Showing posts with label Castlevania: Spectral Interlude. Show all posts
Showing posts with label Castlevania: Spectral Interlude. Show all posts

Wednesday, 27 July 2016

6 CASTLEVANIA: SPECTRAL INTERLUDE - ENTERING DRACULA'S CASTLE

Dear Readers,

We're at Dracula's castle now! Though he hasn't revived. "Dwelling Of Doom" plays here and is another excellent rendition. At the beginning there's a secret room underneath with a health upgrade and a white altar piece. It's nice to have the map point it out.

Dracula's castle is blood red on the outside. I couldn't resist trying to jump on the wall but alas it's not a platform.

I've made my way through a good chunk of the castle and came across the Medusa boss. I haven't defeated her yet though.

Monday, 18 July 2016

5 CASTLEVANIA: SPECTRAL INTERLUDE - DOUBLE JUMPING FOR GOODIES, THE PURPLE ALTAR

Dear Readers,

Now that I have the double jump, I can backtrack everywhere I've been and collect goodies that have been teasing me out of reach!

I headed through the forest and into the underground dungeon. It's great to be able to defeat the werewolves in one hit now! They're no longer as intimidating as they were. I got the health upgrade in the dungeon I couldn't reach before.

Then it was back out to the forest again and to climb the platforms above the snakes. On the way up the birds you have to face can be tough. If you don't shake them off in time they pick at you like the mosquitoes in Digger T. Rock. At the top of the platform there's a cyan altar piece out of reach and an entrance to an icy waterfall cave.

In the icy waterfall cave the "Heart Of Fire" theme plays, same as the dungeon beneath the forest. The ice here gives you a slight slide when you stop so that's a nice bit of detail. Underneath there's a green altar piece out of reach across some water. Above there's a white altar piece out of reach. On the next screen there's the final purple altar piece. Beyond that, a nice save point before the purple altar boss. Heart upgrade hidden in the wall to the right too!

The purple altar boss are these two dragon heads that come up out of the water to spit fire at you (icy fire maybe) and they look like Volvagia from Zelda 2. A head only comes out if you have your back to it and the splash it makes when it goes back in makes for a very nice level of detail! This took me a few tries as well but I eventually took advantage of dropping through the platform to whip them when they started shooting fire.

After defeating them I got the ability to turn water into ice. This comes in very handy for freezing waterfalls and other water hazards! In the next room there's a yellow altar piece out of reach and a health upgrade.

Joseph told me I could access Dracula's castle now though he still isn't there himself.

On the way back I froze the waterfall and collected the green altar piece. It's pretty cool freezing waterfalls and then being able to climb them! There's a whip upgrade here too hidden in the left wall.

On the way back to town I was delighted to be able to freeze the water hazards and not be afraid of having enough room to deal with the were wolves! I like this extra bit of confidence!

The confidence continues with being able to freeze the water hazard in town so I can just casually walk right through the lower path without any trouble. Ahh!

I headed back to the cemetery and beyond where I met Joseph to freeze the water and obtain more items: a health upgrade, the second green altar piece and a heart upgrade hidden in the left wall. The yellow altar piece was across some spikes and unreachable right now.

Then I crossed the Mermen's area again to the waterfall cave with the bats. It feels so good to be able to freeze the waterfalls here. I wish the freeze powers could work in the Mermen's area too!

In the waterfall cave I froze the waterfall I could then climb to get the third green altar piece. Then I backtracked to town.

At this point I also had the full map, which revealed secret rooms in the cemetery and the entrance to the waterfall cave.

After upgrading and more weapon purchases and preparations, I headed across the water at the edge of the forest towards Dracula's castle.

There's a nice view of the countryside with the trees and mountains in the background while crossing the water, and that partial blue and magenta sky is really pretty too.

The final green altar piece is on the other side along the path to Dracula's castle.

Sunday, 17 July 2016

4 CASTLEVANIA: SPECTRAL INTERLUDE - THE RED ALTAR RUINS

Dear Readers,

Today I'll talk about exploring the area beyond the cemetery, which was a bit difficult to explore last time and also about facing the red altar boss.

I went back to town and continued, past the cemetery to the dangerous water crossing with the Mermen. The shield comes in handy here as they are tough enough.

On the other side I was welcomed by bats and a red altar piece. This makes three of them collected now. I had collected 2 others in the forest.

In this new cave area the "Monster Dance" theme plays and it's another wonderfully faithful rendition. The waterfall area here is quite tricky with all the bats flying at you and I was trying to whip them above a platform so their spoils wouldn't drop into the water.

Through here there's a ruined tower and a purple alter piece out of reach. Must come back for it. On the next screen there's a heart upgrade on the upper path but I had to continue left. There's another new enemy here, these leaping gargoyles who are quite scary as they can jump and avoid your whipping. Very handy save point beyond here and a whip upgrade out of reach.

