Nut Ink. Mini reviews of texts old and new. No fuss. No plot spoilers. No adverts. Occasional competency.

Sunday, November 26, 2017

Worlds of Power: Castlevania II — Simon's Quest (1990)

Authors: Christopher Howell and F.X. Nine | Page Count: 138

"I was not born a hero, Timothy Bradley, but I have faced my fears.
He who confronts his deepest dreads everyday… that person is a hero."

F.X. Nine is the pen-name of Seth Godin, an entrepreneur, as such. It seems he sketched the basic plots, players, and game-related specifics of this series. In this entry, Christopher Howell is the one who brought it all to life. As the dialogue is what overwhelmingly sells this for me, as opposed to the adapted aspects, my praises will naturally fall primarily upon Mr. Howell. It should also be noted that Nintendo did not ultimately endorse this endeavor.

To specifically address the nature of this as an adaptation of an NES game, I must immediately relate that it does not strictly follow the events of the game. I’ll pull a percentage out of my posterior and say it’s about 40% accurate, I guess? A sincere attempt is made to respect the geography and layout, but significant changes are definitely afoot.

The most far-reaching change is that Simon Belmont is not traveling alone in this iteration of the tale. He plucks a middle-schooler from earth to accompany him on his quest to rid himself of Dracula’s curse. Funny how that’s actually the name of the third game, even though it’s a significant part of the second. Simon and Timothy Bradley are a classic odd couple. Simon is stoic and severe; Tim deals in puns, bad jokes, and bad habits.

If you’ve ever wondered what it’d be like if there was an episode of Kyoryuger where Nobu and Tessai worked together, this is the book for you.

There are a few typos. I believe I counted four, but they honestly aren’t problematic. There are hint boxes, referring to the game, presented at the end of some of the chapters. They don’t always paint a full-enough picture (you have to break through the floor to find both the laurel and garlic salesmen in Aljiba), but everything actually stated in them is accurate. Oddly enough, one of them uses the alternate romanization for Rover Mansion (Lauber), when Rover is used in the main text.

Oh, and get this: Howell actually explains why the townsfolk are cryptic and deceptive!

In one instance, an item is established as being necessary, only to have another used when the requisite situation occurs. Also, two of Dracula’s parts were changed. None of the above are huge deals, for a few reasons: 1.) The bits referring to the game—the hint boxes—are correct, as stated. 2.) The item switcheroo can actually be interpreted as the set-up for something much later in the text. 3.) One of Dracula’s pieces in the game wasn’t even part of his body! 4.) The specifics of the lore and mechanics aren’t the actual focus, here. Emphasis is placed, instead, on the characters. Specifically Tim, of course. Through his eyes, we’re exposed to ridiculously clever metaphors, similes, and descriptions of the world of Castlevania. There’s also a great wealth of wonderful statements about life itself.

What’s on display here is so effective that I’m willing to overlook one of my biggest pet peeves in fiction: event skips. As a kid, I even wrote Margaret Weis and Tracy Hickman asking about the excised quest for the Hammer of Kharas between the end of Dragons of Autumn Twilight and the beginning of ...Winter Night. Hmm, looks like they did end up writing a book about it. Too bad I don’t care, anymore~

Here, I think it was to preserve the surprise of some of the puzzles, but the journey through Berkeley Mansion definitely whet my appetite for five more helpings of urban exploration that were in no way delivered upon.

If you end up purchasing and enjoying this, please, please consider watching Engine Sentai Go-Onger and its dedicated movie. You will find much the same sentiments, therein. You will find that Sentai deftly balances humor and meaningfulness in exactly the same manner as this book. The excerpt read during Awesome Games Done Quick a few years ago is NOT representative of the entire experience. This is a book very much worth reading, especially for children. It’s the perfect mix of heartfelt inspiration, goofiness, and the quaintly macabre.

Son, You are 4 Too Young To Be Telling Old Man Jokes out of 5

Nutted by NEG.

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