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Platform

SNES

 

Genre

Action

 

Developer / Publisher

Konami

 

Released

1991

 

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Super Castlevania IV

 

Being born into the Belmont family line is both a blessing and a curse. A blessing because it is a family of noblemen (and women!) who defend all that is good in the world, and a curse because they have to defeat Dracula and his descendants every 100 years, not to mention the Belmont family line actually has a little vampire blood in it. That helps when faced with an unusually tough piece of rib-eye steak - just break out the fangs and suck it dry. Of course, it also grants the occasional magic power.

 

super-castlevania-vi-1.jpg (34800 bytes)          super-castlevania-vi-2.jpg (35931 bytes)

 

Either way, it works out great for gamers. The Castlevania franchise has been going strong since its American console debut on the NES in 1987 (Castlevania's first appearance, known as Vampire Killer, was in Japan and Europe a year earlier on the MSX), and while most gamers believe the best game in the series is 1993's Dracula X: Rondo of Blood for the PCEngine and released only in Japan, Super Castlevania IV for the SNES comfortably fills the silver medal spot.

 

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Released in 1991, the same year as the SNES itself, Super Castlevania IV introduces us to Simon Belmont who must once again dust off his trusty whip and defeat Dracula in order to make the world safe for another century. Although a whip may not sound like much of a weapon, this particular whip can strike in eight directions, a first for the series, and can be loosely flung around in a limited radius. This attack is not terribly strong, but is perfect for repeated 

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strikes of enemies below you as well as blocking various projectiles. The Belmonts have yet to see their magical abilities manifest, yet there are special weapons available to assist in the monster bashing. Holy water, stopwatches that stop time, boomerangs, and axes all offer a little extra edge to Simon's otherwise limited arsenal and keep the monsters at bay as he makes his way to Dracula's chamber.

 

With the improved power of the Super Nintendo, SCIV is a vast visual improvement over its predecessors. The various locations Simon must traverse, which include swamps, stables, libraries, grand hallways, and caverns to name a few are all appropriately dark and moody, with multiple scrolling backgrounds and animations. Simon himself is large and well animated as is the whip and special weapon effects, and the variety of monsters such as skeletons, mermen, viper swarms, the infamous medusa heads, golems that simply get smaller upon being struck, even floating horse heads to name just a few, is unique and well designed, each requiring a different approach to defeat.

 

As was the case with another excellent Konami title, Contra III The Alien Wars, SCIV makes good use of the system's Mode 7 scaling and rotation capabilities. You will find yourself jumping from gigantic swinging chandelier to gigantic swinging chandelier, hanging by your whip from a peg while the entire room you are in slowly rotates around you, and confronting a boss that rather than backing down actually gets larger as you inflict damage. This game is truly a visual feast for fans of the series, and it effectively conveys the appropriate, dark mood for a game which requires you to defeat Vlad himself.

 

The control is, for the most part, spot on. As mentioned, Simon's whip is more versatile than ever, whipping baddies in all eight compass directions, and when necessary flapping limply around like a wet noodle to safely attack lower enemies or block incoming projectiles. In addition, Simon can use his whip to latch onto various pegs and swing Pitfall Harry-like across gaps, chasms, and collapsing bridges he encounters in his travels. This functionality is new to the series, however it is implemented in a way that compliments and contributes to the gameplay rather than detracts from it as an unnecessary gimmick. Simon can duck and jump, although these animations are a little awkward and the motion is somewhat stiff. In addition, it can be tough to navigate, and sometimes even see, stairs. You will accidentally drop into lower rooms or run straight past a staircase rather than up more times than you can count by the time this game wraps up. This is, however, a minor complain in the overall grand scheme.

 

The special weapons have their own particular use, and are thrown straight, in an arc, or simply used to perform a special function like freezing enemies in their place. You can only carry one special weapon at a time, so when you find another one, if it's not what you want you need to leave it until it disappears or jump over it. Picking it up causes Simon to discard his current special weapon and you can end up with a special attack that doesn't provide a whole lot of help for the environment you are in or the particular enemies you are facing.

 

During your adventure, you will find candles sprinkled liberally about the levels. Whipping the candles drops special weapons, hearts which allow you to use your special weapons, or meat which replenishes some of your health. In addition, there are secret places where walls can be broken to reveal health. You will want to keep your heart and health meters full, if for no other reason to be ready for the final confrontation with Dracula himself. Of course, if you know the secret, then never mind…

 

The sound is as atmospheric and moody as the visuals. The music is dark and gloomy providing the perfect aural accompaniment with organs, pianos, flutes, not to mention appropriate tempo changes depending on the location or action. If ever there was a need for the minor scale in videogames, this one is it.

 

By the time you approach the final confrontation with Dracula in his private chambers, you will have jumped, swung, whipped, ran, climbed and died your way through 11 levels beginning outside the castle, through treasure rooms, clock towers, and dungeons, and ending at the innermost chamber of the main vampire himself. The castle is detailed and alive (or should I say undead?) and although the fate of the world rests on Simon's successful completion of the game and vanquishing of Dracula, it is a pleasure to experience what Konami has created. The title never becomes boring or repetitive, which is surprising given the limited types of enemies presented in each level, and each level, monster, and boss seems as if it truly belongs in the home of Dracula himself.

 

This game is a classic, and a high-water mark for the system. Definitely not to be missed, and easily warrants a re-playing if you haven't visited Dracula's castle recently.

 

Darren

(July 18, 2004)

 

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