Take on the NES Library

An 8-bit Extravaganza!

whip

NOV
08
2019
0

#132 – Kabuki Quantum Fighter

The game with the hair whip.

Nice bold heading!

To Beat: Reach the ending
Played: 8/5/19
Difficulty: 5/10
My Difficulty: 2/10
My Video: Kabuki Quantum Fighter Longplay

There aren’t many NES games that have a more interesting title than Kabuki Quantum Fighter. Once you know a little more about the background of the game and a bit of history, the title makes perfect sense. Your main character resembles an ancient Kabuki dancer, complete with elaborate makeup and clothing. The game takes places inside of a large, probably quantum computer. And, of course, in a game you will be doing some fighting. There you have it: Kabuki Quantum Fighter. Beyond the surprisingly accurate name, this is a real gem of a game that I enjoy playing quite a lot.

Kabuki Quantum Fighter was first released on the Famicom under the title Jigoku Gokurakumaru. The game was developed by Human Entertainment. The Japanese release was published by Pack-In Video and came out in December 1990. The NES release shortly followed in North America in January 1991, published by HAL America. The European NES release was in February 1992, published by HAL Laboratory. Sadly, this game has not been re-released digitally and is only available on these older platforms.

The game’s story takes place in a futuristic Earth. The planet has a main defense computer that has been affected by a nasty virus. The only way to combat the virus is to go inside the computer and take it out from within. You play the role of the brave Colonel Scott O’Connor who has volunteered to neutralize the threat. To do this, he has to be converted into raw binary data through the untested Image Transfer System in order to fight the virus. The transfer works, but his appearance is altered to that of one of his ancestors who was a Kabuki dancer. To beat the game, just clear the game’s six stages.

A powerful head of hair.

Kabuki Quantum Fighter is a platformer with a standard control scheme. You use the D-pad to walk around left or right. The A button jumps and you can control the height of your jump with how long the button is held. The B button attacks, only this game uses Scott’s flowing red locks as a whip to damage enemies. You can crouch down by holding Down. Your attack in the crouched position is a short-range punch. There are hooks scattered throughout the stages than you can hang from by jumping into them from below. While hanging, the B button performs a sweeping kick. You can drop down from hanging by pressing Down or you can jump with A, allowing you to flip up to a higher ledge or to another nearby hook. You can attach to some walls and you can climb them by pressing Up or Down. The Select button switches your weapon, and the Start button pauses the action. You can switch weapons while paused.

Your status bar is at the bottom of the screen. On the left, you see your life bar, your chip meter, and the boss’s health bar. Below that is your score, the number of lives remaining, and the stage timer. The far right contains an icon indicating your currently equipped weapon. Nice and straightforward.

Normal attacks are all short range, so to compensate you can use special weapons. (Of random note: The names in game don’t line up with the ones in the manual, so I’m going with the in-game descriptions for these.) You begin the game with one special weapon and earn others by completing stages, using memory chips for ammo. The first attack is the energy gun, which is a tiny projectile attack. In level 2, you get a larger, upgraded version of the energy gun. In level 3, you get the fusion gun which is a three-way spread attack. Starting in level 4 you can use quantum bombs. These are sticks of dynamite thrown forward in an arc and they have a wide attack splash. Finally, in level 5 you earn the remote control bolo. This is a set of three star-shaped weapons that home in on and wrap around enemies, dealing small damage for as long as they last. Naturally, the better weapons use up more of your chip stash.

This game contains many swinging challenges.

Enemies in this game sometimes drop basic items. Hearts refill a segment of your health meter, and flashing hearts refill several segments at once. You can also grab chips as ammo for your special weapons. Flashing chips give you several rounds of ammo. Occasionally, enemies will drop clearly labeled 1up items. There’s enough versatility in the move set that these pickups are enough for this game.

