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The Grant DyNasty dilemma


fcgamer
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As a child, my brother and I always played through Castlevania III, one of the greats. As we all know though, there's a flaw. If you go through the clocktower and take Grant, you then are later required to tell one of the special partners goodbye, basically tossing them off as a has been or an ex. 

How does everyone feel about this? Am I just too soft, or does anyone else feel bad turning down one of the helpers?

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Honestly it never bothered me.  I'd stick with or go towards whoever I wanted to use as the game would be played out.  Grant was never a favorite given his strange jump and tiny range, but the latch on was pretty nice when it worked well.  I was more into using the other two so I'd usually run that route unless I felt the need to do the clock tower as it's more of an odd distraction.

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2 hours ago, fox said:

Picked up The Castlevania Collection on sale to play the Japanese version.

Picked up Grant.  He uses the throwing knife as his default attack and his jumping/climbing make him BA.

Alacard is cool.

Sypha seemed the least useful

Yes, Grant on the Famicom version makes the game almost too easy, with his regular attack.

I used to have a Game Genie code so I could play as two of the helpers, ditching Trevor.

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