Super Castlevania IV

aka: Akumajō Dracula, Castlevania 4, 惡魔城
Moby ID: 6619

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Critic Reviews add missing review

Average score: 88% (based on 44 ratings)

Player Reviews

Average score: 4.1 out of 5 (based on 143 ratings with 7 reviews)

One of the best games for the SNES and of the entire Castlevania series

The Good
In this fourth installment of Konami's Castlevania series, the first for the Super NES (With the first three being for the NES which I haven't played) you play the role of Simon Belmont who comes from a family of vampire slayers who have passed down the knowledge from generation to generation and swore to keep the evil powers of Dracula from taking hold through the centuries. Every 100 years Dracula mysteriously regains his power and must be vanquished. This game is actually a remake of the first Castlevania released on the NES but at the same time is very different from the original.

Released in 1991, Super Castlevania IV is a visually stunning and musically historical 2D platform action game even to this day. It showcased the many graphical capabilities of the new Super NES with parallax scrolling, Mode-7 effects such as rotating and spinning rooms that were so convincing it gave some players motion sickness, and some level bosses that were as large as the screen! The graphics are extremely detailed and remains some of the best seen on the Super NES. The music in the game remains one of the best Castlevania soundtracks to this day and does very well in setting the eerie horror driven atmosphere of the game. Sound effects are well done from the sounds of bricks cracking, bones bursting or wolves howling, they're very well done and highly utilize the stereo functionality of the Super NES. Speaking of atmosphere, this game has plenty of it for your enjoyment. The combination of the creepy background graphics and colour palette and mesmerizingly haunting soundtrack and sound effects suck you in and edge you on until you finally vanquish the irrepressible Dracula.

Gameplay-wise it is very fluid and Simon can now whip in 8 directions (The first and only game in the series to date that features this). You also can collect sub-weapons throughout the game such as the axe, boomerang, fire bomb, knife or stop watch which freezes time. You collect hearts throughout the game which are stored in candles which you must whip in order to release them. Each time you use a sub-weapon, it depletes some of your hearts (Separate from your health meter). Difficulty is moderate with the game being enjoyable with the first few levels being relatively easy with progressing difficulty. Some higher levels can get a bit tedious but the atmosphere of the game makes you want to keep going to see more of it in the levels to come.

As far as replayability goes, you are able to play the game on a harder difficulty once you beat it and while you may not want to play it again right away, you can record your password and come back to it in a few weeks to enjoy all over again. This game has no battery-backed memory, so it uses the mentioned password continue system to allow you to continue your game later where you left off.

The Bad
There are times when the game has noticeable slow-down especially when there are many enemies on the screen or when you whip a couple of skeletons and all of their bones go flying around the screen. It can be annoying at times but rarely would cause you to lose a life.

Other than that, I can't think of much else I disliked about this game.

The Bottom Line
This is an example of a Castlevania game at it's finest. A 2D action side-scrolling platformer where your quest to kill Dracula, while not an overly original plot, makes for a delicious gameplay experience which is highly addictive. Definitely a classic. If you have a Super NES it is well worth checking out. Many hours of haunting enjoyment await you.

SNES · by Xantheous (1495) · 2005

The best old-school Castlevania game in the series.

The Good
For years now, fans of the Castlevania series have stood and argued their corner for what they feel is the greatest triumph of the series. For me, and for many others, it is surely Castlevania IV.

The game is a masterclass of music, environment and atmosphere. This game in the series inspires an almost macabre emotion within the gamer, a sense of spine-tingling dark excitement—emotion we use to bolster and enthuse our hero, Simon Belmont, that his diminutive strength overcome the many dark denizens and perils of the night.

Almost from the go you’ll encounter garishly drawn backgrounds, use of dark colours such as purples and greys—dismal tones indeed—the game establishing its setting through an impressive gloomy palette. Graphics appear at times insipid and tasteless, flawed, yet therein lies perfection in capturing setting, locality and feel. In Castlevania IV the experience of the game is everything. Landscapes are anxious, small crumbling towers decay in the backdrop, fell fogs roll in and out, the moon remains vacant in the night sky.

Musical compositions go a long way to assisting the immersive quality of the game. You’ll quickly come to realise this: the sinister introduction sequence is particularly effective through the use of a disquieting piece of music. You will literally feel your spine shudder. Even this is followed up with an eerie title display and music vaguely reminiscent of a Hammer Horror. Orchestral value is significant, with use of strings, cello, flute, and many more—the instruments frequently (and very comfortably) lying atop bass. Compositions are generally short, but take nothing away from them: each is a masterpiece; the collection a remarkable feat of instrument sound engineering and programming.

