149 lines
9.7 KiB
Markdown
149 lines
9.7 KiB
Markdown
# Castlevania 64
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## Where is the options page?
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The [player options page for this game](../player-options) contains all the options you need to configure and export a
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config file.
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## What does randomization do to this game?
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All items that you would normally pick up throughout the game, be it from candles, breakables, or sitting out, have been
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moved around. This includes the key items that the player would normally need to find to progress in some stages, which can
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now be found outside their own stages, so returning to previously-visited stages will very likely be necessary (see: [How do
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I jump to a different stage?](#how-do-i-jump-to-a-different-stage?)). The positions of the stages can optionally be randomized
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too, so you may start out in Duel Tower and get Forest of Silence as your penultimate stage before Castle Keep, amongst
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many other possibilities.
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## How do I jump to a different stage?
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Instant travel to an earlier or later stage is made possible through the Warp Menu, a major addition to the game that can
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be pulled up while not in a boss fight by pressing START while holding Z and R. By finding Special1 jewels (the item that
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unlocks Hard Mode in vanilla Castlevania 64), more destinations become available to be selected on this menu. The destinations
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on the list are randomized per seed and the first one, which requires no Special1s to select, will always be your starting
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area.
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NOTE: Regardless of which option on the menu you are currently highlighting, you can hold Z or R while making your selection
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to return to Villa's crypt or Castle Center's top elevator room respectively, provided you've already been to that place at
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least once. This can make checking out both character stages at the start of a route divergence far less of a hassle.
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## Can I do everything as one character?
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Yes! The Villa end-of-level coffin has had its behavior modified so that which character stage slot it sends you to
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depends on the time of day, and likewise both bridges at the top of Castle Center's elevator are intact so both exits are
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reachable regardless of who you are. With these changes in game behavior, every stage can be accessed by any character
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in a singular run.
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NOTE: By holding L while loading into a map (this can even be done while cancelling out of the Warp Menu), you can swap to
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the other character you are not playing as, and/or hold C-Up to swap to and from the characters' alternate costumes. Unless
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you have Carrie Logic enabled, and you are not playing as her, switching should never be necessary.
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## What is the goal of Castlevania 64 when randomized?
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Make it to Castle Keep, enter Dracula's chamber, and defeat him to trigger an ending and complete your goal. Whether you
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get your character's good or bad ending does **not** matter; the goal will send regardless. Options exist to force a specific
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ending for those who prefer a specific one.
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Dracula's chamber's entrance door is initially locked until whichever of the following objectives that was specified on your
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YAML under `draculas_condition` is completed:
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- `crystal`: Activate the big crystal in the basement of Castle Center. Doing this entails finding two Magical Nitros and
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two Mandragoras to blow up both cracked walls (see: [How does the Nitro transport work in this?](#how-does-the-nitro-transport-work-in-this?)).
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Behemoth and Rosa/Camilla do **NOT** have to be defeated.
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- `bosses`: Kill bosses with visible health meters to earn Trophies. The number of Trophies required can be specified under
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`bosses_required`.
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- `special2s`: Find enough Special2 jewels (the item that normally unlocks alternate costumes) that are shuffled in the
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regular item pool. The total amount and percent needed can be specified under `total_special2s` and `percent_special2s_required` respectively.
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If `none` was specified, then there is no objective. Dracula's chamber door is unlocked from the start, and you merely have to reach it.
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## What items and locations get shuffled?
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Inventory items, jewels, moneybags, and PowerUps are all placed in the item pool by default. Randomizing Sub-weapons is optional,
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and they can be shuffled in their own separate pool or in the main item pool. An optional hack can be enabled to make your
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old sub-weapon drop behind you when you receive a different one, so you can pick it up again if you still want it. Location
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checks by default include freestanding items, items from one-hit breakables, and the very few items given through NPC text. Additional
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locations that can be toggled are:
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- Objects that break in three hits.
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- Sub-weapon locations if they have been shuffled anywhere.
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- Seven items sold by the shopkeeper Renon.
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- The two items beyond the crawlspace in Waterway that normally require Carrie, if Carrie Logic is on.
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- The six items inside the Lizard-man generators in Castle Center that open randomly to spawn Lizard-men. These are particularly annoying!
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## How does the Nitro transport work in this?
