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I am a huge fan of the Metroid / Castlevania genre, must have played all of them to completion over the last 15 years, but SOTN I am just lost brother.
I have achieved %37 completion after 6 hours and after many hours of backtracking I cannot find anywhere new to explore.
Can anyone give me a not so subtle hint as to where the hell I am going wrong?
Out of the clear blue sky someone almost physically assaulted me because I hadn't played SOTN, That was a few weeks ago.
Whenever I see him now I need to pretend I have seen and had all these cool experiences, the shames burns. Please help!
Do you have the leap stone yet? You should have gotten it near the top of the map. Also, the soul of bat should have been in the lower left of the library.
It's been a long time since I've played SotN, so I might be talking out of my ass, but this is what I caught:
The circled portion is a doorway, but I think that might just lead to a part of the coliseum that is blocked by a giant statue.
The small arrow to the right is a room you have to get into to hit a switch which will open up the path where the long arrow is. It's a magically sealed (blue) door, though, so you'll have to find the relic that allows you to open them.
It's been a long time since I've played SotN, so I might be talking out of my ass, but this is what I caught:
The circled portion is a doorway, but I think that might just lead to a part of the coliseum that is blocked by a giant statue.
The small arrow to the right is a room you have to get into to hit a switch which will open up the path where the long arrow is. It's a magically sealed (blue) door, though, so you'll have to find the relic that allows you to open them.
JeanHeartbroken papa bearGatineau, QuébecRegistered Userregular
edited June 2010
Is the version avaible for download on XBOX Live the same as the PS1 version?
Jean on
"You won't destroy us, You won't destroy our democracy. We are a small but proud nation. No one can bomb us to silence. No one can scare us from being Norway. This evening and tonight, we'll take care of each other. That's what we do best when attacked'' - Jens Stoltenberg
0
Warlock82Never pet a burning dogRegistered Userregular
I downloaded this game years ago, and got my ass kicked constantly for the first 30mins and never went back. One day I'll have to give this another go.
DrunkMc on
0
JeanHeartbroken papa bearGatineau, QuébecRegistered Userregular
edited June 2010
Guess I won't bother then since I already own it on PS1!
Jean on
"You won't destroy us, You won't destroy our democracy. We are a small but proud nation. No one can bomb us to silence. No one can scare us from being Norway. This evening and tonight, we'll take care of each other. That's what we do best when attacked'' - Jens Stoltenberg
She used to have the original, but it was lost somehow (among other games, which is weird, as we take good care of our games). She has the Greatest Hits version (with the ugly stripe), the XBLA version, AND the PSP version.
At least I can score some Achievements out of it.
LBD_Nytetrayn on
Like Mega Man Legends? Then check out my story, Legends of the Halcyon Era - An Adventure in the World of Mega Man Legends on TMMN and AO3!
It's been a long time since I've played SotN, so I might be talking out of my ass, but this is what I caught:
The circled portion is a doorway, but I think that might just lead to a part of the coliseum that is blocked by a giant statue.
The small arrow to the right is a room you have to get into to hit a switch which will open up the path where the long arrow is. It's a magically sealed (blue) door, though, so you'll have to find the relic that allows you to open them.
You buy that relic from the librarian.
He must already have that relic, because you need it to access the middle-left part of the map (just to the left of where you fight Gaibon and Slogra). But yeah, listen to what SmokeStacks says; there's a lot of grey areas on that map you should be able to explore right now, Icon.
One part I got stuck on for a long time was in a tall cathedral-like room, with one of those living swords in it. I didn't realize you could jump on the scaffolding stuff that was on both sides of the room. Took me a long time before I discovered that.
I'd give anything not to have given this game away =(
If you own a PS3, PSP, or an Xbox 360 you can get it back for less than $10.
SmokeStacks on
0
JebralThe guy nobody pays attention toDown South in the land of free thinkingRegistered Userregular
edited June 2010
You know, if I haven't played the game in a while I often encounter a start of the game stump like this. I guess it just takes a bit to recall the layout.
This is an interesting puzzle you have set forth for us bro. I love that everyone here is probably thinking of how much they love that game, how they wish to own the OST and that they should be playing this.
In the marble galery left of the central clock room there is a path leading down that you havn't taken yet. It will lead to the catocombs and I think you will find your way from there. Be sure to thank the Cheron while your down there.
Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
edited June 2010
I just picked this up last week and started playing it for the very first time. Much like Deus Ex, I almost instantly lamented having not played this game from the day it was released despite some serious bullshit "WTF?" spots where you really get no clue how to deal with them properly. One place in particular:
the rock near the entrance. Hey, you can break it open! Hey, go through one way as the wolf and one way as the bat and a secret door opens up in that room! Hey, that door will give you absolutely no indication it just opened up or where it is!
Super Metroid was my first Metroid game and I had no major problems getting that whole game figured out. Some of the spots in SOTN are just stupidly and virtually impossibly unclear. Also, lotsa stuff gets lost in the background designs and some of the stuff you just have to outright psychic to know without looking it up. I feel no shame in admitting to looking up a guide for a few of the absolute worst spots.
That being said, I've been continually impressed with the size of the game and the huge variety of enemies. In fact, pretty much this entire game impresses me aside from the stupid hidden things and occasionally getting stun-locked in a boss fight. Kinda wanna get the achievement for getting 200.6% of the game completed, but I also feel no real desire to sit around grinding away at certain enemy types to get rare items. This game is an absolute steal for the XBL price, though.
The devs certainly put an enormous amount of effort into SOTN. Can't believe I've missed it for all these years.
Ninja Snarl P on
0
HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
The devs certainly put an enormous amount of effort into SOTN. Can't believe I've missed it for all these years.
That's debatable. I mean, on the one hand, this was their first go with this formula. But then on the other hand, how many flaws does it take before it becomes inexcusable?
Note: holy crap I typed a lot and considering it some of it may be a spoiler to the OP, it's in a tag anyhow.
When the game was fresh, the reverse castle was cool the first time through it. But after that, I realized that a rotation of the castle, with no restriction on what order you can do it in, wasn't probably as good a game design concept.
If you don't like linearity, I dunno, I guess you're right. But what I like about linearity is when I'm able to break it - that's why I love Super Metroid, for example. The game has a path to follow, but when you get the controls down and learn some things, all of a sudden the whole game is open ended.
If SotN was built in the same way the whole way through - a linear path, but if you've mastered controls of the skills you can break that linearity - it would've been great.
The game has aged badly to me. Every "Metroidvania" to come out has further worked on their ability to layout a linear path while working on the challenge. SotN is just too goddamn easy. The only hard boss in the game is Galamoth or whatever his name is, the tall guy that fire lightning all over the place (now that I think about it, I'd like to go back to it and fight him in a non-cheesy way). CotM is actually okay in difficulty, and whenever they made you do some backtracking that had to be done, they at least spruced up the enemies as you moved along. The itemization in the game was kinda goofy though, as was the idea of magic and everything special was just a mess. I pretty much default to just using the whip and subweapons. All the magic shit was fluff.
HoD was easier, and they tried to play to the SotN vibe (two castles, Juste had the shadowy thing to his movement like Alucard and even resembled him, that sort of shit). But it eventually succumbs to the SotN problems - the linearity is lost, and the game becomes even easier than it seemed to be at first (though, one of the final boss fights can actually fuck you up). The shop guy was a pain in the ass in that he would disappear after you moved on to later areas and you could miss out on some items.
AoS was even easier but I think they managed to nail the castle layout / exploration thing. The main entrance hall area was the place you had to travel through most to get to new places in the castle, but I don't think people really gave a damn on account of 1) it giving you a chance to find out how strong you've become in the meanwhile and 2) the music for the area was fucking sweet. It also adopted SotN's different weapons scheme, and came up with a good idea for special abilities (which helped the castle layout / linearity).
DoS was just fine-tuning of the AoS system but still managed to be easy, though it had the hard points of Death and Gergoth (the guy in the tower). The idea that multiple gatherings of the same enemy soul would empower the ability further felt like too little too late for the formula; that should've been in AoS for god's sake.
PoR managed to divide the game into a SotN play style vs a new style, which was Charlotte's magic. the game was more difficult than DoS, though not by much, and the layout was made to be brisk and extremely linear, everything really being locked out by story progression as opposed to new abilities. There's like no room for breaking the linearity, which is true of the last two titles, so that much was disappointing.
OoE was extremely fucking linear. But they managed to hammer out the difficulty of the game right. Plus the armor / weapons thing was stripped down to extreme basics by the entire series' standards, which helped a lot.
