Anatomy of Castlevania III: Block 7-0A to 7-0C

The seventh block along Castlevania III‘s alternate path brings us to the end of Sypha’s route, and the game marks your arrival at Castlevania proper by swapping out the standard regional map for a castle floor plan patterned after the first game’s stage map. In case you had forgotten about the way the journey diverged […]

Anatomy of Castlevania III: Block 6-0A to 6-0D

The alternate route’s sixth Block stands out as one of the most memorable stages in a game crammed with them, because of a neat throwaway gimmick. Sure, it basically boils down to a case of stunt programming, but damn if it didn’t impress back in 1990 — and it’s one of the reasons I became […]

Anatomy of Castlevania III: Block 5-0A to 5-0C

Every game eventually reaches a point at which it stops teaches and expects you to function on your own steam: To take the lessons you’ve learned and apply them, or fail. Even games like Final Fantasy XIII and modern Zeldas do this, although in those cases it may not come until the very end. Castlevania […]

Anatomy of Castlevania III: Block 4-0A to 4-0E

Dracula’s Curse splits midway through Block 3, giving you two completely different paths through the game. We’ll be following the path we saw a portion of yesterday to its conclusion before exploring the alternate route. This puts us in Sypha territory, which (based on the stage numeration) represents the alternate path to the castle. I […]

Anatomy of Castlevania III: Block 3-00 to 3-04

Ambitious as Block 1 of Castlevania III was, Block 3 might actually top it. At the very least, it demonstrates the fact that the designers didn’t tip their hands at the very start. You know how you play a lot of games these days with a crazy, amazing, introductory set piece… and then the rest […]

Anatomy of Castlevania III: Block 1-01 to 1-04

So we have the initial run-up of Block 1-01. In Castlevania, this took place outside the castle, and here we have an initial moment of whip-upgrading in a hazard-free zone… but at the end of this screen a pair of bone-throwing skeletons appear. For comparison, these guys didn’t show up until Block 07 of Castlevania. […]

Anatomy of Castlevania III: Beginning

Many gamers see Castlevania III as a return to form, which is to say it turns the gears of game design backward to pretend Simon’s Quest never happened. Rather, it plays much more like the original Castlevania: Linear discrete stages, high difficulty level, stages designed as refined obstacle courses rather than meandering open spaces. New […]

Anatomy of a Game: Zelda XIV

Finish the Legend of Zelda and press Start and you begin the Second Quest. This goes back to a long arcade tradition of “flipping” the game and playing through a second cycle of stages in which everything is a little faster and a little more dangerous. It goes back to Space Invaders, I guess. But […]

Anatomy of a Game: Zelda XIII

I didn’t mean to give the impression with yesterday’s update that Zelda was the first game with a strong bestiary, or a diverse one, or a well-crafted one. However, what you would typically find in the early ’80s was that RPGs had large casts of monsters with diverse powers, but those unfolded primarily through the […]

Anatomy of a Game: Zelda XII

Just a couple last wrap-up pieces on The Legend of Zelda and then we’re on to, I don’t know… Zelda II, maybe? (Whereupon cartman414 will respond to every post to tell me why I love the game insufficiently.) We’ve looked at Link’s powers, the lay of Hyrule’s land, and the structure and purpose of each […]

Anatomy of a Game: Zelda X

“We are getting very near what is known as the end, if you see what I mean.” I refuted the surprisingly popular theorizing that Zelda’s levels are scrambled and run out of intended proper sequence in my write-up of Level-7, because it actually does feel like a logical follow-up to dungeons 5 and -6. But […]

Anatomy of a Game: Zelda IX

As this series of long-dated observations about The Legend of Zelda nears its conclusion, it’s time to circle back around to the very first post on the topic and look at the overworld design again. Zelda admirably points players in the right direction from the very beginning and “teaches” you how to play as you […]