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Offline Vampire Killer

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Re: Sequelitis: Super Castlevania 4
« Reply #30 on: January 31, 2012, 01:39:55 AM »
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I'd love to see someone use the sprites from Cv3 to make an 8-bit remake of CV4


That being said, yes, the whip did make it easy, but the game still was fairly challenging at time (and as Uzo mentioned, had a heck of a lot going for it), especially back in the day. Cv4 is still easily one of my top 3 Cv's.
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Offline Maedhros

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Re: Sequelitis: Super Castlevania 4
« Reply #31 on: January 31, 2012, 12:38:29 PM »
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I agree with everything he says. Also, I don't like Castlevania 4 that much anyway. I don't remember using the subweapons at all in that game. I'll try to play again these days...

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Offline Munchy

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Re: Sequelitis: Super Castlevania 4
« Reply #32 on: January 31, 2012, 05:00:44 PM »
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I'd love for the game to be optimized without any slowdown like in the Mega Man X Collection, because that's honestly what kinda kills it for me sometimes.

Offline thernz

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Re: Sequelitis: Super Castlevania 4
« Reply #33 on: January 31, 2012, 06:08:12 PM »
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The difficulty in SCV4 didn't really concern me. There were a lot more things to like in the level design than challenge.
It's kinda like how Rondo is easy, but it has superb level design.

Offline DoctaMario

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Re: Sequelitis: Super Castlevania 4
« Reply #34 on: February 07, 2012, 07:40:05 AM »
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The difficulty in SCV4 didn't really concern me. There were a lot more things to like in the level design than challenge.
It's kinda like how Rondo is easy, but it has superb level design.

Exactly. I like a good challenge, but CV4 was GORGEOUS not only graphically, but musically as well. Easily a high water mark of the series if you ask me, I'd say it's one of the few entries in the series where everything agrees, and not just agrees, but REALLY agrees. The music, the sounds, the levels, the overall mood, the graphical style, etc all bring forth one consistent mood and it winds up being a real immersive experience because of it. 

Offline beingthehero

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Re: Sequelitis: Super Castlevania 4
« Reply #35 on: February 07, 2012, 08:49:38 AM »
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I totally agree, good Docta (also hai!). The unparalled atmosphere, scenery porn, and music alone is what makes SCIV one of the best gams in the entire series.
Egoraptor, man, his reviews can be rather obnoxious. It's hard to do a character thing without it becoming too unbearable.

Offline Inccubus

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Re: Sequelitis: Super Castlevania 4
« Reply #36 on: February 07, 2012, 04:20:27 PM »
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I'd love to see someone use the sprites from Cv3 to make an 8-bit remake of CV4

Well that's sorta what CV:tDC is, but with lots more added in. As a matter of fact the second rout through the game is going to mostly be made up of SCV4 stages. Also I was always planning on including 8-way whipping which this video got me thinking about more. It'll be interesting to see how it turns out.
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Re: Sequelitis: Super Castlevania 4
« Reply #37 on: February 07, 2012, 06:34:30 PM »
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I used the Cross Boomerang + Triple Shot heavily in SuperCV4.  I don't know what you guys are talking about with useless subweapons.  That cross totally helps me defeat most of the bosses in the game, and with three of them on the screen, it outguns the whip.  I usually chuck three of those bastards with great timing and then just use the whip for a nice finish.

And to pose whilst grabbing the StageClear Crystal.

It's also awesome that you can use subweapons while swinging.
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Offline uzo

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Re: Sequelitis: Super Castlevania 4
« Reply #38 on: February 07, 2012, 06:58:01 PM »
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The cross is really the only sub weapon that is useful. I always have a triple cross handy. It totally dominates a lot of bosses.

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Re: Sequelitis: Super Castlevania 4
« Reply #39 on: February 07, 2012, 10:32:33 PM »
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For me it's the Triple Axe all the way. I'll always be disappointed with anything else.
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Offline Inccubus

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Re: Sequelitis: Super Castlevania 4
« Reply #40 on: February 08, 2012, 06:11:27 AM »
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I used the Cross Boomerang + Triple Shot heavily in SuperCV4.  I don't know what you guys are talking about with useless subweapons.  That cross totally helps me defeat most of the bosses in the game, and with three of them on the screen, it outguns the whip.  I usually chuck three of those bastards with great timing and then just use the whip for a nice finish.

And to pose whilst grabbing the StageClear Crystal.

Same here. I only ever used the cross, but I didn't really ever use it often. I think Egoraptor is right about the *edit* whip *edit* mechanics overshadowing the sub-weapons for the most part. Everything except the cross was nearly useless and I never felt like I needed any of them to survive. I did feel that way in CV1 & 3 though. I think that's what he was getting at. They weren't needed.


It's also awesome that you can use subweapons while swinging.

The thing is though, when did the level design ever force you to want to do that other than to eat shit?


PS: Glad I wasn't the only one using the whip to pose. :P
« Last Edit: February 09, 2012, 09:36:26 AM by Inccubus »
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Re: Sequelitis: Super Castlevania 4
« Reply #41 on: February 08, 2012, 07:57:33 AM »
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PS: Glad I wasn't the only one using the whip to pose. :P
Eh, anyone who's ever played HoD or Serio's CV Fighter tend to catch that habit.
It is precisely because it never cared, that people do care.  It's something which it's lacking, because that which it has, it has lackluster of.
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Re: Sequelitis: Super Castlevania 4
« Reply #42 on: February 08, 2012, 08:31:46 AM »
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Quote
The thing is though, when did the level design ever force you to want to do that other than to eat shit?

The latter segment of the Clock tower is a good spot for use of the sub weapon while dangling from your whip.
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Offline Kusanagi

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Re: Sequelitis: Super Castlevania 4
« Reply #43 on: February 09, 2012, 08:53:53 AM »
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He certainly makes a good point, never occurred to me before till now. From what I had seen from his other vids too, he has made very valid points, and personally Im hoping to see more of them.

Offline Belmont Stakes

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Re: Sequelitis: Super Castlevania 4
« Reply #44 on: February 12, 2012, 07:40:58 AM »
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Ok the whole point of Egoraptors post revolves around his first two videos prior to this one. In CV1 vs CV2 he asks do you get more enjoyment out of grinding for a while to get the best sword and then wailing on the boss till he falls or do you feel more satisfied to use your wicked cunning to get around super perilous obstacles. Facts are facts are facts. Do the players of Mario stop playing the game when falling into a pit or getting hit as they are making some super dangerous jump. NO!!! they keep playing. If you are riding a Yoshi and he gets hit and you suddenly get knocked off just as you are doing a super dangerous jump and you die do they stop playing. NO. So why is it that this game and this series goes through this criticism when Mario and Mega Man do not? Keep your SOTN clones and such. I have no beef with them as long as there are also titles made based after what the first game attempted to do. Let everyone have their cake and eat it too. Fuck what is more profitable.
On a side note what Ego said about the whips multidirectional capability is valid somewhat. The whip could have been used in for mutli directions only when there is a grappling area that needs it. In as such that would be the one instance where it could be used diagonally and not usurp the use of the alt weapons. With this you could have a scenario where you attack simultaneously using the whip if a flying enemy or object or whatever is in the path of the grappling spot. Otherwise if that is not the case then you could simultaneously attack with the Axe, Knife or Cross to take the enemy out.
By the way why does he neglect mentioning CVIII?

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