Henroid on
0
Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
edited June 2010
I really enjoyed the fact that the game largely becomes easier as you progress as well as the fact that the game becomes much less linear towards the end.
The leveling up is a nice reward for exploring; otherwise, you'd just spend hours wandering and have nothing whatsoever as benefit for your time. And for once, you're supposed to actually be this pretty powerful character and you actually get to be that character for more than five minutes at the very end of the game. By the time I finished, I had no desire to face some bullshit fights where the bosses could swipe off half my life with one hit or something like that.
As for the game's linearity, I had infinitely less gripe about everything being open to you later on than not knowing about some super-secret route. By the time you get to
the reverse castle
you have everything you need to go anywhere. Frankly, I would've been rather unhappy if I'd had to jump through a whole new set of hoops to progress. Also, it would've been really, really easy
for the devs to populate the reverse castle with palette swaps of critters from the first castle. Instead, almost a whole new list of completely unseen critters who all work differently. And on top of that, you kill the living hell out of the recycled enemies with no problem at all.
I also actually like the fact that the devs took the time to look at the game and see where somebody could sequence break. I still managed to do it a couple of times, but whenever I wasn't supposed to get somewhere it was very, very clear you weren't supposed to get there yet. There was no "if I could just get a foot higher"; you either could get somewhere or you couldn't. Conversely, in the Metroid games it's completely possibly to go way the hell off one way and be blocked because you don't have a given beam yet. I will say that SotN could've definitely done with a map which showed things like blocked points and broken the map up into color-coded sections.
And I had no idea this was the devs first try at something like this; that actually impresses me more. Yeah, there were flaws, but the game is impressively large and in-depth. I was pretty much hooked the first time I randomly did a magic spell (Soul Steal, of all things); before that point, I'd had no idea the game magic was something you could just do if you knew the commands.
As far as the challenge, I felt the castle itself was supposed to be the challenge more than the enemies anyway. If every enemy I came across ended up being even a slightly tough fight and the whole game stayed that way, I probably wouldn't even have played the whole game. There's just too much exploring and backtracking and making the enemies all challenging would've turned the game into a huge chore. Instead, I could blaze through the vast majority of enemies and focus on getting to where I needed to go, particularly towards the end.
I am a huge fan of the Metroid / Castlevania genre, must have played all of them to completion over the last 15 years, but SOTN I am just lost brother.
I have achieved %37 completion after 6 hours and after many hours of backtracking I cannot find anywhere new to explore.
Can anyone give me a not so subtle hint as to where the hell I am going wrong?
Out of the clear blue sky someone almost physically assaulted me because I hadn't played SOTN, That was a few weeks ago.
Whenever I see him now I need to pretend I have seen and had all these cool experiences, the shames burns. Please help!
That area you have circled just contains a Basilard (not very good where you are)--you go down a long elevator and pick up a run-of-the-mill cape half-way to the bottom. There's a cannon down there that blows open a hole in a wall, thus allowing you to go through.
As someone else mentioned, you should have the Leap Stone and Soul of Bat by now. I believe you can either proceed down the long fall over to the mid-bottom-right down into the Caverns, or you could go get the Power of Mist, which is in the Coliseum--basically the center of the map. You have to go to the big clocktower in the middle, see if the statue on the left is out of the way, if it isn't just wait a minute (literally and at most), then double-jump/bat your way up.
This leads to Olrox's Quarters. Proceed along and go toward the left when you get to the open-ish area that has one of those animated swords--only this one calls on all sorts of miscellaneous weaponry to circle around it. This should take you to the Coliseum. Fight the boss there, and you should immediately be able to pick up the Soul of Mist.
The world's your oyster at that point. Take your time, look around, and when you get the Fairy or the Demon familiar, make sure to use them--they spot weak walls and certain secrets for you.
The crappy special weapon system. Hate it when I accidentally grab something I don't want... worse is when I'm unable to retrieve my original due to enemy interference.
...not big on unskippable cut scenes, either.
LBD_Nytetrayn on
Like Mega Man Legends? Then check out my story, Legends of the Halcyon Era - An Adventure in the World of Mega Man Legends on TMMN and AO3!
Good news! I just finished this game a month or two ago, so the path is still fresh in my mind.
Okay, you have two options at this point, and you'll have to do both eventually.
