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["The Best" Awards] ["The Worst" Awards] |
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Loser
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Castlevania:
The Adventure / Dracula
Densetsu for the classic Game Boy!
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"I
hate you all." |
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And about you, Cornell: The jig is up--we know who you are. I've been dealing with crazies all day, and I've had just about enough. Give up the act." |
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Here's an idea: Why don't you go back to the litter box while our friend Craig says his piece?" |
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And it's a Nonasmal Mini-Pebble Containment Center, thank you very much. Now if you'll excuse me, I have to use it. LOOK, ELEPHANT!" [runs] |
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So what is it this time--the controls? Did this game do anything right? 'No,' you say? Oh, well. But Castlevania: The Adventure's 'control problems' lay more in conjunction with the previous category of stage design. With the limitations of the classic Game Boy in mind, they still seemed intent on trying to build beyond their britches. It obviously didn't work--the processing killed everything, and the just-make-it mindset for jumping was poorly conceived. At all times is a sense of button unresponsiveness, which leads to missed jumps, late whips, or the failure to grab onto a rope that lay directly over a bottomless pit. It's difficult to have control over your world when it moves like John Goodman after beer and wings. It's even more difficult when your means of transport are these insidious hangy ropes that you can only climb at a snail's pace while completely defenseless. The key was to supply for the player an advantage, which 'whipping while climbing' would have been. However, little to nothing is given to player in a game where the challenge (also affected heavily by the processing), alone, is already too much to overcome. And that's it. I CAN'T TAKE ANY MORE OF THIS. LEAVE ME THE HELL ALONE. AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH!" |
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In the meantime, we have more show for you. Let's welcome another old and wise vampire-hunting master, a future-based descendant of the ancient Belmont clan. This is one cat whose legend can't be sealed away--let's hear it for Julius Belmont!" |
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"What is this place?" |
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"Oh. Have we met?" |
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"Right. And, uh,
why am I here? |
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"Ah, yes--of course!" |
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"How you doin'?" |
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"Sure thing. Have we met?" |
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"I forgot my keys." |
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I, Julius Belmont, the banisher of the dreaded Castlevania, will take my place, again, as the hunter! No man shall stand in my way as I forever seal the evil Count Dracula in eternal decay!" |
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How you doin'?" |
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"Have we met?" |
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'Dear Julius Belmont, If you do not read the cards being held up by the funny-looking skeleton man, we will release Count Dracula back into this world. Mwu-hahahahaha! Mwah-hahahaha! Hahahahahaha! Ahhh-ha! Love, |
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Friends, those of you hardcore followers to this, the gaming industry: I'd bet that some of your fondest memories of classic gaming are those associated with the many challenges you faced in your hobby's earliest years, when men were men. While these games were cruel in the way they demanded a painstaking effort if the contestants hoped to clear them, there was a certain satisfaction derived from being able to clear such titles while your friends could not. To be a master is hard work, after all. However, it takes talent--a certain balancing act--for developers to deliver a product that doesn't go overboard with challenge while still being difficult enough to please those who crave a good trial. Sadly, some developers fall from the highwire and create games that are either too easy or frankly unplayable. Other games feature tricks, traps and tribulations that make you wonder if their creators wanted to prove that they could create the insane and the impossible. I've got five examples for you:
Hurry up and click the link before I forget it's there." |
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Page 15: The Award for Worst Challenge
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