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	<title>Comments on: 2D: Castlevania Stages 01-03</title>
	<atom:link href="http://telebunny.net/toastyblog/2012/08/castlevania-stages-01-03/feed/" rel="self" type="application/rss+xml" />
	<link>http://telebunny.net/toastyblog/2012/08/castlevania-stages-01-03/</link>
	<description>The fickle website formerly known as ToastyFrog.com and GameSpite.net</description>
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		<title>By: jparish</title>
		<link>http://telebunny.net/toastyblog/2012/08/castlevania-stages-01-03/#comment-35259</link>
		<dc:creator>jparish</dc:creator>
		<pubDate>Sat, 04 Aug 2012 14:40:21 +0000</pubDate>
		<guid isPermaLink="false">http://telebunny.net/toastyblog/?p=4861#comment-35259</guid>
		<description><![CDATA[I noticed this exact thing when trying to recreate some Castlevania stages in Powered Up. Not a single platform was simply &lt;em&gt;stuck there&lt;/em&gt;; every one of them had some architectural justification. Amazing stuff.]]></description>
		<content:encoded><![CDATA[<p>I noticed this exact thing when trying to recreate some Castlevania stages in Powered Up. Not a single platform was simply <em>stuck there</em>; every one of them had some architectural justification. Amazing stuff.</p>
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		<title>By: Marc</title>
		<link>http://telebunny.net/toastyblog/2012/08/castlevania-stages-01-03/#comment-35258</link>
		<dc:creator>Marc</dc:creator>
		<pubDate>Sat, 04 Aug 2012 11:44:13 +0000</pubDate>
		<guid isPermaLink="false">http://telebunny.net/toastyblog/?p=4861#comment-35258</guid>
		<description><![CDATA[Castlevania was one of my biggest influences when I was making Mega Man Powered Up levels.  Not because of the ludicrous difficulty levels they reached, but the way that everything in Castlevania seemed to have been deliberately placed so that the architecture supported it, with pillars in the background holding up the otherwise floating platforms and the like.  Things randomly flying in the air is such a staple of 2D platformers that a game like Castlevania that at least tries to handwave away the conceit really stands out.]]></description>
		<content:encoded><![CDATA[<p>Castlevania was one of my biggest influences when I was making Mega Man Powered Up levels.  Not because of the ludicrous difficulty levels they reached, but the way that everything in Castlevania seemed to have been deliberately placed so that the architecture supported it, with pillars in the background holding up the otherwise floating platforms and the like.  Things randomly flying in the air is such a staple of 2D platformers that a game like Castlevania that at least tries to handwave away the conceit really stands out.</p>
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		<title>By: Googleshng</title>
		<link>http://telebunny.net/toastyblog/2012/08/castlevania-stages-01-03/#comment-35257</link>
		<dc:creator>Googleshng</dc:creator>
		<pubDate>Sat, 04 Aug 2012 05:43:19 +0000</pubDate>
		<guid isPermaLink="false">http://telebunny.net/toastyblog/?p=4861#comment-35257</guid>
		<description><![CDATA[Also belonging on that list, really, is the entirety of Kirby&#039;s Dreamland, which if I&#039;m not mistaken has been wedged into every single one of its sequels somewhere (well, except for the weird spin-offs).]]></description>
		<content:encoded><![CDATA[<p>Also belonging on that list, really, is the entirety of Kirby&#8217;s Dreamland, which if I&#8217;m not mistaken has been wedged into every single one of its sequels somewhere (well, except for the weird spin-offs).</p>
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