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Two Magical Nitros and two Mandragoras are placed into the item pool for blowing up the cracked walls in Castle Center
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and two randomized items are placed on both of their shelves. The randomized Magical Nitro will **NOT** kill you upon landing
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or taking damage, so don't panic when you receive one! Hazardous Waste Dispoal bins are disabled and the basement crack with
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a seal will not let you set anything at it until said seal is removed so none of the limited ingredients can be wasted.
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In short, Nitro is still in, explode-y business is not! Unless you turn on explosive DeathLink, that is...
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## Which items can be in another player's world?
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Any of the items which can be shuffled may also be placed into another player's world. The exception is if sub-weapons
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are shuffled in their own pool, in which case they will only appear in your world in sub-weapon spots.
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## What does another world's item look like in Castlevania 64?
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An item belonging to another world will show up as that item if it's from another Castlevania 64 world, or one of two
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Archipelago logo icons if it's from a different game entirely. If the icon is big and has an orange arrow in the top-right
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corner, it is a progression item for that world; definitely get these! Otherwise, if it's small and with no arrow, it is
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either filler, useful, or a trap.
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When you pick up someone else's item, you will not receive anything and the item textbox will show up to announce what you
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found and who it was for. The color of the text will tell you its classification:
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- <font color="moccasin">Light brown-ish</font>: Filler
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- <font color="white">White</font>/<font color="yellow">Yellow</font>: Useful
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- <font color="yellow">Yellow</font>/<font color="lime">Green</font>: Progression
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- <font color="yellow">Yellow</font>/<font color="red">Red</font>: Trap
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## When the player receives an item, what happens?
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A textbox containing the name of the item and the player who sent it will appear, and they will get it.
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Just like the textbox that appears when sending an item, the color of the text will tell you its classification.
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NOTE: You can press B to close the item textbox instantly and get through your item queue quicker.
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## What tricks and glitches should I know for Hard Logic?
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The following tricks always have a chance to be required:
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- Left Tower Skip in Castle Wall
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- Copper Door Skip in Villa (both characters have their own methods for this)
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- Waterfall Skip if you travel backwards into Underground Waterway
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- Slope Jump to Room of Clocks from Castle Keep
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- Jump to the gated ledge from the level above in Tower of Execution
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Enabling Carrie Logic will also expect the following:
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- Orb-sniping dogs through the front gates in Villa
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Library Skip is **NOT** logically expected by any options. The basement arena crack will always logically expect two Nitros
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and two Mandragoras even with Hard Logic on due to the possibility of wasting a pair on the upper wall, after managing
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to skip past it. And plus, the RNG manip may not even be possible after picking up all the items in the Nitro room.
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## What are the item name groups?
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The groups you can use for Castlevania 64 are `bomb` and `ingredient`, both of which will hint randomly for either a
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Magical Nitro or Mandragora.
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## What are the location name groups?
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In Castlevania 64, every location that is specific to a stage is part of a location group under that stage's name.
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So if you want to exclude all of, say, Duel Tower, you can do so by just excluding "Duel Tower" as a whole.
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## I'm stuck and/or I can't find this hinted location...is there a map tracker?
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At the moment, no map tracker exists. [Here](https://github.com/ArchipelagoMW/Archipelago/tree/main/worlds/cv64/docs/obscure_checks.md)
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is a list of many checks that someone could very likely miss, with instructions on how to find them. See if the check you
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are missing is on there and if it isn't, or you still can't find it, reach out in the [Archipelago Discord server](https://discord.gg/archipelago)
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to inquire about having the list updated if you think it should be.
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If you are new to this randomizer, it is strongly recommended to play with the Countdown option enabled to at least give you a general
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idea of where you should be looking if you get completely stuck. It can track the total number of unchecked locations in the
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area you are currently in, or the total remaining majors.
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## Why does the game stop working when I sit on the title screen for too long?
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This is an issue that existed with Castlevania 64 on mupen64plus way back in 2017, and BizHawk never updated their
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mupen64plus core since it was fixed way back then. This is a Castlevania 64 in general problem that happens even with the
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vanilla ROM, so there's not much that can done about it besides opening an issue to them (which [has been done](https://github.com/TASEmulators/BizHawk/issues/3670))
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and hoping they update their mupen64plus core one day...
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## How the f*** do I set Nitro/Mandragora?
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<font color="yellow">(>)</font>
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