Castlevania: Rondo of Blood aka Akumajou Dracula X: Chi no Rondo (Review)

Castlevania: Rondo of Blood
aka Akumajou Dracula X: Chi no Rondo
Platform: PC Engine Super CD-ROM²
Released October 29, 1993
Directed by Toru Hagihara
Developed by Konami
Included in Castlevania Requiem (PS4 Exclusive – $19.99)

I could just skip the review and note that I spent all night getting a 100% completion. I did a complete run with both Richter and Maria, then had to go back and figure out what I was missing, which took a while, but I never got bored the entire time.

It’s been nearly six months since I reviewed Castlevania: Dracula X for the Super Nintendo, which is sometimes called the SNES remake of Rondo of Blood. Friends, I assure you that it’s just not true. In terms of level design, Dracula X is much, much closer to a remake of the original Castlevania than it is to Rondo, no matter what Wikis tell you. Hell, I’d go so far as to say Dracula X is even closer to a remake of the original game than Castlevania Chronicles, a game that’s all but advertised as a remake of Castlevania 1. The “reimagining of Rondo of Blood” is largely based on Dracula X reusing many of the same sprites from that game. Here’s a few comparison shots, and remember that Rondo is always on the left and Dracula X on the right. Here’s the giant bat:

Here’s the headless guy:

In case you didn’t know, the TurboGrafx-16, despite the name, is an 8-bit console running a slightly modified version of the same CPU the NES and even Atari 2600 have. That’s oversimplifying it, of course, as the TG-16 has a few extra things that make it much more advanced than any other 8-bit console and allows a game like Bonk’s Adventure to be more colorful and have bigger sprites than its NES counterpart. Furthermore, the Super CD-ROM² add-on gives the PC Engine/TG16 additional resources to pull from. Specifically, it quadruples the frame buffer from 64kb to 256kb. BUT, this is still an 8-bit console, so I’m not sure if this is more of an impressive win for the 8-bit Rondo of Blood or an embarrassing loss for the genuinely 16-bit Dracula X, which really doesn’t look THAT much better, if it looks better at all. Here’s the werewolf, and honestly, I think the 8-bit platform wins in a landslide in terms of atmosphere. Certainly spookier than the faded/washed-out look of the SNES game.

The SNES has more detailed backgrounds, but the character and enemy sprites themselves are usually identical. Not universally so, as Dracula has an entirely different model, but common enough it’s a little startling. It’s not just looks, either. The attack patterns of bosses and basic enemies are often similar, if not identical. That’s not a bad thing, since the bosses (except Dracula himself) were the one aspect of Dracula X I was able to praise without qualifying it. Bosses in Rondo feel climatic, helped by having a “last hurrah” final attack after being defeated. But, some of them, especially the werewolf and Dracula himself, were big improvements over the SNES game. I’ve often said that certain games, good and bad, should be shown in game design courses. I’m not kidding when I say Rondo of Blood and Dracula X should be an entire course in game design on their own. These two games together prove beyond any doubt that the difference between a historically amazing game and a game so pedestrian that it’s boring can be more subtle than you might realize.

Seriously, this one off set-piece style enemy is a cinch to get past, but it certainly wakes you up.

In fact, all the best aspects of Dracula X are here and, if they’re not identical, they’re BETTER on Rondo. In addition to the bosses and enemies, the item crash debuted here and it’s fun. The key and locked doors are in both games but mechanically, Rondo does it better. So I can get why people would call Dracula X a “reworking” or “reimagining” or even a “remake” of Rondo, even if the 16-bit game is actually a huge downgrade. But, the most important thing is that Rondo is darker and scarier than Dracula X. Some might disagree with me, but I think that Castlevania, for all its silliness, should always be played sincerely and try for spooky, not corny. Here’s one final “same boss, different game” comparison shot. You tell me, which one feels more scary looking?

It’s much more accurate to call Dracula X an “asset flip” and a lazy one at that. Having now closely examined Rondo of Blood, I think I’d be inclined to be even more harsh on Dracula X than I already was. Dracula X now feels like little more than one of those mean-spirited Super Mario ROM hacks that ramp-up the difficulty with no vision beyond being a bastard for the sake of it. It feels obvious now that the team behind Dracula X played Rondo, copied the best parts, but fundamentally didn’t understand why those bits were the good stuff. That’s the classic ROM hack problem in general. The bad ones are ones by developers who aren’t deeply interested in the why of game design.