Kabuki Quantum Fighter plays out similarly to Ninja Gaiden but has a few significant differences. Each level is a long scrolling stage. Some levels have more than one of these segments. At the end of each one, you get some bonus points for each bar of health and each chip you have remaining. Then the bars refill back out along with some extra health and ammo. Every level ends in a boss fight. There is a neat mechanic that appears only during these boss encounters. When you pause the game and press either Up or Down, you can exchange your health for chips and vice versa. This gives you some choice during fights. Do you want to sacrifice health so that you can do more long range attacks with your special weapons, or you do you want to give up your special weapons and try to fight close quarters with extra health points? You can mix and match as much as you want as long as you have enough health and ammo to swap. After beating the bosses, you can view cutscenes that progress the story and show you which new weapon you have acquired.

The enemies are quite varied from what you would expect fighting inside of a computer. Sure, there are tiny tanks and some robot-esque enemies. There are also flamethrowing heads, jumping dogs, hovering mouths, and gremlins that throw boomerangs, among others. The designs definitely make the game more interesting. There are also different kinds of traps you contend with. These are things like spike pits, conveyor belts, flowing water, and spike balls. A devious little device you’ll see sometimes is a hanging hook with a tiny conveyor belt on top. I give the designers credit for combining things in interesting ways, even if it’s a little mean in that case.

I wouldn’t deal with a floating mouth either.

Kabuki Quantum Fighter is a game I have owned since childhood and have plenty of experience in playing. I’m pretty sure this game was a bargain pickup for brand new back in the 90s. Unfortunately, I don’t think I kept the box and manual for this one unless it somehow turns up at my mom’s house. This is a reasonably affordable game, so I’m not too upset about it. Carts copies sell for around $15 today.

This is a game I have gone back and played many times over the years, so I breezed through it again for this playthrough. I completed the game without dying and I only used special weapons once or twice. I always use weapons on the final boss, but with a little practice I’m sure I could beat it without. (That’s an idea for a future challenge run, deathless and no special weapons!) My longplay video of the game was solid, however there was one omission I’m minorly annoyed about. After you beat the game and get through the credits, you can press B to see the sound test. You see a unique animation of our hero along with some text indicating another future adventure that never came to be. I cut the video before that only to see it come up when I was messing with the controller afterward. Oh well.

It is tough for me to pin a difficulty on a game like this that I know so well, but I decided on average difficulty. For the most part, the action is straightforward enough. There are plenty of item drops and even some places to grind them if necessary. Special weapons help for tricky spots. Being able to trade up for more health on the bosses also makes battling them easier. You also get two continues for when you run out of lives. That’s all the good stuff. Now what really makes this game difficult are the vertical levels. There are a couple of these in the game that you have to climb all the way to the top. By this point, you should have experience with the hanging hooks, and now your skills are put to the test. It is really easy to fall down. So not only do you have to manage your health for longer if you fall and enemies respawn, but also the timer becomes your biggest enemy. You do have plenty of time to complete the level since I can do it with a lot of time left over. These stages are difficulty spikes the first time through.

Vertical stages are the main pain point in the game.

I played Kabuki Quantum Fighter for high score as part of a weekly contest several years ago, and that gave me with a new way to play the game that I appreciated. The rules were one life only, scoring as many points as possible. It turned the game into a bit of a puzzle. I paid attention to the enemies and how many points I could earn from each one. Then I needed to grind the most lucrative enemies by scrolling back and forth to keep spawning them. I needed to know how much time it took to get from the grind point to the end of the level so that I had as much time to grind points as possible. The other thing I strived for was beating the bosses with normal moves. After I beat the boss, I would swap for as many chips as possible, hopefully up to the max. You trade chips for health at a two for one rate, so more chips mean more bonus points at the end of the level. That also means you might not have that much health for the next stage. I also wanted every extra life I could find since those go for big points at the end of the game. I must have enjoyed doing all that because I know I won the contest that week.

I really like Kabuki Quantum Fighter and I think it is a great platformer on the system. The graphics are well drawn with some good animation, particularly on the player character and the bosses. I think the music in the game is great with several good tunes. The controls work well, giving you many options with the short range standard attacks, long range special weapons, hanging from hooks, and climbing walls. Swinging around is a lot of fun and you have pretty good precision to jump from one hook to the next. The boss encounters are all varied and are pretty good fights in general. Personally, I wish the game were a little bit longer. I think they could have done more with the mechanics to make some additional challenges in the stages. I am a big fan of Kabuki Quantum Fighter and I encourage you to check this game out if you haven’t tried it.

