My first introduction to the Dracula X had happened at the same time as SCV4, back into the computer classes. I stayed after lessons to play some games on the emulators and Castlevania: Dracula X was among them. I was unable to complete the game, even with the help of the save states. Or more precisely, because of the save states - I made a very ill-timed save in Clocktower, so I couldn't proceed forward with my skills back then. Two years later, I finally completed the game with the help of the save states. Later, I know that it was the port of some awesome japanese Castlevania that never was released in the West and that Dracula X was drastically different from the original version. Now, after playing both games, practically back-to-back, I can finally give some sort of rational judgement on how this games compare to each other. This review could be separated into two parts - description of the Dracula X itself and then, comparision to the Rondo.
While the game is thought to be as Rondo of Blood port, very few things were actually taken from this game. Levels are completely different and none of them were taken from Rondo. Maria is unplayable character, though given that Rondo didn't felt like a Castlevania game at all, when I played as her, I don't consider it to be a big loss. There are only two alternate levels instead of four. Levels themselves are very linear and doesn't feature alternate paths and alternate bosses. The only Rondo-like "secret path" to the alternate level is in the level 3, where if you fall from the column, you end up in the Alternate Level 4. The game has only two prisoners - Anette and Maria, instead of four. The game doesn't have percentage completion. Ending picture changes depending on what and how many characters you have saved. Art in the game is completely different from Rondo and both Maria and Anette has new sprites. Since the game on the cartridge, there are obviously no animated cutscenes and voiced dialogues whatsover. However, there is no loading times either. In general, Dracula X feels and looks very different from Rondo, for a simple port. It's more like a remake or something.
Graphics-wise the game is very beautiful. It doesn't have the same mood as previous SNES entry - Super Castlevania 4, but it neither looks like its source game, at least when it comes to backgrounds. Backgrounds look like they were taken from the cartoon. They are very detailed and colourful. For the first time Castlevania game was basically combined from different sprites - and it's shows. Backgrounds palette is quite subdued and its clashing with palette of sprites that were taken from the Rondo. When it comes to animations, Dracula X backgrounds have little to no animation and because of that most of the levels (though not all of them) look devoid of life and soul. They are very pretty, but ultimately dead. Hilariously its the same complaint that I had about Rondo's levels, though reasons for this were different. When it comes to special effects - Dracula X is pretty much devoid of them either. The only notable use of Mode 7 are the title screen, with zooming out logo and fire on the first level. And that's quite strange, since Dracula X is from the last generation of the SNES titles and some heavy use of Mode 7 is to be expected. Even Item Crushes doesn't use Mode 7. At least they don't look as spectacular as in Rondo of Blood. Character and enemies animations are very good. It's difficult to determine at a glance, but I think all enemies that were ported from Rondo have a full set of animations from that game. However, all of them are slowed down. It will be covered in the gameplay description.
Music in this game was ported from Rondo, few tracks aside. However, Dracula X aded few new tracks - intro theme and awesome tango rendition of the Bloodlines, that used in the credits. Tracks that were ported from Rondo sounds different, since they use SNES hardware and not prerecorded on CD. I think, Dracula X rendition of those tracks are better than in Rondo, since they are more emphasized and sound more louder and clearer, than in ROB. Tales of the Ghost Ship in particular, sounds almost like a metal track in some moments, instead of some lame disco in the ROB. Bloody Tears and Den also benefited from clearer renditions. The sounds are also loud and sharp. I like the sound of the whip in this game. However, some enemies, lack personal voices, that they had back in Rondo. In general, music and sound is one of the few clearly good points of this game.
