I got my SNES out of storage, got it up and running (wasn't sure if it still worked due to some cracking/yellowing), and played Dracula XX myself for the first time in about 4 or 5 years. As has been said, it has its flaws and quirks, and I know that. (As was noted earlier, though, I never noticed the bat glitch before where you can't hit them when they're perched. Yet, while unfortunate, that doesn't really prove to be much of a problem. The much more dangerous crows thankfully can be hit prior to flight). Also, I was reminded by Jorge that Rondo's level 1 is inspired by CVII and XX is inspired by CVIII. Despite that fact, I've never really felt any particular nostalgia for either, and just judge them on how they come across when I play them (described earlier in thread). Since some were mentioning their first impression of XX, I'll give mine...
I was told to stay away from this game when it first came out, since it wasn't like the SNES' CVIV. I may have had a slight inkling that there was this game called Rondo it was based on (and later saw pics here and elsewhere), but what struck me firsthand were three things: 1.) It wasn't like IV; 2.) It was the most stylish-looking 2D Castlevania I had played, with an attractive color palette and anime-like elements such as item crashes and a non-Barbarian yet still rugged Belmont; 3.) It didn't matter that it wasn't like IV, because it was so completely engrossing and fun, it's music leading the way before the action even starts. (As an aside, as excited as I was to play Rondo based on what was documented on this excellent website and Mr. P's Castlevania Lore, in practice, it just didn't float my boat. For a while, I did think that maybe XX had cheated me by not having a ghost ship, etc--until I played said levels, and found out they just didn't have the same "feel.")
Anyway, I'll post some specific reactions to what I played last night in a second, but I just want to say that overall, this XX game remains a joy. I can respect and casually enjoy what Rondo
tries in scope, design, themes, and innovations, even if I've pointed out my perception of its shortcomings, but XX is just a lot more instinctively fun with its focus on classic action-platforming.
Random observations/thoughts from play-through:
*Love the title screen, with the Dracula laugh, the blood-slashed X in the logo, and matching dagger cursor.
*The original stage clear music of XX, ending with the fade out, is pretty heroic and inspiring.
*I've said it before, but the lack of traditional block structures and heavy outlines makes for a more artsy aesthetic.
*The Medusa pillar segment of stage 3 is still a nail-biter, but playing it again, as long as you play strategically, it's really all about execution on the player's part. There's very little cheap about it. I don't know if that should even be a part of future arguments/discussions.
*The designers show some clever mercy in the stage 3 boss battle. Knowing that you have to sacrifice range sub-weapons for the key, they put a meat on the opposite end of the room as long as you manage to maneuver around the boss. It's not truly necessary, but from a perspective that some players may have barely survived the Medusa pillar section, it provides additional game balance depending on the experience of the player.
*You know, about exploiting some enemies in their placements: There's enough volume of enemies in an XX stage that it makes it a strategic advantage to take out a few bone pillars on a floor above by whip-jumping, or taking out a few knights with a kneeling whip. (Kind of like using the back whip ability in Adventure Rebirth). This is especially so when you get into the gauntlet of trying to survive with that key. And sometimes they're designed as rewards. The dungeon stage has one such instance where you come down on a red axe knight from a rising/falling chained platform. First, you have to time the bat approach right. Then, you have multiple options. Face him straight quickly (which is dangerous), or you can jump over him as he charges toward the spike pit at your back. At this point, you can seek cover on higher ground down the passage to whip him (a reward exploit for your quick-thinking), or just turn after the jump to face him straight and repeat until successful.
*I like the arrangement of the crumbling platforms/bridge in the beginning of stage 2, where the starting music builds just as the lighting changes, and then you've got those mermen that kind of force you to realize the usefulness of sub-weapons.
*The stage 2 bat boss. Interesting thing here. It was a minor part of the boss remix in Rondo. Here it gets its own centerpiece fight with new programming. In this one, it harkens back to some of the bat bosses of III and IV, but takes it in a different direction. And not only against spear masters and for platforming shortcuts, but this boss still utilizes the optional/delayed backflip ability well (see battle):
Castlevania Dracula X (SNES) Boss 2 Phantom Bat - No Damage, No Sub Weapons*About the screen transitions; I'm usually so absorbed by the action, music, and atmosphere, I don't notice them. I still wasn't really bothered by them, honestly. They are sharp, but it should be noted that in 2D games, there is no guarantee that the transition is truly left to right or vice-versa. In some cases, the character may be moving into the screen or into the background (through a transition corridor, for example) which can't always be conveyed as easily as in 3D. I'm not going to crucify it for this, and it's not the only game that does it, anyway. Especially when some of the stages can be so beautiful in their flow or elements. The dungeon, which is underground, has a vertical section with gears and pulleys, presumably used to help mine/carve the cave at some point. Those linked buckets can carry you up (much like the praised water buckets of Rondo's stage 1, but much more integrated into the central gameplay with obstacle/enemy placement and platforming).
The gorgeous, rewarding Sunken City stage appears as a surprise after this dingy cave-dungeon-mine. The stage (5') has you traveling deeper into the sunken city's bowels, where you can see what appears to be algae staining and the like on the pillars; then you enter a temple that starts to collapse into the water from your weight, before climbing up until you reach a series of raised aqueducts. But even disregarding this, or interpreting it another way, that's what I absolutely love about 2D games and early 3D games. They're largely direct, hand's off, and you can insert your imagination into the narrative of the stage flow/art as you traverse it visually and aurally. To that point, the Sunken City remixes and embellishes Rondo's ghost ship theme so that it truly brings out the fanciful woodwind and marimba-like percussion sounds of trickling/cascading water. (It's more than just cut-and-paste). Its tempo is slightly upped (roughly a 5 second difference between them to get to the first solo), heightening the journey to escape this enchanting but dangerously unstable area. When I mention embellishments, while many are subtle, the most significant here is the staccato notes that close off the aforementioned woodwind solo in Dracula X, which doesn't exist in the Rondo version, and really adds to the song's new usage in XX, flowing right back into the opening like undulating water (SEE 1:15-1:17).
Castlevania Dracula X OST Picture of the Ghost ShipWell, that's all I've got. You know what I take issue with? Why wasn't XX a part of the Dracula X Chronicles?

PS: Those professional-ish fan-games, or whatever they are, seem much too flat and unimaginative in level design, IMO.