Castlevania IV doesn’t disappoint with the gameplay. It’s the only 2D game in the series to let Simon cast his whip around at any angle, let if freely dangle as a means of protection, or use it to swing off objects. There’s nothing more satisfying than whipping and dispatching an enemy with a downward forty-five degree angle assault, or making two or three successive whip swings and jumps to a rewarding platter of fowl (yum). There are eleven levels in the game, so it’s by no means small, and the levels vary significantly in feel and design.

The Bad
Admittedly, the game isn’t too difficult, and being able to flick the whip out at angles makes it easy to kill some enemies above you, for example, without becoming embroiled in direct hand-to-hand. The main character, Simon Belmont, is a little slow and sluggish, occasionally unresponsive. That said, when you get into the game, and become more adept at controlling the character and his whip, the fun will begin.

The Bottom Line
The game doesn’t have the depth of Symphony of the Night, the wealth of collectables, the size of the castle, etc. It more than makes up for this however with atmospheric action. Rondo of Blood is often argued a better game, although I think this depends on whether you like its anime style or not. Castlevania IV is infinitely darker, more mature, for the Hammer Horror in you.

SNES · by The Silverlord (3) · 2003

Easily one of the most enjoyable platformers for the SNES.

The Good
Super Castlevania IV is the fourth installment in the very famous Castlevania series by Konami. After releasing 3 successful titles on the NES, Konami didn't just rest, on the other hand they provided this gem early in the SNES live. It is basically some kind of remake of the original Castlevania story wise, you also take the role of Simon Belmont in this one, but on the design side it is totally different and improve most aspects of the older games.

Graphically wise, I often do not like early SNES games (prior to 1992), because they often just waste the 16-bit graphics of the console, since designer weren't used to this system, and I tend to prefer late NES games released in the same period. However, Castlevania IV is without a doubt an exception : It fully uses all of the SNES' graphical capabilities, and look just as good as many later SNES games. The look of the hero himself isn't perfect, I think it has some weird color in him. But that is my only small complaint. Every thing else in the game, background, enemies, special effects, looks absolutely perfect. The game does a whole load of very nice usage of the infamous mode-7 at several places in the game. Instead of trying to do dummy 3D, it does a smart use of this mode, featuring big rotating objects, a boss that will go smaller and smaller when you hit him, and at some place a very cool and very frightening rotating room, which won't leave you just forgetting it. However, there is quite some load of slowdowns here and here.

The music is very great, and fit very well the situation. There is also two different boss music (which is a great idea), and many levels are speared in different sections with different music, often a variation about the same theme, which is incredibly cool and more varied that just having the same music over the whole level (and the levels are long). And not a single level shares any music with another, unlike previous Castlevania games. Finally the music of the first level is easily the best music I've ever head in the whole Castlevania series (which globally have excellent music all the way). My only small complain is that a last boss music is lacking, the game re-use the strange frightening intro music for the first part of the final fight, which fills incredibly well the situation making you anger, and the rocking level 1 music is used for the last part of the final fight, helping you to have hope in defeating the final boss. This is fine as it, but why didn't they have a music especially written for the last fight ? The sound effects aren't very realistic, but they are quite exiting and very fun to listen overall.

The gameplay is 100% perfect all the way along. Just like previous Castlevania, you are travelling on side-view platforms, hitting enemies and candles (that hold powerups and score points) with your whip.

The game has standard SNES controls, B jumps and Y attacks. Older Castlevania games on the NES had incredibly corny controls, jumps were impossible to time (your player being jumping always the same distance), and you had to press up and down arrow to climb stairs, else you'll fall in the stairs. Now all this crap is gone for good, and Simon Belmont will always do what you tell him to do. You can time your jumps normally, you just have to press forward to climb stairs, and just press the R button to trow your special weapon, instead of doing that crap up+B combo like in the NES Castlevania games. You can attack not only forwards, but also up and down (in all 8 directions actually) Last, but not least, you can hold the Y button down to release your whip, blocking all projectiles from enemies ! And you can then swing your whip around with the control pad, destroying projectiles and slightly hurting enemies (however, this often won't be enough to seriously hurt them).

