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* AluminumChristmasTrees: The "What is a man? A miserable little pile of secrets" quote is actually a ShoutOut to André Malraux.

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* PortingDisaster: The Japan-only Saturn port. While it adds some extras to the game such as a playable Maria (and boss), two new areas and additional items, the novelty is unfortunately soon canceled out by the actual quality of the port itself: the game suffers from constant slowdown when the screen is filled with enemies, most of the graphical transparency effects are lost, and the game loads before and after entering the transition rooms between areas (you know, those rooms that were there to ''lessen'' the loading times in the first place). It also loads when entering or exiting the main menu and due to the fact that the Saturn controller doesn't have as many buttons as the [=PS1=] controller, there's no dedicated button to open the map: as a result, you need to enter the main menu every time you want to check the map, meaning a process that took a second on a [=PS1=] now takes around 30 seconds. This is because the game was originally built on a 3D engine (only noticeable in a few places like the FinalBoss), and the Saturn had trouble handling 3D games.

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* PortingDisaster: PortingDisaster:
**
The Japan-only Saturn port. While it adds some extras to the game such as a playable Maria (and boss), two new areas and additional items, the novelty is unfortunately soon canceled out by the actual quality of the port itself: the game suffers from constant slowdown when the screen is filled with enemies, most of the graphical transparency effects are lost, and the game loads before and after entering the transition rooms between areas (you know, those rooms that were there to ''lessen'' the loading times in the first place). It also loads when entering or exiting the main menu and due to the fact that the Saturn controller doesn't have as many buttons as the [=PS1=] controller, there's no dedicated button to open the map: as a result, you need to enter the main menu every time you want to check the map, meaning a process that took a second on a [=PS1=] now takes around 30 seconds. This is because the game was originally built on a 3D engine (only noticeable in a few places like the FinalBoss), and the Saturn had trouble handling 3D games.games.
** ''Symphony of the Night'' almost received a port to, of all things, the very ill-fated UsefulNotes/GameCom, only for it to be cancelled when the system flopped; the general assumption was that it barely got past proof-of-concept until a beta version was uncovered in 2022. Shockingly, not only is the game largely complete and can be finished, but it managed to retain a lot of the features of the original (around half of both castles, most major bosses, equipment, leveling, subweapons, and the spell and familiar systems) despite working with extremely weak hardware. It's still a Game.com game, though, and suffers from sluggish performance, heavy jump physics, poor hit detection, only one very dinky music track, and a finicky password system instead of saves.
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** In the redub, Dracula is voiced by Creator/PatrickSeitz, who not only famously voiced [[Manga/JoJosBizarreAdventure Dio Brando]], an expy of Dracula, but also voiced a vampire who butted heads with [[Manga/{{Hellsing}} a different Alucard]] and lost. The best part? [[spoiler: The other Alucard ''was'' Dracula in that series]].
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** In the redub, Dracula is voiced by Creator/PatrickSeitz, who not only famously voiced [[Manga/JoJosBizarreAdventure Dio Brando]], an expy of Dracula, but also voiced a vampire who butted heads with [[Manga/{{Hellsing}} a different Alucard]] and lost. The best part? [[spoiler: The other Alucard ''was'' Dracula in that series]].
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** Alucard's absolutely ridiculous {{Knockback}} if he so much as brushes against an enemy, along with his overly long hurt animation (at least compared to [[VideoGame/CastlevaniaHarmonyOfDissonance later]] [[VideoGame/CastlevaniaChroniclesOfSorrow games]]). Coupled with hard-to-hit enemies and tight corridors and later stages can have you pinball between foes until you die, or get stun locked by a perpetual onslaught of weak attacks, or even [[ArsonMurderAndJaywalking get knocked back into another room]]. The knockback is so ridiculous, that it actually is part of retaining your starting gear on a luck run, among other exploits (see the main page and GoodBadBugs above).

