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["The Best" Awards] ["The Worst" Awards] |
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"Here's your
big loser, one who's not married to me..." |
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Loser
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Castlevania:
The Adventure / Dracula
Densetsu for the classic Game Boy!
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"And to once
again accept the award is Chris Towferr!" |
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"This
is starting to get ridiculous. I want to go home." |
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"I
don't know you." |
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"Can
I go now?" |
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"Help." |
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Keep the books in order, and perhaps fix up the library interior if you get the chance. Some customers have the gall to complain that they can't leap the fifty yards required to reach past the first floor. Man--people are so out of shape." |
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Now let's talk about pure hell. That's right--the level design of Castlevania: The Adventure. Where to start? Well, first, it would have been a good idea had the developers actually given me the ability to consistently clear certain distances. They didn't, and it required many attempts--many of them culminating in death--to jump from one platform to another, even in the most simple instances. They could have supplied a convenient way for me to travel to new areas, but nope--they gave me ropes and no ability to defend myself while climbing. And worst of all, they went absolutely bonkers late in the game by positioning me in one scrolling area after another where all the aforementioned problems were magnified thanks to the game's major villain--the Game Boy's dreaded processing power. All I could is miss every jump in panic after spending ten minutes dredging through this slow-moving nightmare just to get to that point. Never mind, also, that the enemy placement toward the end was just plain unfair. Two Gobanzes with whip regression always an issue? Really--this game was made purely with frustration in mind. And this result it did yield. I'm glad that I'm done with it, forever, and you probably are, too. What else could I say except 'congratulations' to those who live to drive the rest of us insane. To the team that brought us Castlevania: The Adventure, it's time to take a bow!" |
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Wow. T-that woman... Must never marry. Happy alone. Yes--very alone. Suffering much better. Here I stay. OK--where were we? Oh, yeah--still here with this thing. What can I do? Well, maybe I can cheer us all up by welcoming another fine speaker. You know our next guest as the man-beast from Castlevania: Legacy of Darkness. He's that dual hero of pain and sacrifice--let's stand and honor the one and only Cornell!" |
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I ask you this: What it is that makes the many series' games either playable or utterly unplayable? Turn page. ... Uh ... what I mean is that as we turn the page of life, we find ourselves with games that are more and more difficult in concept, and our means of control must always suffice if enjoyment is to be had. Super Castlevania IV, Symphony of the Night and Harmony of Dissonance showed us that a game works so much better when present is a hero who is equipped with the tools to keep in check his or herself as well as the surrounding world. Some developers missed that class and thought of limiting the hero as a way to provide challenge; instead, when not supplying a hero who is under control, they only 'limit' a game's appeal. More than anything, a broken control scheme can plain ruin an entire game, as it did for our five nominees. They are:
Hold for applause and tell them to follow the link. ... Uh..." |
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Page 14: The Award for Worst Controls
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