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Super Castlevania IV - Alter Quest
Original game : Super Castlevania IV
Platform : SNES
Author : Allerius
Release date : 10 November 2019
Category : Complete
Patch version : 1.2b
Modifications : G, L, P
Downloads : 1943
ROM Information
Super Castlevania IV (USA) - no-introHack description
"Alter Quest" is a hack supposed to be the third quest after Simon has beaten the two from the original game. The focus was in game balance, and the hack includes changes to enemy stats (such as damage, hit points, size and, in some cases, behavior) and to the player's weapon stats (including damage, range, speed and heart cost). Bosses in this hack were buffed and the player will need to use more strategy to beat them.Screenshots




Contributions
| Contributor | Type of contribution | Description |
|---|
Reviews
| not for me | pleasejust | 2020-04-25 | Version 1.0 |
I don't like how you can't get the longest whip and I don't like how the skeletons at the VERY BEGINNING take 4 hits? They originally took 1. This seems almost like a kaizo hack but the author claims it'll only challenge veterans at the end. I found it too hard and not that enjoyable, coming from someone who loved Other Castle hack. | |||
| Difficult hack, but should be expected as such | Uberdubie | 2019-10-23 | Version 1.0 |
If you're looking for a general HARDMODE for Super Castlevania, I recommend trying this hack. It's A LOT more difficult than vanilla, so be prepared - probably best meant for Castlevania veterans. But more often than not, I'm finding the changes and spikes in difficulty refreshing. In its current state, I'm also finding it a bit tedious in some spots I'll mention below - so some refining would go a long way here. But I repeat: This *will* be a lot more difficult than vanilla, including vanilla on a second playthrough. Unlike the 'Other Castle' SC4 hack for those who have played it, this doesn't concentrate on more difficult platforming very much, if at all. Expect to just see a LOT more enemies that act a bit differently/unexpectedly in some cases, along with very different item placement, and other slightly-adjusted mechanics. Some enemies take A LOT more hits than before. Bosses haven't been nearly as difficult to beat as much as just getting through the rest of the levels. While the first reviewer wasn't expecting this to be so difficult (I beat Other Castle, so this wasn't so bad for me lol), I will reiterate that enemies such as skeletons probably shouldn't need so many hits to take out, especially in the early-going stages. At times, the high frequency of enemies is a bit TOO much to the point it feels spammy or unfair. On occasion you'll find enemies quickly flying into the center of the screen (notably rolling porcupines and the bats quickly swooping into the screen) that you'll almost certainly get hit by on your first try - removing a lot of those would help the hack tremendously imo. It also feels like the whip is nearly-pointless if you're just holding it out now - many enemies simply won't go down without direct hits. I believe somewhere between where the whip's strength is generally at now in this hack, and vanilla, would be a really nice middle-ground. But if merely holding out the whip to chip at enemies seems cheap/nonsensical to some, I suppose I can respect that. But with all that said, if you're a veteran of these games and a glutton for some punishment, you'll likely still enjoy this in its current state as I am. Admittedly I haven't nearly completed my run of this yet (and thus haven't played the late-stages which supposedly are much harder), but I wanted to make this review before I forgot about it. I've been playing this in tandem with the recently-uploaded SC4 color hack, which fits this rather nicely imo: | |||