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** Alucard's absolutely ridiculous {{Knockback}} if he so much as brushes against an enemy, along with his overly long hurt animation (at least compared to [[VideoGame/CastlevaniaHarmonyOfDissonance later]] [[VideoGame/CastlevaniaChroniclesOfSorrow games]]).later games like ''VideoGame/CastlevaniaHarmonyOfDissonance'', ''VideoGame/CastlevaniaAriaOfSorrow'' and ''VideoGame/CastlevaniaDawnOfSorrow''). Coupled with hard-to-hit enemies and tight corridors and later stages can have you pinball between foes until you die, or get stun locked by a perpetual onslaught of weak attacks, or even [[ArsonMurderAndJaywalking get knocked back into another room]]. The knockback is so ridiculous, that it actually is part of retaining your starting gear on a luck run, among other exploits (see the main page and GoodBadBugs above).
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* TheyWastedAPerfectlyGoodCharacter: Olrox could have served as a more significant {{Climax Boss}} for the first castle aside from Richter. The fact he has his own specifically designated section and appears to be another type of vampire ([[LooksLikeOrlok if his name and design are any indication]]) would imply he might have been another of Dracula's chief lieutenants alongside Death and Shaft. Unfortunately he has zero narrative involvement in the story and his encounter isn't treated as any more consequential than most of the other lesser bosses. To highlight this further, when you enter Olrox's room you can sit across from him at his table and he even makes a small welcoming gesture before the fight starts, but he has no dialogue at all.
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** In the original dub, Richter Belmont speaks with the ([[TheOtherDarrin first]]) voice of [[VideoGame/ResidentEvil1 Chris Redfield]].

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** In the original dub, Richter Belmont speaks with the voice of [[VideoGame/SilentHill1 Harry Mason]] and the ([[TheOtherDarrin first]]) voice of [[VideoGame/ResidentEvil1 Chris Redfield]].
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* AlternativeCharacterInterpretation: Richter Belmont. His {{Motive Rant}} when Alucard confronts him in the throne room is unclear as to how much of it is actually Shaft's control... or if what he says is actually a legitimate fear that Richter holds of becoming useless after defeating Dracula once. Given that Dracula is revived once a century, once a Belmont has defeated him, that Belmont (theoretically) will never again face him in their lifetime, meaning their purpose boils down to fathering a family that will continue the war while they no longer take an active part otherwise. Is this just part of Shaft's brainwashing? Or was Richter legit afraid of this future, and Shaft simply capitalized on this weakness in his mentality?

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* AlternativeCharacterInterpretation: Richter Belmont. His {{Motive Rant}} when Alucard confronts him in the throne room is unclear as to how much of it is actually Shaft's control... or if what he says is actually a legitimate fear that Richter holds of becoming useless after defeating Dracula once. Given that Dracula is revived once a century, once a Belmont has defeated him, that Belmont (theoretically) will never again face him in their lifetime, meaning their purpose boils down to fathering a family that will continue the war while they no longer take an active part otherwise. Is this just part of Shaft's brainwashing? Or was Richter legit legitimately afraid of this future, and Shaft simply capitalized on this weakness in his mentality?
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Authors Saving Throw is now Trivia that requires Word Of God citation for the reasoning. This example is just “How Maria plays in one port is better than another.”


* AuthorsSavingThrow: With the PSP and later releases based on it, Maria Renard's summon mechanics, originally a situation of GuideDangIt, are completely reworked, taking the place of the sub-weapons, with her being able to Item Crash them, with her basic sub-weapon being a doll of her Rondo counterpart. As a trade-off, she completely loses the ability to triple jump as well as use the regular sub-weapons, with almost all containers holding hearts or health upgrades.

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* SuspiciouslySimilarSong: The song from the credits of the original game, [[https://www.youtube.com/watch?v=LyXhNmsgigM I Am The Wind]], sounds a lot like [[https://www.youtube.com/watch?v=zpZkY47-cVI Because You Loved Me]] by Celine Dion. Similarities include the melody and the sidesticks on the snare, which later transition to full-on hits.

