(This is the 55th game in my challenge to go through many known games in chronological order starting in 1990. The spreadsheet is in my bio.)

We found ourselves our first 1991 Game of the Year contender, ladies and gentlemen. Super Castlevania IV, an iconic platformer by Konami that originally released in Japan on October 31, 1991, is pretty much as good as advertised. And that says a lot considering that it was advertised as "one of the greatest games of all time". In many ways, from atmosphere to soundtrack to the simplicity of its gameplay loop, the game is timeless. In others, such as graphics, controls and features, it obviously lags behind more recent video games, but that's not a comparison we make here of course. For its time, Super Castlevania IV ranks high in those categories as well however.

Here is my in-depth review for the game. For the challenge, we'll be returning to the Castlevania series in October 1993 with Castlevania: Rondo of Blood.

STORYTELLING/CHARACTERS | 3/10

If you're a big fan of video games, you will know about Castlevania and the story set-up for its games, at least for most of them. There is a clan of vampire hunters called the Belmont family, who are tasked with defeating the evil Dracula, who resurrects himself every 100 years, when the "forces of the Good mysteriously become weak".

Super Castlevania IV doesn't do things differently, in very large part because this game is actually a remake of Castlevania for the NES from 1986. Or at least kind of it is.

The Japanese version, called Akumajō Dracula (the Japanese name for the Castlevania series), shows both in its name and in its story set-up that this is a remake of the first Castlevania. Simon Belmont, the main character for this game, is described as the young heir to the Belmont clan and prepares himself for its first adventure.

In the USA version, it is said that it is "time once again for Simon Belmont to take up his whip...", indicating that there was a different time when Simon Belmont had been active, which would be Castlevania II. See, Konami USA didn't actually factor in that this would be a remake, I suppose hence the name Super Castlevania IV (IV!), so it was actually considered a sequel all the way until 2005, when Konami released an "Xtreme desktop app" with the canon timeline, which didn't include Super Castlevania IV at all (as it is in essence a retelling of the first Castlevania, which IS included in the timeline).

With that out of the way, what IS the story here? You play Simon Belmont, as explained, who must defeat the evil Count Dracula in 1691 Transylvania. Equipped with a holy whip called 'Vampire Killer', which makes him the heir to the Belmont clan, Simon Belmont makes his way to Dracula's castle.

That's pretty much it. As per usual, story has no big considerations for these early 90 platformers, but there is enough here to set a dark, gothic atmosphere that will be palpable throughout your time with the game. For some additional lore, the manual states that "Simon has found an ancient tome left to him by his ancestors revealing the secret of the whip. In it, he learns that the whip can snap in eight directions." Some tiny little lore to explain a new gameplay mechanic is the kind of attention to detail I like to see, even if the game otherwise doesn't have a lot to offer in terms of storytelling.

GAMEPLAY | 16/20

This game is a platformer of the best kind. You know, I have my typical issues with platformers that are almost ubiquitous in the early 90s. Whether it's unfair hit boxes, long-distance jumps that you will die due to unless you can time them perfectly, too many enemies and obstacles on-screen at the same time, unresponsive controls, no ability to jump and hit, not being able to jump and redirect yourself, only having the ability to hit straight, no crouch-and-move function, ridiculously overpowered bosses and many many more things I often find that make these old-school platformers incredibly frustrating.

But Super Castlevania IV manages to elegantly incorporate so many QoL-improvements and the devs seem to have figured out how they can find a great balance of fun and challenging, even if it's not perfect at all times.

Simon Belmont is equipped with a whip. As per usual, you can use it to hit enemies and candles, the latter of which are almost everywhere and drop items. These items are food items, which give you health, heart items, which give you ammunition for special weapons (ok..) and the special weapons themselves (boomerang (goes across screen, comes back) axe (flies in an arc), fire bomb (burns anything in path), dagger (flies straight) and watch (stops most enemies and their attaks for a few seconds)). Next to these, you can also pick up special items that destroy all enemies on screen, grant you invincibility for a couple seconds (called 'invisibility' in the manual, hah), that allow you to shoot twice per ammunition and that increase the power of your weapons. So a nice variety here.

The whip itself has gained new functions in this game, and boy are they useful. First, the whip can be whipped in eight (!) directions now. So up, down, left, right and then in each direction diagonally as well. Second, the whip can be used at rings, which allows you to latch onto them and leap into the air like you're Spider-Man. Third, you can also hold the attack button, which allows you to swing the whip around in a sort of limb state, which is funny and kind of unnecessary, but I appreciated it existing for sure.

What this game really does well, and is what I opened with here, is to keep the cheap deaths to a minimum. Your own hit-box is reduced, so projectiles that graze your hair don't damage you. The enemy hit-boxes are extended, and you can even hit them from below through the blocks that they're standing on. Enemies that would take a lot more hits in previous versions take fewer this time. Jumps on distant blocks are successful, even if one of Simon's legs barely touches the platform. The majority of enemies are easy enough to hit and avoid, and not bouncy and very quick like in previous games. The fact that you can whip in 8 directions makes hitting enemies above and below you so much easier, especially when you're on stairs. Enemies attack slower, and the levels are designed much better in a way that you don't have to worry about fighting multiple enemies AND having to avoid environmental obstacles at the same time.

None of the points above make this game a cake walk. They just make it a lot more fair and a lot more fun without all the hours of frustration that don't really need to be there. Are there still frustrating parts? Sure. When you enter a new screen and enemies jump on top of you immediately, that kind of sucks. When you jump and fall out of the map instead of on the stairs that are right below your feet, that's still annoying. Spikes one-hitting you is kind of dumb.

But for the majority of the game, you actually feel like you can control the action and do so naturally, without having to adjust to the idiosyncracies of a game's particular control scheme.

