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At night time, they appear more often and inflict more damage to Simon's life points, though when defeated, they drop more hearts. During the day, the enemies outside of towns in the game are less frequent and weaker. The period of time in Simon's Quest can change between daytime and nightfall, which has a prominent effect on the game and Simon's encounters. After he finds a sufficient amount, his level and maximum health will increase with his Experience Rating. Simon's Quest introduces an Experience Rating system, also found in role-playing games, which is increased by collecting hearts. He begins with a standard Leather Whip, and can upgrade to stronger ones with each new purchase. In addition to the ordinary items in Simon's inventory, he can also purchase new whips in a few locations of the game. In order to pay for them, he must collect hearts, which are dropped by defeated enemies. He can also go to merchants who will sell items, either for fighting enemies or for traversing to unreachable areas. Simon, controlled by the player, can talk with townspeople who will offer him clues or lies.
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The gameplay departs from the standard platforming genre of the first Castlevania for a game more similar to the nonlinear gameplay of Metroid, with several RPG elements such as a world map which the player is free to explore and revisit. 4 Castlevania II: Simon's Quest Redaction.
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