Castlevania Video Marathon: Super Castlevania 4 (SNES) (One life run)Part 1:
Super Castlevania 4 is a special game for me for several reasons. I learned about it back in 2004, when I was studying in computer class. During time between classes we had free access to the internet, so I spend this time to find some games to SNES. Amongst my finds was SCV4. I completed the game in the computer class in a week using keyboard and abusing save states function. Later I wanted to play this on my old computer in 2005, but 1100MHz PC wasn't powerful enough to run any SNES emulator. The only thing that I could is to listen to the game soundtrack, imagining how the game would be in combination with such amazing music. I even had an idea how wonderfull musical could be made just from the score of this game. I had a habit, late at night before going to sleep I launched emulator and just listened to the music. Later I played this game and finally could appreciate its beauty. After recent playthrough I revalued some things and try to make a weighted opinion about this game.
First, graphics. The game have dark and haunting style. It use somewhat realistic style, which make this game all the more darker and eerie, unlike most of the later entries in the series. Characters somewhat lack animation, but its not hampers the experience. Some areas have more than 2-3 layers, but they are usually quite short, though very very beautiful. More often then not, levels have only 2-3 background layers. On the rare occasions Mode 7 used for impressive special effects, but most of them are concentrated in one single level, nearly the Dracula's Castle. While there are not many Mode 7 special effects, the ones that present in the game are quite impressive - Rotating Room and Rotating Corridor and also boss of the level - stone monster Koranot, who shrinks after each strike. The map in the game also uses Mode 7 for zooming in on different parts of it. In general, that is probably the most realistic and scary 2D Castlevania ever.
Music is, undoubtedly, the most impressive part of the game. All tracks have arranged in the same vein, but they don't sound overly similar to each other. Some of the melodies have some dash of jazz in them, others sound like something from epic horror movie with orchestra. SNES hardware was masterfully utilized to create a sound that sounds very similar to the actual orchestra. I don't think that any other pre-CD Castlevania game managed to do that. And even some CD based Castlevania were unable to repeat that. As noted before, the music is part of this game to the even higher degree than usual. Each level in the game is distinct not only because of its visual style, but because of the melody that accompany it. In general, music is a unseperable part of the SCV4 experience. Like in case with practically every CV soundtrack, SCV4's music could be listened without the game as well (it is that good), though in case of this game this is doubly true. Well, I can speak of SCV4 music only in excited tones, since there are simply not any single think that I could find bad about its soundtrack. Most of the tracks are new, though SCV4 started tradition to remix three most prominent melodies, from three NES games in the series. While Vampire Killer and Begining sound very nice, Blood Tears received, probably, the best non-rock remix in the series, that still is unmatched. My favorite song from the game is Waterfalls.
Levels designed with utmost carefulness. Each area is distinct from the other and every single level has something to offer in terms of unique experience. Levels themselves carefully balance action parts and platforming. There is always enough of all ingridients, so you'll never will think "when this annoying part with platforms will end" or "when I finally could do something different than just going forward and killing stupid enemies". Most of the levels seamlessly combine platfroming with fighting. Levels itself separated into several areas (some short and some very large), which have distinct style and idea to them. The game has tottaly 11 levels, though the last two are named "Level A" and "Level B" for some reason. Unlike original Castlevania, Simon starts his adventure not in the castle itself, but on the territory before Castle. It is similar to the CV3. After 5 outside levels, Simon finally arrive into Dracula's castle. First five levels are very colourfull and beautiful, though always with some creppy feeling of loneliness. The first level is the Garden separated by the fence, Outer Wall interrior and Stables inhabitated by legendary Mr. Hed. This is beautiful level, though Outer Wall interrior is a bit plain. Second level consists from small travel through the Forest, caves, some abandoned structure and descend alongside the River. This level is unique since it is the only level in the game where you fight boss in the middle of it, not in the end. Third level take place in the Cave inhabitated by golems and bats. This is quite easy level with one of the most beautiful tracks in the game. In the next part of it you climb on top of the Warefall. This is also quite simple segment, though it could be a bit confusing with all moving water in the foreground and background. The last part of the stage, takes place in some ruined city with out old friend Mermen at Simon's tale. Level 4 is basically showcase of different Mode 7 special effects. it includes: Rotating Room, Cylindric Whirling Corridor and boss that shrinks after each hit. In general this level is like special effects fest. Though, the first part not rich in terms of special effects, but it could become one of the most annoying segments in the game, since you need to do several very well timed jumps on the rotating platforms, to escape falling for your doom. Before the boss of the level, you need to go through puzzle like part with moving stones. It is quite easy to navigate, if you know where to go. But during your first visit there, you most likely will end up being crushed by ceiling or spikes. This level has two bosses - giant skull Puwexil, that appears in the middle of it, and aforementioned golem-monster-walking-special-effect - Koranot. After that you will end up in the Level 5. It is very short, have awesome score and doesn't have boss at all. I guess, presence of two bosses in the previous level should had compensated for the lack of any bosses in this area.
