The rom will be available to be played on original famicom/NES using everdrive?
The Transylvania Adventure of Simon Quest
A downloadable game for Windows
The Transylvania Adventure of Simon Quest is a parody/homage to NES ClassicVania and other NES titles from the era.
The titular hero, Simon Quest, has just arrived in Transylvania only to discover his vampire hunting rival, Stan Helsing, has already slain the evil Count Dracula. In order to reclaim the glory that should be his, he journeys across Wallachia to gather what he needs to resurrect the dark count piece by piece and kick his ass himself!
Special thanks to:
Jordan Chewning (@Jordizzle) for coming up with this game with me and doing amazing art
Jonathan Holmes (@NonTrotski) for his support and amazing promotional/box art featured on this page
Tobias (@MisterFoxInc) for doing some QA and finding bugs
As always, if you want to help support development of this project, feel free to donate when you download, or visit my Patreon!
Otherwise, I just appreciate you checking this project out!
Frequently Mentioned/Asked Things
Q: Is there a demo?
A: Absolutely my disembodied friend! Check the downloads and grab Demo 3!
Q: Where can I follow development?
A: I post updates pretty regularly on Twitter! twitter.com/programancer
Q: Will this game be very hard?
A: Given the nature of the genre, it's going to be difficult! It's not unfair however- enemy patterns can be learned easily, plenty of checkpoints, and if you keep a decent momentum you should be fine.
Q: The music sucks!
A: Sorry, I'm not a composer! I'll try to get better though.
Q: Can I work on this with you/give you assets
A: I'm not looking to expand my team at the moment. Right now it's just myself and sometimes Jordizzle- less hands in the jar = better cookies.
Q: Won't Konami sue?
A: Konami doesn't own any of the content in this game. The game is a parody & homage to a variety of works, and the main character's name is "Simon Quest" - No B*lmonts here!
Click download now to get access to the following files:
- General FAQMar 15, 2022
- The GDWC Fan Favorite VoteJan 17, 2022
- IndieLand VOD is up!Oct 21, 2021
- Just some things I've been working onOct 19, 2021
- Lugosi Region Devlog (spoilers)Aug 31, 2021
- TASQ on GDWC 2021 Weekly Vote!May 25, 2021
- Pogs Available on Patreon!Mar 29, 2021
- New Demo!Jan 28, 2021
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No, there is no way this would ever run on an NES. It’s not designed for that and it breaks very many limitations for the system
Any chance for a mac release ??
This game is a freaking masterpiece!
when is the game done, I will pay for it. It looks awesome
Hi dude! Just wanted to say that i love these kind of retro games. Demo was pretty fun too. I`m definitely gonna buy this if the final soundtrack kicks more ass! I wish you best you luck, this looks awesome
Any chances for a linux build in the future?
The demo is really good so far! Extremely gorgeous and amazing love-letter to classic NES adventure games
Just some suggestions:
- Let me change sub-weapons on the fly with the L and R button + a dedicated sub-weapon button (make it optional if you wish)
- I'm being prompted with pressing the B button to advance in a conversation, but in reality it's the X button that works, is that a glitch?
- In the fishing mini-game, give some better cues on when the line is going to break and a fast reel button for when you want to quit
- Controller rumble
I hope this becomes a full game!
The buttons are listed in the splash in the beginning, and is listed as an NES controller- meaning as it stands right now, the game has only the standard buttons from the NES controller (A/B/Start/Select/Up/Down/Left/Right). The prompt saying "B" button is as it would be on an NES controller. Button mapping/etc is something that will be added further down the road, and as such prompts will only show the NES equivalent of the buttons (as shown in the intro splash).
I subscribed just for your project, it's AWESOME! I'm a very, very, VERY fan of Castlevania 2 Simon's Quest, in fact I'm making a graphic mod, do you have a personal email to send the mod? I would like you to take a look at it, maybe it will influence your project a bit ;P
The aspect ration in full screen seems to be slightly off. The top was cut in half on my screen.
