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    Unholy 
      War 
      Super Castlevania IV was always one of 
      those titles I watched a lot of people play, but didn't get to play much 
      myself. Until one crazy Summer Break with some crazy kids who were family 
      friends. I hear they all live away from civilization in some redneck place 
      in Futt-Buck Egypt; a fitting end, considering how absolutely crazy they 
      were back in the day. My aunt gambled with their parents when we were kids, 
      so me, my brother, and my cousin were around their family quite a bit. The 
      three brothers were absolutely crazy; the oldest was unpredictable, the 
      middle one was annoying as hell, and the youngest swore like a sailor at 
      the age of five. You're talking about a familial chaos so intense it was 
      impossible not to wonder how they survived week-to-week with everything 
      they wasted, lost, didn't pay attention to and/or didn't appreciate. The 
      families would watch each other's kids, so they would watch us sometimes, 
      but there were those rare exceptions when we'd be shipped-off to someone 
      else's house because neither could watch all these crazy-ass kids. | 
  
   
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       Tortured 
        Souls 
        One time 
        we were brought to one of their cousin's houses for the day, and the kid 
        was strange. He was odd from the get-go, and it was probably because they 
        would call him by some bullshit name like "Bee-Gee-Bum," or 
        some shit like that. I can't imagine how he turned-out, and if he turned-out 
        bad then I guess I can't blame him being called by some shit like that 
        everyday of your miserable childhood. Funny thing was, he seemed somehow 
        more stable than the three brothers, and despite his name, might have 
        even become a better person than all three of the brothers combined. I 
        remember that tormented soul by one thing, and one thing only: Super 
        Castlevania IV. 
      The memories would stay 
        with me for life. To some, it may seem unfortunate, but I would've long 
        forgotten him if it weren't for that game. The cool thing about him was 
        that no matter how odd he seemed, his consideration couldn't be denied. 
        He always gave up his spot if someone wanted to play, and that's how I 
        got to finally play the game and experience the holy war everyone had 
        been talking about. No, not the holy war now in the present that most 
        would correlate with Islam. We're talking about a holy war between the 
        righteous Belmont family and Dracula's forces of evil. The Belmonts were 
        the only thing that stood in the way of Dracula's demonic conquest as 
        the fate of humanity hung in the balance. And unlike the modern Castlevania 
        entries, back then you played as a hero (Simon Belmont). There was none 
        of this "playing as the anti-hero with a cause." It was simple; 
        you were Simon Belmont, a warrior of God on a perilous journey to protect 
        mankind from the clutches of evil. Backed only by God, a one-man army 
        against the prince of darkness, Dracula. 
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       This 
        Is Not Modern Warfare 
        Modern day holy war brings to mind guns, missiles, makeshift weaponry, 
        IEDs, heavy armaments, and "an ever-increasing array of complex nuclear 
        weapons." The holy war in Super Castlevania IV, however, is 
        waged with holy water, axes, crosses, boomerangs, whips, knives, and the 
        visceral morning star. More importantly is the rosary item, which acts 
        as a reminder not only that God is with you, but as a testament to His 
        majesty as evil perishes in its light. Simon mostly uses the upgradable 
        conventional though, and in Super Castlevania IV he has more control 
        over it than any character in any other Castlevania game. Bum-rushing 
        enemy legions previously gave Simon trouble, but in this one he simply 
        holds his whip vertically as a shield, they collide, and literally go 
        down in flames. Another unconventional usage of Simon's conventional whip 
        is setting traps; hanging it down from above for patrol enemies like knights 
        to walk unknowingly into their demise. 
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       At some point in Simon's 
        life, he realized his whip could be used for more than just fighting, 
        and started to use it for swinging. The result? Unique, Indiana Jones-style 
        platforming rivaled by few titles at the time, and virtually nothing in 
        the present. Idiots like "brickroadbrickroad" on YouTube claim 
        Konami did nothing with the rotating dungeon part in the "Block 4-2" 
        stage, but to those who were around back then when this game was using 
        new technology, it was absolutely mind-blowing. If he was even around 
        back then, he would also remember that nothing even came close to the 
        mind-blowing spiraling chamber part just after it; a stage that, to this 
        day, few games have come close to even touching. Vermon like him are why 
        YouTube can only be viewed with a critical eye. Control really couldn't 
        be better for the swinging parts, though; Simon's speed and distance are 
        both controlled with ease, so that he lands on platforms more. Konami 
        really tested it well and perfected it. Newer games in newer generations 
        don't even come close to the level of control found in Super Castlevania 
        IV, and it's a 16-Bit game! 
