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Frequently
Asked Questions
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What does it take to run a website? How many hours of work are put into it? Where do you get your information? Are you crazy? These are questions that you may have always wanted to ask but were afraid to do so. Most of my site's visitors have gone as far to e-mail me and bluntly prosecute me thoroughly with their gripes about my way of doing things. Conversely, there have always been issues that I've wanted to address--those that rest within the realm of the Castlevania series and others that pertain to the 'net community. Until now, I didn't have a proper forum. So feel free to scroll down the list and view the many topics, or simply click the links to zip down to your area of interest.
Have a question you'd like answered publicly? E-mail me at MrPerfectn@aol.com.
Site Questions
Well, when I first got onto the 'net using AOL, I was presented with 50MBs of server space that could be used to create my own personal home page. I didn't know what to do with it, so I made this huge table that had nothing but the names of all of the Castlevania enemies that I had known from my then-limited knowledge of the series--the ill-fated "Enemy Index" that was once a section of this page before being shipped to the CV Library and deleted soon after. And that was the extent of my web-building abilities. Soon after, I became familiar with the 'net's many Castlevania sites, most prominently Dracula's Curse the Page which led me to the Castlevania Dungeon. So, like an idiot, I thefted (an old high school term) some of their boss images and put them in a table with their names next to them. And, for some reason, I had Zeromus from Final Fantasy II on the list. Don't ask. I wasn't content with this blatant mediocrity, so I began making what I hoped would be "the ultimate resource for Castlevania characters." But, as per my nature, I can never leave things incomplete, and that's what a character-specific site would be. So I expanded my efforts by moving my site off of AOL's server and onto Xoom (now NBCi). My goal was then simply to do whatever it took to create the most thorough site I could possibly muster. If I've failed to do that, as I'll know in time, then I'll just double and triple my efforts.
This has been an ongoing project since 1999. Over those three and a half years, countless hours have gone into the thought-process about design aspects, maintaining the site, write-ups, and, by far, the creation of images, transparent sprites and captures. True, there may be better ways to spend time, but Castlevania fits in very well with my favorite hobby of studying mythology and human nature, so I make it a habit to devote at least two hours to the cause every other day--and sometimes more than that when I get into it.
As far as staffing goes, this has primarily been a one-man show. Of course, there would be no Mr. P's Castlevania Realm were it not for servers like Xoom and AOL which gave me the space to work with, and the site would be dead right now were it not for Mek, the owner of VGMuseum, who picked up the site as my host and put me on a competent server with no limitations. I also owe a lot to the contributors who have supplied me with many of the things that I could never have gotten a hold of myself. And, of course, I can't forget the few people who frequent the site every day and give me a reason to keep doing this.
What's with your unorthodox design?
As I said: I was very limited in what I could do early on; all I knew is what I saw. Since many of the Castlevania sites I visited had similar setups, I studied their page designs using AOL Press and patterned my site in similar fashion. In retrospect, I regret doing that because it cost the site some individuality. But, since my work was already deeply based in that design, it was too late to change the layout since the workload would be unimaginable. So what I've done since then is enhance what was there: I've made it so that every part of my site is crafted out of graphics from the games, and this is done to immerse the viewers into the content. And that's all I care about--content. You can take your complicated animations, flash designs and interconnecting frames and throw them out the window. Would I use these things? Yes--but not as the crux of the design. I give you three choices: The Cast, Primary Information and Other Stuff, all of which give you different viewing options, and I make it as un-restrictive as possible.
What are your contributions to the evolution of Castlevania websites?
It works both ways: Whereas I had to learn web-building through others, I now have now become a beacon of sorts. I sure get grief for any idea that it's perceived I've "borrowed." But, why, it seems that everyone has "intros" now, when they once only cared about endings. I wonder where that idea came from? Hmmmm. And I see some sites that now have Castleography-like features, most even using my maps to illustrate the points. Do I complain? No more--I've given up on that option. Overall: I don't think it's a matter of trying to start trends; I do these things to keep my site unique.
It hasn't been a waste of time--not really. I've learned a lot about web-building over those three years, which is important since my business is web-based. I've gotten my name out there, and I've gotten many web-building opportunities because of it. Does it pay off in any other way? No. It's tough to try be in a certain field--Castlevania, in this case--and constantly be ignored, especially when you feel that you've done enough to be superior or almost there. It takes its toll, but it's my fault for forming an emotional attachment to a hobby.