I’m sure this is something I’m going to hear a lot, and it’s something I’ve addressed a few times on Twitter over the past 12 or so months, but the resolution is about 16 pixels off of 16:9, and that’s gonna stay that way- it was a mistake made early on, but development is way too far to change it. It’s a fix that requires remaking/adjusting every room in the game and is way more involved than just doing some creative fixing/scaling toward the end of development.
Thats fair. I have a 16:10 screen so i think that made it worse. Game development can be confusing at times. I had a great time btw.
It probably never would have happened at all had the laptop I develop on not had a weird aspect ratio, so it took a really long time for it to actually click that it was off by a bit haha It's definitely something I'll look into more when I'm closer to being finished though
But I'm glad you enjoyed it!
I have only played it for a few hours (I have explored Bram's mansion a little), and as a huge fan of the genre and the original NES Castlevania series, I can say that this is nothing less than a love letter and tribute to those timeless classics and a masterpiece in its own right.
Played through the demo. One word - amazing.
I hope it's not a secret but what kind of engine did you use for this? I love the look and the tight controls.
Every time I look for updates in the development of this game, the more I want to play it. Too insane, I think I will love it so much. I'll save you a little bit of praise for now, but I'm really blown away by every element I see you adding when you appear on twitter.
Quick question! If we buy the game now, will we get a Steam key in the future? I mean, I'm gonna toss some dollars your way anyways, but I was curious. The game looks fabulous, by the way!
Unfortunately, since I don't have a price decided or a set release date, everything I have listed here (demos, etc) are all free-or-tip and do not carry over to a Steam key purchase. Ultimately the tips help continue development since I'm doing this full time, but I'm still a ways from release to be able to set the page up for that ;-;
Fantastic! The art is very beautiful. Congratulations!
Hello, Will the game come to steam at launch?
Hello, can someone help me by telling me how to put the game in Spanish? PLEASE AND THANK YOU VERY MUCH .... GREAT GAME, SUCCESS!.
There's no current official Spanish translation to the game (yet), however the language file is completely external if you want to manually translate things for your own installation! When the game is finished there will be support for multiple languages.
Will the game be free at completion or will it have a Steam release?
Steam release planned, possibly consoles down the road
Thanks a lot. There's a bunch of potential from what i see on the screenshots. I started playing it last night and i admit the graphics and programming does their job very well, except the music needs a proper fixing in the future.
Wondering about the music, since the game is a parodic homage to Castlevania, would it have some kind of funnier music inspired by classic horror movies rather than cut-edge action music themes?
Some of the music from the demo has been updated since (Bram Town Theme for example), and others will receive updates at some point in time, but I'm not really at a point in development where I want to stop forward momentum to go back and touch that stuff up just yet. Some of the tracks are lighthearted, others are a little more sinister- there's a track player in the demo (in the options) if you want to check out some of the themes from later in the game as well.
Too bad i don't have windows. Art from the screenshots is exquisite! Amazing job!
I do ideally plan to port this to Mac and Linux when it’s done as well, so hopefully you’ll get a chance to try it~
I don't understand this level. please explain it? thanks. I don't find it consistent with the game to me always at mega man level futuristic I mean . I mean you should be as gothic as possible
It’s explained in game.
It's very important to remember this game is *not* Castlevania. If you're looking for that experience, play a Castlevania game. This is a parody that has a very lighthearted take on all of its inspirations. Also, I’ll be as “whatever I want with my game” as I want to be, thanks! It has plenty of gothic stuff already.
I have never been good at NES Castlevania and I am not gonna lie, this game really made me want to replay it because it felt so great. I am not super far in but I am heavily enjoying it. I do hope a control guide is added in the menus of the game rather than just when booting it up since I have been having difficulty getting subweapons working properly. Great game and I am sure to play more soon.
I'm glad you're enjoying it!
Yeah the little guide in the beginning is just a temporary thing. Eventually there will be full button mapping and such, along with options for a dedicated subweapon button~
I found a shinny skeleton, but I couldn't get it. if anyone find it too please let me know
please remember to put the joystick option thanks
Definitely not a matter of forgetting to do that, but it's extremely low priority and something I will add later on when I add key bindings/button mapping.