#132 – Kabuki Quantum Fighter

 
SEP
07
2018
0

#93 – Indiana Jones and the Temple of Doom

More like the Temple of Pain, Suffering, and Doom.

The top title text is usually cut off on old TVs

To Beat: Reach the ending
Played: 7/5/18 – 7/12/18
Difficulty: 9/10
My Difficulty: 9/10
My Video: Indiana Jones and the Temple of Doom Longplay

I’m here to talk about Indiana Jones and the Temple of Doom on NES, but what I really want to talk about is La-Mulana. I’ve long thought the game La-Mulana is secretly the best Indiana Jones game, or at least the best interpretation of that concept. In La-Mulana, you play as the archaeologist Lemeza as you seek to follow your father’s footsteps in exploring and discovering the secrets of the ruins of La-Mulana. It’s a Metroidvania game with a huge emphasis on solving complex, intricate puzzles spelled out through cryptic textual monuments. You really need a pencil and notebook as you gather clues and piece them together throughout the journey, while also collecting various artifacts, battling huge bosses, and avoiding constant death traps. This is not a game for everyone, but I fell hard for it and it is one of my favorite games, both the original freeware version styled like an MSX game, and the newer remake available on Steam and elsewhere. Actual Indiana Jones games seem to take a safer stance in terms of gameplay. There are several Indiana Jones games on the NES that are standard platformers. Indiana Jones and the Temple of Doom, on the other hand, is less of a platformer and a lot closer to my La-Mulana-like ideal than I originally thought.

Indiana Jones is a well-loved film franchise. There have been four major films to date: Raiders of the Lost Ark in 1981, Temple of Doom in 1984, The Last Crusade in 1989, and Kingdom of the Crystal Skull in 2008. A fifth movie is slated for production beginning in early 2019 with a tentative release date in 2021. A TV series, The Young Indiana Jones Chronicles, ran from 1992-1993, and that series was followed by four made-for-TV movies between 1994 and 1996. There have been plenty of books, comics, video games, toys, and attractions revolving around Indiana Jones.

There are two video games based on Temple of Doom. The first was a 1985 arcade game that was later ported to various home computers. The NES game, Indiana Jones and the Temple of Doom, was released in 1988. It was developed by Atari Games and published by Tengen. In December 1988, Temple of Doom was licensed by Mindscape, so that’s the version I played for the project. Both the unlicensed Tengen version and the licensed Mindscape version are identical games. This version was also ported to a few home computers.

Whip it, whip it good!

I have seen all of the Indiana Jones movies, but it’s been a few years and I don’t remember much of anything about Temple of Doom. From what I’ve read, the story and gameplay both follow the movie. You play as Indiana Jones who, along with his companions Willie and Short Round, reach the village of Mayapore. The Sankara Stones have been stolen and the children of the village have been captured by evil people from the Pankot Palace, led by the high priest Mola Ram and his Thuggee guards. The children have been forced to mine for the missing Sankara Stones, so Indy sweeps in to save the children and recover the stones. The game consists of twelve levels, or waves, that you need to beat to complete the game.

Indiana Jones and the Temple of Doom is an action game from what I’ll call a near top-down perspective. You use the D-pad to move in all directions. Indy is armed with his trusty whip that you wield with the A button. You can whip in all eight directions by holding the direction and pressing A. The B button is for jumping. A for jumping was a standard convention by now, but nope, it’s B. If you just press B, you will jump downward. If you want to jump in a different direction, hold the D-pad in that direction and then press B. The Start button pauses the game and brings up a status screen. Use the Select button to switch weapons. You hold Select and press either Up, Down, Left, or Right to switch between the four weapons in the game.