The levels are very well inspired and designed. It's always hard to determine what makes levels look like so inspired, but the CV4 levels should be one of the most inspired levels I've ever seen in many platformers. I think the huge amount of non-repetitive background details, the high density of different enemies, and the fact that often whole levels are made around "themes" is what makes them feel so inspired. For example, a particular level in the game is make all of gold. And, like if it was just a random fact, there is a very high density of candles holding gold bags. And guess which color the skeletons are in this stage ? While they are either withe or red everywhere, they are gold in that place. Definitely those levels are a constant surprise when making trough the game for the first time, that you'll never forget it even if you make trough the game after one hundred times knowing all levels by heart. That's just what I call a perfect gameplay experience.

The difficulty is very well balanced. All levels seems very hard on the first try, but you'll eventually pass them all when gaining knowledge. It is definitely easier than CV1 and 3 on the NES, and that is a good thing (unless you are one of those hardcore fans of CV1). It's not easy either, just perfect difficulty for me. If you're a hardcore CV1/3 fan and the easier difficulty bothers you, beat the game and try the second quest.

The Bad
Honestly, there is nothing much to write here. There is really no major issues (nor minor issues also). The only thing that came to me is that they censored some details of the game, like nude statues and blood for the US and European version. While this don't ruin the game at all I'm just against nonsense censorship, especially considering that Nintendo did place nude statues in their own Kid Icarus, and then force Konami to censor their statues. Oh, well.

The Bottom Line
I think this is the best of the Castlevania games I've played, but I did play only the early games, so I don't know much about the others. I think anyone that happen to like the console platformer genre should give a try on this one, because the game is simple very accessible to everyone. Personally I like this one a lot better than all of NES Castlevania games, which a lot of people seems to like. So if you liked them, you'll like this one even more. And if you disliked them, chances are that you may like this one.

SNES · by Bregalad (937) · 2007

The greatest 2-D platform game ever made. Period.

The Good
The mark of a genuinely great game, is one that can capture your imagination, and truely bring an atmosphere of other-worldlyness through the screen. This game did just that. The visuals are a vast improvement on the 8-bit versions of this classic series, as you would expect from Nintendo's new 16-bit box-of-tricks. The visual style is very gloomy and pixellated, which contrasts heavily with the clear, cartoon-style graphics of most games of the time. Despite this, though, the significant gameplay elements on the screen are normally clearly visible. The enemies are generally very impressive-looking, and read like a who's-who of cliqued Transylvania-based characters. Ranging from the plentiful skelitons, to the heavily-armoured undead knights, and very impressive bosses, the spites are all very well drawn and animated. While Simon himself strolls across the screen with the self-assurance and arrogance that you come to expect from a member of the Belmont family. As for the level with the swinging chandaliers, well that, at the time, really had to be seen to be believed. Also, along with F-Zero and Super Star Wars, this was one of the first games the make use of the Super Nintendo's new 'Mode 7' capabilities, which allowed game worlds to rotate round an axis. It's impossible to discuss the qualities of this game without paying homage to the soundtrack. It still stands out as one of the best ever, even when compared to wonderful audio present in more modern classics like Chrono Cross, Final Fantasy and, of course, Castlevania: Symphony of the Night. Gloomy, dark tracks add atmosphere to the more sedate levels, while the frantic all-action levels are played out to some brilliant fast beating music, which really contributes the feeling of danger. The gameplay is typically Castlevania. Simon Belmont has his trusted whip, which can be slashed in 8 different directions. Special tricks with the whips also include a slingshot-style spin attack, and, best of all, the ability to snap the whip onto a hook, and swing vast distances Tarzan-style. Because of the versatility and flexibility of Simon's whip, the extra weapons don't play as big a role as they do in the sequal, Dracula X. Throwing knives are useful for taking out enemies from distance, and the clock, which freezes all on screen enemies, has occasional uses. Generally, though, the trusted whip is all you need to progress. A general trend in Castlevania games is for them to be very difficult, and extremely frustrating, at times. This game, though, has the best difficulty curve of the whole series. It is truely challenging, without ever seeming unfair. The enemies are generally beatable, but health recovery items are rare. The bosses range from being very easy early-on, to being pretty tough towards the end of the game, but never seem unbeatable. Like most of the early Castlevania games, most lives will be lost through falling off platforms, or, to a greater extent, being knocked off by an enemy of some description. Again, though, this doesn't happen with sufficient frequency to make the game seem grossly unfair (unlike Dracula X, which truely is an unfair game).