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* SuspiciouslySimilarSong: SuspiciouslySimilarSong:
** "Metamorphosis I" reuses the main leitmotif from Creator/DavidLynch's ''Film/Dune1984''.
**
The song from the credits of the original game, [[https://www.youtube.com/watch?v=LyXhNmsgigM I Am The Wind]], sounds a lot like [[https://www.youtube.com/watch?v=zpZkY47-cVI Because You Loved Me]] by Celine Dion. Similarities include the melody and the sidesticks on the snare, which later transition to full-on hits.
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** The Beryl Circlet isn't a general GameBreaker, but it is definitely when fighting against [[BonusBoss Gala]][[ShockAndAwe moth]], since it absorbs electrical attacks.

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** The Beryl Circlet isn't a general GameBreaker, but it is definitely when fighting against [[BonusBoss Gala]][[ShockAndAwe moth]], [[{{Superboss}} Galamoth]], since it absorbs [[ShockAndAwe electrical attacks.attacks]].
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That's a sidestick. Rimshots are a different type of strike entirely.


* SuspiciouslySimilarSong: The song from the credits of the original game, [[https://www.youtube.com/watch?v=LyXhNmsgigM I Am The Wind]], sounds a lot like [[https://www.youtube.com/watch?v=zpZkY47-cVI Because You Loved Me]] by Celine Dion. Similarities include the melody and the rimshots on the snare, which later transition to full-on hits.

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* SuspiciouslySimilarSong: The song from the credits of the original game, [[https://www.youtube.com/watch?v=LyXhNmsgigM I Am The Wind]], sounds a lot like [[https://www.youtube.com/watch?v=zpZkY47-cVI Because You Loved Me]] by Celine Dion. Similarities include the melody and the rimshots sidesticks on the snare, which later transition to full-on hits.
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* FranchiseOriginalSin: the first of the "IGA-vania" type games and generally the most beloved, but it's also the first Castlevania game to extensively recycle sprites from prior games, in this case ''VideoGame/SuperCastlevaniaIV'' and ''VideoGame/CastlevaniaRondoOfBlood.'' Thankfully it's pretty easy to overlook here, since it was only the first time these sprites had been reused, many of them got new attacks and animations, and there were more than enough interesting new enemies to make up for it. Later on, subsequent 2D Castlevania games would become notorious for shamelessly recycling sprites en masse, often with no modification. This came to a head with ''[[VideoGame/CastlevaniaHarmonyOfDespair Harmony of Despair]]'', a game released in 2010 made up almost entirely of reused assets, some of them still dating back to ''SCIV"" and thus nearly ''20 years old'' by that point.

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* FranchiseOriginalSin: the first of the "IGA-vania" type games and generally the most beloved, but it's also the first Castlevania game to extensively recycle sprites from prior games, in this case ''VideoGame/SuperCastlevaniaIV'' and ''VideoGame/CastlevaniaRondoOfBlood.'' Thankfully it's pretty easy to overlook here, since it was only the first time these sprites had been reused, many of them got new attacks and animations, and there were more than enough interesting new enemies to make up for it. Later on, subsequent 2D Castlevania games would become notorious for shamelessly recycling sprites en masse, often with no modification. This came to a head with ''[[VideoGame/CastlevaniaHarmonyOfDespair Harmony of Despair]]'', a game released in 2010 made up almost entirely of reused assets, some of them still dating back to ''SCIV"" ''SCIV'' and thus nearly ''20 years old'' by that point.
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* FranchiseOriginalSin: the first of the "IGA-vania" type games and generally the most beloved, but it's also the first Castlevania game to extensively recycle sprites from prior games, in this case ''VideoGame/SuperCastlevaniaIV'' and ''VideoGame/CastlevaniaRondoOfBlood.'' Thankfully it's pretty easy to overlook here, since it was only the first time these sprites had been reused, many of them got new attacks and animations, and there were more than enough interesting new enemies to make up for it. Later on, subsequent 2D Castlevania games would become notorious for shamelessly recycling sprites en masse, often with no modification. This game to a head with ''[[VideoGame/CastlevaniaHarmonyOfDespair Harmony of Despair]]'', a game released in 2010 made up almost entirely of reused assets, some of them dating back to ''1991'' when ''SCIV'' debuted.