You will spend a lot of time in this game saving children. They appear within holes along the cave walls. Simple walk or jump up to them to save them. You will earn some points and they often will leave weapons behind that you collect. Usually, they drop either a gun or a sword. These are limited use weapons that have secondary functions. In the first room of Wave 1, you can use the sword right away. There are small tunnels boarded off by wooden planks. If you slash them with the sword, they will reveal TNT to collect. These are your base weapons in the game that you switch between with Select. Left is for the gun, Right for the sword, Up for TNT, and Down to go back to your whip.

I’m coming to save you! (For equipment and points)

There is limited information on-screen during play. There is a countdown timer at the top of the screen that counts down from 99. The timer speed varies depending on the level. If it goes down to 0, Mola Ram appears, which causes you to lose a life and you have to start the wave over. Below the timer is an icon for the current weapon equipped if it’s something other than the whip. When you switch weapons, you briefly see the ammo count next to Indy. The Status screen when pausing the game gives you a lot more information. You are shown your current score and lives remaining. Below that are all your weapons and ammo accumulated. You also see any special items you’ve collected. Next are the number of children remaining in the wave and how many map pieces are remaining in the game.

There are other items to collect from the children. Some children have map pieces that you hold onto until a later event in the game. An arrow may be left behind. You can pick this up for points, but it’s main purpose is to point the way toward a warp room. Small jewels restore your level timer. Hats are extra lives, and they play a familiar tune when you earn a new life. The key opens the locked door to the next wave.

Most waves in the game follow a similar pattern. Each wave has two rooms. One is a cave room, and the other is a mine cart room. You can switch freely between the two rooms within a wave. The cave rooms have open doors that lead to the mine cart room, and the mine cart tracks may end in tunnels that lead back to the cave room. Each room has a locked door leading to the next wave. To open the locked door, you first obtain the key from the opposite room. The key in the cave room opens the locked door in the mine cart room, and vice versa. Each room has its own key so it is up to you how you want to approach clearing each wave.

Come along for a ride.

The movement mechanics allow for some complex scenarios that the game takes full advantage of. The rooms start getting really large within just a few waves. They also loop around in all directions, which makes them seem even bigger than they really are. Sticking to the main paths will not get you very far, especially in the mine cart rooms. You are going to have to leap from ledge to ledge to explore every nook and cranny of the rooms. Jump while holding Up to jump on the same ledge you are standing on. Otherwise, you fall through all solid objects until you reach a walkable area. The mine cart rooms have a bunch of disconnected conveyor belts so you need to jump to get around those for sure. You also must contend with lava rivers all over these rooms too. Falling onto a lava tile is instant death, so you have to be smart and not just jump all willy-nilly through the rooms.

The mine carts add some additional movement options within those rooms. First, you must jump onto the mine cart to climb in. Then you get to ride around! Carts move from left to right and you can slow them down by pressing Left and speed them up by holding Right. Press Up to lean the cart to the left and Down to lean the cart to the right. Sometimes lava or something is obstructing part of the path and you can lean one way to get through. Be careful as other mine carts appear periodically and they can get in your way, causing you to crash and die if you collide. Tracks sometimes merge which also facilitates collisions. Getting the mine carts to appear in the first place can also be a hassle. Usually you need to scroll the screen horizontally to get one to appear from the left side. In later waves, enemies are in the carts and you need to whip them or defeat them some other way before entering.

The enemies in this game as a huge nuisance. They don’t typically kill you, rather they stun you. This pushes you somewhat and often forces you to fall to the ledge below. Those falls can drop you to your death or leave you vulnerable in other ways. The most common enemy is the Thuggee guard. You can kill them with other weapons or stun them with the whip. You can knock them into the lava for an easy kill. Once a guard is whipped, he becomes an attacker and will kill you outright with a hit. There are bats, rats, snakes, and spiders that move erratically and stun you. Retractable spikes and lava pools kill you. Some guards drop boulders in the mine cart rooms that kill you if they drop on you, but the rocks also provide the benefit of temporarily stopping the movement of conveyor belts.

Whipping guards into lava seems excessive.