The Bad
It's hard to think of much to say against this game. The password system, which consists of putting different items in a grid, was annoying. But this is a pretty trivial complaint. I think the main sticking-point is over the hero's ability to jump (not an insignificant factor in a platform game). From the evidence of this game, and many others in the Castlevania series, the Belmont family members all seem to inherit the ability to jump like artheritic rhinos. The character feels heavy in the air, and cannot re-adjust once he's taken off. Furthermore, some gaps seem to be further than he's capable of jumping (normally the ones over spikes and bottom-less pits), which can lead to some frustrating moments. Also, there are issues with the responsiveness of the character when you press to jump. This again is a pretty minor complaint of the straw-clutching variety (although try telling that to someone who's just seen Simon walk of the platform to his doom, despite his efforts to make him do otherwise....).

The Bottom Line
A true 16-bit classic, and a game that remains extremely playable to this day. Blessed with some of the greatest visual effects of the time, and one of best soundtracks ever made, this game was brilliantly atmospheric, and brought weird and wonderful fictional world of Transylvania to life.

SNES · by Simon Wingate (30) · 2003

An atmospheric masterpiece

The Good
As one of the first SNES games, Castlevania 4 is also considered one of the finest. Even though it was released fresh into the SNES's life, CV4 is undeniably one of the best-looking games on the system. Some of the game's detail reaches the level of PS1 classic Symphony of the Night, and quite frankly blows away the muddy look of fellow SNES 'Vania Dracula X.

And the sound... in terms of music, CV4 is the most atmospheric of the entire series. The music for each respective level fits the environment like a glove. From a slow piano and flute accompanying a drippy cave to dense bongos and a low-toned piano for a intimidating dungeon, the music was made for the level's look and feel extremely well, and vice-versa.

The controls are a HUGE improvement over the NES Castlevania's scheme. Simon can swing his whip in any direction you wish- up, down, left, right, and diagonally. While jumping, you can move Simon freely through the air, and a new crouch-walk maneuver makes it easy to dodge enemy attacks while creeping up for multiple attacks.

Almost TOO easy, in fact. In terms of challenge, CV4 is considerably easier compared to the NES installments. This is undoubtedly due to the big control improvement. If CV4 didn't have the improved controls it has, it would be just as difficult as Castlevania 3 for NES, if not much harder. The game's more forgiving difficulty may be considered a good thing.

The Bad
The one thing I didn't like about CV4 was how it lacked the multiple path option of CV3, but being a retelling of sorts for the first Castlevania, this minor complaint is understandable.

The Bottom Line
All-in-all, Castlevania 4 is simply one of the best games in the series, and for the SNES. You shouldn't have much problem tracking this game down, since it only runs for about $10 on eBay, and is also available for download on the Wii's Virtual Console service for $8. So go out and experience this masterpiece in game design, and thank Treasure (the same company responsible for Gunstar Heroes and Wario World) for making this beautiful land-mark in the Castlevania series.

SNES · by Brad Shead (5) · 2007

The "Belmont" Tolls For Thee...

The Good
If you've ever wondered what thrashing an un-dead Count with a long, flexible chain feels like, then maybe this game is for you. In the grand tradition of Bram Stoker's horror classic, Simon Belmont takes it upon himself to rid his world of these unspeakable evils - an un-dead army full of ghouls, zombies, living skeletons, knights and all other kinds of graveyard trash.

So, as an action-adventure game, you move through (mostly) two-dimensional levels that challenge you to jump precisely, avoid attacks, and kill at will with the aforementioned whip/chain. You’re a 16-bit Van Helsing, and the body-count at the end of this game is phenomenal, but, unlike your Contra or your other action games, you feel less sympathy for these Lovecraftian abominations as they either explode in a burst of femurs and ribs, or simply implode, as if returning to the purgatory they were delivered from.

Throughout the game, Simon swings and whips his way among many locales - it's a tour of the unspeakable realms of evil. Broken and crumbling facades, wrought-iron bent and rusted, slime-dripping caverns and even a treasure-trove littered with golden monies and treasures, (a demented take on Scrooge McDuck's vault?!). The count really has quite a fun park for you to get through here, and the constantly changing areas are logged on a pre-level Mode 7 style map - unfortunately, this is a pre-determined course that you and Simon must traverse. And the count draws ever closer!

As this is quite an early release for this system, you can see that this is a more traditional platform-style game, understandably in the tradition of the NES Castlevania titles. Everything has been updated from these 8-bit entries, and overall the Super alluded to in the title is a promise that is kept. Animations are simple but effective, sprites are well-drawn and coloured, and the enemies are varied and truly aggressive, (who would of thought a simple bat would pose such a threat?!)

