RichterB, you have no respect!

HOW DO I GIVE THE MAN RESPECT!!!! This man is beautiful. As he brought up many other good points I thought about too! (I need to give a few other this too if it's within my powers to do so)
Dracula XX--couldn't resist jumping in for a sec.
This entry is high up there on my favorite Castlevanias and, like Sinful, I found it superior to Rondo.
To be clear, XX doesn't have as big of a "scope" as Rondo, but it's a tighter "game" with more traditional challenges like CV 1-4. The Dracula fight is one of the hardest (and most unique) in the series until you learn the correct attack strategy; but even then it requires precision. And "precision" in the name of the game. This game has a learning curve like the older Castlevanias, where you have to plan ahead on jumps and attacks. It feels more satisfying when you get all the timing and enemy placement down. And finding and getting through the alternate routes is rewarding.There are fewer hostages, but they're harder to save and it means more to save them, since not only the ending, but stage progression and boss choices alter. Most importantly, there's no "turning back" like in Rondo without starting from the beginning. In other words, there are consequences. My biggest problem with Rondo is that it is so forgiving and loose. The way the alternate paths are arranged feels like you're cheating the game--kind of like warp zones in Mario. Like when you find Dogether in the swamp level in Rondo, it just makes for an abrupt ending to a level that's hardly had time to develop. A lot of the levels just seem so rushed to me. IE: Compare Rondo's pirate ship to Castlevania III's.
Yeah, when you when you find Dogether in the swamp, that really upsets me as the alternate levels so far seem to be my more preferred levels? And this just cuts a massive chunk of the level! Same with level 2'. Once you go on that ship for the alternate level, WHAM! You've just missed out on half of a level for a mini game.

Same thing with the raft ride.

Dang, all the alternate levels are bogus now. Sigh.

... The only level I really enjoy from the regular route is "Stage 2: Entrance To Castlevania." ... "Stage 4: Inner Halls Of Castlevania" is my least fav level. It looks so bland and the same throughout.

... I think my most fav level is "Stage 5': Hidden Docks" So nice, long, varied (even though is repeats backgrounds), challenge seems to be among the best in this game so far (it's like this is this game's loop 2?), and it's got my fav tune playing! Only too bad you have to of beaten the game to reach it (I just wiped my files to start over and got reminded of this

).
People often complain about the progression of levels in XX, but Rondo makes the same sins, if they even can be called that. The screen transition thing: Rondo's Chapel, for just one example, loops you to the right side of the screen when you are traveling left if you go through the exit instead of the chain elevator at the top/end of the stage.
Man, even Super Castlevania has some weird transition. Like you exiting to the left after the rotating room, and end up going right in a totally different area next (the spinning like being in a barrel room... and how does room fit in with the rest of the level? It doesn't. They just had a special affect and needed it to add it somewhere).
And yeah, that and that whole chapel is like that, as none of the drops line up at all properly... I also wish when you drop in the earliest part that there were some enemies. But I'll forgive it since it may of been due to technical reason? ie. it could be a load screen for all I know? Luckily I attempt to think about things before I bash, unlike most. ie. "Why isn't the Super Castlevania whip in all the other Castlevania games? This is stupid. There is no reason why it shouldn't. The game sucks. I'm not even gonna bother to give it a chance anymore.

Besides, it's on a poo system like the Genesis.

With Poo graphics and sounds.

Thank goodness I was raised with only a SNES and I know best.

Derp, derp.

" ... But I'm only human and screw up too sadly like everybody else.
*It has a drawn map like the older Castlevanias, as opposed to Rondo's blackened squares and lines, creating a more natural sense of progress.
Man, this is one of the biggest problems I have with gaming; When they don't add a decent map.

Why the heck doesn't Rondo have it!

They done everything else style over substance, why not this too? It's robs it of
soooooo much imagination.

They even did a lame job at fixing this for the PSP release version.

So yeah, the maps in games like XX, SC4 (well, before they got lazier with the in the castle map at least), and CIII are some of my most favourite things about these games without a doubt. ie. Super Mario World 2 to me sucks because of it's stupid, very stupid, attempt at a map. Don't matter that the gameplay is sound. It's ruined to me. ... Same with all the more recent Mario games. After all these years they can't top what was done in Mario 3 & 4? Jerks

... this is why I hate Miyamoto for being only concerned with gameplay.

*Sunken Water Temple is one of my favorite stages in the series.
Mine too! Let's be best friends!

*The soundtrack, while it largely borrows from Rondo, is a much better mix with richer sounds.
I went back and forth on this one. Haven't paid enough attention to it yet. But I do recall the first time I played level five in the SNES game. I was blown away by that tune (I was in awe for quite some time. And it was all that was on my mind.... I didn't even care that I was so busy to properly pay attention to them jumping flees as they were murdering me over and over, because that song left me in pure bliss

)... and then when I played the Turbo game, I was was kinda let down by that tune, then I thought it might of sounded better? ... so yeah, my whole comparisons on which game sounds better was based of one track.

Besides, i find you don't know your fav tunes until you listen to an entire album enough. and I haven't done this yet.

One thing is for sure, is that I miss all the non-red book and tunes of gaming before... with the only exception here and there being CD gaming for the PC-Engine CD and Sega CD (basically olden days stuff, when gaming music sounded like gaming and not like an opera).
But it's nice to hear from someone who doesn't only or mostly like the Rondo soundtrack just because it's on CD and has to be superior. Thus this kinda of talk will help others from being brainwashed that the CD tracks has to be the best too and marching in a straight line like a number or brainless soldier.
Sinful, Contra Rebirth is OK, but it's not as tight as some of the older Contras; particularly in design (you can't get extra guys). Contra 4 for DS is the better game for recent entries. I have a high opinion of Castlevania The Adventure Rebirth. Play it on Hard Mode for the best results of strategic game design.
The Castlevania Chronicles PS1 game, either mode, it's a mixed bag for me. There are things I like, but I certainly don't find myself saying I love this entry.
Yeah, from playing the first 3 Contra levels of Rebirth in comparison to the classic games, something felt terribly off. But I never fully trust first impressions. I have Contra DS as well (only my brother has the DS these days). The problem I found with this one was the very small DS D-pad. So I barely payed it because of it. But I hear great things about it in comparison to the classics and Rebirth one... Hard mode for Castlevania Rebirth?! That's a great idea! lol (But it just seems like a really great game and would be a same to not make the great experience last for as long as possible).
Castlevania Chronicles PS1 game is a mixed bag for you for in either mode!

I'll just pretend I didn't hear that for the sake of entering the game with my best mood mode on as to give the game the best chance it deserves, just in case it may end up being one of my fav?
When people complain about DracX's levels' progression, it's not coming from a perspective of uniqueness but frequency. Which is to say, yes, Rondo -- and others, such as Bloodlines (e.g. Tower of Pisa) -- has inexplicable transitions, but DracX does it more often, and this is augmented by the stages' smaller sizes and poor development of settings. Look at this map of stage 3. There are about four thematic decisions, here (castle wall/inner quarters/underground waterway/upper arcade), but the transitions offer no unity in either graphic or level design. This is why I don't buy the argument that DracX's more illustrative map is the deciding factor in describing player process. The map is a reductive abstraction; what really matters are the specifics of the levels themselves, because they are the spaces that you are interacting with on a performative basis.
Hmm, why can't you see the big bright side to this? It adds a ton of variety to the levels + this game has a map to strengthen it's levels' progression. So I don't see level progression as a problem at all in this game. ... You mean to tell me you love that boring looking Stage 4: Inner Halls Of Castlevania in Rondo for always looking like the same bland level throughout?