Indy has his set of weapons to help out. Furthermore, all of them have secondary uses for moving around the levels. The whip is your primary weapon for stunning guards and killing minor enemies. You will find hooks on the walls that you can latch onto with your whip to swing over gaps. The gun does not actually fire bullets, but instead does instant damage to the first object within its line of sight. There are skulls on the wall that you can shoot with the gun to reveal hooks for swinging with your whip. Swords kill guards and enemies, while they are also used to open up blocked caves containing TNT. The TNT can be thrown in eight directions and leaves a blast that kills enemies. This explosion removes spikes and certain lava tiles that obstruct walkable paths. I found myself switching weapons all the time for each need as it appears.

Another use of the TNT is to reveal hidden rooms. In waves 1, 4, and 6, some children will hold arrows that point in the direction of a hidden room. When you think you’ve found the spot, bomb it to hopefully reveal the door. This takes you to a warp room, which is its own unique stage. Pass through any door in the warp room to advance to a future wave. Doors farther out in the warp room advance you further along in the game. As a bonus, you earn all the map pieces in a wave where you don’t rescue any children, including the waves you skip via warp. Waves without a warp room also have hidden doors revealing either a large cache of normal items or a special item.

The first eight waves all follow the two-room structure and get difficult fast. Wave 9, however, is where the game takes a turn into a devious direction. This wave contains only one room called the Chamber of Kali. Your goal is to reach the Statue of Kali and the three Sankara Stones at the top of the room. You have to forge a path across the lava river to get there. There are several locations where lava monsters appear randomly out of the lava. Hitting a monster with either the gun or TNT turns the monster to permanent stone and you can walk across. The idea is to find the area with the most lava monster activity so that eventually you will clear a path across. You are at the mercy of randomness as you wait for the monsters to line up properly. Once you get to the other side, retrieve the stones and then locate the exit door to Wave 10.

Building your own lava bridge is excruciating.

This is where the map pieces you have been collecting come into play. Before starting Wave 10, you are presented with a crude map of one of the rooms in the wave. There are 25 pieces of the map in all so you may see a partial map excluding sections at random representing map pieces you did not collect. The map shows skulls, doors, children, and an X indicating the exit door for the wave. This is the only time you see the map, so commit what you need to memory or make notes before proceeding.

Wave 10 consists of six large rooms with several doors connected to other rooms. Your task is to use the map to determine which room contains the exit and where the exit is positioned within the room. The exit door itself is hidden and must be revealed by TNT. Each room has four possible locations for the exit door, so there are 24 possible exits. When you find the exit door, you will not be allowed to exit the wave unless you are holding the three Sankara Stones. Unfortunately, if you die in Wave 10, you drop all the stones you are holding. Each room has three large skulls in it and these are where the stones are placed should you drop them. It would really behoove you to get all three stones back in your possession before moving to a different room. God help you if you drop stones in two or even three different rooms at once. All the while, you have to deal with lava pits, lava monsters, conveyor belts, swarming enemies, and all that good stuff. Without a doubt, this is one of the nastiest challenges I’ve experienced in this project to date.

If somehow you survive Wave 10, there are still two more waves to finish. These are more straightforward challenges, but you still need to hold all three stones to exit the wave and you must collect them from skulls if you die in the wave. These scenes are meant to follow the movie as you destroy the rope bridge and keep Mola Ram from escaping. The good thing is that you have unlimited continues throughout your entire journey. The bad thing is that once you get past Wave 9, you go back to Wave 9 when you continue. Still, it’s better than starting from scratch.

This just gets ridiculous.

This was my first time playing Indiana Jones and the Temple of Doom. I do remember that this game seemed awfully challenging when I tested out my carts, and I have heard that this is one of the most difficult games on the NES. This is an inexpensive game, but it’s not one I see a whole lot, either in licensed or unlicensed form. I think I owned the Tengen unlicensed version before I owned the licensed Mindscape version. Both versions cart only are worth around $8-$10.