1. See that upwards opening in the middle of that long, straight path with plenty of empty space above it? That's the clock room, and you'll do well to memorize it's location. Currently, you can go up two ways from there. They're both blocked by statues, but one opens up every other minute, so it's easy to get through. The other opens if you have the clock special weapon in effect. From the left of the two paths (the one that opens every other minute,) you'll eventually find yourself in the Colisseum, where you'll gain the power to turn into mist.
2. This way's just right of the clock room. When the path branches, take the upper path and you'll find a door you couldn't get through before you bought the Opening thing in the library. Step on a switch, and then backtrack and take the lower path. The switch opened two holes in the floor. One leads to a few items, and the other to...well...about an entire third of the castle. Good hunting!
Edit: Oh, just to make things easier, Option 2 is already on the path. It's the long vertical drop to the right. Note that the area below it is less than half of the places you can reach this way. And Option 1 is the first unexplored opening to the left of Option 2's start.
EmperorSeth on
You know what? Nanowrimo's cancelled on account of the world is stupid.
The crappy special weapon system. Hate it when I accidentally grab something I don't want... worse is when I'm unable to retrieve my original due to enemy interference.
Hey, at least you get the chance to get it back! Back in the pre-Dracula X Castlevanias, your subweapon would get replaced and you wouldn't have the chance to exchange it for the one you had. And we liked it!
Now if you'll excuse me, there are some children on my lawn that need to be yelled at.
The crappy special weapon system. Hate it when I accidentally grab something I don't want... worse is when I'm unable to retrieve my original due to enemy interference.
...not big on unskippable cut scenes, either.
Once you beat the game once you can skip cut scenes.
I'd turn off that graphics smoothing filter. The game doesn't look like that.
Gihgehls on
0
JebralThe guy nobody pays attention toDown South in the land of free thinkingRegistered Userregular
edited June 2010
I need to replay this with the luck code.
Where you start the game with horrible, horrible stats, but your luck is 99 AND you get some luck pumping gear to start the game with if I remember correctly.
It starts off hard, but then the luck kicks in and you start getting all these awesome drops.
The crappy special weapon system. Hate it when I accidentally grab something I don't want... worse is when I'm unable to retrieve my original due to enemy interference.
...not big on unskippable cut scenes, either.
I was infuriated every time I lost my holy water.
I had to remind myself this was the first gameplay reboot of Castlevania. All the fancy weapons and magic system we associate with it were not around yet.
Ahh. Now i have to play Circle of the Moon and Order of Ecclesia again.
Cool thing about the Clock room, the PS1 version measures minutes based on how long you have been playing, whereas the Saturn version uses the systems' internal clock and opens/closes based on the actual time.
Not sure about the PSP (Dracula X) and 360 versions, but since they're pretty much the PS1 version I would assume it's done by playtime.
Cool thing about the Clock room, the PS1 version measures minutes based on how long you have been playing, whereas the Saturn version uses the systems' internal clock and opens/closes based on the actual time.
Not sure about the PSP (Dracula X) and 360 versions, but since they're pretty much the PS1 version I would assume it's done by playtime.
Nope. Real time for the 360. At least I'm pretty sure it was.
urahonky on
0
HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
edited June 2010
Despite what I had to say about the game, I haven't played it in many moons and wouldn't mind playing it again. fffffff
Posts
The circled portion is a doorway, but I think that might just lead to a part of the coliseum that is blocked by a giant statue.
The small arrow to the right is a room you have to get into to hit a switch which will open up the path where the long arrow is. It's a magically sealed (blue) door, though, so you'll have to find the relic that allows you to open them.
You buy that relic from the librarian.
Yes
She used to have the original, but it was lost somehow (among other games, which is weird, as we take good care of our games). She has the Greatest Hits version (with the ugly stripe), the XBLA version, AND the PSP version.
At least I can score some Achievements out of it.
Like Mega Man Legends? Then check out my story, Legends of the Halcyon Era - An Adventure in the World of Mega Man Legends on TMMN and AO3!
He must already have that relic, because you need it to access the middle-left part of the map (just to the left of where you fight Gaibon and Slogra). But yeah, listen to what SmokeStacks says; there's a lot of grey areas on that map you should be able to explore right now, Icon.
My Backloggery
If you own a PS3, PSP, or an Xbox 360 you can get it back for less than $10.
My Backloggery
Technically you have 2 options on where to go next...
