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["The Best" Awards] ["The Worst" Awards] |
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"And your winner is..." |
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Winner
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Super Castlevania
IV / Akumajou
Dracula for the Super Nintendo Entertainment System!
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"Oh, what a glorious victory
for hubby and I!" |
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"Yes,
and--" |
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And I don't know trouble? I was in Castlevania Legends, babycakes. If that doesn't result in 'Survived a Major Disaster' on my resumé, I don't know what will. You try climbing Mount Redundancy and then get back to me." |
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Hurry up and speak before yet another of your appearances is CANCELED!" |
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"BACK!" |
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But I don't have all day to argue with you and the bearded midget. Say your piece and then head back to the runway." |
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What is there to say other than that Super Castlevania IV was indeed an evolutionary leap over the previous games? It's easy to explain why: Though it didn't try to reinvent the formula in any major way and didn't really try to expand upon the replayability factor of Dracula's Curse, its gameplay was instead elevated to new heights thanks to the application of of an ingenious control scheme. In reality, Simon's almost gliding movements and pirouette-like, graceful leaps--which are as important to its success as you'd imagine--are only a small part of the package. Supplied to Simon is a system of whip-wielding that allows him to attack in multiple directions while standing and while airborne. More realized is the brandishing technique propagated from this thought-process: The brandishing move, a still-impressive 16-bit sprite effect, affords him an ability to quickly and wildly swirl, snap and shake the whip for close-range offensive and defensive measures; also, he can hang the whip downward, while standing or crouching, to catch enemies in its net for repeated damage. And there's more: Super Castlevania IV took the next step sub-weapon-wise, too, as its creators assigned the use of such weapons to a single button, which eliminated stairway-weapon confliction altogether. And stairways, themselves? No need to worry anymore about falling into an abyss--now Simon simply walks down cliff-supporting stairways automatically without plunging to his death! Better yet, they allow for Simon to jump onto stairways for easy accessibility. All of these factors, I tell you, amount to the smoothest playing experience the series has ever known. Thank you, everyone, for this honor! And a special thanks to me for being so pretty! Oh, so pretty! And so mitty, and litty, and gitty, and bitty and--" |
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Wow. Is this thing over yet? No? Gah--SOMEONE GET MY PILLS! Oh, but I am very pleased, now, to introduce to you one of the most brave and strong-willed heroes the world has ever known. It's his sense of dignity, honor and esteem that has won him the respect of both the living and the undead alike. Please give it up for one of my closest friends, and more importantly my young master, the son of Lord Dracula himself--Alucard!" |
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Look, Al--we're close and all, but I'm going to have to insist that you speak." |
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Well, then, I mustn't leave the audience waiting. ... While the sense-tingling atmosphere manufactured by the NES originals (and evolved over an eighteen-year period) has always played a huge role in defining the games and excellently distinguishing them from the video game norm, perhaps the series' most telling attribute is its sense of challenge--its homage to the days when for your $50-plus a game could require, possibly, a long-term investment of even years. Some would refer to such trials as 'infamous,' and in some cases, they'd be right. However, there are those titles that did it the right way--those that managed to find a balance between 'fun' and 'challenging' while staying true to the originals' vision. Frustration can oftentimes become the rule, yes--but, in the end, the player is rewarded a sense of accomplishment and an associated status. So, thereby, the nominees for 'Best Challenge' are:
To find the answer you seek, 'twould be best if you were to click the link below." |
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Page 6: The Award for Best Challenge
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