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* SugarWiki/AwesomeMusic: Let's be honest, the tracks in this game were worth your quarters.

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* SugarWiki/AwesomeMusic: Let's be honest, the The tracks in this game were worth your quarters.quarters. More info can be found [[AwesomeMusic/HauntedCastle here]].

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* ContestedSequel: Generally considered to be among the very worst games ever to bear the ''Castlevania'' name.


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* {{Sequelitis}}: Ugly spritework, poor controls, and brutally unfair difficulty (even by its standards) means this is generally considered to be among the very worst games in the ''Castlevania'' series.
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* ContestedSequel: Generally considered to be among the very worst games ever to bear the ''Castlevania'' name.
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Now Trivia that needs Word of God to back it up.


* AuthorsSavingThrow: The [[UsefulNotes/PlayStation4 PS4]] rerelease of the game does away with the infamous three continue limit of the original arcade release and gives the player infinite continues while also allowing one to play the game in its original, easier Japanese version.
Tabs MOD

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* FanNickname: For Simon's walk in ''Haunted Castle'', "Wedgie Walk" or "Gotta Pee Now Step" apply.
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* BreatherBoss: Frankenstein's Monster, the boss of the penultimate stage, is perhaps the easiest boss in the whole game.
* GameBreaker: The watch, which is all but useless in later stages of the console games, is able to stop bosses (including the last form of Dracula) at only two hearts per use.
* RescuedFromTheScrappyHeap: The pocketwatch, which unlike in other games uses only ''two'' hearts instead of five and can stop most enemies.

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* BreatherBoss: Frankenstein's Monster, Frankenstein('s monster), the boss of the penultimate stage, is perhaps the easiest boss in the whole game.
* GameBreaker: The watch, Pocket Watch, which is all but useless in later stages of the console games, is able to stop bosses (including the last form of Dracula) at only two hearts per use.
* RescuedFromTheScrappyHeap: The pocketwatch, Pocket Watch, which unlike in other games uses only ''two'' hearts instead of five and can stop most enemies.
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** Who at Konami got the bright idea to impose a strict three-continue limit on an '''arcade game''', when the whole point of coin-op machines is to encourage players to feed in lots of coins to keep the game going?! In a way, it's less insidious compared to the more common strategy of [[PointOfNoContinues cutting players off at the final stage]], but it's worse for revenue generation since a novice player learns much sooner not to spend any more quarters on it. Note that this isn't actually unique, as some of Konami's other games from this period -- ''VideoGame/{{Contra}}'' in particular -- also have a three-continue limit, but in addition to the operator being able to disable continues altogether if they're ''really'' sadistic (something that wasn't the case with ''Contra''), here it's compounded by another issue...

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** Who at Konami got the bright idea to impose a strict three-continue limit on an '''arcade game''', when the whole point of coin-op machines is to encourage players to feed in lots of coins in to keep the their game going?! In a way, it's less insidious compared to the more common strategy of [[PointOfNoContinues cutting players off at the final stage]], but it's worse for revenue generation since a novice player learns much sooner not to spend any more quarters on it. Note that this isn't actually unique, as some of Konami's other games from this period -- ''VideoGame/{{Contra}}'' in particular -- also have a three-continue limit, but in addition to the operator being able to disable continues altogether if they're ''really'' sadistic (something that wasn't the case with ''Contra''), here it's compounded by another issue...

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This is Flame Bait now.


* SnarkBait: Simon's walking posture in this game. You have to [[https://www.youtube.com/watch?v=-cKyIqeefNw see]] it to believe it. Notice how every single gameplay video's top comments mention it.

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* SnarkBait: Simon's walking posture in this game. You have to [[https://www.youtube.com/watch?v=-cKyIqeefNw see]] it to believe it. Notice how every single gameplay video's top comments mention it.----
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** The game only gives you one life per credit. That's it. You can't earn any extra lives at ''any'' point in the game, and falling into a BottomlessPit will still give you an instant game over. You can quite easily add in extra money to get a longer life bar, which counts as using up part of your extra continues, only to end up back at the title screen through one mistimed jump. For perspective, ''Contra'', itself notoriously difficult, gives you three lives per credit, and lets you earn more via the point system, meaning that the absolute minimum number of lives you can get is twelve. With ''Haunted Castle'', you're looking at between one and four lives (depending on whether or not you buy extra health) throughout the ''entire game''.