I can 100% assure you this game will be very hard with the imprecision of a joystick though, especially when it comes to navigating stairs and using subweapons, which contributes to it being a very low priority thing.
What does the hearts do? If it's use to heal so can u tell me which button to do it pls. Thanks.
Hearts are ammunition for subweapons, however if you need to heal you can visit a church and talk to the save statue, grab a potion from the shop, or get a streak of kills on enemies without getting hit, which will generate wall meat. You can also attack certain walls in mansions that will drop meat for health.
U mean the mansion which have an unlockable gate?
Yeah, that Mansion has hidden blocks you can break to get health, and you can also kill 10 enemies in a row for weapon multipliers, but if you have max weapon multiplier, you get health from enemies
And by the way, are the churches' statue the only save point? So I have to find a village with a church to save? Cause every time I go back to game I have to start from the church
I don't think I was notified of the tweet!
I'll check out the music soon, but as far as TASQ goes I'm not really looking for other music outside of my own and very specific guest composers when possible (the Yuzo Koshiro goal for example, which would have been a guest thing for 1 or 2 tracks). Otherwise I intend to do everything myself when I can. I will definitely check out your tracks though, because I always love listening to chip music when I can~
Inferior music will harm the entire project. Please put aside your own ego/hubris and admit that to yourself for the sake of this project and future ones. The only way you grow is to fall down, make mistakes, and get right back up.
If you keep repeating the same thing, then you will come up with the same results.
I am in touch with a fantastic freelance music composer willing to contribute some amazing musical tracks if you feel like adding in a proper composer to your team. They are currently on another project that is wrapping up and I could convince them to help you instead of immediately moving on to other work.
I would prefer they get paid for their work, but if you two want to talk and hash out financial details then that's up to you. If interested in this offer just reply to me and I'll post my Discord details so we can set it up. If not interested, then I wish you luck in this endeavor.
We already have Bloodstained: Curse of the Moon as far as throwbacks go, but fan endeavors like this help everyone enjoy a bit of 'Transylvania' in their lives.
You're also way overdue for a new/updated demo or some kind of release by now. Been about 5+ months.
Hey, this is precisely how not to respond to anyone, ever. I'm sure you think you were responding however respectful as you thought you needed to be, but here are a few things for you to keep in mind:
1) It's my game, so I can have any hubris over it I want. I can make whatever decisions I want for it. You have to work through some things if you think I'm not entitled to make my own decisions on my own game.
2) I frankly don't need your involvement or assistance. You can't "offer" me anything I don't already have access to. I know plenty of wonderful composers, artists, designers, etc myself, to the point that I don't need someone else to do exactly what you're doing. If the point was to bring them on as a composer, I would. That's literally not my goal or motivation with this project, as explained in my last reply to this thread.
3) You're not entitled to anything involving something I put my own time and energy into. Period. There aren't going to be anymore public demos, since the previous one is a decent enough slice of gameplay. There's no need for another. It conveys exactly what I'm going for with this game, and that's the point of a demo.
When you create your own game idea and your own IP without riding on the coattails of the Castlevania series, then you can have as much ego and hubris as you like. Until then, kindly check yourself.
What you've made is nothing more than the equivalent of a fan game for Castlevania (changing things here and there to avoid legal issues). I'd argue that rom mods/hacks made by far more talented individuals/teams have a greater precedent for this style of gameplay while also including original compositions superior to whatever you have offered in your demos.
When you're coding in 68k assembly language, then come talk to me about gamedev.
Attn daedalusmachina: The ego and hubris required to stomp into a developer's project, talk like this toward them, and act like you're doing them a favor is astonishing. As for the music needing a tune-up? I couldn't speak to that, but I sure wouldn't want it from someone marketing it like you are.
Based on the demo, I'm confident in saying this game appeals to a different part of the 'Retrovania' experience than the admittedly excellent Curse of the Moon does. This feels more like somewhere between Castlevania 2 and mild bits of Richter's route in Symphony of the Night; 'Adventures of Simon Quest' clearly fills a different space in the fandom than CotM.
Also, Programancer doesn't owe us a damn thing at this time. I don't remember there being a crowd-funding initiative for this, nor are any of us serving as the game's publisher. The delivery time-table for an unfunded game is half past whenever the developer is good and ready to share things.
