Demonsare a kind of denizen of Hell resembling the classic, popular Christian depiction of evil entities, such as gargoyles or even Satan himself: long horns, claws, endowed with bat-like wings, and having supernatural abilities associated with fire and black magic. The word "demon" comes from the Greek daimōn, meaning "divine power", "deity" or "spirit".[1]
Although the series has a long list of demons and devils with different attributes and hierarchic positions, such as the Arc Demon or the Lesser Demon, these are solely called "Demon" and carry no other adjective.
The last of the trio of monsters resurrected by an Evil Flame (the other being the two Mummies and the Cyclops). Leviathan is a menacing-looking demon featuring staple satanic features such as a goat's head and hind legs, and bat-like wings.
The creature ominously emerges from his casket and from the first sight it will be obvious he's not someone to be taken lightly, bearing a tall and muscular figure. Leviathan mainly attacks by performing high hovering leaps in an attempt to stomp on the player. On the third leap, it will make a short pause and spew three large fireballs in a spreading manner. He's quite resilient, but as expected, he becomes more vulnerable while on the ground; a few tosses of Holy Water vials and continuous whipping will soon put him out of commission.
It moves by flying erratically above the player and attacks by either swooping down with its clawed feet or by summoning three fireballs from within a magic circle that target the player upon launching.
At the title screen, you are given the option to pick either Normal or Hard difficulty. When playing on Hard, you will start the game with less life than on Normal. You will also encounter more enemies in more difficult locations. Finally, when playing on Hard, you will not be given checkpoints throughout a level, so you will need to start the level from the beginning if you lose all your life.
Due to the size of this game, it was necessary to reduce the size of the code before the game could be released. I used the picotool library to reduce the size of the code, at the cost of readability. However, the original code, before being reduced, can be found on GitHub, here.
To save tokens for your next game, you might want to move away from traditional OOP and use a lot more functions.
I switched to that programming style for pico and found out that "self" is only necessary for fields/methods that are part of the entity "API" (ex: position, health....).
Anything else (timer, state...) can be stored as local variables, kept within the function closures.
Example (Ghost Rally):
Nicely done! I haven't played the original Castlevanias myself, but from what I've seen this is a very good recreation of their aesthetics and core gameplay. The map screen, branching paths, difficulty options, and secrets are all great touches. The way some levels start differently depending on the direction you approach from is really neat (the northern entrance to the castle especially).
I realize you probably don't have the tokens to spare for all of these, but I definitely recommend at least making the final fight more interesting. And yeah, I second freds72's suggestion of using a lot less OOP practices to free up more tokens for content. Every . and : counts as its own token, so conventional OOP really makes the token count add up.
Awesomeness! One thing I would change is the whip. I feel it makes the game to East having it move in a quarter circle. Make it behave like a traditional Castlevania game. Would probably free up tokens also
I had a night to play pico games with the baby brothers and this was their favorite! They really appreciated the checkpoints, and I really appreciated the movement, the combat felt awesome! My only issue was that the bat boss felt tougher than any enemy I fought, even compared to the final boss. Other than that, the whole game had an awesome atmosphere! We had fun fighting the bosses, trying to figure out which way to go on the map, and find out how to collect stones! Thanks for the fun times ^-^
Very good effort! It felt weird being able to direct my jump in mid air, but I did like that the whip goes overhead, it makes situations on stairs a little more fair than the original castlevania games...
I'm not one who likes unfair difficulty, but I do like a challenge. I'll try again on hard. There was only one 'enemy trap' I thought was good and it was a kamikaze slime in my particular path's stage 3.
I would personally slow the walking pace, do something to add weight to the jump, and mix up the final boss battle, but those are minor nitpicks considering how much level content you've crammed into a cartridge. It was fun to travel through and find secrets, even wall meat!
I'm curious, how did you store the layouts for all the areas? Looking at the map area in the cartridge, I only saw a relatively small area filled in. Did you use the filled areas as room templates, then reuse and alter each one as necessary?
