Comments on: Anatomy of a Simon’s Quest: IV http://www.anatomyofgames.com/2012/08/26/anatomy-of-a-simons-quest-iv/ 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: Mudron http://www.anatomyofgames.com/2012/08/26/anatomy-of-a-simons-quest-iv/#comment-863 Mon, 27 Aug 2012 13:02:59 +0000 http://telebunny.net/toastyblog/?p=5187#comment-863 Granted, there’s only so many ways you could draw a circle at that scale on the NES, but I never noticed that – the highlight aside – the Mansion orbs and and the Chozo spheres are practically palette-swaps of the same sprite. Damn, son.

Also, lookit all dem dollar signs.

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By: Daniel Feit http://www.anatomyofgames.com/2012/08/26/anatomy-of-a-simons-quest-iv/#comment-862 Mon, 27 Aug 2012 08:13:58 +0000 http://telebunny.net/toastyblog/?p=5187#comment-862 The word you’re looking for is Samusbelmondo

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By: MetManMas http://www.anatomyofgames.com/2012/08/26/anatomy-of-a-simons-quest-iv/#comment-861 Mon, 27 Aug 2012 06:00:12 +0000 http://telebunny.net/toastyblog/?p=5187#comment-861 The mansions are definitely the low point of the game, being a maze of staircases, traps, and easily respawned enemies set to repetitive palette swapped scenery. And that vertical scrolling looks really jerky after Super Mario Bros. 3’s innovations in diagonals.

Actually, in some ways Castlevania II comes off like it didn’t have the time or budget that the original did, just being more obvious with the mansions. The slick overhead UI of the original’s been replaced with a vertically aligned set of solid color rectangles, with most of the vital info off in the menu screen. The countryside itself connects in pretty inconsistent ways, with at least one transition to a forest screen setting you up for an unexpected drop. The holy water doesn’t even make flames.

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