This entire response to Programancer, demanding things and slamming the game's music, was way out of line. It is almost a perfect example of how NOT to interest a developer in your pitch.
Never been more baffled by a comment on itch. Are you for real, or is this some kind of elaborate troll ?
I know you think you were being encouraging and generous, and that you maybe had to "break some eggs to make omelettes," but you need to understand that the ego and hubris is with you. You project your subjective opinion onto this game as an infallible truth while obviously not understanding the intent of TASQ. Your suggestions imply that you do not even consider the concept of how Programancer's own music is very likely to have integrity in the context of the project. And I'm guessing you have never taken on a project as TASQ, or any game development project . What all of this means is that you see yourself in a position you are absolutely NOT in. You speak to a developer (who owes you bugger all) in a way that not even project leads I've met would do.
If you wrote this comment with no malicious intent, then I hope this backlash, as uncomfortable as it is, at least inspires you to do a reality check. In the future, please refrain from this kind of unsolicited input. Just because you can reach out to a developer doesn't mean you should.
There are no "buts" here.
Kill your darlings.
Often it takes an outside influence to let a game dev know what to improve upon.
If they don't want any opinions or offers of help then they should probably have turned off comments. Just sayin.
I've seen them respond to others (multiple times) claiming the music is ok to them and they aren't interested in any help for it. That's the primary reason I went with the tone that I chose. Harsh yet polite. Even perhaps a bit of cynical deprecation, if you will.
Dev has made it crystal-clear they don't want to put out the flaming dumpster-fire they have for 'music' and would rather have things 'their way' to the detriment of the entire project than to reflect and realize they may want to improve things if they want to sell the final product to a willing audience.
Wish em the best and hope that the final product, whenever it is ready, has a musical composition worthy of the gameplay. If not, at least it can make for some funny meme videos by the ones far worse than I am at completely tearing things apart.
I'm going to go throw money at Curse of the Moon 2 since I didn't realize it existed. I'd rather go get something that has good music than an amateur project that is inferior to most rom hacks of the genre.
lol curse of the moon 2 is good so you throwing money at it is the only smart thing you’ve said so far
I said there are no buts to this, yet here you are with a but that just further proves you do not understand the situation.
- "Kill your darlings" is good advice, but to a limited extent and not the way you're using it.
- "Outside influence" can indeed be a helpful way to improve a project, but it is a delicate and PLANNED concept, and you are obviously just trying to stroke your own ego here with subjective and shallow feedback.
- You were never "polite," you were being self-righteous. You were not "harsh" either, you were being narcissistic. I already explained why your "approach" does not come off the way you apparently think it does, and now you're outright insulting the developer, too.
- Finally, to reiterate: You obviously do not understand game development, you obviously have not worked in game development. You are a consumer who has played games before and thinks this is enough qualification to know better than the devs. It is not.
You are not in the position you see yourself in.
Take this with you for the future. Do not pester game developers any more.
Concerning the music, you're overthinking it. It fits the game and that's what matters. ;D
Amazing game! I love the visuals and inspiration. You have some impressive skills about coding. The skull launcher with the whisp is very good to do. Slide is so smooth and helps a lot in the game. Congrats, man! Yuzo Koshiro needs be the game's composer.
Hey there! Just saw some gamplay of this and love how you brought back the classic castlevania aesthetic. I have been a huge fan of the franchise sense I was a kid and it has influenced my music greatly:D I see you are trying to improve on your music composition. If it helps I would love to compose/produce the music for you and even improve/mix and master what you already have! I have about 8 years of music production experience and I have already composed for a indie game before:D
Great demo! Really brought back memories of my childhood. the gameplay is on point, and the visuals are superb. Hey, I even liked the music. Good job!
Do you want people to report error messages when they get them?
