occurs smoothly and slowly as was originally intended. The only known issue is that sometimes, if a villager is on the same spot as the player when the transition starts, the typical window will "try" to pop up and mes
s the rendering of the player and other game objects. This can be fixed by bringing up the menu, as shown in the video.
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and it is not the worst game in the series...
but definently one of the hardest...
the reason this game was hated when it came
out, was the day/night transition. it was actually pretty innovated for its time, and it added a sense of urgensy to the game.
if you need to be healed, you gotta be quick to the church before the zombies come out.
but one thing i absolutley hate, is the invisible pitfalls, the suck aaaaaaaaaaaaasssssssssssssssssssss!!!!!!!!!!!!!!!!!!
The eyeball is a great mod. Would be cooler if it color coded blocks. Red for breakable and white for fake, as an example. The smooth day/night transition is epic. Even though there is that graphical oddity, the fact that there's a quick in game fix makes it purely trivial, not game-breaking.
First three mods seem a little overpowered though :P