For some, most boss fights might be very easy, and to me, from what I've seen, I'd place them between Castlevania 1 and 2 in terms of difficulty, though closer to 2. What this game does a lot better than 2 though is that boss fights are actually mostly cleverly designed, or at least each battle has its distinctive challenges it asks the player to overcome. Some bosses you CAN simply brute-force your way through by mashing the attack button, and those definitely could have been improved upon, and the final boss fight does have some annoying parts in particular, but I'd say the boss fights were enjoyable for the most part.

Heck, the whole game was enjoyable for the majority of it. If you're looking for a retro platformer, you'd be remiss to not check out Super Castlevania IV.

MUSIC/SOUND/VOICE | 10/10

No voice acting. It makes use of the sound engine of the SNES to create a satisfying group of sound effects, but where this game really shines in the aural category is with its soundtrack. Man is it fantastic and does it set the tone. The opening alone sounds so beautifully eerie and mysterious that it sets you off on the right foot before you even press START. The exact same can be said for the Prologue track and then some. That one got me bopping my head. The 'Stage 1 Theme of Simon Belmont' I can only imagine being iconic, but I loved listening to themes like 'Bloody Tears' and 'Beginning', which move the soundtrack from eerie to downright epic. Bloody Tears is originally from Castlevania II and I'd argue it sounds even more epic on there, but I'm glad it got re-used and re-mixed, so I could hear it here for the first time. It's literally one of my favorite video game tracks of all time now, it's like it's straight out of a symphony.

'Beginning' is from Castlevania III, as the NES trilogy's tracks were re-used in part here as you can tell, especially in the later levels.

And you know what else is amazing? When you are in the final stage of the lengthy final boss battle against Dracula and his two strongest goons, when both goons are defeated and Dracula is on his last few health bars, what music kicks in? Simon's theme. Not only is that a badass track to begin with, but the implications of using it just adds to the moment so much, as Simon knows he got Dracula, Dracula knows Simon's got him and now it's on the player to beat Dracula's ass one final time. Beautiful.

GRAPHICS/ART DESIGN | 8/10

The SNES offers a big jump graphically, and this game makes use of it. Each level looks unique, with a lot of attention to detail in the design of the backgrounds and environments. There are some genuinely unique levels to explore here in terms of technical composition as well, like the rotating level that is powered thanks tothe Mode 7 graphics mode or the stage where you need to hang on to a ring with your whip while the screen itself is rotating. There is also the chandelier level with rotating chandeliers that you need to jump on, but oddly, the background for that level is simply black like it was more common to see in the NES days. These levels are pretty rare and don't really last that long and don't provide a big challenge, but it's still nice to see how creative the devs can get with this technology.

There hasn't been nearly as much work put into sprites and animations I felt like, which both end up feeling and looking like NES models a lot, but Simon himself has gotten some detail added to his sprite when it comes to the armor he is wearing, his hair and the definition in his arm and leg muscles.

ATMOSPHERE/IMMERSION | 9/10

Tremendously atmospheric. The soundtrack and story set-up already put you in the right mood for this one, but thanks to the power of the SNES, there is a lot more attention to detail in the graphical presentation, along with the Mode 7 feature that I just mentioned which allows some levels to come alive more. Now about those cooked meals that are hidden in the walls ...

CONTENT | 8/10

There are 9 numbered and two lettered levels, so a total of 11 stages. A full playthrough for someone who doesn't die once takes a bit more than an hour. For me, it took about 6-7 to get to the final stage, but I couldn't defeat the final boss gauntlet without using save states. These stages are varied in looks, sometimes even in design (keywords, again, Mode 7) but there is no progression system or any special hidden rooms or unique levels with different style of gameplay to mix it up. Regarding the progression system, you literally have all your abilities available to you from the first level and nothing new is introduced apart from different enemies in different stages. But your health stays the same, your strength can be temporarily improved by finding the appropriate items and you don't gain new skills. That's all fine of course, but a little bit more meat on the bone in some way wouldn't have been a bad thing I think.

That said, a game that can be beaten in one or two afternoons depending on your skill set, especially now with the power of emulation, and one that does what it focuses on really well, is a game with great content in my eyes.

LEVEL/MISSION DESIGN | 8/10

In its core, this is pretty basic. 11 total stages, each with their sub-stages and boss fights, either at the end or sometimes in the middle. What this game gets bonus points for is its execution of the basic, which is simply very well done and shows why this formula has been so popular among devs and players for so long in the first place. Some levels that show off the skills of the SNES in particular add to the variety of it all as well.

CONCEPT/INNOVATION | 7/10

There isn't anything particularly innovative about the core gameplay here. This game simply does a great job of putting it all together and bringing it to the 4th gen of consoles, while adding a lot of QoL improvements, a few very much welcomed additions to Simon's whip and creating a very dark and tense horror atmosphere.

REPLAYABILITY | 2/5

The main motivation to play this again would be to beat your high score. There are a couple secret rooms to find as well, though all they offer are a bunch of candles to find regular items. This is interestingly a step back for the series, as Castlevania III offered multiple different characters and multiple paths that you could take after specific stages, which added to replayability. Personally, I don't think this is a big deal at all, as I enjoyed the focus on Simon, who now had a lot more abilities, and not having multiple paths allowed for more focus on the fewer stages that had to be created. I'd be lying if I said I would have minded multiple paths for added replayability though.

PLAYABILITY | 5/5

The game worked well at all times.

OVERALL | 76/100

One of the best platformers of the early 90s for sure. It's a tremendous improvement on earlier entries of the series in pretty much every way, it's rather easy to progress in compared to its contemporaries and the much tighter controls along with the greatness that is the game's OST, the majority of you will have a great time playing this I'm sure.

Reviewed on May 15, 2023


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