Oh and I am very envious of you. I wish I could play SOTN again for the first time.
yeah, I know I can get it cheap but I really regret not keeping that copy.
That being said, I've been continually impressed with the size of the game and the huge variety of enemies. In fact, pretty much this entire game impresses me aside from the stupid hidden things and occasionally getting stun-locked in a boss fight. Kinda wanna get the achievement for getting 200.6% of the game completed, but I also feel no real desire to sit around grinding away at certain enemy types to get rare items. This game is an absolute steal for the XBL price, though.
The devs certainly put an enormous amount of effort into SOTN. Can't believe I've missed it for all these years.
That's debatable. I mean, on the one hand, this was their first go with this formula. But then on the other hand, how many flaws does it take before it becomes inexcusable?
Note: holy crap I typed a lot and considering it some of it may be a spoiler to the OP, it's in a tag anyhow.
If you don't like linearity, I dunno, I guess you're right. But what I like about linearity is when I'm able to break it - that's why I love Super Metroid, for example. The game has a path to follow, but when you get the controls down and learn some things, all of a sudden the whole game is open ended.
If SotN was built in the same way the whole way through - a linear path, but if you've mastered controls of the skills you can break that linearity - it would've been great.
The game has aged badly to me. Every "Metroidvania" to come out has further worked on their ability to layout a linear path while working on the challenge. SotN is just too goddamn easy. The only hard boss in the game is Galamoth or whatever his name is, the tall guy that fire lightning all over the place (now that I think about it, I'd like to go back to it and fight him in a non-cheesy way). CotM is actually okay in difficulty, and whenever they made you do some backtracking that had to be done, they at least spruced up the enemies as you moved along. The itemization in the game was kinda goofy though, as was the idea of magic and everything special was just a mess. I pretty much default to just using the whip and subweapons. All the magic shit was fluff.
HoD was easier, and they tried to play to the SotN vibe (two castles, Juste had the shadowy thing to his movement like Alucard and even resembled him, that sort of shit). But it eventually succumbs to the SotN problems - the linearity is lost, and the game becomes even easier than it seemed to be at first (though, one of the final boss fights can actually fuck you up). The shop guy was a pain in the ass in that he would disappear after you moved on to later areas and you could miss out on some items.
AoS was even easier but I think they managed to nail the castle layout / exploration thing. The main entrance hall area was the place you had to travel through most to get to new places in the castle, but I don't think people really gave a damn on account of 1) it giving you a chance to find out how strong you've become in the meanwhile and 2) the music for the area was fucking sweet. It also adopted SotN's different weapons scheme, and came up with a good idea for special abilities (which helped the castle layout / linearity).
DoS was just fine-tuning of the AoS system but still managed to be easy, though it had the hard points of Death and Gergoth (the guy in the tower). The idea that multiple gatherings of the same enemy soul would empower the ability further felt like too little too late for the formula; that should've been in AoS for god's sake.
PoR managed to divide the game into a SotN play style vs a new style, which was Charlotte's magic. the game was more difficult than DoS, though not by much, and the layout was made to be brisk and extremely linear, everything really being locked out by story progression as opposed to new abilities. There's like no room for breaking the linearity, which is true of the last two titles, so that much was disappointing.
OoE was extremely fucking linear. But they managed to hammer out the difficulty of the game right. Plus the armor / weapons thing was stripped down to extreme basics by the entire series' standards, which helped a lot.
The leveling up is a nice reward for exploring; otherwise, you'd just spend hours wandering and have nothing whatsoever as benefit for your time. And for once, you're supposed to actually be this pretty powerful character and you actually get to be that character for more than five minutes at the very end of the game. By the time I finished, I had no desire to face some bullshit fights where the bosses could swipe off half my life with one hit or something like that.
As for the game's linearity, I had infinitely less gripe about everything being open to you later on than not knowing about some super-secret route. By the time you get to
I also actually like the fact that the devs took the time to look at the game and see where somebody could sequence break. I still managed to do it a couple of times, but whenever I wasn't supposed to get somewhere it was very, very clear you weren't supposed to get there yet. There was no "if I could just get a foot higher"; you either could get somewhere or you couldn't. Conversely, in the Metroid games it's completely possibly to go way the hell off one way and be blocked because you don't have a given beam yet. I will say that SotN could've definitely done with a map which showed things like blocked points and broken the map up into color-coded sections.