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** The game only gives you one life per credit. That's it. You can't earn any extra lives at ''any'' point in the game, and falling into a BottomlessPit will still give you an instant game over. You can quite easily add in extra money to get a longer life bar, which counts as using up part of your extra continues, only to end up back at but falling into a pit still wipes the title screen through one mistimed jump.entire lifebar, whereas if you don't buy any lifebar extensions you can at least fall into pits up to three times. For perspective, ''Contra'', itself notoriously difficult, gives you three lives per credit, and lets you earn more via the point system, meaning that the absolute minimum number of lives you can get is twelve. With ''Haunted Castle'', you're looking at between one and four lives (depending on whether or not you buy extra health) throughout the ''entire game''.
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None


* AuthorsSavingThrow: The PS4 rerelease of the game does away with the infamous three continue limit of the original arcade release and gives the player infinite continues while also allowing one to play the game in its original, easier Japanese version.

to:

* AuthorsSavingThrow: The PS4 [[UsefulNotes/PlayStation4 PS4]] rerelease of the game does away with the infamous three continue limit of the original arcade release and gives the player infinite continues while also allowing one to play the game in its original, easier Japanese version.

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Removed: 92

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* SugarWiki/AwesomeMusic: Let's be honest, the tracks in this game were worth your quarters.



* CrowningMusicOfAwesome: Let's be honest, the tracks in this game were worth your quarters.
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Added DiffLines:

* AuthorsSavingThrow: The PS4 rerelease of the game does away with the infamous three continue limit of the original arcade release and gives the player infinite continues while also allowing one to play the game in its original, easier Japanese version.

Added: 1789

Changed: 904

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* ScrappyMechanic: Who at Konami got the bright idea to impose a strict three-continue limit on an '''arcade game''', when the whole point of coin-op machines is to encourage players to feed in lots of coins to keep the game going?! In a way, it's less insidious compared to the more common strategy of [[PointOfNoContinues cutting players off at the final stage]], but it's worse for revenue generation since a novice player learns much sooner not to spend any more quarters on it.[[note]]It should be noted however that several of Konami's other arcade games from this time period, notably VideoGame/{{Contra}}, also have limited continues, but ''Haunted Castle'' takes it UpToEleven by only giving you one life per credit, with no opportunities to earn extra lives. Oh, and if the arcade owner is ''really'' sadistic then they can disable the ability to continue altogether, which wasn't possible on ''Contra''.[[/note]]

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* ScrappyMechanic: ScrappyMechanic:
**
Who at Konami got the bright idea to impose a strict three-continue limit on an '''arcade game''', when the whole point of coin-op machines is to encourage players to feed in lots of coins to keep the game going?! In a way, it's less insidious compared to the more common strategy of [[PointOfNoContinues cutting players off at the final stage]], but it's worse for revenue generation since a novice player learns much sooner not to spend any more quarters on it.[[note]]It should be noted however it. Note that several this isn't actually unique, as some of Konami's other arcade games from this time period, notably VideoGame/{{Contra}}, period -- ''VideoGame/{{Contra}}'' in particular -- also have limited continues, a three-continue limit, but ''Haunted Castle'' takes it UpToEleven by only giving you one life per credit, with no opportunities in addition to earn extra lives. Oh, and if the arcade owner is operator being able to disable continues altogether if they're ''really'' sadistic then they can disable the ability to continue altogether, which (something that wasn't possible the case with ''Contra''), here it's compounded by another issue...
** The game only gives you one life per credit. That's it. You can't earn any extra lives at ''any'' point in the game, and falling into a BottomlessPit will still give you an instant game over. You can quite easily add in extra money to get a longer life bar, which counts as using up part of your extra continues, only to end up back at the title screen through one mistimed jump. For perspective, ''Contra'', itself notoriously difficult, gives you three lives per credit, and lets you earn more via the point system, meaning that the absolute minimum number of lives you can get is twelve. With ''Haunted Castle'', you're looking at between one and four lives (depending
on ''Contra''.[[/note]]whether or not you buy extra health) throughout the ''entire game''.
** Compared to the aforementioned examples it's a case of adding insult to injury, but the game doesn't replenish your life bar between levels, something that every other ''Castlevania'' game from this period does.
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* ScrappyMechanic: Who at Konami got the bright idea to impose a strict three-continue limit on an '''arcade game''', when the whole point of coin-op machines is to encourage players to feed in lots of coins to keep the game going?! In a way, it's less insidious compared to the more common strategy of [[PointOfNoContinues cutting players off at the final stage]], but it's worse for revenue generation since a novice player learns much sooner not to spend any more quarters on it.[[note]]It should be noted however, that VideoGame/{{Contra}} also has limited continues.[[/note]]

to:

