GraziGamer #1 Posted September 3, 2016 ~Beware... something evil is coming soon for your ColecoVision! 17 Quote Share this post Link to post Share on other sites
cimerians #2 Posted September 3, 2016 oh my stars and garters....is this a dream? I will pre-order for sure. 1 Quote Share this post Link to post Share on other sites
Steel76 #3 Posted September 3, 2016 Cool! Is it a port of the MSX version? Quote Share this post Link to post Share on other sites
opcode #4 Posted September 3, 2016 Cool! Is it a port of the MSX version? Nope, this is new. The code is new and the kind is a kind of remix of the original NES version with many exploration elements added. The MSX version is for the MSX2 btw, so a direct port isn't possible (or even that desirable, since the NES version is far superior in terms of gameplay IMHO). And the gfx is all new. I can post some screenshots later. 7 Quote Share this post Link to post Share on other sites
+grips03 #6 Posted September 4, 2016 amazing!!!!!! 2 Quote Share this post Link to post Share on other sites
Steel76 #7 Posted September 4, 2016 (edited) The original for the NES is one of my favorite games of all time. This is going to be amazing! Edited September 4, 2016 by Steel76 2 Quote Share this post Link to post Share on other sites
imstarryeyed #8 Posted September 4, 2016 I so cannot wait for this game!! It looks amazing and I am sure it will be awesome! Another release that has us right on the edge of our seats! Good job Opcode Games!!! Quote Share this post Link to post Share on other sites
Ikrananka #9 Posted September 5, 2016 OMG - this is amazing news So, all I can conclude from all of this is that Eduardo has some kind of time stretching machine and has managed to figure out a way to get 48 hours in a single day - how else could someone produce so much amazing stuff ! ! ! ! ! 1 Quote Share this post Link to post Share on other sites
TPR #10 Posted September 5, 2016 Fantastic news! Another one of my favorite games coming home to my favorite system! 1 Quote Share this post Link to post Share on other sites
killersquirel #11 Posted September 7, 2016 This looks like another winner! I love that there is going to be more hidden places to explore. I will definitely pre-order this one. Quote Share this post Link to post Share on other sites
Centurion #12 Posted September 7, 2016 This is looking really cool and I'm happy to hear it will be a remix. I'll be on the pre-orders for this one! Thanks for sharing. Quote Share this post Link to post Share on other sites
rockman_x_2002 #13 Posted December 21, 2016 Castlevania for the Colecovision anything? Sign me up!! I can't wait! 1 Quote Share this post Link to post Share on other sites
opcode #14 Posted July 29, 2019 Now that I am still trying to figure out what to do about DKA (after the lawyer thing) and will soon be moving to the SGM2/OMNI, I am considering finish this game and put it out. Maybe some input here can help, although this sort of discussion usually is inconclusive in my experience. The dilemma with Castlevania is that the CV has no hardware scroll, so smooth scrolling in such a complex game as Castlevania is out of question. That takes to two possible paths:1) who cares about smooth scrolling, we do NES Castlevania with course scrolling 2) we fundamentally change the game mechanics from an arcade action to an adventure exploration game, with static screen and fast in-between screens scrolling, like La Mulana. Both are valid options and have pros and cons IMHO, but the game mechanics must be selected now. Sent from my iPhone using Tapatalk Quote Share this post Link to post Share on other sites
Bill Loguidice #15 Posted July 29, 2019 28 minutes ago, opcode said: 2) we fundamentally change the game mechanics from an arcade action to an adventure exploration game, with static screen and fast in-between screens scrolling, like La Mulana. Both are valid options and have pros and cons IMHO, but the game mechanics must be selected now. I don't think there's too much lost with making it a flip screen game if it makes it a superior overall experience. After all, it's not like there aren't many other ways to play the game, and this would be one of the ways it would make it a unique ColecoVision offering. 3 Quote Share this post Link to post Share on other sites
insertclevernamehere #16 Posted July 29, 2019 2 hours ago, opcode said: Now that I am still trying to figure out what to do about DKA (after the lawyer thing) and will soon be moving to the SGM2/OMNI, I am considering finish this game and put it out. Maybe some input here can help, although this sort of discussion usually is inconclusive in my experience. The dilemma with Castlevania is that the CV has no hardware scroll, so smooth scrolling in such a complex game as Castlevania is out of question. That takes to two possible paths: 1) who cares about smooth scrolling, we do NES Castlevania with course scrolling 2) we fundamentally change the game mechanics from an arcade action to an adventure exploration game, with static screen and fast in-between screens scrolling, like La Mulana. Both are valid options and have pros and cons IMHO, but the game mechanics must be selected now. Sent from my iPhone using Tapatalk I personally would prefer option 2. Quote Share this post Link to post Share on other sites
Shawn #18 Posted July 29, 2019 Can you show an example of both options so it can be seen what the difference in both options would look like running on the real hardware with a video? Quote Share this post Link to post Share on other sites
imstarryeyed #19 Posted July 30, 2019 My gut tells me that keeping the core game play but moving screen to screen would be best. If however you were going to make Adventure in Castlevania, then the 2nd I would vote for. 1 Quote Share this post Link to post Share on other sites
youki #20 Posted July 30, 2019 Option 2 , is better IMHO. That's the option i choose when i was working on Gnz and in fact the scrolling was not an essential part in gameplay in a Ghost 'n goblins "like" game. I think for Castelvania it would be the same. 1 Quote Share this post Link to post Share on other sites
rodge2001 #21 Posted August 2, 2019 (edited) I think option #2 would be great; assuming I understand the two different choices. I like the idea of a less linear Castlevania game with player progression occurring one screen at a time. I'm not sure what kind of changes this would involve in gameplay but it could really open up some non-linear traveling from screen to screen and clever ways to get around a maze like castle. Like the ability to purposely fall down a pit from an above screen and landing on an otherwise inaccessible platform on a screen below. Secret areas could be accessed this way. Areas/items revealed to player but not yet accessible until later on through an alternate route from an adjacent screen. I haven't played it but MSX Vampire Hunter seems to be like this. Backtracking could be implemented by returning to door with a specific key or an impassable area can later be passed with a specific item/ability just like Metroid and/or MetroidVania. Even items/keys/doors could be randomized perhaps to increase replay-ability and so that each play-through is unique. Edited August 2, 2019 by rodge2001 2 Quote Share this post Link to post Share on other sites
Black_Tiger #22 Posted August 5, 2019 Why not just do a port of the MSX version? Quote Share this post Link to post Share on other sites
opcode #23 Posted August 6, 2019 1 hour ago, Black_Tiger said: Why not just do a port of the MSX version? I am not a fan of the MSX version. Besides, it is a MSX2 game. Porting the NES version instead. Quote Share this post Link to post Share on other sites
Black_Tiger #24 Posted August 7, 2019 On 8/5/2019 at 5:53 PM, opcode said: I am not a fan of the MSX version. Besides, it is a MSX2 game. Porting the NES version instead. That's cool. Screen at a time progress is fine by me and has the potential to be more engaging than typical scrolling stage design. Even if it's based on the NES version, giving each screen a unique layout would go a long way to delivering an experience that doesn't feel like a compromise. Quote Share this post Link to post Share on other sites
opcode #25 Posted August 16, 2019 A teaser for the SGM2. Fully playable demo in October. If I can find someone that can host the demo at this year PRGE, people attending could try the game. Sent from my iPhone using Tapatalk 5 1 Quote Share this post Link to post Share on other sites