Why did you choose that name for your site?
It's another thing I regret. I never really envisioned that I would take this site as far as I have. When I wanted to throw the site into the search engines, as just something to do, I needed a name. Since I liked the word realm a lot, I combined it with my AOL screen name (MrPerfectn) to create Mr. P's Castlevania Realm. I really hate that name. Oh, well--too late.
How did you become a part of VGMuseum?
Well, I was in an AOL private chat with Mek and other members of the legendary entity known as GX, discussing the usual intellectual topics--professional wrestling, mainly--and the following conversation ensued:
MekZhaoyun:
"Do you want to be on VGMuseum?"
MrPerfectn: "Hummina-hummina-hummina-da-buhbuh."
MekZhaoyun: "I'll make you a folder."
And that was it. That Mek--what a pal. I'm proud to say that I'm happy to be a part of the largest video game archive in the history of universe.
What is it with you and bunnies?
Leave me alone.
Why don't you like people taking images from this site?
As I stated in the first question: I, myself, was guilty of "thefting" certain images when I started fooling around on the AOL server. When I attempted to enter the Castlevania Webring under those conditions, I was told very bluntly that what I did was wrong. I didn't know any better--hell, I was new to the web and actually thought that the sites I was visiting were Konami's properties. Why would they care? I learned the hard way. So now, I will go out of my way to enforce that same set of rules. I'm not trying to be mean about it; I believe in ethics and taking people at their word: I'll gladly help out people who need images if they're honest in their intentions and ask me about it first. Instead, I can't tell you how many times I've gone to "new" sites which are just databases showcasing, oh, everything I spent three years working on. The least they could do is actually do some of the work and pave their own way. Do I own these images? No--everything here was made by Konami. But I make no money directly off of this site, and I pay for their products. So while I can't actually do anything about image-thefters except berate them, the least I can do is expect them to have some respect for others' efforts and at least give some sort of credit (links, e-mail addresses, etc.).
Why are there no music files or game roms on this site?
This is a very touchy subject. I think the simple answer is that I don't feel like going to prison at the moment. I can't tell you how dopey it is to make roms public on a website. I'm not even sure if what I'm doing now is legal no less posting roms. If you search the web, I'm sure you'll be able to find what you want at your own risk--I want no part of it. As for music: I've begun adding MIDI files to this multimedia section. The problem with MP3s of songs ripped off of soundtracks is that they're also illegal; also, the server I'm on expressly forbids their use. And WAVs generally take up a ton of space. It's not that we don't have the server space to store such file types--it's just not worth the risk.
Will you ever be happy with your site?
Nope. I'll never be happy with the site until it's perfect, which, as you may know, is a never-ending quest. I won't be pleased until I have every pixel of every game mapped out in some way.
Where do you get the names for some of these bosses?
I have a couple of different sources that I have to use, since Konami sometimes refuses to give us these names. Obviously, a large portion of the names comes from the games' manuals. The manuals are the most accessible to me since I never throw any of this stuff away. (I'll never forgive myself for cutting enemy images out of some of them, though.) I've gotten some others from reading over my many issues of Nintendo Power, to which I've been a subscriber since 1992. They're not always accurate in their name-choosing--like the "Sentinel Man" from Dracula's Curse that's really just Medusa--but there's little else to go on. Most others I name for what they really are. Example: They never tell you the name of what it is that Ortega morphs into, but I know just by looking at it (and from my studies) that it's a chimera. The rest are made up by me. If they're like nothing I've ever seen, I'll just gaze at them and think to myself, "What does that look like?" I'll continue: "Hmmmm--it looks like a minotaur with a Shogun look going. I'll call it 'Ninjotaur'!"
Why aren't more European elements mentioned?
I get a lot of similar questions in the form of "Why aren't there any European endings or intros?" or "Why are the logos only shown for Bloodlines, Dracula X, etc.?" The reason is that the European games are often identical to the American ones--with some minor changes like the lack of blood in Bloodlines that are noted. As such, they share the same endings, intros and logos. Listing these elements again under the "European" category would be redundant. If there are text or visual changes in endings, intros (as there are in Belmont's Revenge) or logos, they are listed appropriately. So if the European category on a game's page is blank, it's understood that the game in question is identical to the American version, if it exists at all.