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* FranchiseOriginalSin: the first of the "IGA-vania" type games and generally the most beloved, but it's also the first Castlevania game to extensively recycle sprites from prior games, in this case ''VideoGame/SuperCastlevaniaIV'' and ''VideoGame/CastlevaniaRondoOfBlood.'' Thankfully it's pretty easy to overlook here, since it was only the first time these sprites had been reused, many of them got new attacks and animations, and there were more than enough interesting new enemies to make up for it. Later on, subsequent 2D Castlevania games would become notorious for shamelessly recycling sprites en masse, often with no modification. This game came to a head with ''[[VideoGame/CastlevaniaHarmonyOfDespair Harmony of Despair]]'', a game released in 2010 made up almost entirely of reused assets, some of them still dating back to ''1991'' when ''SCIV'' debuted.''SCIV"" and thus nearly ''20 years old'' by that point.

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* FanNickname: "Holy Snorkel" - The Holy Symbol relic from ''Symphony of the Night'', which allows Alucard to survive underwater and happens to resemble a gold snorkel.

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* FanNickname: FanNickname:
**
"Holy Snorkel" - The Holy Symbol relic from ''Symphony of the Night'', which allows Alucard to survive underwater and happens to resemble a gold snorkel.snorkel.
** Referring to the game as "Soten" when speaking, referring to the abbreviation SOTN.
** "Jizz hand" for the holy ash subweapon, due to its...unfortunate appearance.


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* FranchiseOriginalSin: the first of the "IGA-vania" type games and generally the most beloved, but it's also the first Castlevania game to extensively recycle sprites from prior games, in this case ''VideoGame/SuperCastlevaniaIV'' and ''VideoGame/CastlevaniaRondoOfBlood.'' Thankfully it's pretty easy to overlook here, since it was only the first time these sprites had been reused, many of them got new attacks and animations, and there were more than enough interesting new enemies to make up for it. Later on, subsequent 2D Castlevania games would become notorious for shamelessly recycling sprites en masse, often with no modification. This game to a head with ''[[VideoGame/CastlevaniaHarmonyOfDespair Harmony of Despair]]'', a game released in 2010 made up almost entirely of reused assets, some of them dating back to ''1991'' when ''SCIV'' debuted.
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** Frozen Halves: at first they don't seem ''too'' bad if you kill them quickly enough, but if you wait even a little too long to go after them, they will summon a screen-filling ice storm that can easily stun-lock you and drain all your HP in seconds. For added fun, they are sometimes placed in the same room as the aforementioned Salomes, who have a tendency to get in your way while you're trying to target the Frozen Halves, giving them the time they night to rain icy hell down upon you.
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* TheyChangedItNowItSucks: As far as many purists of the PSX original are concerned, any change to the classic game is unacceptable. The re-dubbed script is particularly contentious, and prior to the release of ''Castlevanie Requiem'', the original was easier to find as a digital download.

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* TheyChangedItNowItSucks: As far as many purists of the PSX original are concerned, any change to the classic game is unacceptable. The re-dubbed script is particularly contentious, and prior to the release of ''Castlevanie ''Castlevania Requiem'', the original was easier to find as a digital download.

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* AuthorsSavingThrow: With the PSP and later releases based on it, Maria Renard's summon mechanics, originally a situation of GuideDangIt, are completely reworked, taking the place of the sub-weapons, with her being able to Item Crash them, with her basic sub-weapon being a doll of her Rondo counterpart.
** As a trade-off, she completely loses the ability to triple jump as well as use the regular sub-weapons, with almost all containers holding hearts or health upgrades.