Now to go back along the upper path and get the heart upgrade and up the stairs through the tower. The bats here are quite troublesome and there are also bone throwing skeletons too.

At this point I have to say I am so thankful for the way stairs work in this Castlevania game! Usually you fall through them but in this game you can land on the stairs and that's amazing! You can treat them like real platforms and it makes life so much easier! Still a challenge to ascend here though.

Game is starting to get very tough now with enemies flying at you. There's the final red altar piece on the upper path teasing me so I had to take the left path and it eventually led me to stairs and another save point when I wasn't constantly dying! I had to take the upper path back along to the last red altar piece. Then I headed back to the save point and beyond to the red altar boss.

It's a giant hunchback! He's tough enough, jumping all over the place and walking along the ceiling and throwing daggers... actually he's a lot like Grant in Castlevania III. I was able to defeat him by standing at the far right of the screen and jump whipping whenever he got too close. After a few tries I defeated him and obtained the double jump! I love this item because it makes those scary pixel perfect jumps so much easier.

Another thing I love about this game, on the same point as the stairs earlier, is the jumping. You can change direction mid-air and this is extremely helpful!

The next screen has a yellow altar piece across some spikes so I'll have to come back here later. Backtracking along, I took the right path this time and got the magenta altar piece and the hidden whip upgrade in the wall. On this path my character walks behind these pillars and it can be tough to see with the bats flying at you so I had to take it slow.

Heading back to the stairs I was so happy I was able to just drop down through the tower without having to bother stepping down! Castlevania III made it so difficult with the stairs...

When I got down I headed left again to the save point, which I really needed in this tough place, and the whip upgrade which I could now reach. Then I made my way out and got the other magenta altar piece I couldn't reach. Then it was back out through the cave, which was even more dangerous now with the extra bats since defeating the boss. The Mermen were still pretty tough to deal with on the way back too.

I headed down to where I first met Joseph and used the double jump to get up to the platform behind him that I couldn't reach before. The third magenta altar piece was beyond. More stuff was here too but I couldn't get to them yet. After this I headed back to town and upgraded my whip again.

Saturday, 16 July 2016

3 CASTLEVANIA: SPECTRAL INTERLUDE - THE FOREST AND THE BLUE ALTAR

Dear Readers,

Today I'll talk about going through town, the forest, its underground dungeon and the first boss.

On the way back from where we met Joseph, he says it's dangerous to continue left. He's right. Those... mermen I think they are are a bit tough to deal with at this point. I would at least grab the blue altar piece before heading back through the cemetery. I didn't and had to come back for it!

I've noticed you can't really farm for gold in this game. Not until you beat a boss at least. I've also noticed that if you hang around the edges of the screen, more enemies will sometimes come from the other side.

When I got to the town "The Silence Of Daylight" theme plays and it's a lot like the towns in Simon's Quest, but there's only one water hazard here thank goodness. This version of this music reminds me of music from Donkey Kong Land III for the Game Boy! Something about the synth-y solo build up reminds me of the atmosphere of that game's world and that definitely keeps this game in my good books!

There are a few people to talk to in town. The old ladies aren't very nice and tell me to stop being a nuisance and to get a job. Very true to real life for many people. I didn't have enough money to buy anything but I would recommend getting the map upgrades for finding secret rooms and keeping track of where you're going. Richter my sarcastic dad is here too. Just by the water there's the second blue altar piece.

Continuing right, I went into the forest and an awesome rendition of "Bloody Tears" plays here. I love this song so much! I don't even mind backtracking through here it's so good! I had to take my time here with the werewolves. Heading further right past the stairs I found another altar piece by the river and a whip upgrade. I took it all the way back to town to Marcus, the newly opened blacksmith and got my whip worked on. Some enemies don't take as many hits to defeat now.

I walked back in through the forest again(listening to the awesome theme) and went downstairs into a type of dungeon place. "Heart Of Fire" plays here and it's a very authentic version of the theme which brings a good atmosphere. The floating eyeballs here are kinda like the Medusa heads and they can be dangerous at this point in the game. Dealt with them very slowly. Heading right I came across an armed skeleton protecting a health upgrade. It's a bit scary dealing with an enemy this strong so soon but it was worth it to get stronger.

Further along I dropped down to collect another altar piece and could only turn left. On this lower path it's quite nerve wracking to make the jumps across the spiked pits. The screen scrolls up and back down, all the while you're hoping you'll make it! It adds a bit of tension while also making a throwback to how scrolling worked in older games.

Continuing left the path lead to an area that teased a health upgrade that's out of reach. Below there's a cyan altar piece that's also out of reach. There's a whip upgrade that's within reach though and also a hidden heart upgrade in the wall behind the skeleton. That was a nice discovery!