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       The platforming parts 
        can get tricky, and the game can get challenging, but it's nothing like 
        other Konami games from the same era where you can't enjoy the artistry 
        of the title because it's so difficult. The damage scaling always catches 
        my attention when I go back and play this game because it's probably the 
        best of all the Konami titles in the 16-Bit era. Simon doesn't really 
        encounter high-damage enemies or unnecessary top-down stages that bog-down 
        the action like in Konami's own Contra III: The Alien Wars. There 
        are some challenging enemies with some tricky attacks, but the game's 
        pace isn't reduced to grinding on single enemies. And just like BADCP, 
        SCIV is "never short on enemies." Some of the token ones 
        you'll see a lot, but then there are those more rare ones you only see 
        once a stage (like the "clubber dude" on stage 1). The 
        Bone Lancer boss in the first stage scared the daylights outta me back 
        in the day, and I always remembered it when I saw the game. As if his 
        skeleton horse wasn't bad-enough, he even fights you on foot after it 
        crumbles to the ground! It's crazy how the scariest boss in the game was 
        in the first stage, but there are plenty of other shocking bosses throughout 
        the game; a towering rock monster, the reaper, and even a bat made of 
        jewels. Not every stage ends with a boss fight, either, with some boss 
        fights occurring mid-stage. You can really tell Konami made both Super 
        Castlevania IV and Contra III: The Alien Wars because both 
        share memorable enemy variety, irregular boss placement, colossal enemy 
        threats, and a common theme of waging war. 
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       What 
        You Can't See Will Hurt You 
        These monsters of the night wouldn't make the impression they make without 
        being in fitting environments, though. SCIV delivers on this for 
        every enemy in every situation. Every locale is populated accordingly, 
        with painstaking attention paid to environmental detail. Tons of small 
        visual details come from the woodwork at every turn (like vines growing 
        up iron fences as you're walk through the gardens in stage 1). I've always 
        thought the gold room (stage 9) was one of the coolest stages in video 
        game history; jewels pop-up after walking on treasure boxes, floors crumble 
        under the weight of riches, and tormented souls rise from piles of ill-gotten 
        gains. Still, there are examples everywhere of how much Konami's development 
        staff put into making SCIV as scary as they could for the era. 
        The dungeons in stage 8 and the horse stables in stage 1 are two examples 
        of this. At the time, there was no such thing as "survival horror," 
        but players everywhere were glued to the TV, slack-jawed and wide-eyed, 
        anticipating what may emerge from the darkness next. Much of what pulls 
        the player in like that is the epic audio that compliments the game's 
        profound visuals.  
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       The 
        Sounds Of Darkness 
        A lot of what makes it a truly memorable game is its memorable audio. 
        Super Castlevania IV's ominous soundtrack is powerful and brings 
        to life its themes of epic horror. Keyboards and synthesizers push on 
        over rumbling bass lines and precise drumming to make mysteriously eerie, 
        yet enticing scores. You can hear the end of the world. You can hear that 
        you must triumph. That humanity relies upon you to save it. It's got to 
        be one of the most memorable scores of all time. One of the most powerful 
        tracks in the game is on the second part of stage 3 (the green waterfall 
        part), and the part after this has a track full of bass drops and stomps 
        I remembered ever since I was young. That stage some of the best music, 
        but the music during the Slogra boss fight is still completely unrivaled 
        to this day. Nothing comes close to this epic track because it speaks 
        to you, saying that the fate of the world hangs in the balance (and you're 
        its last hope). Then you got the first part of stage 1; progressive drum 
        beats hit with scattershot precision, but then it slows into a chunky 
        breakdown. There's even some two-stepping parts on the third part of stage 
        4! I'd go so far as to say that beyond its great control, design, and 
        visuals, the audio is the best part of SCIV. It stands as a prime 
        example of a perfect soundtrack. 
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       Sold 
        Short 
        Despite all the things that made this game an instant classic, the developers 
        don't seem too proud of it. Read interviews and other bits; it's like 
        they don't consider it to be an amazing game just because they worked 
        under time constraints. Could the game really have been any better? I 
        don't think so. It is often implied that Castlevania Bloodlines 
        is a superior effort, but why? It wasn't nearly as mind-blowing 
        for the time, and there's a clear disparity in creative production. The 
        same could be said for Dracula X and/or Dracula X(X); both 
        of which are great, but still don't quite measure up to the majesty of 
        Super Castlevania IV is. All the little things count; tons of details 
        catch your eye every time you play the game, so there's always that drive 
        to come back to it. The flow of the mysterious stages, their distinct 
        mood, the traps set in your way, the unique bosses that await, the struggle; 
        everything. Even the screen that maps your progress in SCIV looks 
        elaborate and nice for its purpose! There are just so many things little 
        things in the game that combine to make SCIV one big, epic experience 
        that's hard to beat. 
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       I was once angered at 
        Super Castlevania IV being seen as superior to Dracula X(X), 
        but over time I came to see how that could be. It doesn't detract from 
        all of the strong points in Dracula X(X). Super Castlevania 
        IV was just so monumental for its time that it was hard for Konami 
        to top it. Even now, very few games in the series (let alone Konami games 
        in general) really even come close. As far as the Castlevania brand 
        goes, the increasingly-rare 64-Bit masterpiece Legacy Of Darkness 
        comes closest. They did so many things with the game that were difficult 
        to re-create, and atmospheric immersion is one of those important things. 
        Take note, because this is what a perfect game is like. 
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