I had what I consider an unusual path to completing this game. I struggled the first couple of times I tried. Wave 1 is really small, but after that, the rooms seem to increase in size drastically up through either Wave 5 or 6. There are several doors connecting each room together and I couldn’t keep track of where I was. I had a couple attempts where I gave up around the middle of the game, but it felt like I was on the brink of getting the hang of this game. One morning I got up early and tried again, and I finally reached Wave 9 without warping before I had to stop. I was able to leave the NES on all day and chipped away at attempting the end of the game, and then before bed I was able to beat the game. I didn’t expect to finish it, so I wasn’t recording, and I wasn’t exactly thrilled with the prospect of playing through the entire game again. So it goes. I was able to block out a few hours during the evening on another night to set up the recording and play through the whole game again. Sadly, this game is a little buggy. It crashed on me somewhere around Wave 7. I was able to jump straight to Wave 9 with the continue code but all my item counts were screwed up. I started over and then it crashed on me again in Wave 10. This time I was able to continue from Wave 9 with everything normal. I ended up going to bed and came back early in the morning before work to finish the game on video. I was running low on time but I managed to beat the game again with all the proper documentation.

There are a couple of optional special items that make this journey a lot easier. These are called out in the manual directly. There is a hidden door in Wave 7 that hides the special key, and another hidden door in Wave 8 that hides a secret idol. Both these items have their locations randomized at the start of their respective waves. The special key unlocks any locked door in the game but you can only use it once. There is a locked door in Wave 9 that can only be opened with the special key. It takes you to an island partway across the lava river in that wave, saving you a lot of time. The secret idol is much more useful. If you have it, the secret idol will appear within Wave 10 on top of the hidden door to Wave 11. It takes much of the guesswork out of where the exit is hidden. The secret idol item is permanent too. In my opinion, the secret idol might as well be mandatory to finish the game. The map, even a full map, is far too sparse and lacks enough detail to be useful. With enough plays, I suppose you could learn how to connect the map data to the location you need to search, but believe me, I’d rather not. If I have to find something hidden, I’d rather bomb around the two rooms of Wave 8 than the six rooms of Wave 10, especially since I can keep continuing on Wave 8 for as long as I need to.

Identifying the hidden exit is a huge relief.

Lastly, I want to discuss the difficulty rating. A fellow who goes by Electric Frankfurter helped compile a list of the Top 30 most difficult NES games. My two 10/10’s so far, Ikari Warriors and Q*bert, are both featured on the list, and so is Indiana Jones and the Temple of Doom. Make no mistake, this game is hard, ridiculously hard, with what is asked of you to complete the final stretch of the game along with unlimited enemies that are all over you all the time. It falls short of 10/10 for me because of the infinite continues. I have many of the 10/10 games already in mind, and I’m really going to have to take a deep look at the ones that have infinite continues to see if they are truly deserving of the hardest of the hard. The fact is that if you can reach Wave 9 with a good number of items (and hopefully the secret idol), you can just keep hammering away with the exact same item loadout until you beat it. Total play time is another factor I consider. I beat the game twice within a week and I don’t think I spent any more than 10 hours total. That’s not quite 10/10 for me either. I don’t do fractional scores, but I would say the game is more challenging than most of its peers in the 9/10 area.

I am more impressed with the idea of this game than how it actually turned out. There are some clever concepts here with collecting pieces of a map, locating secret items, and using multiple weapons that double as tools. Randomization adds some replay value to the mix. The rest of the game is kind of a mess. The rooms are huge, complex, and tough to successfully navigate under constant enemy threat. Whip swinging has poor hit detection, both on hooking with the whip and landing on the other side of the swing. The jump mechanics are confusing and many jumps to below ledges don’t make physical sense. Locating hidden doors are all trial and error that require limited resources to reveal. The controls for switching weapons don’t always trigger correctly, which always happens when I am in a rush. The graphics are okay and the music is poor, aside from the Indiana Jones theme. There is bad programming that can occasionally lead to crashes. The game is playable, but for the most part it is more frustrating than fun. If you are looking for a new challenge, this game certainly has it. Now if you’ll excuse me, I think I need to go play some La-Mulana.

