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GameModo

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Super Castlevania IV
« on: October 22, 2011, 05:10:19 AM »
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It seems a long time ago, but Konami were once big players for Nintendo. They released some of their best games on Nintendo consoles.  One of them in our opinion is the fantastic Super Castlevania IV.  We did a little review of it.  Tell us what you think :)
http://www.game-modo.com/2011/10/super-castlevania-iv-retro-modo-review.html

Offline Abnormal Freak

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Re: Super Castlevania IV
« Reply #1 on: October 22, 2011, 05:14:29 AM »
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One of my all-time favorite activities is pooping.
Oh yeah, and also:
meat

Soda as well.

Offline uzo

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Re: Super Castlevania IV
« Reply #2 on: October 22, 2011, 07:19:16 AM »
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Quote
The score whilst not the best in the series

Debatable >_>

Offline knightmere

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Re: Super Castlevania IV
« Reply #3 on: October 22, 2011, 09:37:23 AM »
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It's a decent review but a little on the short side.

Thanks for sharing.

Offline Ialdabaoth

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Re: Super Castlevania IV
« Reply #4 on: October 22, 2011, 10:00:10 AM »
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This was the one Classicvania game where I NEVER used subweapons... Having an omnidirectional whip was already good enough.

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Re: Super Castlevania IV
« Reply #5 on: October 22, 2011, 10:55:14 AM »
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Super Castlevania IV stands the test of time. IMO everything about it speaks of creativity. The music, sounds, graphics, playability, etc. The review was good overall however I do disagree with the score not being the best. That and the replay value. I find this game to have lots of replay value. Even after 20 years I still pick up this jem and polish it.
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Re: Super Castlevania IV
« Reply #6 on: October 22, 2011, 01:14:29 PM »
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CV4 is the best classicvania.  It has all the traditional subweapons, actual CV music (and good CV music at that), great level design, a decent amount of whip swinging, and is the only CV with omni-directional whip capability.

Off-topic a little:
If a new side-scroller CV with a Belmont (or other whip wielding character) is made, I think that the omni-directional whip capability should be brought back.  It just enhances the gameplay so much and has plenty of potential if only it was explored a little more.  Why was it abandoned after just one game anyway?  Something tells me that no one has an answer.
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Offline crisis

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Re: Super Castlevania IV
« Reply #7 on: October 22, 2011, 01:18:00 PM »
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Quote
Even after 20 years I still pick up this jem and polish it.

that's what she said

Offline uzo

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Re: Super Castlevania IV
« Reply #8 on: October 22, 2011, 01:23:36 PM »
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Why was it abandoned after just one game anyway?

Because;

This was the one Classicvania game where I NEVER used subweapons... Having an omnidirectional whip was already good enough.

Offline Munchy

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Re: Super Castlevania IV
« Reply #9 on: October 22, 2011, 01:31:59 PM »
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There's gotta be a way to make a game with an aimable whip challenging.

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Re: Super Castlevania IV
« Reply #10 on: October 22, 2011, 01:45:03 PM »
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The ease in Super Castlevania IV seems pretty intentional from the jump to the crouch-walk, but the whip was still too much. It's meant to be cramped and claustrophobic, but instead of being a boon to the mood, this design is diluted by the directional whipping. I never used the crouch-walk either lol. I still like it a lot despite the fault with the whip. All the enhancements on Simon's maneuverability create a nice flow to it not usually seen in the other Vanias.

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Re: Super Castlevania IV
« Reply #11 on: October 22, 2011, 03:18:13 PM »
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The ease in Super Castlevania IV seems pretty intentional from the jump to the crouch-walk, but the whip was still too much. It's meant to be cramped and claustrophobic, but instead of being a boon to the mood, this design is diluted by the directional whipping. I never used the crouch-walk either lol. I still like it a lot despite the fault with the whip. All the enhancements on Simon's maneuverability create a nice flow to it not usually seen in the other Vanias.

I doubt that you NEVER used it, there are some parts the require it.

Directional whipping was great, not too much for the classicVania, but Should have been a Requirement for the modernvania games since the newer games have less usage of sub-weapons, hell, I don't even use sub-weapons half the time so I can get the money to buy those OP weapons at the shops after you beat the game once or get enough money to unlock it.

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Re: Super Castlevania IV
« Reply #12 on: October 22, 2011, 03:29:52 PM »
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In Super Castlevania IV, I still used the Cross Boomerang for those tough distant enemies (I'm talking about you, Skeleton Swordsman at the end of the conveyor whip-ring chain at the end of the ClockTower passage!  I KNOW YOUR TREACHERY!) and because you can throw a sub-weapon while whipswinging so that you're not completely defenseless.
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Re: Super Castlevania IV
« Reply #13 on: October 22, 2011, 04:44:41 PM »
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In Super Castlevania IV, I still used the Cross Boomerang for those tough distant enemies (I'm talking about you, Skeleton Swordsman at the end of the conveyor whip-ring chain at the end of the ClockTower passage!  I KNOW YOUR TREACHERY!) and because you can throw a sub-weapon while whipswinging so that you're not completely defenseless.

i never knew you could do that!

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Re: Super Castlevania IV
« Reply #14 on: October 22, 2011, 04:54:22 PM »
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I just time my jump early so that I land right on the edge of the platform, giving me plenty of time to whip that skeleton bitch before he even realizes I'm there.
Super CV4 is probably the CV game that I am best at.  I typically play through the whole game in one sitting without dying once.  I think I have it memorized to the point where I can play it in my sleep. 

i never knew you could do that!

If you watch the gameplay snippets that play during the end credits, it shows him throwing daggers while swinging at that very same spot.  I don't think I knew you could do it either until I saw that.  Still, I never do it because there is no place in the game where it really gives me an advantage.
« Last Edit: October 22, 2011, 04:57:13 PM by Opium »

 

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