The opening stage, a tribute to Simon’s Quest, is the best thing to come out of that game. This is a memberberry done right.

If it seems like this review is more of a continuation of my Dracula X review, well, blame Rondo of Blood. It’s hard for me to do my job when a game doesn’t give me many flaws to work with. I really wish I had played Rondo first, because I think I would’ve had a better time laughing at how they completely screwed the pooch on making a worthy “Castlevania X” Nintendo release. It wouldn’t have made the game better, but it sure would have made the experience better. I was so bored playing Dracula X: a slow, uninspired game that’s obsessed with cheap shots, and certainly not worthy of reusing the sprites from Rondo of Blood, a game that lives up to its towering reputation. Hell, the only major knock I have on Rondo is the art direction of the cutscenes. Richter looks fine, but I just can’t take the threat of Dracula seriously when he looks like the world’s most douchey douchebag. Seriously, Count Chocula is more scary than this dweeb.

Look, I’m not trying to be shallow and/or superficial because that’s the type of thing that gets a person cancelled these days, but I have my limits. I can suspend my disbelief and buy that the Grim Reaper works for Dracula when logically it should be the other way around. Whatever, it’s Castlevania so sure, death incarnate lets Dracula call the shots. But what I cannot believe is that the Belmont family wouldn’t take one look at THAT guy and say “you’re adorable, Alucard, but I’m here to kill your pops. Wait, YOU’RE Dracula? No. No, you’re not scary! You look like the villain in a deodorant commercial!” I could believe a guy who looks like that is someone who would deliberately give you the wrong answers on a finals test so that he wins valedictorian. I could believe that’s a guy who would plant a bra in his best friend’s car in an attempt to break up his relationship and steal his girlfriend. I could believe that’s a guy who would start a whisper campaign about you not being a team player at work so he gets the big promotion instead of you. That is the face of someone who is clearly evil, but in a smug, underhanded, douchey kind of way and not in a “I will call on the forces of darkness to raise the dead and take over the world” type of way. Evil, but not EVIL-evil, you know?

Rondo of Blood just works better because it’s not designed around enemies trying to score one-shot kills, which Dracula X was heavily invested in. The level design is instead optimized for a faster-paced Castlevania romp. That’s surprising, because, like Dracula X, Rondo is still a back-to-basics Castlevania game for the most part. To put it in perspective, when you play as Richter, all the basic sub-weapons except the stopwatch and bible only cost one heart. This is a game that was made to be fun and not because the designer has some vendetta against humanity. Like the best Castlevanias, it’s fun to play just for sightseeing, with plenty of memorable settings and basic enemies, none of who are too spongy or too cruelly placed to make progress ever feel slow.

Ever wanted to whip one of the spiky ball chains? Now, you can, and it doesn’t just reverse direction. I was caught off guard when it behaved kind of realistically and was hard to get past. It’s that extra effort towards immersiveness in the level design and enemy design that makes me so frustrated with the cringey cutscenes.

Hell, I think this might even be one of the best games to introduce someone new to the Castlevania franchise. It’s not that hard a game, actually. The enemies are consistently fine-tuned to such a degree that it’s genuinely surprising when you encounter the rare spongy one. Even then, they’re usually staged in a way where they have an almost mini-boss feel. It’s actually remarkable how often Rondo takes what would normally be a flaw in a lesser game and turns it into a positive. If you’ve been intimidated by other classic-style Castlevania games solely because of their reputation for difficulty, give this one a try. In addition to some of the most balanced combat in the entire franchise, Rondo offers plenty of life refills and 1ups. If you die, while you lose your sub-weapon and your hearts are reset to 10, you’re not totally screwed, either. That’s because there’s no whip upgrades, yet every single enemy feels like it’s balanced properly to be slain by the default whip.

The only aspect that I feel isn’t well balanced is the bible sub-weapon. It has so much range and power that it’s essentially a low-cost item crash. If the cutscenes aren’t the worst problem with Rondo, the bible is because it’s too overpowered. Three hearts is just not a steep enough cost for an item this effective, and it even has a low cost (ten hearts) item crash.