On the way back, I had to head back upstairs and decided to just go back to town to upgrade the whip again. I saved here as well. There is a need to save frequently in this game!

I headed back to the forest dungeon and continued right until I got to the blue altar and faced the boss, a horned skeleton with sword and shield. It's a fun boss and not too difficult to suss out. I made good use of the middle platforms and swapping now and again, getting hits in its back! It's really satisfying to whip bosses by the way. They flash and this "kshhhh" sound effect plays when you do.

After defeating it, I obtained its shield which comes in very handy during this adventure! Every little helps!

On leaving the boss chamber, we noticed more monsters appearing. The first of this game's many bats was the first one we saw. Joseph explains what's happening for a bit and then we continue trying to get out of here.

Thursday, 14 July 2016

2 CASTLEVANIA: SPECTRAL INTERLUDE - SIMON IS BORED

Dear Readers,

Now that we've got the issue of controls settled, let's get into the game! By the way, it's great to be able to play something like this on official hardware :)

A bunch of talented people came together and banded as Rewind to make this game. It's immediately apparent in the graphic design and music and together with the gameplay, it's a very authentic Castlevania experience.

The loading screen is gorgeous, though it doesn't really show on the Vega as loading is instantaneous. It's a wonderful recreation of the NES Castlevania box art. The title itself has the nice crescent 'C' logo that we're familiar with in recent times. I like that the subtitle "Spectral Interlude" uses nearly the whole colour palette of the ZX Spectrum. Nice touch and clever choice of name too!

The "Intro" and "Title" music tracks are nicely done and get you excited for the game. 2015! Bum bum bum bum bum bum! I'm not sure if these two music tracks are from the original series or not.

The opening crawl text is wordy but rewarding enough. The backstory is quite relatable in today's world: A Simon Belmont is living during times of peace, which means he is out of a job. Dracula won't be revived for a few more decades, much like the way the official series is dormant. Hopefully it won't be decades until it comes back!

I began the game in the cemetery and spoke with Boldo, who calls me "Mr Failmont". There's something very "Cranky Kong" about the characters in the game, though I've found that to be the case in many ZX Spectrum games. It's its own kind of tough love cruelty.

"Wicked Child" plays in the cemetery. It has a different tempo to the NES version and it has a harsh but cool synth-y solo. Remember the AVGN montage? You couldn't really pair that up with this as the tempo is different.

After whipping some skeletons I went underground and met Joseph. The encounter with him is kind of strange because he asks you to kill him before he releases the barrier around the cemetery. He becomes the "Navi" for this adventure but he doesn't bother you too much. You get the very most of his exposition from this first encounter with him.

This game is all about exploring and gathering pieces of altars, so that Dracula can be revived. Why? Because Simon is bored!

Sunday, 10 July 2016

1 CASTLEVANIA: SPECTRAL INTERLUDE - HOW TO PLAY ON ZX SPECTRUM VEGA

Dear Readers,

I finally got this excellent free fangame from spectralinterlude.com to work on my ZX Spectrum Vega! Today I'll tell you how I did it.

What I was doing wrong was simply trying to load the game from my MicroSD card. The Vega seems to load 48K games by default so it needs a configuration file to run this 128K game. This configuration file will not just be for the model, but also for the controls. Here I'll tell you how to make one.

Here are the steps:

-Download "castlevania_si_en.tap" from spectralinterlude.com
-Put it on the MicroSD card
-Open a new Notepad document
-Save as..
-File name: "castlevania_si_en.zxk"
-Save as Type: "All Files"
-Put it on the MicroSD card in the same directory as "castlevania_si_en.tap"
-Copy and paste the following paragraph into "castlevania_si_en.zxk" and save:

T:Castlevania: Spectral Interlude
F:castlevania_si_en.tap
M:128
K:;Q;A;O;P;0;SP;M;Q;1;2;H
D:;Up, Jump, Enter Door;Kneel, Take, (x2)Drop;Left;Right;Game Map;Whip, Read, Talk;Secondary Weapon;Jump;Previous Weapon;Next Weapon;Skip Text, Exit Game

Explanation:
T: is the title of the game as it'll appear on the ZX Spectrum Vega menu.
F: is the game .tap file to which this configuration file is applied.
M:128 is the model of Spectrum this game uses. This part is vital to get it running.
K: is the key configuration for the Vega's buttons. The above is what I suggest.
D: is what appears on the help screen describing the controls.

I hope this helps! I learned how to make configuration files from this section of the Vega company's website: retrocomputerslimited.com/vega/configuring-a-game/

From there you can download the Keymapping Instructions pdf with more explanations on configurations such as how to do cheat pokes etc.