Comments on: Anatomy of Castlevania III: Block 7-01 to 7-07 http://www.anatomyofgames.com/2013/01/23/anatomy-of-castlevania-iii-block-7-01-to-7-07/ 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: TheSL http://www.anatomyofgames.com/2013/01/23/anatomy-of-castlevania-iii-block-7-01-to-7-07/#comment-1213 Thu, 24 Jan 2013 16:33:42 +0000 http://telebunny.net/toastyblog/?p=6503#comment-1213 The falling blocks are always where I ragequit a replay on the Alucard route.

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By: jparish http://www.anatomyofgames.com/2013/01/23/anatomy-of-castlevania-iii-block-7-01-to-7-07/#comment-1212 Thu, 24 Jan 2013 16:21:50 +0000 http://telebunny.net/toastyblog/?p=6503#comment-1212 I meant the bat is the only time you fight the same boss encounter exactly. I’m aware of the cyclops and mummies (please refer to the articles I have been writing!) but those always add something new.

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By: Tato http://www.anatomyofgames.com/2013/01/23/anatomy-of-castlevania-iii-block-7-01-to-7-07/#comment-1211 Thu, 24 Jan 2013 16:15:03 +0000 http://telebunny.net/toastyblog/?p=6503#comment-1211 I hate, hate, HATE this block. Not only are the mechanics and gimmicks in the level tiresome and annoying, but they completely obliterate the consistent architecture thing that you’ve been praising throughout this article series. Why did the acid in the one block have to wait until Trevor got into Castlevania to start dissolving bricks? How in the hell did the Fleamen get trapped in there? Where are the bricks falling from in the other block and why are they doing so in such consistent patterns?

These block falling/dissolving puzzles were bad and annoying in Zelda II and they’re even worse here. Waiting for blocks to fall is never fun.

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