When you finally arrive to the Castle, you can feel the change in the atmosphere. While outside territory was generally creepy and haunting, Dracula's Castle is much more scary place. It basically embodies the atmosphere of melancholy, loneliness and emptyness. It is very hard not to shudder, when you walk for the first time in the giant empty halls, which probably were once inhabitated by mupltiple servants and guests. But by the time Simon arrives, everyone are probably already dead and the Castle looks as friendly as robbed and abandoned cemetery. Also, game ups the difficulty. All enemies, that you've encontered before have more lives (you need to strike Skeletons 2 times instead of 1, for example). And the game also introduces more powerfull foes, like Axe Knights. They are actually strangely not as annoying as they were in CV1 (maybe because Simon is much faster then he was in the first game), but still poses a decent challenge. You start you travel through Dracula's Castle in the Entrance Hall, which is appropriately remake of the first level from CV1. However this time it look much bigger and strikes with grandieur and spookiness. This area is quite short. After short walk through the hall you'll end up in probably one of the most legendary areas in the whole game - room with swinging chandelliers. Not only it has one of the best tracks in the game, but it once again showcases abilitites of the SNES hardware and Mode 7. I think, this area was based on sequence from the last level of CV3, where you must jump onto swinging pendulums. Jumping on the chandelliers is much easier, since you don't need to jump from one chandellier to another and there are no enemies, to suddenly push you to the death. After you made it through this room you'll end up in the large level, where you need to fight different kinds of ghosts - formless ectoplasms, possesed furniture and ghosts of the dancing couples. Axe Knights will join the fry too. After the chandellier room, the most impressive area on this level is a gigantic dancehall, where you must fight bunch of annoying dancing ghosts and possesed tables. Just the whole scale of it overwhelms. The boss of the level is not very impressive, though. The next level is a library and portrait gallery. The library looks awesome, but have A VERY frustrarting part where you need to jump on the flying books. Gallery is quite easy to navigate and this is probably on of the easiest levels in the Castle. After you defeat giant armor, Grakul, Simon, per tradition, falls into dungeon. This level is probably one of the hardest levels in the game, right next to the Clocktower and the last area. It has tonnes of spikes, that momentarily kill you and there are two segments in which you need luck, not skill. The first one located in the middle of the level, where you need to go under falling platforms with spikes. The order in which they fall is random, so depending on your luck you will have either very easy time to get past them or very hard. In the end of the level you need to cross bridge, parts of which randomy dissappears. To add overall excitement, there are spikes on the ceiling that will fall on you as you try to cross it. I still couldn't figure pattern in which platfroms appears, so you best bet is to hope that platforms will appear where you need them or at least will not disappear, while you are standing on them. Sometimes you just need to guess where the next platfrom will appear. The worst thing about this part, is that you couldn't see the whole bridge, so when you try to cross it, you're always into some surprise. After defeating Monster, you'll get to the next level - Treasury. This level is very beatiful and quite hard, though a bit easier then Dungeon, since there are no one-hit-kill spikes everywhere. In general this is very straightforward level. After you'll beat Zapf Bat, you will get to the two final levels of the game. First one - is an obligatory Clocktower level, that uses Bloody Tears remix. It is probably the hardest level in the game. As usual you need to jump on big cogs, use hooks on the chins to travel across bottomless pits, dodge random flying cogs. The hardest part of the level is at the end of it. You need to use hook to pull yourself up to the top of the tower. However, there is random Axe Knight up there. He throws his axe, just when you go up. If you will not be able to dodge it, then you are as good as dead. However, the boss of the Clocktower is pathetically easy. The final level set to the Vampire Killer tune and starts with your descend to the crumbling bridge. The bridge this time, is not only crumbles, but also, somehow, spawns huge amount of bats chasing you. So, turning back is not an option in any way. After you make it through you get to the last part of the level. This time you need to climb up to the top of the tower by using crumbling stairs at first, utilizing your new ability to jump onto the stairs, and then by using flying platforms. Said flying platforms are flying under 45 degree angle and could not only deliver you to the higher platforms, but also to the spikes, that enmasse occupy some ceilings. After you'll made through this downright sadistic, albeit small trip, you finally will reach the last floor of the Castle in which you need to fight four bosses in a row - Slogra, Gaibon, Grim Reaper and Dracula himself.
Game play was certainly improved comparing to previous installments. First, Simon is much faster (though sometimes it could feel like he is too floaty a bit). Second, he is able to strike in all 8 directions. Though in order to strike down you need to jump. This ability is very powerfull and allow to easily dispatch some enemies that stands on higher or lower platforms. There is another new ability - after strike, you can hold attack button and Simon will not pull his whip back. It will stay on the screen and you actually can control it, by moving directional pad. This ability is useful to deflect enemy projectiles, and kill small enemies. Also, Simon can crouch. While it rather slow, it could be a very useful ability in some levels. As usual Simon has access to all subweapons from original Castlevania: Dagger, Axe, Boumerang, Holy Water and Stopwatch. Though in this game subweapons signifigance is lowered slightly, possibly because of Simon's ability to strike in multiple directions and his higher speed. Also, Simon can use his whip to clutch on hooks scattered throughout the levels. It allows him to swing accross the gaps. Though, when Simon is "hooked up" he is very vulnerable - he could use only his subwepaons, but one enemy strike will be enough to make Simon let go of hook and fall to his doom. Happily there are not many sections that gives enemies this advantage, but those that present could be very tiresome. Most of them are concentrated in Clocktower level. Another big progress that this game make regarding controls is Simon's ability to jump on the stairs. Sadly he still couldn't jump FROM stairs. This new ability means that in some situations you could make a small short cut in the level. In order to jump on the stair you need to hold up while jumping. Sometimes it doesn't work for whatever reason. It is especially grating in the last level, where you need to make a series of jumps on the stairs that suspended in the air. Meaning that your only way to access them is to jump on them. As usual, those stairs are suspended over the bottomless pit, so one failed jump and you'll need to start level form the begining. Because in order to use subweapon you now can push "R" button, instead of old "Up + Attack" combination, you can safely use subweapons, while climbing on stairs.