Video Game: Castlevania Fighter
is a homebrewed Castlevania
game, developed by Serio using M.U.G.E.N
as the game engine. While the plot - such as it is
- involves characters coming together from several alternate universes
(a bit like the cast of Castlevania: Judgment
coming from several points in the timeline - and ironically, we are speaking of the official
Castlevania Fighting Game
), the game itself plays like a very long boss rush
styled after the platformers of the series, with graphics borrowed from Castlevania: Symphony of the Night
and the DS
games along with new sprites drawn in the same style.
Castlevania Fighter demonstrates the following tropes:
- After Combat Recovery: Just like in the main games, every boss leaves behind an orb when beaten. If you catch the orb so that you're in some kind of animation when the freeze-frame happens (jumping, attacking, doing a special move), your maximum HP, MP and/or attack power will increase. Catch enough orbs like this and you'll get a Double Shot or Triple Shot, which lets you toss more subweapons at a time, or strengthens them if they're the kind you can't use more than one of in quick succession. Depending on the character you use, it may be easier or harder to time an "Excellent/Perfect" orb catch.
- Alternate Timeline: In the universe where this game takes place, in 1476 Trevor Belmont lost against Dracula, whose power then extended over the whole of Europe. 400 years later, such power has grown so much it starts to affect even timelines where Trevor won. This may explain why there are some baddies, even a version of Death, among the selectable cast - they may not be good doubles from some Mirror Universe but rather just interested in not having a Dracula from another reality influence their own.
- Awesome Yet Practical: Old Jump Physics aside, little 8-bit Simon is one of the game's most strong and reliable characters for Arcade mode. He's noticeably powerful and resistant, it's easy to get Excellent bonuses with him, he has the gold knife and even gets a full screen charged attack (the Rosary) that his modern counterpart doesn't have yet.
- Julius' version of the Cross crash has a more specific hitbox that will miss some bosses. However, there are plenty of bossses who are big or fly. When the crash hits those, expect them to quickly lose about half of their life.
- Background Boss: Balore.
- BFS: Axe Armor has its own take on this, using a humongous axe for one of its special moves.
- For a straighter example, Montano carries four for each subweapon has he equipped.
- Bonus Boss: Remilia Scarlet, two bosses from Demon Hunter Legend and The Creature (the SOTN version) in Survival Mode.
- Boss Game: You go straight from one boss to the next, with nothing between them.
- The Cameo: Reimu Hakurei, Sakuya Izayoi and Remilia Scarlet appear in their forms from Koumajou Densetsu, as a playable character and boss respectively. To add to that, Ronald McDonald and Duke Nukem are playable, too. One stranger inclusion is Montano Cyprus from CV clone Castle Of Shadows.
- The other two Survival-exclusive bosses were taken from the Demon Hunter Legend series of mobile Castlevania clones.
- Cast from Hit Points: Jonathan loses HP while using the Vampire Killer, as only the Belmonts can wield it safely.
- Charged Attack: Many characters like Hugh, Charlotte, Axe Armor and Master Skeleton have special moves you can charge up. Whatever character it is, you can see an aura around them which builds up, and starts flashing when it's fully charged. Charlotte has to charge up a moment to use her magic spell subweapons, but you can also keep charging to use a stronger version of them.
- Combos: In a frightening inversion, the BOSSES can do these, because you flinch from their attacks and not vice versa. Lots of them have at least one possible method of juggling you, and you get Mercy Invincibility only when you touch the ground.
- The Computer Is a Cheating Bastard: In recent versions, Item Crashes need to be charged up before they're used. This doesn't apply to boss characters.
- Continuing is VERY Painful / Unstable Equilibrium: If you die and use a continue, you lose all the stat boosts you got from special orb catches. Ergo, the best (perhaps only?) way to beat the game is to "one-credit clear" it. Technically averted as of the latest update, as you now keep all stats, points, and items when continuing. However, continues are now limited unless you use a secret cheat.
- Double Jump: One of the common abilities that all the playable characters have, even if they didn't in their original games.
- Dummied Out: The Creature from Castlevania: Symphony of the Night got replaced by the Cyclops from Castlevania: Harmony of Dissonance, then came back later as a Bonus Boss in survival mode. Dark Lord Soma from the first builds is still in the works, though.
- On the playable character side, Frozen Half and Puppet Master. They were never fully implemented and are left in the code cause it'd be harder to remove them.
- Easy-Mode Mockery: Beating the game on Easy gets you a cutesy pic of Flandre Scarlet and a sarcastic comment "congratulating" you for beating Easy mode.
- Excuse Plot: Currently the game doesn't have much of an over-arcing plot, but things are being planned out for a story.
- Gatling Good: One of Hammer's special moves involves charging up and firing a gatling gun, and while actually firing it he's invincible. Time it right and you'll be dodging attacks you probably didn't think you could avoid as Hammer.
- Glass Cannon: Maria Renard's animal helpers make for very effective subweapons, but she's noticeably fragile. By the same token, Charlotte has some extremely useful spells (especially Ice Needle charged up), but she can't take physical hits well.
- There's also Hanz Belmont, who is accessible as an alternate mode of Richter and has the lowest starting HP to date (950).
