Halloween season, we hardly knew ye! No regrets, though, as I’ve been making the most of it. I even resurrected my Captain N Simon Belmont cosplay for the first Portland Retro Gaming Expo since 2019. Keeping with the spirit of Konami’s legendary vampire slayer, it’s only fitting that I close out the month with a look at what may well be his most beloved adventure. 1991’s Super Castlevania IV has been a staple of top ten SNES game lists for decades. Among fans of the series specifically, it’s not unusual to see this 16-bit re-imagining of the original 1986 Castlevania touted as the greatest pure 2-D action outing of them all due to its fluid movement, stirring soundtrack, and the sublimely eerie atmosphere permeating each of its eleven long stages.
In recent years, however, there’s been a surprising amount of critical pushback against this once unassailable action-platformer. In particular, the extreme versatility of SCIV’s signature eight-way whipping mechanic has been singled-out for its supposedly deleterious effect on combat. In short, the argument is that being able to whip in any direction trivializes sub-weapons such as the axe and holy water, which traditionally existed mainly to allow Simon the ability to attack from angles other than the horizontal plane his whip was locked to. Factor in Simon’s 50% greater size relative to his NES era appearances and the corresponding 50% increase in whip reach, and the case can be made that a good deal of nuance was lost, replaced with a simplified “when a problem comes along, you must whip it” play style that’s less demanding and, debatably, less rewarding.
As someone who’s been playing this one fairly regularly since its release, I now find myself in the awkward position of agreeing with everyone! Yes, eight-way whipping drains much of the strategy and challenge out of Simon’s nocturnal crusade against the minions of Dracula. With sub-weapon choice reduced to an afterthought, it can verge on the downright brain dead at times as you walk and whip, walk and whip, walk and whip. This isn’t helped by the designers’ odd insistence on placing enemies in spots where you can hit them, but they can’t retaliate. The poor fireball-spitting bone pillars suffer the most from this. These guys really only work when you’re forced to confront them head-on in their line of fire, yet here they’re consistently placed so that you’ll approach them from above or below. I’d rather fight like a hero than a bully, thanks. The journey feels a tad overlong to me, too, with the first third or so being especially slow going. The intensity does ramp up some once you reach the Count’s castle proper in level four, thankfully.
You might think this would collectively be enough to sour me on the entire experience. I have gone out of my way to praise the breakneck pace and brutal nature of titles like Castlevania III: Dracula’s Curse, after all. If so, think again. In spite of its very real shortcomings, I positively adore Super Castlevania IV. It’s quite frankly spellbinding; one of those games that oozes creativity and quality from every digital pore. It has its hooks in you from the instant lightning shatters Dracula’s gravestone in the introduction. The bright hues that dominated previous entries (as well as many of the later ones) have been replaced by a gloomy Gothic landscape that meshes seamlessly with Masanori Adachi and Taro Kudo’s remarkably diverse compositions. Rearranged versions of some classic rocking chiptunes from the NES trilogy are present, but here they’re accompanied by excursions into chamber music and, believe it or not, jazz. Mind you, this was around six years before Michiru Yamane brought similar influences to her celebrated Symphony of the Night score.
Now that I think about it, Symphony is an apt point of comparison in more ways than one. For my money, SCIV shares almost as much in common with it as it does with the 1986 game it’s ostensibly based on. In both, power fantasy is the order of the day. Similar to pretty boy dhampir Alucard, the odds are obviously stacked in Super Simon’s favor, meaning that the focus is more on steamrolling the forces of evil as a godly horror-themed superhero than struggling to survive in a harsh world where every puny bat and skeleton stands a serious chance of doing you in if you’re not careful. Although this isn’t my own ideal approach to the material, I won’t deny that it can be a blast when paired with the top-notch audiovisual pizazz Konami was renowned for in its prime. Besides, it’s not as if Super Castlevania IV is completely devoid of challenge. The platforming in the last few stages can get hairy, and I find that I lose more lives to random mistimed jumps in this game than I do to anything in, say, Rondo of Blood. This bloodsucker has fangs, even if it is slow in baring them.
So no, Super Castlevania IV isn’t my favorite in the storied franchise. It’s far from the tensionless snoozefest its more hyperbolic detractors have pegged it as, however. Smooth, responsive action spanning lush and varied locales, all set to some of the grandest tunes ever to grace the platform? I can’t think of many better ways to get your spooky gaming fix. Much like Capcom’s Mega Man, the Castlevania lineage as a whole is an embarrassment of riches with few genuinely weak installments to its name. It’s unlikely I’ll be able to last all the way to next Halloween without firing this one up again.
Until next time, boy and ghouls, may your whips always strike true, no matter which way you prefer to crack them.