Gameplay is controversial at best. In general Richter has the same abilities as in Rondo. He can whip only forward, has backflip, and can execute Item Crushes, depending on the weapon that he has in his possesion. However, in Dracula X gameplay was drastically slowed down. And Richter have very different controls and hitbox. Richter walks very slow and somehow reminds me about Terminator stroll. His jumping is very strange and awkward. Basically Richter jumps in a wide arc, that have constant reach. Because of that, you need to precisely calculate each jump, because you can't regulate range of it at all. It could become very uncomfortable during jumping on the small platforms, where you need a lot of precision. You can amend this by changing direction after you pressed "jump" button. Using this method you can execute small range precise jumps. Richter's whip strikes has a lot of weight to them. His backflip is almost useless. Unlike Rondo, this game wasn't constructed with the idea of forcing player to use it (like in batles with Shaft and his Ghost for example). There is only one place in the game, where you certainly need to use backflip to reach the next area. And that's that. Somehow, developers didn't see any neccesity to force player to use this move. On one hand it is a good thing, on the other - bad. It's a good thing, because developers don't need to create artificial obtacles to force player use otherwise useless move. And it's a bad thing, because already useless move becomes completely obsolete. Also his backflip is slower and, I think, lower, then in Rondo. Richter's hitbox is strange. When he is standing - it's quite bigger than he is and because of it in some moments you can be hit by enemies, that don't even touch Richter's sprite, that could be very frustrating. However, when he is crouching - his hitbox is miniscule, so even if enemy or projectile directly touch Ricther's sprite, he will not suffer any damage. It's quite handy during the fights with Axe Knights and Dracula himself, if very odd. Also, his whip has not only "backward hitbox", that allow to destroy enemies, that comes from behind, but also "top hitbox" - its allow to hit enemies during whip strike and before they come in direct range of the whip. In some places its could be used to destroy enemies that located on the higher floors. Finally, there is neat trick that will give you chance to avoid being thrown of the platforms in some cases. If you see projectile or enemy flying your way and you know that there is now way for you to destroy it, just duck. If enemy / projectile hit you, Richter will receive damage, but will not be pushed back. This is very important trick to use in the Dracula's battle. While you ducking, you shouldn't attack, otherwise, you'll be pushed back as if you were standing. Overall, gameplay heavily reminds about Castlevania NES games. Is it a bad thing or a good thing, you can decide for yourself. However, creating such gameplay on purpose after SCV4 and Rondo, I think, it was a strange decision at best. There are no Wallmeat in this game and the only thing that you can find in wall are 1 Ups. Meat hover could be found in generic candles. Sometimes even in the boss rooms. This game uses hearts as an ammo for the subweapons.
There are five subweapons in the game - Holy Water, Cross-Boumerang, Daggers, Axes and Stopwatch. Holy Bible, that was introduced in the Rondo, is absent from this game. Like in Rondo, by pressing special button, player can execute Item Crushes. They are mostly identical to the Rondo's. However, Cross-Boumerang have a very different Item Crush - instead of summoning giant Crosses flying from the ground, Richter throws multiple Boumerangs in the area. Obviously it looks less impressive, and worse yet, it's less powerfull. Oddly, this is the only Castlevania, where the daggers are an effective weapon in the game. They are very fast and very powerfull. What's even more interesting, Axes, Daggers and Cross-Boumerangs are easily interchangable and could be equally useful in different situations. It allows for more tactical approach to the levels. Also, Cross-Boumerangs are ridiculously overpowered in this game, bordering on being an unfair weapon (well, depending on your views about what to consider unfair). After reaching maximum distance from player after throw, Boumerangs hover in the air for several seconds, then return back. Unlike most Castlevanias, they continue to damage enemy during those several seconds. And if player make right calculations, he will be able to give bosses and some enemies tremendious amount of damage using this little feature. It's especially actual during battle with Dracula. There are no multiplyers for the subweapons, but you can throw up to three subweapons one after another, depending on situation. In general, subweapons in this game are very important part of the gameplay, maybe even more so than usual.