- Gradual Regeneration: Your MP recovers over time during the fights. If you have enough time, you can hold Up to pose for at least 2 seconds and make it recover faster.
- Guest Fighter: As of now, Reimu Hakurei, Sakuya Izayoi, Ronald McDonald, Duke Nukem and curiously, Montano Cyprus from Castle Of Shadows.
- Guns Akimbo: Another of Hammer's specials lets him do his best impression of Dante, hanging in the air while shooting twin pistols diagonally down.
- Harder Than Hard / Nintendo Hard: Just about every boss has new attacks, and even on Normal mode things can get pretty hectic. Past Normal there's Hard mode and Nightmare mode, the latter of which isn't visible until you highlight it on the difficulty select screen.
- Invulnerable Attack: Quite a few characters have at least one move which gives some invincibility, like Albus' Igniz Kick and Richter's Whip Rush. When playing as some characters, you're pretty much forced to exploit this invincibility if you expect to beat the boss at all.
- Joke Character / Lethal Joke Character: Since Serio doesn't like Jonathan Morris that much, he's in the roster as a joke character, with the Terror Bear from Harmony Of Despair instead of the whip, a set of silly subweapons, and special moves that can backfire. However, if used wisely he can still hold his own against the bosses. The joke turns a little more mean-spirited if you play Survival Mode and end up against an AI-controlled Jonathan, since he'll use proper versions of his armaments from Portrait of Ruin, including the Vampire Killer whip and a Holy Claymore for his main weapons. As icing on the cake, the in-game files refers to Jonathan as Jonafag.
- Using the Konami Code ingame, however (the B and A buttons corresponding to Stonewall and backdash) turns Jonathan into his serious self, allowing one to use him, although use of the whip drains his health.
- There's also the Frog from Rondo of Blood. He can only use his tongue as a whip-like attack and hop around. Despite this he is a small target and isn't really weak.
- The latest version has Ronald McDonald from Treasure Land Adventure among the roster. His only attacks are throwing a weak sparkle, an incendiary hamburger and Fry Kids.
- Konami Code: Turns "Jonafag" into regular Jonathan. B is Stonewall and A is the backdash.
- Last Ditch Move: Dario, Lesser Demon, Dullahan and Flying Armor all have some method of hurting you as they die, but most of the bosses have another form of this - if you strike the killing blow while they're doing an attack, they won't die until the attack is finished.
- Level Up: Not quite played straight. You can power yourself up, but only by catching the after-boss orbs in special ways. Soma and Alucard also grow a little bit stronger with every boss they defeat, by absorbing their souls.
- Life Drain: Alucard, Maria, Persephone and Yoko have moves that can drain HP as they attack the enemy. On the opposing side, Brauner, Remilia and Dracula all have attacks to grab you and drain your health.
- Limit Break: Everyone who uses the classic Castlevania subweapons (Dagger, Axe, Cross, etc.) is able to perform their corresponding Item Crushes, except for Simon. Nathan and Hugh have to activate DSS Mode first.
- Loads and Loads of Characters: Surpasses even Harmony of Despair in this regard, containing just about every playable character in the series, and them some.
- Real Time Weapon Change: Every playable character has at least two or three subweapons, and you have a button to cycle through them.
- Sequential Boss: Dracula is fought in his human appearance, then turns One-Winged Angel, and finally, when you think it's over, has to be fought in a powered-up version of his first form.
- Death and Shaft have two forms as well.
- Silliness Switch: Inverted. Jonathan begins as a joke character but can be changed into his serious form through the Konami Code.
- Smart Bomb: Several characters can use Item Crashes or variants of that ability. Dracula also gets his own full screen move, the Demonic Megiddo, which he sometimes uses in his third phase. In his fourth phase, he'll charge it to the max, killing you if you don't beat him quickly enough.
- Special Attack: Almost every character has at least one, and the commands for them aren't particularly exotic since this is a platformer we're dealing with. The usual motions before the button include tapping forward twice, a quarter-circle forward, Up and a quarter-circle forward (rolling Up-Back-Down-Forward works too), a half-circle forward, and a half circle Down-Forward-Up (used for Item Crushes and similar super-powerful attacks).
- Spin to Deflect Stuff: Everyone who uses a whip can spin it around, which deals very little damage but is incredibly useful for blocking projectiles and clearing away any small-fry baddies the boss summons, as well as pushing back Gergoth's poison and petrifying gas and wiping away Brauner's Blood Art strokes.
- Time Stands Still: Soma, Charlotte, Death, and anyone with a Stopwatch can slow down time for a bit, causing the boss to move and attack in slow-motion. While it doesn't freeze anything completely, it works on just about every boss. Sakuya's Stopwatch item crash actually does freeze time entirely, however, long enough for her to throw a large number of swords straight into her enemy.
- Turns Red: Just about all the bosses do at least something new when they've lost enough health.
- Death (as the penultimate boss, not the playable version) literally Turns Red mid-fight (along with the Moon in the background), taking on his second form from Dawn of Sorrow.
- Unnecessary Combat Roll: Super Castlevania IV Simon does this instead of sliding, and he's actually invincible while rolling. Since he has no special attacks with invincible frames, it's more of a necessary roll.