How do you decide which bosses go into the "Recurring Boss" sub-section?
Its original purpose was to make use of boss sprites that I collected over time, most of which were useless to me under the present conditions. Instead, I'd put "Frankenstein" on the main boss list, and I'd be forced to list the characteristics for all of his nine-plus appearances and condense the character's entire history. So rather than put Franky's, say, Bloodlines sprite to rest via the recycle bin, I made a sub-section to list boss' appearances in successive games with individual descriptions for each; the image and description appearing on the main boss list would instead be recognized as a summation of the overall character. The reader could then go to the "Recurring Boss" subsection to see that boss' individual performances in however many games that boss has appeared.
The more frequent questions ask why the Mirror Creature (Akumajo Dracula X68000) isn't on the Doppelganger page or why there isn't a page dedicated to the Golem creatures. I try to make a set of rules, but it's anything but simple: I want to limit it to the characters who represent the exact same entity from game to game (like Franky, Death and Medusa) and to those with extremely similar ilk of the same name or characteristics (like Phantom Bat, Water Dragon and Bone Dragon King). At times, I have to break it down to the lowest level. So, as the process dictates, I decide that the Mirror Creature is just that--a creature made of glass--and not a doppelganger, which is a gelatin-like creature that shifts form. I don't consider them the same in this sense. Plus I look for other justification: In this case, I'd like the main boss list to be represented somewhat by characters from lost titles, to add an international flavor. In the case of the Golem, I could make a list for the big five--Koranot, Golem (Bloodlines), Iron Golem, Golem (Harmony) and Big Golem--but the Iron Golem and Big Golem wouldn't belong because they're not like the others. They share a similar look, but their characteristics aren't the same; they don't break down with damage or require the finding of an interior weak spot. The only solution is to leave them all on the main boss list. I prefer to do this because of my overall justification: I want the "Recurring Boss" subsection to be worth the visit, and that doesn't happen if all of the characters from the main boss list appear there, too. I'd like it to remain exclusive and interesting for that reason.
Game Questions
What is your favorite Castlevania game and why?
That would be Castlevania 3: Dracula's Curse. As I said in my review of Castlevania for the NES: "...but this is in many ways the perfect prototype." If that is true, then Dracula's Curse took it to a new level, in gameplay, graphical tone and in music--and it was only the third true game in the series. The inclusion of different-powered allies was brilliant, and the quest itself, through its superior graphical presentation, really made you feel like you were alone and isolated on a long-shot of a quest. Even today I discover more about the game through playing its Japanese counterpart, Akumajo Denetsu, which has significant differences. What its greatness accomplished was to really put the series up there with other game franchises like Super Mario Bros., The Legend of Zelda and Mega Man, something Simon's Quest and even the original failed to do. Even though today--and I'll admit this myself--that your Zeldas, Marios and Metroids are still superior series, in terms of sales and image, Dracula's Curse, like Symphony of the Night, was one of those rare games that could carry the others on its shoulders and earn them recognition. In that vein, it's much like a star center on a struggling basketball team. Overall: My favorite game of all time is still Final Fantasy II (even though I dislike RPGs), but Dracula's Curse is way up there.
What was Castlevania: Resurrection?
Castlevania: Resurrection, in terms of series' direction, was going to be the follow-up to the N64 games, and it was slated to be released on Sega's ill-fated Dreamcast. News of the next 3D installment to the series arrived around early '99, and it was slated for release in early 2000. It quickly made waves for more than one reason. Mainly, it was going to be the story of Victor Belmont, the Tim Curry look-alike who sought to escape his vampire-hunting destiny. The catch? Sonia Belmont, star of Castlevania Legends, was somehow going to travel from the past into the present to straighten him out--to maintain some kind of Yin Yang order or something. Who knows? Whether or not both were going to be selectable characters I can't guess. So Konami already had two strikes going against them with this nonsense. The problem was that they had to know that the N64 games were subpar and the tolerance of another 3D game was nonexistent; this looked to be true when reports insisted that Konami wasn't happy with the progress being made to correct Resurrection's flaws. So the game was delayed again and again until workforce on the title became so scarce that other people in the company labeled it "CanceledVania." I can't say that I was too upset to see its demise, especially since it incorporated the three things I had little no interest in video game-wise--time-travel, a flawed 3D vision, and the Dreamcast. For more on this game, click here.
