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Castlevania Bloodlines Earlier Prototype ROM dumped
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So John's feet have always been off and wasn't something that was slipped into the last build by accident? How did this not get noticed? Unless it was intentional.
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Quote:
Originally Posted by
CrossBow
So John's feet have always been off and wasn't something that was slipped into the last build by accident? How did this not get noticed? Unless it was intentional.
Bloodlines is a masterpiece, but the graphical department, IMO, is simply HORRIBLE!
Eric walk animation is a bit different in this proto:
https://i.imgur.com/7KoSETc.png
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Ohhh nice, thanks for the share. Gonna fire this up on my Everdrive.
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Only got round to playing this now... I noticed lots of little changes!
Hopefully v0.5 will get released some day soon.
from theplottwist @ https://castlevaniadungeon.net/forum...p?topic=9526.0
Quote:
General:
-The levels have a timer
-Title screen track is an arrange of the invincibility theme from the final game
-Two stages available only (Castle, Atlantis Temple)
-No map or intro screen
-Getting grey crystal ball items upgrade your subweapon to always do "item crashes", different from the final game where the Up + Subweapon button is available always for special attacks
-John's light whip attacks differently and extends like an yoyo
-Eric walks awkwardly with the spear
-Eric's spear spin doesn't spin at all, he simply moves it around
-Skull item causes bloody tears to play and stay at all times in all levels no matter what
-Game starts on easy by default
-BGM 09 is new
-BGM 08 (versailes palace) starts quite different
-BGM 07 (Iron Blue Intention) starts with a beat not present in the final one
-Dying as John causes him to turn into a skeleton
-The player can jump onto stairs but not from them like the final game
Stage 1 (Dracula's Castle ruins):
-Courtyard has a torch high up you need to use the axe to hit (also there is no subweapon here in the final version)
-Skeleton with rotating mace makes strange sound effect (something witnessed on another beta)
-Hellhound miniboss sprite completelly irrecognizable. His head appears to deteriorate as you hit it.
-Merman sprites also completelly different. Closely resemble more of a gill-man
-The single ghost seen on the merman room is not present here
-Moon background on castle keep looks unfinished/early. Just a flat boring white circle where the moon should be
Stage 2 (Atlantis Shrine):
-General Atlantis level much shorter
-Atlantis water magician miniboss is much weaker and does not lock the screen forcing you to fight it
-Other two armor minibosses after water magician not present
-Medusa Head sprites are very different. They also make an ugly face with a tongue out when they get close to you
-Enemy layout on the Atlantis level (giant statue with breakable head section) is completely different
-Drowning on Atlantis level is instakill
Other:
-Konami code on main menu conjures numbers that can be altered by pressing A and B and C. This is a level select code, also seen in another beta. With the code it IS possible to visit other levels, but only up to number 30.
Also this site below has lots of cool info as well
https://tcrf.net/Proto:Castlevania:_...es/Version_0.3
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Quote:
Originally Posted by
CrossBow
So John's feet have always been off and wasn't something that was slipped into the last build by accident? How did this not get noticed? Unless it was intentional.
This is supposed to give the narrow strip of ground some illusion of depth. The character is locked to one strip of ground in the vast room.