#93 – Indiana Jones and the Temple of Doom

 
JAN
12
2016
0
Castlevania Box Cover

#8 – Castlevania

Whipping your way through a horror movie is certainly no picnic!

The film strip is such a nice touch!

To Beat: Reach the end credits
To Complete: Beat both loops
My Goal: Beat the game without continuing and see how far I can get in the second quest
What I Did: Beat the game with continues and made it halfway through the second quest
Played: 1/2/16 – 1/3/16
Difficulty: 8/10
My Difficulty: 6/10

Castlevania is yet another classic game series that got its start on NES, though technically I should say it really made its debut on Famicom under the title Akumajou Dracula. It was released in Japan in 1986 on the Famicom Disk System and the game made it on a NES cartridge for US release in 1987. It is the 4th NES release from Konami following Gradius, Rush ‘N Attack, and Track & Field.

I couldn’t really track down much history on the development of the game or the series, although some information can be gleaned based on a sort of companion release to Castlevania just a month after its Famicom debut. Bearing the same title Akumajou Dracula, a different take on this game was released on the MSX2 computer in Japan and it was also released in Europe renamed as Vampire Killer. Castlevania is a very linear game and Vampire Killer took a more open-ended approach. In Vampire Killer, the player must find keys to progress to the later levels which I believe are hidden in alternate paths in the levels. Castlevania II: Simon’s Quest refined upon the open-ended concept that Vampire Killer started. The series as a whole after that had more or less two separate phases. Beginning with Castlevania III, the games were mostly linear stage-based affairs, and then Castlevania: Symphony of the Night in 1997 for Playstation firmly pointed the series into the open-ended platformer style again. It’s really interesting that the series started off not really knowing which way to go before ultimately going both ways over a long period of time.

The one thing nearly all the games have in common is candle desecration.

Castlevania on NES is a stage-based platformer game. You play Simon Belmont traveling through the different areas of Dracula’s Castle as he fights his way toward a battle with Count Dracula himself. He is armed with his trusty whip that can be upgraded twice along the way. He also acquires subweapons through item-bearing candles or as an occasional enemy drop. The subweapons available to Simon are the dagger, axe, cross, holy water, and stopwatch. Subweapons have limited ammo and this is represented by hearts that can be picked up along the way. Simon can only equip one subweapon at a time –- grabbing a second one causes him to lose the one held previously — and having the right subweapon in his inventory at the right time can really sway the difficulty of the game. The game has 18 levels in total and they are broken up nicely into six areas of three levels each. Each level serves as a checkpoint and each area ends with a boss encounter. Dying puts Simon at the start of the level, but if all lives are lost Simon can use a continue though he has to start back at the beginning of the area. Fortunately there are unlimited continues and it’s a good thing because this game is quite difficult. The game is not all that long so the difficulty is ramped up to make up for it. So typical of NES!

Holy water is great, but triple holy water is best!

Similar to the Mega Man series, the Castlevania games have been a fixture of my NES collection for as long as I can remember. I was fortunate to have acquired most of the major NES game series very early on before NES collecting got crazy popular and expensive. Even though I have owned all three NES Castlevania titles for a long time, the first one is the one that I have played the most over the years. It’s been awhile since I have played it but I more or less remember the game well enough that I figured I could make it through without too much trouble.

Now having said that, Castlevania beat me up way more than I expected going in. I’m not sure if I have ever done this before, but I thought after a try or two I should be able to 1CC the game. In two different attempts I knew I had virtually no chance without a lot of extra practice. The first night I played I had to continue in Level 6, and I stalled out in Level 15 and decided to drop it and come back fresh later. I got as far as the Grim Reaper fight but I wasn’t able to get past it. It may be a little unfair, but a good strategy is to spam holy water right on top of where Grim Reaper first spawns so that he never has a chance to attack if you have enough holy water. Otherwise, the fight to me is the hardest in the game. For the life of me, I couldn’t get there with holy water. I would either lose it to another weapon drop or die before I could get to the boss. My best chance came with about 3/4 health and double crosses. In a straight fight, the crosses are very useful for taking out the sickles that float around the screen, but even then it is so hard to move consistently in a way to avoid everything while still damaging the boss. I believe I took out half his health bar on that shot and I never got particularly close in this session otherwise.