What is the true order of the early games in terms of release?
This is a tough one. I know that I mention "origin of the series" in many places on this site, and it can get confusing. Vampire Killer, released in 1986 for the Japan-only MSX2, was most definitely the father of all Castlevania games. If what I read is correct, work on that game began as early as 1985. Since there was no plan for a "Vampire Killer" license, I presume, Konami ordered a remake of the game for the Famicom Disk System, but it instead wound up becoming Akumajo Dracula. Almost a year later, another division released an arcade version, which would also be called Akumajo Dracula. The Akumajo Dracula that became Castlevania for the NES thus came first in 1987, while the other, which became Haunted Castle, came out in the arcades around 1988. The thing that confuses people is that Haunted Castle came out in Japanese arcades before Castlevania hit the NES, despite it being made a year earlier; as such, it appears that Haunted Castle comes before Castlevania, which is not true. The Japanese Haunted Castle winds up sandwiched between Akumajo Dracula for the FDS (1986) and Castlevania for the NES (1987), but we have to stay consistent by naming the order for one continent--North America. In short: The correct order to those of us in the west is Vampire Killer (even though we didn't receive this lost title), Castlevania and Haunted Castle.
Some argue that the FDS Akumajo Dracula was actually released before Vampire Killer and should be listed as the true origin. Even if this were true, this is an American-based site, and my timeline adheres to the order in which we receive the games. As such, there was a "Vampire Killer" before we ever knew a "Castlevania."
Why do you want them to stop making games?
I don't want them to stop making games--I want them to slow down. I want the people who now control Castlevania's fate to realize and respect that they're at the helm of a pioneer, a series that has endured for sixteen years and one that doesn't deserve to be wrung dry for every last penny that the name's aura can still muster because it seems to be the economically viable thing to do. I've praised many times what Koji Igarashi and his KCET (Dracula X) team were able to accomplish, to take a series that was stagnating after Bloodlines and move it into a direction that peaked masterfully with Symphony of the Night. Between theirs and KCEK's contributions to the series thereafter, they've run the well dry by creating games that are carbon copies of each other--and like copies, each generation gets dumbed down more and more. In more simple terms: We're going in reverse, and the trend doesn't look to be ending anytime soon. If I can paraphrase Igarashi: "We want to make games that anyone can beat." Well, that's great--just not for this series, which was founded on the total opposite of that philosophy. As much as I liked Simon's Quest, a game that fits that description, its poor reputation proves this. Did you know that Harmony of Dissonance didn't sell well at all in Japan? I wonder why. So to pump out game after game in short periods is doing nothing but showing the series' wear, which is why we should slow down.
Someone recently asked me what I would do. First, I'd put the series on indefinite hiatus. After the next-generation consoles have started making their mark, I'd study the machines' capabilities and begin making plans for a new game with these studies in mind--just like how some unheralded team of people created a little thing called Super Castlevania 4. Naturally, by now, I'd have a concept, a set of ideas and a storyline, but I'd realize that all of these things are useless to me unless they're applied within the frame of what made the series memorable: (1) A hero with reactionary abilities. Frankly, I'm tired of these games with hundreds of "special powers" and "systems" that I'm never going to use. (2) An unequaled atmosphere. I'd work off of familiar landscapes and castle structures while breathing new life into them, as they once did with rooms that turn 360 degrees, gigantic chandeliers, upside-down castles, etc.; these ideas cease to exist when you pump out formula games like they're currently doing. And (3), most importantly, I'd aim for challenge. If you can play a huge game and make it to Dracula in six hours and beat him easily, it makes everything you did to get to that point worthless. Everyone knows that one guy who, to this day, can't finish Castlevania, which is one of those things that can give you the satisfaction in knowing that you could.
At the least, I'd move it away from the current formulas from which it remains trapped--the large areas with the "rooms," the RPG and weapon systems that take away all of the challenge, and that whole feel which they permeate. It's not "regressing back to past formulas"--it's building (not ignoring) on a foundation that was working strong until 1997, whence Legends directed it towards Wacky Land. In short: Take what has always worked, elevate it to new levels, and make the game that everyone will be talking about for years to come before you even consider making another. Imagine how starved they'll be when they see a Castlevania game pushing a system to its limits rather than another game that intentionally limits itself because its creator is shallow enough to believe that people won't buy it because its "too challenging" when it's instead "too overdone."
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