Sure! There are a few in the demo that have been noted (and fixed on my source but not the demo) in the demo release devlog, so as long as they're not in there feel free
___________________________________________ ############################################################################################ FATAL ERROR in action number 1 of Other Event: User Defined 0 for object objSwoleArmorIdle:
Unable to find any instance for object index '0' name 'objSimonParent' at gml_Object_objSwoleArmorIdle_Other_10 ############################################################################################ -------------------------------------------------------------------------------------------- stack frame is gml_Object_objSwoleArmorIdle_Other_10 (line -1) called from - gml_Script_scrChangeState (line -1) - <unknown source line> gml_Object_objSwoleArmorSwing_Step_0
Got this when I dashed right out of the room with the first swole armor.
Also I don't know if this is a bug or a feature but if you leave the game paused and go do something else for too long it resets to the main menu. Had just gotten the Grand Cross and lost my unsaved progress so now I have to get all the way back there if I want it back.
Ah yeah that was an oversight on my part!
When I was showing the game at conventions, I had a system in place that would restart the game after a bit when it's in demo mode and I forgot to remove it from the Bram demo
Demo 3 looks really great! I like the new remix of the forest music! This looks like it will really be quite an amazing game. i hope you can get that composer on board. Thanks very much again for all you're doing.
Great!! Fishing if very fun
I'm glad you liked it!
I tried to make it have some skill based nuance without being too terribly difficult~
The game looks and plays great. Love the music.
Firstly Thanks for creating this ! Game looks and plays very good !
Loved your waterfall animations and use of color ! You must love the old Castlevania games a lot,as they all had this passage down to the severs in the first level and then up again. Awesome ! Searched the walls but so far no secrets.
Some feedback you might like to consider
- Would love if you implement some Scanlines and bloom effects . Would make the retro feel complete.
- I feel the music should be more catchy and powerful. Not sure you understand what I mean. I always loved the tunes in those old Konami games. Each games first stage had the Heroes main tune that followed into the next game. Bloody Tears, Simons Theme , Vampire Killer. All those tunes were really powerful and melodic. I am missing this here.
Besides that, its a great wip you got here. Keep up the good work !
Hey there! Thanks for checking out!
There are a few walls with secrets~ One has an alternate boss in the Mansion~
Filters aren't really on the forefront of priorities at the moment since I'm still only about 15%-20% through development, however they'll probably make an appearance when I'm closer to being finished~ A scanline filter would be really easy to add!
As for the music- I do all of the music myself and I'm not a composer; however I feel like I need to mention that this isn't a Castlevania fangame, and as such the music doesn't try to be Castlevania music. I couldn't capture that essence if I tried because the music in CV is a masterclass in NES composition ;) I do have a number of tracks not used in the demo, and a few are uploaded here if you'd like to check them out~
Its really nice to see your reply. Appreciate it ! Thanks
About the secret path with the Boss, that sounds really cool ! Is it in this build ? Definitely will look for it ! :)
I understand you have other priorities on your wip list right now, but yeah,it would be really nice if you would consider scanelines , screen curves this to the list of things to possible add to the final build. It would make the retro feel perfect.
About the Music , for a non musician you did a great job. And for sure it is for a matter of taste. The most important thing here is you are happy with it,and its matching the vision you have.
What I meant was not how it should match a Castlevania game,I can see this is not an Castlevania fan game . I think its inspired by it and for sure many other games you loved and want to see again.
Want I wanted to say is how important music is to a game, and how it can influence the whole games experience. When you look at games like Thunderforce 3, or the castlevania series,the music is a big factor why you play those games and what feeling they are leaving with you. I personally love those games with a catchy melodic OST ! If you like I could put you in touch with a good friend of mine Gryzor87. Maybe you heard his compositions in Games like Maldita Castilla or Hydorah. He is doing awesome retro music and maybe he could support you or if you have any questions he could consult. He is very familar with the Famicon tracker and NES style music. Check it out if you like. I am sure he has some useful tips maybe.
Anyway, I checked out the link you send me, thank you.
In any way, looking forward to see more from you and your wip.
This game looks great, but if you sell it and don't have legal rights to use characters, names, sprites etc. you might find yourself getting sued, later. You don't want to work so hard on the game only to lose the rights over it, or to pay large sums of money to the copyright owners, just for using a couple of sprites or names without a license. In my opinion it's best to prevent potential problems than to solve them later (with great financial cost). Just a friendly advice if you want to consider it. Good luck with the game! Again, it looks awesome, congrats!