This fight is just flying pain everywhere.

The next night of playing was when I was able to beat the game. I ran out of lives and had to continue in Level 9, but this time I got holy water all the way to the Grim Reaper and beat him with the stun lock strategy. It’s shameful, yes, but it’s not against the rules! It took me a few attempts to get to Dracula, and then I completely forgot the strategy for beating him once I got that far. I did end up figuring it out again and beat the game. Even that wasn’t without some fault as I failed to capture a proper picture of the ending screen. After the credits roll and you see the message “Thank You For Playing,” the game drops you off right back at the beginning pretty quickly with no way of stopping or delaying it. I figured this had to happen at some point, but in this case I snapped a picture of the victory stance at the end of the Dracula fight so that is proof enough to me that I did indeed beat the game. I messed that up too because I forgot my name tag in the picture. It’s been rough going for me lately! 🙂

Mmmm wall meat, my favorite!

Now not many people realize this, but Castlevania has a sort of a second quest or hard mode that amps up the difficulty even further. The only way to get to it is to beat the game and keep on playing afterwards. The level layouts are unchanged, but enemies do more damage and there are generally more enemies thrown at you. I noticed in the first area that the zombies appear more often, and there are sections of the game that spawn infinite medusa heads that do not appear in the same locations the first time through. Furthermore I don’t think anything special happens when the game is beaten the second time. I still think a complete run of the game would include beating both quests. I am sure I could have beaten it if I had enough time to play, but since I have never done it before I decided instead to see just how far I could make it. I played until midnight which on that night gave me about 40 minutes or so to play the hard mode. I got to Level 29, or about halfway through the 4th area before I stopped. I only got through Level 28 one time though. The enemy spawns were tweaked and I kept getting knocked into the water by a specific enemy and I only made it through that part once somehow.

So you may have already picked up on this, and I kind of alluded to it above, but this is the first game for my project where I failed to meet the goal I set for myself. I guess this is a good of a time as any to clarify my intentions on my project. Ultimately, my goal is to beat as many NES games as I can, so the “to beat” criteria at the top of each post is the absolute minimum to consider the game done. However, I want to get the most out of these games and so I will try to meet the “to complete” criteria where it makes sense. This is very much on a game-by-game basis, but this will generally include getting the proper ending or best ending, winning on the highest difficulty level, and playing every level and mode in the game as is reasonable. The real end though is to beat the game – the rest of it is icing on the cake.

Castlevania whipped me more than I expected *groan*.

For Castlevania, I decided that beating the game once is good enough. Hard mode has no apparent different ending and there is no way to reach it other than beating the game first, so I would have to start from scratch every time just to maybe make some progress if I am struggling. This is where I decided to draw the line for this game. If there was a hard mode code or a unique ending, I would have worked through it. I don’t intend to be lazy here, but I am working with a limited time budget and I have hundreds of games left to play, so I think this is a good way to go about things. Trimming just a little bit for the sake of overall forward progress is something I will value here and in the life of this blog.

Update 5/27/16: I had a discussion with NES master Tom Votava and he told me that Castlevania actually has three distinct difficulty loops instead of just two. He said most Konami games that let you restart upon completion loop three times before the difficulty stop increasing, and Castlevania is one of those games. It’s hard enough just beating it once, but three times through is something I could accomplish with enough practice.

Castlevania is a great game and worthy of its status as an NES classic. It has that “Nintendo hard” difficulty, great atmosphere, a nice assortment of weapons and enemies, great boss battles, and just the right amount of length. It’s a quality game particularly for an early title in the NES catalog. It’s not a perfect game, but it has a lot going for it and I’m glad I played through it again and at least started to play the game a little bit differently than I have ever done before.

Castlevania Ending Screen

#8 – Castlevania