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*ZeroEffortBoss: Death can easily be defeated by hiding in the left corner of the arena. By holding the flail upward, Death cannot hit you with his scythes while you can hit him when he comes to the far left of the screen.
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The original examples make it look like the game sucks or has no difficulty, especially considering that numerous people online still love SCIV, so something had to be done!


** Many consider Dracula's piano-based theme one of the best in the series.

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** Many consider Dracula's piano-based theme to be one of the best in the series.



* BrokenBase: The omni-directional whip is simultaneously a major reason why this game's fans love this game and a major reason why this game's detractors dislike this game: it averts DenialOfDiagonalAttack and gives the player ultimate control over their weapon, and is overall much more powerful than in previous ''Castlevania'' games. For obvious reasons, fans enjoy this. However, detractors argue that the whip's greater use comes to the detriment of the subweapons, which are seen as a crucial part of the ''Castlevania'' gameplay, and is a large part of why this game is [[ItsEasySoItSucks easier]] than other ''Castlevania'' games, especially when the enemies and bosses are a lot weaker.

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* BrokenBase: The omni-directional whip is simultaneously a major reason why this game's fans either love this game and a major reason why this game's detractors or dislike this game: it averts DenialOfDiagonalAttack and gives the player ultimate control over their weapon, and is overall much more powerful than in previous ''Castlevania'' games. For obvious reasons, while numerous fans enjoy this. However, this, the game's detractors argue that the whip's greater use comes to the detriment of the subweapons, which are seen as a crucial part of the ''Castlevania'' gameplay, and is a large part of why this game is [[ItsEasySoItSucks easier]] than other ''Castlevania'' games, especially when the enemies and bosses are a lot weaker.



* HypeBacklash: The game was very highly-received when it first came out, introducing a multi-directional whip and fully controlled jump physics. While these were welcome additions, the game itself isn't really well-balanced around them, resulting in the lack of difficulty, somewhat simplistic level design, bosses that can be defeated by just mashing it out with them with no regard to strategy, and containing some areas (most gratuitously the spinning room) that feel more like excuses to show off the console's graphical tricks than benefit to gameplay that have caused its praise to wane in later years. It's still fairly well-regarded among the Classicvania titles, but more fans have started to recognize games like ''[[VideoGame/CastlevaniaBloodlines Bloodlines]]'' and especially ''[[VideoGame/CastlevaniaRondoOfBlood Rondo of Blood]]'' as better designed games.
* ItsEasySoItSucks: Due to the omni-directional Vampire Killer and the JumpPhysics, some Classicvania fans deride this game for being too easy. This is the reason why every subsequent game has reverted to the less controllable jump from earlier games. Additionally health-restoring powerups are a lot more plentiful and easier to find, you can sustain a lot more hits before dying, and enemies are generally weaker in this game, dealing less damage and taking a lot less hits to kill, including even the Axe Armors that are DemonicSpiders in other games, exacerbated by how powerful your Whip is in this game. Then there's the bosses, which tend to be a highlight of the other Classicvania games and can be murderously difficult, are very weak in this game, when you can defeat most of the bosses by just mashing your Whip at them with no regards to dodging their attacks, killing them before they're able to kill you as long as you made it to them with enough health (which with the aforementioned sustaining less damage from hits and plentiful health powerups, should be the case most of the time). Even the harder bosses like Death and Dracula pale in comparison to their versions in other games.

