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/vr/ - Retro Games


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File: 203 KB, 1800x1050, castlevania.png [View same] [iqdb] [saucenao] [google]
5122272 No.5122272 [Reply] [Original]

what exactly is the point of losing the whip upgrade when you always get it back within 10 seconds?

>> No.5122286

>>5122272
It might take the place of a more important sub item drop. Losing the sub weapon is very tedious in some areas.

>> No.5122320

Cause it's cool and so you don't have that 3rd upgrade for some situations

>> No.5122332

Mandela effect: you could get three whip upgrades originally.

>> No.5122336

>>5122332
That's in Castlevania II

You get

Thorn Whip
Chain Whip
Morning Star

>> No.5122343

>>5122336
I think I had a dream one time I was playing the original game, and you could get an extra long whip or something.

>> No.5122470

>>5122286
This
>Plan to bring holy water for Franken monster fight
>Fucks up in the hallway
>Stuck with fucking knife

>> No.5122569

>>5122272

Its the Konami style. You must maintain full power ups at all times. If you die you could get stuck in an area where there aren't any power ups or you can't reach them in time and then its game over.

>> No.5122868

>>5122320
>>5122332
The only Castlevania I know of that had three whip upgrades was Bloodlines.

>> No.5122990

What's the point of the Rosary if there's never enemies on the screen where you get it

>> No.5123014

I'm glad they took that out at Rondo of Blood, honestly. And the timer countdown.

>> No.5123040

>>5123014
Basically streamlining the game so as to remove all trace of actual challenge out of it.

>> No.5123050

>>5123040
And that's a GOOD thing (here's why)

>> No.5123067

>>5123040
>That first 4 bosses from Castlevania 1 bossrush and THEN you fight Shaft,
>Getting across the bridge with FAT BATS with more than a sliver of health
>Not a challenge
Rondo proved you didn't need either of those mechanics to have a challenging game.

>> No.5123782

>>5123067
Those examples are among the few difficulty spikes in an otherwise piss-easy game.

Rondo is more an interactive anime than an actual CV game.

>> No.5123783

>>5122990
I've wondered this too

>> No.5124852

>>5123040
>Basically streamlining the game so as to remove all trace of actual challenge out of it.
The timer and "lack" of whip upgrades have nothing to do with the older CV games being hard.

And honestly, Rondo is harder than CV1 for the mere fact that you actually have to bother to learn boss patterns.

>> No.5124889

>>5122569
Fucking hate that shit. It's a major double-whammy.

Not Konami, but a game that always shreks me like this is a shmup called Hellfire for Genesis. Unlike other shmups, when you die you don't instantly respawn, you have to go back to a checkpoint. You also lose all your speed/power/etc upgrades. So unless you do each level perfectly, you're basically fucked.

>> No.5124897

>>5124889
If only someone invented a way to preserve the game memory into a file so we could restore it later and not have redo entire stages with no power up. We should call this a state that is saved, or as a savestate as I like to call them.

>> No.5124919

>>5123067
Once you beat the 4 bosses once, you don't have to fight them again until you lose all your lives and continue, if you die you just go straight back to Shaft.

>> No.5124925

>>5124897
You make sure to relay this information to 6 year old me back in 1993

>> No.5125167
File: 224 KB, 680x498, 13b.gif [View same] [iqdb] [saucenao] [google]
5125167

>>5124897

>> No.5125262

>>5124889
That's called the Gradius Effect, since Gradius was the first game to do this. And Gradius was Konami.

>> No.5125275

>>5124889
>>>5125167

>> No.5125302

>>5124897
If a game needs to rely on a feature that wasnt readily available in the early 90s and wasnt actually included in the game at all, then it wasnt well designed in the first place.