Does the game play match the vision? In a short answer, it does. Simon does controls stiffly, but it seems right somehow. He walks, never runs, and has a moderate jump that seems quite plausible. His whipping motion has a far enough reach, but takes that little moment of time to fully unleash - again this has a realistic touch. But, you will get frustrated somewhere along the way, for Castlevania has that unique phenomenon that video games posses - that in which when you fall from the screen view, you die inexplicably. Add to this the violent lunging Simon undergoes when struck by a foe (even of a light-weight bat!), and you'll find yourself dropping off whichever tiny platform you were perilously clinging to.

Castlevania must have set a precedent for the role of end-of-level enemies in games. The boss fights in this game, although not always challenging, are still epic in their vision. It's like a who's who of evil mythology - a veritable Necronomicon of the gaming world. Of course, I cannot name them all here, but I will say that the Count himself is rivalled in his horrendousness by many of his cronies. And an appearance by the scythe-wielding, black-robed Death is but one of the despicable characters Simon must challenge - whip in hand.

The Bad
One thing bothered me though. I find the colour-scheme used for several of the levels thoroughly un-scary. A terrible mix of mini-golf turf green and a heightened dog-crap brown in some of the earlier levels undermines the brilliant score and artistic sprite qualities. Thankfully, these levels disappear fairly quickly, and we begin to explore the darker, moodier and repugnant regions in coming levels. Simon, on his lonely and loathsome quest, is thrown into cracking dark grey stairwells, Atlantis-like columns blasted with underground cascades, and neglected Victorian mansions, complete with chandeliers and long echoing halls. It's creepy.

And, for whatever reason, the game has a mysterious element that has given it a long life. The silence of Belmont (he never utters a word, nor is one ever subtitled), the unexplained route we're taken on, and the lack of human beings (other than Simon himself) add to the isolation greatly. This point however, is a matter of taste.

The Bottom Line
I think Castlevania's success is due to it's cohesion in the development stages - something that seems to be lacking in modern games. When the credits role, you can't help but notice that some names repeat, and this got me thinking. When a talented and dedicated team of developers and programmers stick to a vision, and set sensible limits to their goals, they can't help but succeed in making something meaningful. Modern games have taken an almost Hollywood-style role in their production, with massive departmental and divisional staff working on fragments of the finished product. To my mind, this waters-down the core elements of the production.

The question I have is this: would such a small team of today, working on a severely limited platform as the SNES be able to create such a future-proof title as Castlevania? I'm not so sure.

SNES · by So Hai (261) · 2008

Hey Drac. How's It Goin?

The Good
The Music. The Friggin' Music of game is Mesmerizing. My favorite track is Dracula's Theme. I put it on my myspace. This game surpasses all Castlevanias even the new ones coming out. I don't care about graphical improvements, CV4 is the darkest and most gothic game in the world. Atmospheres flow eerily and gives off that ominous feeling that I've only experienced in a few games. My favorite part or should I say scene of this game is "the Bat Bridge". As Simon walks across, the bridge crumbles and bats are awakened from under the bridge and follow him to the Gear Tower. I love it. The Scariest part of the game is the final stage with the staircase. At this point, you don't know how hard Dracula is gonna be... so u slowly ascend the steps in the moonlight. By the way, don't miss the invisible steps in the bottom left-hand corner. Then, there he is... AHHHH!!! Awesome.

The Bad
Well, the difficulty of the game and the Torture Chambers. I HATE THE TORTURE CHAMBERS!!! That level is too hard for my taste.

The Bottom Line
A game good enough to leave in a death will.

By the way if u wanna hear Dracula's Theme. Here Ya go.

http://www.fileden.com/files/1235/Dracula.mp3

SNES · by Lake Hylia (2) · 2006

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Critic reviews added by The 'Tude Dude, Asinine, Alsy, SlyDante, vicrabb, Riamus, firefang9212, Tim Janssen, Richard Wilder, Big John WV, yenruoj_tsegnol_eht (!!ihsoy), lights out party, Patrick Bregger, Alaka, jumpropeman, jaXen, Dietmar Uschkoreit, sayewonn wisseh, Wizo, Terok Nor, CalaisianMindthief, Dario Lanzetti, RhYnoECfnW, Evil Ryu, Gianluca Santilio.