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* AuthorsSavingThrow: With the PSP and later releases based on it, Maria Renard's summon mechanics, originally a situation of GuideDangIt, are completely reworked, taking the place of the sub-weapons, with her being able to Item Crash them, with her basic sub-weapon being a doll of her Rondo counterpart.
**
counterpart. As a trade-off, she completely loses the ability to triple jump as well as use the regular sub-weapons, with almost all containers holding hearts or health upgrades.



* BrokenBase: Is the PSP version's voice acting genuinely good and an unfortunate victim of the NostalgiaFilter from fans of the [=PS1=] version? Or did the PSP version try to take the game far too seriously? Or is it really not any better than the [=PS1=] version as they sound too generic? (At least the [=PS1=] version tried to sound a bit more European, as just about everyone in the PSP version sounded too American.) It depends on what you felt about the voice work in the [=PS1=] version or if you are a fan of Californian anime English dub [=VAs=] such as Creator/YuriLowenthal, Creator/WendeeLee, and Creator/MichelleRuff.

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* BrokenBase: Is the PSP version's voice acting genuinely good and an unfortunate victim of the NostalgiaFilter from fans of the [=PS1=] version? Or did the PSP version try to take the game far too seriously? Or is it really not any better than the [=PS1=] version as they sound too generic? (At least the [=PS1=] version tried to sound a bit more European, as just about nearly everyone in the PSP version sounded too American.) It depends on what you felt about the voice work in the [=PS1=] version or if you are a fan of Californian anime English dub [=VAs=] such as Creator/YuriLowenthal, Creator/WendeeLee, and Creator/MichelleRuff.



* DisappointingLastLevel: The reverse castle, which is just the same castle flipped 180 degrees. "The Final Toccata" plays in ''six'' different areas, very little story happens here (save for the final two bosses), and the game suddenly goes from linear to having minimal sense of direction. Not to mention that you can snag some [[GameBreaker Game-Breakers]] here on your ''first playthrough'', given enough grinding for [[RandomlyDrops random drops]], which destroys the difficulty curve for the remainder of the game.

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* DisappointingLastLevel: The reverse castle, which is just the same castle flipped 180 degrees. "The Final Toccata" plays in ''six'' different areas, very little story happens here (save for the final two bosses), and the game suddenly goes from linear to having minimal sense of direction. Not to mention that And you can snag some [[GameBreaker Game-Breakers]] here on your ''first playthrough'', given enough grinding for [[RandomlyDrops random drops]], which destroys the difficulty curve for the remainder of the game.



* RetroactiveRecognition: In the original dub, Richter Belmont speaks with the ([[TheOtherDarrin first]]) voice of [[VideoGame/ResidentEvil1 Chris Redfield]].

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* RetroactiveRecognition: RetroactiveRecognition:
**
In the original dub, Richter Belmont speaks with the ([[TheOtherDarrin first]]) voice of [[VideoGame/ResidentEvil1 Chris Redfield]].



** The Reverse Castle at the time of release was a huge shock, while there were games that surprised the player with more content after the [[DiscOneFinalBoss supposed final boss,]] hardly any hid half of the game behind it. Playing through a distorted version of everything you had already seen too was a very novel and unique idea. After the Reverse Castle, it pretty much became tradition for Castlevania games to have a fake final boss where you got more game after doing specific actions and exploring altered versions of places you had been to became common in metrodivanias as a whole. The Reverse Castle is now hardly a surprise and its implementation can seem highly clumsy given you have to fly and leap constantly to get anywhere, there are only a handful of new music tracks, and other than new enemies and the upside-down gimmick nothing about the castle is different.
* SelfImposedChallenge: Given the number of GameBreaker options at one's disposal, any serious challenge for most players pretty much ''has'' to be this.

