CastlevaniaRL

By: Derek Yu

On: August 20th, 2007

castlevania rl

Slash, who runs the wonderful Temple of the Roguelike, wrote to inform me that version 1.26 of his CastlevaniaRL is finished! The game has been out a while, but a crashing bug with the graphical version kept me from posting about it. Now that is totally fixed and the game is very much playable in both ASCII or tiles!

CastlevaniaRL remains very true to the series it’s based off, and it’s both a blessing and a curse (pun?), since it kind of compromises both Castlevania games and Roguelike games, in my opinion. At its best, CastlevaniaRL can be a fun and fast-paced RL, filled with awesome shout-outs to the original games, and at it’s worst, it mixes the linearity of action games with the complexity of Roguelikes.

A good example of this problem, I think, is Stage 2, when you are forced to cross a very long, narrow, Castlevania-esque bridge, guarded by mermen and skeletons. Here, the possibilities for exploration and tactical strategy that make RL’s so interesting are diminished, and yet the controls remain cumbersome. Having to jump over a gap in the bridge (by first pressing “j” and then choosing a direction for my jump) feels like something I’m forced to do simply because Castlevania had me do it, and not because it serves the game’s design.

Still, CastlevaniaRL has many, many great things going for it, including some really interesting class options and a beautiful graphical tileset. The way Slash handled movement between different elevations is awesome, too. And at it’s heart, it’s a fun game that’s simple enough for a beginner to get into, but with enough challenge and variety to interest longer-time players. But in order to reach “classic” status, I think there needs to be more focus on balancing the game to be a Roguelike over being true to Castlevania.

  • http://gnomeslair.blogspot.com/ gnome

    Ah, excellent news!

  • Rz.

    i also love slashie <3333333333

  • shinygerbil

    Ima gonn’ try this baby out..

  • Ethaniel

    This game ROX!!!

  • http://www.roguetemple.com Slash

    Thanks for the post Derek :)

    I agree about the linearity issue, some stages are indeed linear and are mostly about withstanding enemy attacks in open spaces (Examples: Castle Bridge and Halls), note however that while the relevance of exploration is diminished there, tactics are important as well as you can use high places and water to your advantage, and learning the way each enemy attacks is important as well. There are other kind of stages where exploration is rewarded.

    Jumping the bridge is dangerous because an enemy can be there ready to knock you down :), also, note that you can cross the bridge swimming and diving under it to avoid merman-fire.

    Also, I must credit Christopher Barrett for the wonderful tileset, you can find him in the town if you look closely :) also Jorge Fuentes for the nice work at the midi music, he is the man.

    Thanks for your comments, I will be sure to have them in mind

  • Smithy

    HOW I RUN THIS?!

    I want to play it but it crashes after I press any key to continue and dosbox doesn’t work, so I assume I need some sort of program or basic computer skills that I lack.

  • http://www.roguetemple.com Slash

    You shouldnt need dosbox to run the game, do you have a Java VM installed? If not, you can get it running quick and easy via http://www.java.com/getjava/