But the short answer is, I created all the levels in an external editor, then used a script to turn each level into a string.
In the code you can find long strings of characters representing each level. There's some code in the cartridge which converts the strings back into map data.
The first level is pre-loaded into the map to save space on the character limits, but all the others are only loaded into the map when needed.
I'm working on a editor for making level strings also, and I'm using the map system in an unorthodox way to increase effective storage space, and was curious if someone else was working along the same lines.
Great game here. Really impressed with how you coded the levels/map (I'm going to give the post you made about it a proper read and hopefully learn some new tricks!) I love the platforming mechanics, having air control in a Castlevania game is a godsend. Cheers!
I've posted a review of the game on YouTube:
Awesome game. As a 8 and 16 bit hater, because it is so hard to see if a game offers the exact gameplay rules like jumping with steering vs castle vania where I havent had the time nor interest to start learning it; I am a ps1 person.... I really enjoyed the game. Super Easy on normal diff and super well destilled to the basics. !!!! awesome !!!!
Hi. This is Thesecret1070. I am an admin of this site. Edit as much as you wish, but one little thing... If you are going to edit a lot, then make yourself a user and login. Other than that, enjoy Villains Wiki!!!
Blue Fangs is a minor antagonist in the Netflix animated series Castlevania, serving as the final antagonist of the first season. He is a demon in service to the dark lord Dracula, named after the blue color of his serrated teeth.
Blue Fangs appeared in the fourth episode and Season 1 finale "Monument", first appearing in the beginning when he and several other demons entered the church where the Bishop of Gresit worked. He mocked the Bishop for the latter's arrogance about his claims to be carrying out the work of God, calling him out on how his work disgusted Him so much that He turned His back on him.
The Bishop snapped at him, claiming that the attacks of Dracula's hordes were the fault of his wife Lisa and the Speakers, even going so far as to claim that Lisa was a witch. Blue Fangs was amused by the his claims, pointing them out as lies in his church and the reason why God has abandoned him, and voiced his love for him before proceeding to eat him alive.
Blue Fangs was later seen during Trevor Belmont's fight against the hordes in Gresit where he inspired the villagers to follow him in fighting back against Dracula's minions and retaliating against the priests of Gresit for having manipulated them all along. Blue Fangs was later slain by Trevor.
Blue Fangs is a powerful demon that is quite intelligent despite his monstrous appearance, possessing a strong vocabulary and a good understanding of morality, seemingly understanding his own evil nature and hating hypocrisy, as shown in the pleasure he took in directing his breaking speech towards the Bishop of Gresit and his false self-righteousness before proceeding to devour him. However, his fighting style is animalistic, as he delights in tearing humans to pieces with his serrated teeth and claws.
But one company is notable for its titles on both of these systems. Whether you were a Sega fan or a Nintendo fan, you could count on there being incredible titles available for your system of choice from Konami.
Neither Castlevania or Contra are our focus today, though. Rather, these are two series that would very clearly influence one of the best horror-themed platformers to never leave Japan.
Developed by Nihon Soft System and released exclusively on the Super Nintendo in August 1995, it seems like a title that was destined for obscurity. Copies were in limited supply and, as of 2021, original copies sell for hundreds of dollars each on eBay.
Yet, a cult following did form around this title. A fanmade English translation is available for free, and a new print of cartridges was released in Japan in 2018, over two decades after the original release.
These demon forms will allow increased mobility and come with different types of projectile weapons. From charged-up explosive arc shots to piercing laser beams, these are just some of the different shots you can toy around with throughout Majyūō. The only annoyance with this system is that, if you collect a gem of the same colour of the form you are already in, you will get no power up or additional form change, which is kind of lame.
Majyūō is such a unique title. A lot of the basic sprites look like they are taken straight from a lost Genesis title, but the large bosses and the rich soundtrack make it clear that this game was built with the SNES in mind.
Maybe the price is a side effect of it never getting a proper re-release. Despite the advent of digital storefronts, the only ever Majyūō re-release came via that run of reproduction cartridges in 2018.
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