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** The Reverse Castle at the time of release was a huge shock, while there were games that surprised the player with more content after the [[DiscOneFinalBoss supposed final boss,]] hardly any hid half of the game behind it. Playing through a distorted version of everything you had already seen too was a very novel and unique idea. After the Reverse Castle, it pretty much became tradition for Castlevania games to have a fake final boss where you got more game after doing specific actions and exploring altered versions of places you had been to became common in metrodivanias as a whole. The Reverse Castle is now hardly a surprise and its implementation can seem highly clumsy given you have to fly and leap constantly to get anywhere, there are only a handful of new music tracks, and other than new enemies and the upside-down gimmick nothing about the castle is different.
* SelfImposedChallenge: Given the number of GameBreaker options at one's disposal, any serious challenge for most players pretty much ''has'' to be this.
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* {{Narm}}: When you fight Dracula as the FinalBoss, one of his techniques is to summon a previously defeated boss, only to crush it in his claws; but the sound effect picked for the crushing is a Hanna-Barbera-style squish sound, which makes the whole thing unintentionally hilarious.

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* {{Narm}}: When you fight Dracula as the FinalBoss, one of his techniques is to summon attacks involves summoning a previously defeated boss, only to crush it in his claws; claws and consume the resulting blood; but the sound effect picked for the crushing is a Hanna-Barbera-style squish sound, which makes the whole thing unintentionally hilarious.
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** The Muramasa's attack power increases whenever Alucard kills an enemy whose death animation spills blood on him. With enough time and patience, this has sword has the potential to be the strongest in the game. The Merman pool near the start of the game is a popular area to level the sword up quickly.

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** The Muramasa's attack power increases whenever Alucard kills hits an enemy whose death animation that spills blood on him.him when hit with a bladed weapon. With enough time and patience, this has sword has the potential to be the strongest in the game. The Merman pool near the start of the game is a popular area to level the sword up quickly.
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* TheyChangedItNowItSucks: As far as many purists of the PSX original are concerned, any change to the classic game is unacceptable. The re-dubbed script is particularly contentious, never mind the original is now easier to find as a digital download.

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* TheyChangedItNowItSucks: As far as many purists of the PSX original are concerned, any change to the classic game is unacceptable. The re-dubbed script is particularly contentious, never mind and prior to the release of ''Castlevanie Requiem'', the original is now was easier to find as a digital download.
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* BetterOffSold: In the Saturn version, equipping jewels alongside the Jewel Sword increases its attack power to high levels, but the Jewel Sword is pretty slow, so it's not as useful as it could be. As a result, the jewels are better off used as ShopFodder.
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** The Inverted Clock Tower keep is a chaotic clusterfark loaded to the brim with flying Cloaked Knights and Gold Medusa Heads-- your Mirror Cuirass can prevent stoning from the latter, but has poor defense which leaves you more vulnerable to attacks from the former. Just getting through this segment without losing a lot of HP can be tough enough, but trying to solve the gear puzzle in order to unlock the hidden room in here is a ''huge'' pain in the ass.

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** Not being able to sell off the many, many items you'll accrue on your quest as they become obsolete is quite an annoyance. Only gemstone rings are salable, making money grinding a very slow and tedious process unless you're aware of a certain exploitable bug, meanwhile your inventory will become progressively more cluttered with weapons, armor and accessories that don't serve any practical purpose once better replacements are found.

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** Not being able to sell off any the many, many ''many'' items you'll accrue on your quest as they become obsolete is quite an annoyance. Only gemstone rings are salable, making money grinding a very slow and tedious process unless you're aware of a certain exploitable bug, meanwhile bug. Meanwhile, your inventory will become progressively more cluttered with weapons, armor and accessories that don't serve any no practical purpose once better superior replacements are found.



** The 1-kill playthrough, which requires you to kill only ONE enemy throughout the entire game. You're still beating it at 200.6%; you're just limited to killing a puny Blademaster. This is quite difficult, as the mandatory boss fights count as kills. Once you become extremely adept at glitching through walls, it's not terribly difficult, but it will give you a run for your money if you aren't mentally prepared.



