I hope I'm not interrupting. I can put this in a spoiler box if you want. (I do hope you'll at least have a minute to glance at the post I have linked below about the lost elements of the N64 era, to sync with what you did for
Bloodlines).
So, Sumac, what you're doing here is absolutely
amazing. I just discovered this thread today. It really offers some clarity on the identity of "Castlevania," varied as it seems on the surface. (Particularly with the rise of the LoS-verse). I have some more reading to do later. I am really excited to hear about the N64 entries! I like how analytical you've gotten. You're fair, pointing out strengths and weaknesses.
I think how much individual fans care about a given game in the series depends on which quirks stick with them. Like, for instance, you make some valid critiques about
CVIII, and some points I might be on the fence about, but the sheer scope and variety within that game (which you dually noted) is a marvel and unique factor that gives it extra credit for some in the community (including myself). But like I said, you're fair.
Castlevania: The Adventure, even while ripping its controls (which I can understand), you rightfully note its novelty/creativity. (And building off that, you gave
Belmont's Revenge the time in the spotlight that is deserves). Like you've noted, aside from a few really neat elements, the
Castlevania for the Sharp Computer (aka
Chronicles) always struck me as a game that came too late, particularly since it tries to cover some ground already done better in
SCVIV.
You're one of the few people I've found here who has a similar view of
Rondo of Blood to me. While not quite to the level of
CVIII, it's packed with all kinds of neat features that make it admirable in its ambition; yet in
Rondo's case, it's not really consistently "fun" or "attractive," especially on replays. I'm not sure if you phrased this quite the same way, but I found some of its "puzzle piece" design (to paraphrase) to be counter-intuitive, where you really could skip out on level designs too early (and in too jarring a manner) for their own good; and to that point, the way you can't rescue everyone in one go, and the fact that you can go back to other levels with a stage select sort of made the game's design seem less "consequential" and more slapdash casual/sandbox-ish.
By that same token, you made my day with your
Dracula X review. This game has received so much flak over the years. You noted that it didn't get as tiresome as
Rondo to play through the game, and I've found it to be one of the most "fun" games to return to in flow and challenge (even if some in-game logic is odd or old-school). I love
SCVIV, but
Dracula X is one of those ones I find I can replay many times and feel excitement. (Especially with that great music and those pretty visual touches!) You said it has a slower pace than
Rondo of Blood, but from my recent playthrough of it and
SCVIV, it has a more snappy/arcade pace to it than the more measured
SCVIV. (Particularly with the way you can jump off stairs as well as jump on). One of its unique quirks is that it actually has an end of stage SCORE SCREEN (w/ password progress notation), where you can get a 1UP for beating a stage with no damage! It may be the most arcade-paced of the Castlevania games, and it makes it fun and challenging to pick up and play, learning all of its various strategies with the sub-weapons and such. The Axes are my personal choice against Drac--it really works well on both forms; though, I can see how the Boomerangs would do the job. (I want to note that the backflip, if you do remember it, can prove useful; though, it is easy to forget. It really helps to not get hit by the Bat boss, for instance).
You know, like you said, this game has an old school-ish vibe (though not completely, as it's still a bit looser/faster than the original games), but it's often more fair in its challenges than people give it credit. You noted the hit box/knockback protection from ducking and the back/upward hit boxes for the whip (later added to
The Adventure Rebirth). All of that is very useful in dealing with the odds stacked against you, to say nothing of the sub-weapons (I like the Boomerang's new Item Crash better personally, seeing that many Boomerangs is crazy and quite useful if you match the angles with the tiered level designs and/or faster enemies). Anyway, I wanted to add one more thing on this point, and that's the "meat." It knows it's asking you to do some crazy things with that key, but it places meat right where you'd need it, so long as you're strategic and careful about it. The meat appears in the Dullahan battle where you're saddled by the key, and again with the Minataur (where you might have kept the key by mistake) in a
breakable platform no less, as well as in the falling spike pendulum room that serves as a halfway point to rescuing Maria and/or getting to Atlantis (depending on how you play). Plus, there's meat with Dracula, who has two forms. It's trying to help the still-learning player along with its stiffer challenges, and making strategies for more skilled players to keep in mind. Level 1 and 2 provide meat right before their bosses (hidden in
breakable floors, so they're not all in candles like you thought, as was already noted with the Minataur). This gives a fair breather to first-timers, or a relief for experts experimenting with different ways to play.
Some of the wording you used for the game could be confusing to first-timers, though. (It's understandable given the scope of what you're doing; I'm just noting it). You don't mention the flames as Mode 7 at first (citing only the title screen--
I love that slashed X and the unique personality it conveys), and later note that there is Mode 7 with the flames. You note there are no alternate bosses or paths, and later note the extra bosses and alternate stages. Yes, it's different than the definition of what
Rondo did, but it's still "alternate." And it's interesting in the sense that the player, if they don't know any better, has no idea what the consequences are of these bosses/keys/stages the first time through, since each path is "can't-turn-back consequential" to what happens (whether it's falling off the pillars in Stage 3 or losing the key in Stage 4). There are several path combinations that can come out of these few simple forks in the road, as opposed to
Rondo's numerous forks that, while interesting, scramble the flow of the game and the sense of progression starts to feel more random. Of note, the basic concept behind the Witch Annette battle has been retconned back into
Rondo of Blood via
Dracula X: Chronicles, where you fight a Vampire Annette if you don't rescue her earlier. (Seems like IGA liked the internal logic of some tragic in-game consequences to the plot). Anyway, bottom line, you got it right.
Dracula X and
Rondo are two different experiences (similar on one level to
Castlevania 64 and
Legacy of Darkness). In this case, each game has it's own identity and internal logic, but
Dracula X comes off as the more fun and challenging one, while
Rondo of Blood comes off as the more ambitious and experimental one. Personally, I find the in-game art of
Dracula X, exemplified by Stage 1, the Atlantis Stage, and the Clock Tower to give an edge to it over
Rondo in the "soul" department, making
Rondo the more soulless one with a lot of its drab, black, and tiled backgrounds. (You'll notice that
Rondo uses more of the NES block-tile platforms than
Dracula X's more naturalistic formations). But I digress.
Bloodlines is a cool game I'm always curious about, but have played only a handful of times (due to circumstances of availability) with significant respect toward its creativity and special effects. (Come on WiiWare, give me a Console Wars-era break with this and
Contra: Hard Corps!) I really liked that you covered the lost content! That stuff looks like some really interesting atmospheric and gameplay quirks could have been exploited. Like
Castlevania 64 and
Legacy of Darkness--
neither of which used the full content planned:
http://castlevaniadungeon.net/forums/index.php/topic,4917.0.html--I always wonder
A.) What could have been, and
B.) Why future games didn't try to build off those neat missing/unused pieces and their legacy.
Well, keep up the good work! (I wonder if you might sneak in
Castlevania: The Adventure Rebirth at some point. If you do, make sure to check out the different level designs in Hard Mode, which changes the whole strategic importance of things like the keys in a very cool way). Anyway, the reviews are one thing, but going the extra mile to show off the earlier games seamlessly was something else altogether! Bravo!
(I edited this post a few times, the final edit being about the clever use of "meat" in Dracula X).