* ScrappyMechanic: Who at Konami got the bright idea to impose a strict three-continue limit on an '''arcade game''', when the whole point of coin-op machines is to encourage players to feed in lots of coins to keep the game going?! In a way, it's less insidious compared to the more common strategy of [[PointOfNoContinues cutting players off at the final stage]], but it's worse for revenue generation since a novice player learns much sooner not to spend any more quarters on it.[[note]]It should be noted however, however that VideoGame/{{Contra}} several of Konami's other arcade games from this time period, notably VideoGame/{{Contra}}, also has have limited continues.continues, but ''Haunted Castle'' takes it UpToEleven by only giving you one life per credit, with no opportunities to earn extra lives. Oh, and if the arcade owner is ''really'' sadistic then they can disable the ability to continue altogether, which wasn't possible on ''Contra''.[[/note]]
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* ScrappyMechanic: Who at Konami got the bright idea to impose a strict three-continue limit on an '''arcade game''', when the whole point of coin-op machines is to encourage players to feed in lots of coins to keep the game going?! In a way, it's less insidious compared to the more common strategy of [[PointOfNoContinues cutting players off at the final stage]], but it's worse for revenue generation since a novice player learns much sooner not to spend any more quarters on it.

to:

* ScrappyMechanic: Who at Konami got the bright idea to impose a strict three-continue limit on an '''arcade game''', when the whole point of coin-op machines is to encourage players to feed in lots of coins to keep the game going?! In a way, it's less insidious compared to the more common strategy of [[PointOfNoContinues cutting players off at the final stage]], but it's worse for revenue generation since a novice player learns much sooner not to spend any more quarters on it.[[note]]It should be noted however, that VideoGame/{{Contra}} also has limited continues.[[/note]]
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Not a trope


* SnarkBait: Simon's walking posture in this game. You have to [[http://www.youtube.com/watch?v=-cKyIqeefNw see]] it to believe it. Notice how every single gameplay video's top comments mention it.
* JustForFun/XMeetsY: More than a few fans have likened this game to "''Castlevania'' meets ''VideoGame/GhostsNGoblins''".

to:

* SnarkBait: Simon's walking posture in this game. You have to [[http://www.youtube.com/watch?v=-cKyIqeefNw see]] it to believe it. Notice how every single gameplay video's top comments mention it.
* JustForFun/XMeetsY: More than a few fans have likened this game to "''Castlevania'' meets ''VideoGame/GhostsNGoblins''".
it.
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* SnarkBait: Simon's walking posture in this game. You have to [[http://www.youtube.com/watch?v=-cKyIqeefNw see]] it to believe it. Notice how every single gameplay video's top comments mention it.

to:

* SnarkBait: Simon's walking posture in this game. You have to [[http://www.youtube.com/watch?v=-cKyIqeefNw see]] it to believe it. Notice how every single gameplay video's top comments mention it.it.
* JustForFun/XMeetsY: More than a few fans have likened this game to "''Castlevania'' meets ''VideoGame/GhostsNGoblins''".
Is there an issue? Send a MessageReason:
None


* ScrappyMechanic: The three continue limit is, for many gamers, what pushes this game from being a decent-ish ''VideoGame/GhostsNGoblins''-alike to being just too frustrating to be worth bothering with.

to:

* ScrappyMechanic: The three continue Who at Konami got the bright idea to impose a strict three-continue limit is, for many gamers, what pushes this on an '''arcade game''', when the whole point of coin-op machines is to encourage players to feed in lots of coins to keep the game from being going?! In a decent-ish ''VideoGame/GhostsNGoblins''-alike way, it's less insidious compared to being just too frustrating the more common strategy of [[PointOfNoContinues cutting players off at the final stage]], but it's worse for revenue generation since a novice player learns much sooner not to be worth bothering with.spend any more quarters on it.

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Removed: 485

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What An Idiot is for in-universe cases of stupidity only.