** The 1-kill playthrough, which requires you to kill only ONE enemy throughout the entire game. You're still beating it at 200.6%; you're just limited to killing a puny Blademaster. This is quite difficult, as the mandatory boss fights count as kills. Once you become extremely adept at glitching through walls, it's not terribly difficult, but it will give you a run for your money if you aren't mentally prepared.
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** 99 Luck mode, Alucart equipment only, no LevelGrinding or major buffs like the [[ArtifactOfPower Ring of Varda]] is one that provides a nice meaty challenge without being hair-pullingly frustrating (your other stats are at rock-bottom, but 99+ Luck does wonders for your critical hit rate) or requiring the player to find and exploit glitches.

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** 99 Luck mode, Alucart equipment only, no LevelGrinding or major buffs like the [[ArtifactOfPower Ring of Varda]] is one that provides a nice nice, meaty challenge without being hair-pullingly frustrating (your other stats are at rock-bottom, but 99+ Luck does wonders for your critical hit rate) or requiring necessitating the player to find and exploit numerous glitches.



** Black Marble Gallery can be a pain, due to being full of Nova Skeletons and spike traps. It also has [[BossInMookClothing Guardians]], as well as [[GoddamnedBats numerous another annoying enemies]].

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** Black Marble Gallery can be a pain, due to being full of ludicrously deadly Nova Skeletons and spike traps.traps, and the architecture being much harder to traverse compared to most inverted areas. It also has [[BossInMookClothing Guardians]], as well as [[GoddamnedBats numerous another annoying enemies]].
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* FanNickname: "Holy Snorkel" - The Holy Symbol relic from ''Symphony of the Night'', which allows Alucard to survive underwater and happens to resemble a gold snorkel.
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** 99 Luck mode, Alucart equipment only, no LevelGrinding or major buffs like the [[ArtifactOfPower Ring of Varda]] is one that provides a nice meaty challenge without being hair-pullingly frustrating (your stats are at rock-bottom, but 99+ Luck does wonders for your critical hit rate) or requiring the player to find and exploit glitches.

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** 99 Luck mode, Alucart equipment only, no LevelGrinding or major buffs like the [[ArtifactOfPower Ring of Varda]] is one that provides a nice meaty challenge without being hair-pullingly frustrating (your other stats are at rock-bottom, but 99+ Luck does wonders for your critical hit rate) or requiring the player to find and and exploit glitches.
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** 99 Luck mode, Alucart equipment only, no LevelGrinding is one that provides a nice, meaty challenge without being hair-pullingly frustrating (your stats are at rock-bottom, but 99+30 Luck does wonders for your critical hit rate) or requiring glitch exploitation.

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** 99 Luck mode, Alucart equipment only, no LevelGrinding or major buffs like the [[ArtifactOfPower Ring of Varda]] is one that provides a nice, nice meaty challenge without being hair-pullingly frustrating (your stats are at rock-bottom, but 99+30 99+ Luck does wonders for your critical hit rate) or requiring glitch exploitation.the player to find and exploit glitches.
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** 99 Luck mode, Alucart equipment only, no LevelGrinding is one that provides a nice, meaty challenge without being hair-pullingly frustrating (your stats are at rock-bottom, but 99+30 Luck does wonders for your critical hit rate) or requiring glitch exploitation.
Is there an issue? Send a MessageReason:
None


** Not being able to sell off the many, many items you'll accrue on your quest as they become obsolete is quite an annoyance. Only gemstone rings are salable, making money grinding a very slow and tedious process unless you're aware of a certain exploitable bug, meanwhile your inventory will become progressively more cluttered with weapons, armor and accessories that don't serve any practical use once better replacements are found.

to:

** Not being able to sell off the many, many items you'll accrue on your quest as they become obsolete is quite an annoyance. Only gemstone rings are salable, making money grinding a very slow and tedious process unless you're aware of a certain exploitable bug, meanwhile your inventory will become progressively more cluttered with weapons, armor and accessories that don't serve any practical use purpose once better replacements are found.

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