Comments on: 2D: Castlevania Stages 01-03 http://www.anatomyofgames.com/2012/08/03/castlevania-stages-01-03/ Defunct, amateurish, game design analysis by Jeremy Parish Wed, 25 Nov 2015 23:31:21 +0000 hourly 1 https://wordpress.org/?v=4.5.7 By: jparish http://www.anatomyofgames.com/2012/08/03/castlevania-stages-01-03/#comment-773 Sat, 04 Aug 2012 14:40:21 +0000 http://telebunny.net/toastyblog/?p=4861#comment-773 I noticed this exact thing when trying to recreate some Castlevania stages in Powered Up. Not a single platform was simply stuck there; every one of them had some architectural justification. Amazing stuff.

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By: Marc http://www.anatomyofgames.com/2012/08/03/castlevania-stages-01-03/#comment-772 Sat, 04 Aug 2012 11:44:13 +0000 http://telebunny.net/toastyblog/?p=4861#comment-772 Castlevania was one of my biggest influences when I was making Mega Man Powered Up levels. Not because of the ludicrous difficulty levels they reached, but the way that everything in Castlevania seemed to have been deliberately placed so that the architecture supported it, with pillars in the background holding up the otherwise floating platforms and the like. Things randomly flying in the air is such a staple of 2D platformers that a game like Castlevania that at least tries to handwave away the conceit really stands out.

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By: Googleshng http://www.anatomyofgames.com/2012/08/03/castlevania-stages-01-03/#comment-771 Sat, 04 Aug 2012 05:43:19 +0000 http://telebunny.net/toastyblog/?p=4861#comment-771 Also belonging on that list, really, is the entirety of Kirby’s Dreamland, which if I’m not mistaken has been wedged into every single one of its sequels somewhere (well, except for the weird spin-offs).

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