The FDS version had a Save option on the Game Over screen that boots you back to the title screen after. In NES version, some connective letters were stretched for better cohesion, and the colon was given drop-shadow to make it visible in some mansion scenes. (Source: Simon's Quest dissected - ) Pause Screen FDS In the process, the underscore cursor in the password field was accidentally left untouched, resulting in it appearing misaligned with any characters entered. However, the European version does not have enough tile space for this tileset trick as a result of adding the new characters, so the entire text display (message, password field and input screen) was shifted one pixel to the left instead. This results in the word "YOUR" looking slightly misaligned from the rest of the text. Interestingly, the American version uses a tileset trick to keep the word "YOUR" in "ENTER YOUR PASSWORD" from touching the message border. However, the European version eliminated all vowels and some letters and replaced them with special characters, in order to avoid profane passwords like that one infamous Metal Gear password. The American version uses the basic Latin alphabet and numbers for its passwords. The FDS version has a save feature, whereas the cartridge versions use a password system. The space between the two dots in the colon has also been narrowed. However, the period itself appears to have been shifted a couple pixels upward due to the font's design. Serif typeface: The specialized font used on the prologue screen alters the apostrophe symbol (in the Japanese version, it basically looked exactly like a period) and the comma (aside from an extra pixel, also looked exactly like a period) to look more distinctive. The European title screen is based on the American one, and only the copyright and license info has been changed. The blood effect that would drip from the title was removed, and the title screen itself was shifted down a few pixels. They're probably placeholders or memory fillers, but may also have been intended for empty rooms. Furthermore, it's not possible to go above Level 6 in the final game.Īt lines 0xCCD0, 0xCF90, 0xD1F0, and 0xDC60 in the ROM data:Īll four of these memory addresses contain an instance of "Nothing.", which is never displayed anywhere in the game. It's obvious that these were meant to be displayed when Simon gains an experience level, but they're not. This is similar to the Ferryman's dialogue when you have the Heart equipped ("Let me show you the way"), but he never says "I'll show you the way." Nor does any other character in the game, for that matter. These messages can be viewed in-game by accessing any dialogue with Pro Action Replay (PAR) code 00007FXX enabled, where "XX" is the given text ID. Hit Deborah Cliff with your head to make a hole, and don't forget to visit the graveyard duck to live longer.Īn unused loud rumbling or explosion sound effect. It's also infamous for its hilariously inept translation, though the original Japanese version doesn't make much sense either, thanks to Konami's brilliant decision to give many of the villagers intentionally misleading dialogue. While infamously cryptic and frustrating at times, it laid the groundwork for a much more beloved game. Also known as: Dracula II: Noroi no Fuuin (JP)Ĭastlevania II: Simon's Quest is a very different beast than its predecessor, featuring a big, non-linear world to explore as opposed to straightfoward platforming levels, inspired by Konami's earlier MSX title Maze of Galious.
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