Already covered, already avoided. Non issue.
I see this a lot, and honestly the easiest response is: "I'm not using anything Konami created, including names, likenesses, assets, story, etc".
Here's what Konami owns from Castlevania 1 2 and 3:
-ORIGINAL Characters (Belmonts, supporting characters sans Alucard, which is from a movie. The design is theirs however.)
-PARTS of their story- the ones they didn't lift from other works (almost everything).
Here's what Konami did not create:
-Literally everything else, as it was lifted from Hammer horror, Universal horror, and mythology.
Simon Quest's Transylvania Adventure is about the titular hero- "Simon Quest" (an obvious jab at CV2, which to spoil the joke is taking the piss at the fact that Konami stole a majority of their story), going on an adventure to resurrect Dracula to kick his ass (another jab). It's a piss take on NES games as a whole, and takes inspiration from a number of different things.
It does not however use any material owned by Konami, nor does it try to seem like it does. It's just doing exactly what they did in the 80s with Akumajou Dracula.
And that, as Forrest Gump states- is all I've got to say about that.
I recognize that cross you have in the Bela Cemetery! Nice inclusion!
I'm pretty sure this game was made for me. I'm SO excited for a full release! Great job!!
daaaaaamn, nostalgic art, nice.
Awesome concept and game! Have you thought about the possibility of turning this into a rom that could be played on actual NES hardware? I am sure that would be a larger undertaking, but it would be neat.
unfortunately I wouldn’t be able to convert the game to an NES rom just because it breaks so many NES rules, buuut I have thought about making a companion piece somewhere down the road that would be an NES rom 🤔
My feedback so far. I like the look and feel of this game, I am a big fan of the original Castlevania games, but fell off after the Super Nintendo version.
1. I specifically liked the birds, and felt like I should not be offered the option to remove them.
2. I love the limited color palette.
3. The game really feels like the old Castlevania games, like this could have been Castlevania II in an alternate timeline. Well done!
I have a few concerns.
1. It feels almost too similar to the original right in the beginning.
2. I was maybe expecting something more like Castlevania II (since the name evokes that title) and that has a more perpetual world in which you start off in a town.
3. Game mechanics seem good so far, I did notice that I can move past the first boss without fighting him. The big armored guy... (maybe he's not technically a boss?)
4. I plan to play more, but I am a bit concerned about whether saving the game is even possible? Of all the things about Castlevania, that is the one I do not miss!
Hello! Thank you for your post~!
To address concerns first:
The build is just a mansion demo- meaning it's just that slice of the experience showcasing only the Mansion portion of the game. The overall experience is an adventure that has you exploring Transylvania- going to towns/areas and finding what you need to enter the mansions. The demo itself only demonstrates a small portion of the whole experience~ Any additional options (dipswitches for birds for example) offered in the demo are just for demonstration purposes. Progressing in the game goes from an exploration adventure where you talk to NPCs and try to figure out what you need to do, and then when you enter a mansion it becomes more of a traditional action game with a lives system- running out of lives simply takes you to the mansion entrance. It's a hybrid of old and new~ The first mansion's design is intentionally familiar; a bit of a nod. By the time you make it to that point in the game proper, the player will have played probably a half hour of content far removed from standard CV. Plenty of checkpoints, places to explore, and things to do~ Structurally I consider the game similar to something like Link's Awakening in terms of how you progress level to level.
Being able to move past the boss is definitely not intended! I'm pretty sure when I added his intro I forgot to implement the boss boundary activation~ I'll have to look into it. Thank you for catching that!
The game has saving in churches, however there's no reason to have saving enabled in the demo since it's just the mansion~
On my Twitter I post regular videos and updates if you'd like to check it out~ Lots of different stuff to see. Here's a link to my sizzler that shows things that aren't in the demo: https://twitter.com/Programancer/status/1254133716315709449
In the end the goal is to have an experience that feels both fresh and familiar! In the end it should feel like a little bit of Castlevania, Shatterhand, Power Blade, and a whole lot of NES tropes.