WARNING - Very long post.OK, so it has become apparent that Catlevania fans don't much care for game design & difficulty balance. Because then Dracula XX SNES would be more popular then Rondo PC- Engine, Bloodlines more popular then Super Castlevania, Adventure more popular then Legends, and Classic vania games more popular then Metroid vania games.
So yeah, there is no reason why this topic should not be intelligently discussed and flame wars avoided. This is a very deep subject that will open many gamers eyes is they're willing to accept that their fav games have flaws (all of the do).
So what should we start with? First I'll start with something very obvious and that it should help others get an idea of what I mean. Super Castlevania looks like a very well designed game, except that the hit the whip in every direction breaks many of the well placed enemies/level design in the game since you can whip so many through walls & from every angle enemies come from. It's like the designers designed the game without muti-directional whipping, then added it in near the end without enough time to make suitable changes (but if they would of made these changes, I think it would of changed the series way too much, and for the worse). Add in the whip brandish move to make thing seven easier still (I thought Death was way too hard until I remembered this move. Then he was a total joke, lol... Also helped a lot on Dracula).
Now to me, what Bloodlines team did was very smart in many ways. It seems like that team were on fire when they made this game. Plus the fact that the game is somewhat shorter then normal may of helped them focus more on perfecting what little they had. In this game they give you the best of both worlds; Classic vania games and Super Castlevania 4 (which is surprising why it's not more popular? Oh yeah, most people are very bias against Genesis games graphics & sounds. It can never be as good or better then SNES

). Between the two characters you come pretty close to having enough of the whip angles from part 4. Though if you separate these characters, you get even less, yet a more tightly balanced and designed games as the result. (Man how I wish this game was more popular since fans could have added more unique characters focusing on some other angles, then more levels to make up for it's shorter length).
One thing I always hear Castlevania fans complaining about is what they call stiff controls due to no control over jumps and the flaw of knock backs. These aren't flaws. The game's controls are perfect. You can't overpower the main characters in videogames too much because it only makes tightly designing the games much harder (look at the Metroid vania games. They give you so many moves that it's virtually impossible for the designers to adjust every single thing in the game to every move. It's impossible. Impossible... If you can't accept this, then accept this, it will never be as tightly designed as if done otherwise). This is why some of the best classic are also the simplest. And why so many fan games fail, because their character has to be the ultimate childhood dream fighting machine, with weapons firing off in every direction at the same time & baddies way overpowered too to compensate (have fun balancing this mess). And vania games that don't have control jumps are properly designed with that in mind. Add control and it would break the game. Really wish more people would get stuff like this.
I guess I'll briefly explain briefly about Rondo. That games difficulty seems to be all over the place. That and it's not that hard outside of very few trial and error spots throughout the game. In comparison, Dracula XX is way tighter designed & with an increasing difficulty as the game progresses... Maybe because they didn't have as many levels & split paths to worry about, thus they received much more focus... Sadly most fans don't care about this as long as they have more content.
Also, another reason why people don't seem to like the better designed & balanced vania games is because most people like easy games. IGA knows this too apparently. And why all his games are pretty easy (the hardest metroid vania game wasn't done by him, apparently, + it's the least popular, no surprise). This liking easy games started with the 16-Bit era due to games getting more complex, and it exploded in full force during the 32-Bit era & especially afterwards. Games shouldn't be beatable from the start, and hard games have to be fun enough to stick with it... course it's hard to come up with a fun challenge, so...
Anywho, what I talked about here is also the reason why gaming industry is going downhill. Most gamers don't understand to support great game design & balance, thus all we get is poor game design & no challenge. As long as we have a ton of content & trinkets to keep us busy... yikes, is this why we have downloadable content abuse/scams!

So do you guys get what I mean? (I hope I explained things good enough, I suck at explaining) Can you figure out why Adventure is much better designed then Legends for the old Game Boy? And am I wrong with anything?