And I had no idea this was the devs first try at something like this; that actually impresses me more. Yeah, there were flaws, but the game is impressively large and in-depth. I was pretty much hooked the first time I randomly did a magic spell (Soul Steal, of all things); before that point, I'd had no idea the game magic was something you could just do if you knew the commands.
As far as the challenge, I felt the castle itself was supposed to be the challenge more than the enemies anyway. If every enemy I came across ended up being even a slightly tough fight and the whole game stayed that way, I probably wouldn't even have played the whole game. There's just too much exploring and backtracking and making the enemies all challenging would've turned the game into a huge chore. Instead, I could blaze through the vast majority of enemies and focus on getting to where I needed to go, particularly towards the end.
That area you have circled just contains a Basilard (not very good where you are)--you go down a long elevator and pick up a run-of-the-mill cape half-way to the bottom. There's a cannon down there that blows open a hole in a wall, thus allowing you to go through.
As someone else mentioned, you should have the Leap Stone and Soul of Bat by now. I believe you can either proceed down the long fall over to the mid-bottom-right down into the Caverns, or you could go get the Power of Mist, which is in the Coliseum--basically the center of the map. You have to go to the big clocktower in the middle, see if the statue on the left is out of the way, if it isn't just wait a minute (literally and at most), then double-jump/bat your way up.
This leads to Olrox's Quarters. Proceed along and go toward the left when you get to the open-ish area that has one of those animated swords--only this one calls on all sorts of miscellaneous weaponry to circle around it. This should take you to the Coliseum. Fight the boss there, and you should immediately be able to pick up the Soul of Mist.
The world's your oyster at that point. Take your time, look around, and when you get the Fairy or the Demon familiar, make sure to use them--they spot weak walls and certain secrets for you.
The crappy special weapon system. Hate it when I accidentally grab something I don't want... worse is when I'm unable to retrieve my original due to enemy interference.
...not big on unskippable cut scenes, either.
Like Mega Man Legends? Then check out my story, Legends of the Halcyon Era - An Adventure in the World of Mega Man Legends on TMMN and AO3!
1. See that upwards opening in the middle of that long, straight path with plenty of empty space above it? That's the clock room, and you'll do well to memorize it's location. Currently, you can go up two ways from there. They're both blocked by statues, but one opens up every other minute, so it's easy to get through. The other opens if you have the clock special weapon in effect. From the left of the two paths (the one that opens every other minute,) you'll eventually find yourself in the Colisseum, where you'll gain the power to turn into mist.
2. This way's just right of the clock room. When the path branches, take the upper path and you'll find a door you couldn't get through before you bought the Opening thing in the library. Step on a switch, and then backtrack and take the lower path. The switch opened two holes in the floor. One leads to a few items, and the other to...well...about an entire third of the castle. Good hunting!
Edit: Oh, just to make things easier, Option 2 is already on the path. It's the long vertical drop to the right. Note that the area below it is less than half of the places you can reach this way. And Option 1 is the first unexplored opening to the left of Option 2's start.
I was infuriated every time I lost my holy water.
Nintendo ID: Pastalonius
Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
3ds: 3282-2248-0453
Now if you'll excuse me, there are some children on my lawn that need to be yelled at.
My Backloggery
Once you beat the game once you can skip cut scenes.
Where you start the game with horrible, horrible stats, but your luck is 99 AND you get some luck pumping gear to start the game with if I remember correctly.
It starts off hard, but then the luck kicks in and you start getting all these awesome drops.
I had to remind myself this was the first gameplay reboot of Castlevania. All the fancy weapons and magic system we associate with it were not around yet.
Ahh. Now i have to play Circle of the Moon and Order of Ecclesia again.
I don't =(
Cool thing about the Clock room, the PS1 version measures minutes based on how long you have been playing, whereas the Saturn version uses the systems' internal clock and opens/closes based on the actual time.
Not sure about the PSP (Dracula X) and 360 versions, but since they're pretty much the PS1 version I would assume it's done by playtime.
Pounding the librarian's ass for goodies sure was something.
Nope. Real time for the 360. At least I'm pretty sure it was.
hahaha I'd forgotten that
If videogames are taking up too much of your time, you could always try a new hobby ... like piano lessons.
http://www.youtube.com/watch?v=AsysZQYBQU8&feature=related