Castlevania II: Simon's Quest
|Castlevania II: Simon's Quest|
Also known as: Dracula II: Noroi no Fuuin (JP)
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Castlevania II: Simon's Quest is infamous for its hilariously inept translation, though the original Japanese version doesn't make much sense either, thanks to Konami's brilliant decision to give many of the villagers intentionally misleading dialogue.
Hit Deborah Cliff with your head to make a hole, and don't forget to visit the graveyard duck to live longer.
An unused enemy. Judging from the tileset it's stored in, it was probably supposed to appear in a mansion. These graphics replace the normal zombie graphics from outside of mansions, with concept art suggesting that these mansion enemies were to be "Frankensteins".
Stored with the rest of Dracula's remains is a pair of vampire fangs, which suggests that Simon was meant to collect six parts of Dracula instead of five. Oddly enough, one guidebook makes mention of Dracula's fangs, being how the Count is able to attack in the Last Battle. The Tooth of Vlad also appears in the plot of Harmony of Dissonance and in Symphony of the Night as part of the method to engaging in the true final boss fight of both games.
These messages can be viewed in-game by accessing any dialogue with Pro Action Replay (PAR) code 00007FXX enabled, where "XX" is the given text ID.
Starting at line 0xCF50 in the ROM data:
This is similar to the Ferryman's dialogue when you have the Heart equipped ("Let me show you the way"), but he never says "I'll show you the way." Nor does any other character in the game, for that matter.
Starting at line 0xCCE0 in the ROM data:
It's obvious that these were meant to be displayed when Simon gains an experience level, but they're not. Further, it's not possible to go above Level 6 in the final game.
At lines 0xCCD0, 0xCF90, 0xD1F0, and 0xDC60 in the ROM data:
All four of these memory addresses contain an instance of "Nothing.", which is never displayed anywhere in the game. They're probably placeholders or memory fillers, but may also have been intended for empty rooms.
Rip the soundtrack from both versions, and list more differences (e.g. different endings. source: http://legendsoflocalization.com/did-castlevania-iis-endings-get-mixed-up/)
Here are the list of differences between the FDS and NES versions.
- In the FDS version, there was a save feature, whereas in the NES version it uses a password system.
- The loading screens that would pop up when starting a game, leaving towns, approaching a mansion, etc., were removed.
- The FDS version tells how many in game days it took you to finish, this was removed in the NES release.
- The credits were also removed in the ending.
The North American and European versions have comparatively few differences, although the infamous "PROSSESS" typo when obtaining Dracula's rib was fixed in the latter.
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There's a whole lotta words here, but not enough pictures. Please fix this.
Specifically: Title screen of European version with correct palette needed.
- The title screen was completely redone. The blood effect that would drip from the title was removed, and the title screen itself was shifted down a few pixels.
- When in front of the entrance of a mansion, the mansion theme starts playing in the FDS version. In the NES version, it plays when entering the mansion instead.
- The entire soundtrack was redone because the FDS version uses a sound chip exclusive to the Famicom Disk System.
- The ending theme was redone to make it sound less repetitive.
- The holy water makes no sound when hitting the ground in the FDS version, whereas in the NES version it retains the sound from Castlevania.
- The level up sound effect doesn't have an echoing effect.
- Some sound effects used both pulse channels in the FDS version, and were changed to use only one pulse channel in the NES version, since this would have completely interrupted the music otherwise.