* RescuedFromTheScrappyHeap: The pocketwatch, which unlike in other games uses only ''two'' hearts instead of five and can stop most enemies.



* SnarkBait: Simon's walking posture in this game. You have to [[http://www.youtube.com/watch?v=-cKyIqeefNw see]] it to believe it. Notice how every single gameplay video's top comments mention it.
* WhatAnIdiot: Whichever nitwits at Konami got the bright idea to impose a strict continue limit on an '''arcade game''', when the whole point of coin-op machines is to encourage players to feed in lots of coins to keep the game going. In a way, it's less insidious compared to the more common strategy of [[PointOfNoContinues cutting players off at the final stage]], but it's worse for revenue generation since a novice player learns much sooner not to spend any more quarters on it.

to:

* SnarkBait: Simon's walking posture in this game. You have to [[http://www.youtube.com/watch?v=-cKyIqeefNw see]] it to believe it. Notice how every single gameplay video's top comments mention it.
* WhatAnIdiot: Whichever nitwits at Konami got the bright idea to impose a strict continue limit on an '''arcade game''', when the whole point of coin-op machines is to encourage players to feed in lots of coins to keep the game going. In a way, it's less insidious compared to the more common strategy of [[PointOfNoContinues cutting players off at the final stage]], but it's worse for revenue generation since a novice player learns much sooner not to spend any more quarters on
it.
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None


* WhatAnIdiot: Whichever nitwits at Konami got the bright idea to impose a strict continue limit on an '''arcade game''', when the whole point of coin-op machines is to encourage players to feed in lots of coins to keep the game going.

to:

* WhatAnIdiot: Whichever nitwits at Konami got the bright idea to impose a strict continue limit on an '''arcade game''', when the whole point of coin-op machines is to encourage players to feed in lots of coins to keep the game going. In a way, it's less insidious compared to the more common strategy of [[PointOfNoContinues cutting players off at the final stage]], but it's worse for revenue generation since a novice player learns much sooner not to spend any more quarters on it.
Is there an issue? Send a MessageReason:
None


* WhatAnIdiot: Whichever nitwits at Konami got the bright idea to impose a strict continue limit on an '''arcade game''', when the whole point of coin-op games is to encourage players to feed in lots of coins to keep the game going.

to:

* WhatAnIdiot: Whichever nitwits at Konami got the bright idea to impose a strict continue limit on an '''arcade game''', when the whole point of coin-op games machines is to encourage players to feed in lots of coins to keep the game going.

Added: 232

Changed: 2

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* ScrappyMechanic: The three continue limit is, for many gamers, what pushes this game from being a decentish ''VideoGame/GhostsNGoblins''-like to being just too frustrating to be worth bothering with.
* SnarkBait: Simon's walking posture in this game. You have to [[http://www.youtube.com/watch?v=-cKyIqeefNw see]] it to believe it. Notice how every single gameplay video's top comments mention it.

to:

* ScrappyMechanic: The three continue limit is, for many gamers, what pushes this game from being a decentish ''VideoGame/GhostsNGoblins''-like decent-ish ''VideoGame/GhostsNGoblins''-alike to being just too frustrating to be worth bothering with.
* SnarkBait: Simon's walking posture in this game. You have to [[http://www.youtube.com/watch?v=-cKyIqeefNw see]] it to believe it. Notice how every single gameplay video's top comments mention it.it.
* WhatAnIdiot: Whichever nitwits at Konami got the bright idea to impose a strict continue limit on an '''arcade game''', when the whole point of coin-op games is to encourage players to feed in lots of coins to keep the game going.
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* BreatherBoss: Frankenstein's Monster, the boss of the penultimate stage, is perhaps the easiest boss in the whole game.


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* ScrappyMechanic: The three continue limit is, for many gamers, what pushes this game from being a decentish ''VideoGame/GhostsNGoblins''-like to being just too frustrating to be worth bothering with.
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non-ymmv


* ExcusePlot: Why the DistressedDamsel is there.
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* SnarkBait: Simon's walking posture in this game. You have to [[http://www.youtube.com/watch?v=-cKyIqeefNw see]] it to believe it.

to:

* SnarkBait: Simon's walking posture in this game. You have to [[http://www.youtube.com/watch?v=-cKyIqeefNw see]] it to believe it. Notice how every single gameplay video's top comments mention it.

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