Levels has nothing in common with Rondo, when it comes to design. There are very linear and straightforward. Some level design are very similar to the Castlevanias on the Game Boy (The Adventure and Belmont's Revenge). Sometimes, I felt like they were designed by the same people - especially in regular and alternate Stages 4. In general, designers very loved storey levels. Almost every level have area where you need to go up to the "second floor" or vice-versa. Dracula X levels doesn't have alternate paths or alternate bosses. Some levels have something similar to the "pre-boss" rooms from Rondo, however, those areas doesn't have different music. Interanl logic in the some levels is pretty much absent, making this game quite a contrast to the almost all previous games in the series, save for the Game Boy dilogy and Castlevania 3. You can easily find yourself on the ground level, after climbing on the stairs from heavily decorated corrdior, that was supposedly on the second floor of the castle, e.t.c. In general it doesn't distract from gameplay (unless you are very picky), but this constant and often hilarious inconsistences are quite strange. As if developers have created multiple backgrounds without any idea how they should be connected and then combined them into levels. However, the most crazy design "strangeness" coming from the last level. First, as you can see on the map Stage 6 take place in the Clock Tower. The map clearly shows that Castle Keep and Clock Tower doesn't have any connection whatsoever. But when you see map after Stage 6 - it shows that somehow you was transported right in the Castle Keep. Most interesting thing that there is no exit from Clock Tower top, where you defeat Reaper or Witch Annette. SCV4 solved this problem by making exit appear after you defeated the boss. It seems developers of the Dracula X didn't had so much insight to think about it. However, the most strange thing about last level is its background in the first few areas. It uses Dracula's Castle image similar to one you see on the map after every level. Said Dracula's Castle image include...Castle Keep, where Ricther supposed to be during this level. So, he is in the Castle Keep and at the same time can see this location at the background. Okay...? I wonder, how developers could made such ridicolous oversight? Maybe, the didn't knew that level they were working on, was located in the Castle Keep? Or maybe they randomly choosed image for the background? Well, it's another Castlevania mistery, that will go down in ages. In the end, levels reminds about Game Boy dilogy and, yes, NES games. Maybe it was their conscious decision to make Dracula X look and feel like an updated NES title?
Stage 1 is a burning town. It bears some resmeblance to the first level of the Castlevania 3, much like Rondo's first level was a throwback to the Castlevania 2. It probably one of the few levels in the game, that has background animation AND Mode 7 special effects at the same time. Mode 7 used for a background fire, that looks very impressive. This level consists mostly from different type of areas. Some feature a lot of action, others have platforming. In general this Stage is a training course for the young vampire killers and must make player familiar with general gameplay and abilities of his character. In the end you will be chased by Behemoth, who appeared on the second regular Stage in Rondo. Unlike ROB, here he will chase in the open space, but like everything in this game he is much slower and doesn't pose much of the threat. In the final part of the level you will fight one of the few original bosses in this game - Cerberus.
Stage 2 is begining of the battle in the castle. It start with token collapsing bridge sequence, during which you'll be assaulted by Mermen and continous into fight in the Entrance Hall, that bear resemblance to the previous incarnations of this level in name only. It really looks very different. Then you go up in the corridor where, you will make yourself familliar with the new enemies in the game - Spear Knights. If you pass them, all you need to do is to kill two Peeping Eyes and two skeleton creatures to reach boss of the stage - Phantom Bat.
Stage 3 is a middle of the castle. It features different types of obstacles, including little ride on the platforms over the water. This sequence probably was inpired by Rondo's alternate Stage 5. In the end you need to go through very long and very hard area, where you need to jump from one column to another. Annoying Medusa Heads, Bone Towers and Skeletons, that have tendence to jump in your face, when you don't expect them, will try to do everything to throw you off the columns. The thing is, you will not die, if they succeed. You'll just end up in the alternate Stage 4. However, if you aim to receive the best ending possible, you'll need to pick up the only key in this game, that is located in the area after columns. It means, that no matter what you should get to the end of the columns room, otherwise only restarting game will give you another chance to receive best ending. Boss of this level is Dullahan.