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* HypeBacklash: The game was very highly-received when it first came out, thanks to its first-rate graphics and sound and some additions to its gameplay, most notably introducing a multi-directional whip and fully controlled jump physics. While these were welcome additions, the game itself isn't really completely well-balanced around them, resulting in the lack of difficulty, its difficulty being a little too easy for its own good, namely due to its somewhat simplistic level design, bosses that can be defeated by just mashing it out with them with no design and boss battles. While Super Castlevania IV is still held in high regard to strategy, and containing some areas (most gratuitously as one of the spinning room) that feel more like excuses to show off the console's graphical tricks than benefit to gameplay that have caused its praise to wane in later years. It's still fairly well-regarded among the Classicvania titles, but more fans have started to recognize best Castlevania games like by a long shot, a good number of fans find ''[[VideoGame/CastlevaniaBloodlines Bloodlines]]'' and especially ''[[VideoGame/CastlevaniaRondoOfBlood Rondo of Blood]]'' to be just as better designed games.
good if not moreso.
* ItsEasySoItSucks: Due to the omni-directional Vampire Killer and the JumpPhysics, some Classicvania fans deride this game for being too easy. This is the reason why every subsequent game has reverted easy (which isn't to the less controllable jump from earlier games. Additionally say that there aren't any difficult parts). Additionally, health-restoring powerups are a lot more plentiful and easier to find, you can sustain a lot more hits before dying, and enemies are generally weaker in this game, dealing less damage and taking a lot less hits to kill, including even the Axe Armors that are DemonicSpiders in other games, exacerbated by how powerful your Whip is in this game. Then there's the bosses, which tend to be a highlight of the other Classicvania games and can be murderously difficult, are very weak not too difficult in this game, game when you can defeat most of the bosses them by just mashing your Whip at them with no regards to dodging their attacks, killing attacks if you're really skilled, which doesn't help with being able to kill them before they're able to kill you as long as you made it to them with enough health (which with the aforementioned sustaining less damage from hits and plentiful health powerups, should be the case most of the time). Even the harder bosses like Death and Dracula pale in comparison to their versions in other games.



* SugarWiki/VisualEffectsOfAwesome: The spinning room from 4-3 is only a brief background setpiece, but its an unforgettable use of the SNES mode 7 effect that gives a disturbingly convincing illusion of 3D--[[NauseaFuel maybe]] ''[[NauseaFuel too]]'' [[NauseaFuel convincing]] to some. The rest of the stage is no slouch either, with a transparent mini-boss, a rotating room, and a size-scaling boss.

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* SugarWiki/VisualEffectsOfAwesome: The game in general has all sorts of graphical tricks and nuances that make it look stunning for its time, but the spinning room from 4-3 is (though only a brief background setpiece, but its setpiece) displays an unforgettable use of the SNES mode 7 effect that gives a disturbingly convincing illusion of 3D--[[NauseaFuel maybe]] ''[[NauseaFuel too]]'' [[NauseaFuel convincing]] to some. The rest of the stage is no slouch either, with a transparent mini-boss, a rotating room, and a size-scaling boss.
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* SelfImposedChallenge: Beating the game with all actions set to one button, which makes Simon jump, whip, and use the subweapon upon pressing it. It can make several parts much more awkward and lead to a lot of wasted hearts. As shown in LetsPlay/WhoIsThisGit's "[[https://www.youtube.com/watch?v=tK0RRRhlAaU Boss Analysis #9]]", it also turns most of the bosses harder, especially Medusa, but Dracula becomes easier since you'd normally jump to attack him anyway.

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* SelfImposedChallenge: Beating the game with all actions set to one button, which makes Simon jump, whip, and use the subweapon upon pressing it. It can make several parts much more awkward and lead to a lot of wasted hearts. As shown in LetsPlay/WhoIsThisGit's WebVideo/WhoIsThisGit's "[[https://www.youtube.com/watch?v=tK0RRRhlAaU Boss Analysis #9]]", it also turns most of the bosses harder, especially Medusa, but Dracula becomes easier since you'd normally jump to attack him anyway.
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* WhatCouldHaveBeen: ''Castlevania Anniversary Collection'' design documents show the controls being modified over the course of planning, including the ability to toss enemies with the whip. The earliest documents also show the player character wearing modern attire because the age in which the game is set in was not decided at that point, revealing that the game was not always developed as a reimagining of [[VideoGame/CastlevaniaI Simon Belmont's first adventure]].

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