![]() It’s interesting how playing a game attempting to imitate Castlevania but having an inferior powerup system really made me realize how brilliant Castlevania really is. ![]() This results in a lot of unintended consequences that make the game less enjoyable. And the level designer’s favorite thing to do apparently was put these masks right over pits and spikes, so you have to blindly grab them before you have time to figure out what you’re grabbing. You get powerups by breaking little floating masks instead of candles. If you pick up a different subweapon, you lose all this accumulated ammo. You pick up a subweapon and it has its own ammo count which you can increase by getting the same powerup again. The way the game handles subweapons is strange. The hammer is the first powerup you’re given. The knife can be a huge problem for the player because it tends to appear right before bosses, including the final boss, which can severely weaken you. Perhaps they were trying to make it like the poison mushrooms in Super Mario Bros. Oddly enough the game keeps trying to give you the knife back as if there was any reason at all you’d want it. When you start the game or resume after a death, the game gives you a knife as your main weapon, which has low damage, short range, and is the worst item in the game. Unfortunately, this doesn’t really add any variety to the game because only two of the weapons are actually any good, and I would make the case that the hammer is the only one you should ever use. Social can use a knife, a sword, an axe, and a hammer. Instead of using a whip for the entire game, Dr. One innovation that makes this game stand out from Castlevania (and this game desperately needs any last bit of originality it can manage) is the 4 different main weapons you can find and equip. ![]() That being said, here’s a teleporting Dracula shooting fireballs out of his cape.
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