Stage 4 is an underground area. If you reach area with the key in the previous level, then let it be know, that this is where your real challenge starts. Like in Rondo, if you pick up the key, it will occupy place of the subweapon. In order to save Maria and Annette you need to defeat Dullahan and go through the whole Stage 4 without loosing the key i.e. without dieing or exchanging key to regular subweapon. Basically you'll be quite handicapped, since subweapon is very important in this game. In general Stage 4 feels very similar to the levels from Game Boy Castlevanias. The mlost frustrating part of the level is the room with multiple presses. After that you'll end up in the area with elevating platforms and annoying Ghosts. In this room you can save Maria. Note: after you save her, your lifebar will be completely restored. In the next long room you need to make it through Red Skeletons and mutiple Fleamen. Fleamen are pretty stupid in this game and sometimes they have tendency to jump outside the screen. In some cases game can "forget" about their existence and they will disappear. However, most of the time, they will continue their annoying existence and will wait when you try to procced forward, to suddenly pounce on you. In the "pre-boss" room in this level you can get into alternate Stage 5. If you do it, you'll skip boss fight with Minotaur.
Alternate Stage 4, looks pretty much like regular Stage 4. It features mutiple mud pits with Mudmen and Bats. Boss of the level is the newcomer - Necromancer, that bear some resemblance to dark priest Shaft, who was responsible for Dracula's revival in Rondo. And who completely absent from this game for whatever reason.
Stage 5 is another castle area with a lot of jumping. This is the only area with big green Sword Armors in the game. And middle of the level resemble next to the last level of Rondo in its general idea. Boss of the level is Werewolf.
Alternate Stage 5 is a flooded city. It heavily reminds about Atlantis Stage from Bloodlines and Sunken City from Castlevania 3 (that was probably an inspiration for this level) and, alongside Clock Tower, it is the most animated level in the whole game. Since you don't need key anymore, you can finally take normal subweapons. Since you, most likely, haven't died prior to this level (otherwise you will not be able to reach it), you will have 99 hearts, meaning that you can spam subweapons to your heart's content. This stage is chock full of platforming, starting from the begining of the level, where you need to constantly defend yourself from Mermen, Water Skulls and finally Bone Dragon. In one of the areas, you'll need to escape from slowly flooding spiked corridors, while enemies try to stop you. This part once again is quite similar to the Atlantis Stage. To amke things easier you can take inviciblity potion from the first candle in the second floor - it'll allow you to take down one of the Bone Dragons. After that area you can save Annette. Next room after flooded corridor, looks like a one-screen room without enemies. However, it have a secret. There is little waterfall in the bottom left corner of the room. Destroy with three strikes and the water will go away. After that you gain access to the secret room in the bottom of the room, where Annette is held prisoner. Note: giving location of the room with Annette it looks like it should have been flooded, alongside the whole bottom area of the stage. Somehow, she has stayed alive. Magic!! Final Part of the level reminds about Waterway from the Castlevania 3, however, it is much more easy. Boss of the level is Sea Dragon.
Stage 6 is a Clock Tower. It is probably the most animated Clock Tower in the classic'vania series right next to Akumajou Dracula 68k's one. However, this one doesn't look right random assortment of the gears whirling in the background. It have whole clock mechanisms animated, making it not only one of the most beautiful Clock Towers in the series, but also the one that does make the most sense. In short, it is a sight of pure beauty. The level itself is what you traditionally expect from Clock Tower level in Castlevania - it's hard, have a lot of platforming and feature A LOT of Medusa Heads. Bosses of the level are Grim Reaper or Witch Annette, that appears, if you didn't saved her in the past level.
Stage 7 is a Castle Keep. It's rather short and easy. The very end of the level, reminds about Castlevania 3, however, instead of giant pendulums you must jump on simple platforms. As expected, final boss of the level is Dracula himself.
Most of the enemies in this game have been taken from Rondo in its entirety. However, most of them become more dangerous, because of the Richter has bigger hitbox in this game. Also, all enemies were slowed down. Annoying Spear Knights, that were nothing special back in the Rondo, heavily featured in this game, making them almost Dracula's heavy foot soliers equivalent, instead of usual Axe Knights. Those purple bastards occupy almost every level in the game and mkore often than not, have very good strategic postions, from which they can give player a lot of headache.