While I can’t say with complete confidence that the bosses are also perfectly optimized for the whip, you will always have a chance to get at least one sub-weapon before entering a boss chamber. While you can still cheese the bosses if you have enough hearts to execute an item crash (and some cost quite a bit. One is a whopping FIFTY hearts!), it never feels like you’re cheesing it. What makes it even better is that Rondo’s defensive game is equally satisfying thanks to a variety of dodging moves. Enemies telegraph their attacks in a way where there’s always enough time to activate the backflip move. It takes practice to get the timing down, but it’s so satisfying when you successfully utilize it. I wouldn’t say this is a kinder, gentler Castlevania, but it offers the right amount of grit with almost none of dick moves Dracula X or any other Castlevania game ever has pulled. This might be the most balanced game in the franchise.

In my first playthrough, I lost three total lives from damage, two which were at the hands of the boss rush sequence that makes up the entirety of level six. It’s actually inspired, because the first four bosses are directly lifted from the original Castlevania. They don’t play the same, as Medusa has a body instead of being a gigantic head, there’s only one mummy instead of two, and The Creature doesn’t have Igor with him. I survived all of them, but I lost the final battle against the guy who resurrected Count Draculahaha. A guy named Shaft. I’m resisting the temptation to break out into song.

And this go around, the branching path system works a lot better than the half-assed effort made in Dracula X. Actually, the most damning observation of that game I have now that I’ve played through Rondo a few times is how half-assed the branching paths in the SNES “version” are. They seem to only be in Dracula X because Rondo leaned very heavily into the idea and they needed some token representation to say “see, this is totally an upgraded Rondo! It’s got an X in the title and a couple hidden paths and everything!” But whereas Dracula X’s paths feel arbitrary and out-of-nowhere, Rondo’s mostly have an elegant logic to them. Every start-to-finish game of Rondo (you open up a level-select option in the main menu after beating the first stage) will consist of playing eight levels, but each of the first five levels has secret pathways. The secret pathways aren’t that hard to find and usually contain an alternative boss which then leads to alternative levels, which, once again, have hidden paths, and so forth, and so forth. For example, in the first level, you go here:

And you get a different boss fight than if you just keep following the normal pathway and you’ll get a different second level. So, it’s not like Castlevania III where you choose a different path between levels. Now, to be clear: I prefer the way Castlevania III did it, and I’d really prefer the option of playing all the levels in a single run. If there had been a ROM hack that allowed this like the one I experienced when I reviewed Dracula’s Curse, I would have taken that option after finishing the real game. Of course, it wouldn’t work in this game without somehow rearranging the level layouts. The themes and enemies for roughly half of each of the first five levels and their alternative route counterparts change depending on which path you take. But, when the level design is THIS outstanding, I feel something is lost when you’re forced to replay it instead of them naturally unfolding. But, if a game is going to be designed with the branching paths in the levels themselves, this is probably as perfect as the concept gets.

Sometimes there’s more than two paths to take. There’s a LOT of secrets in this game, including a few one-off hidden rooms. I’m fine with that. Unlike Dracula X, Rondo feels like it’s fully based on exploration and secrets instead of just shoving a couple token ones into the game because the popular game it borrowed assets from had them.

The most noticeable secrets are that four maidens are hidden in the game, the first of which is Maria Renard, who is a playable character. The method of saving the maidens is much easier than in Dracula X, where one key had to be held for multiple doors. In Rondo, there’s three total keys, each of which is used once, in the level you found it in, and not too far from where you found it. With that said, I guess that would be the biggest strike against Rondo: you never know if a pit is actually a pit or the secret path. It happens more than once, too. There’s no way to spin that as a positive if the emulator you’re playing on doesn’t have quick save/quick load or rewinding because you have to just plug your nose and jump blindly while searching. So there, Rondo isn’t perfect. Unless you have a good emulator.

Apparently, not every “hidden path” actually goes somewhere. If there’s a point to this room, I never figured it out. I got a 100% completion so I guess the game just wanted to show where all these flea men riding cannonballs were coming from.

The replay value comes from a very enjoyable alternative character. Maria is unlocked in the second level, though you have to go back to the main menu to switch to her. She’s radically different from Richter, throwing doves at enemies instead of a whip. Richter gets a defensive backflip move, while Maria gets a double jump. She also can do a sliding move, but I never found any situation where it was more effective than jumping. Even a situation that seems tailored specifically for it didn’t work. The mummy in the boss rush stage throws blocks at you and, even though it appears high enough off the ground to slide under, the slide doesn’t work for it. Whatever. Her double jump works fine enough as a defensive move. Maria’s sub-weapons are all animal-based as well, including throwing a goddamned dragon at enemies, which is the most powerful sub-weapon in the game. But even throwing a cat at an enemy is both effective and hilarious, as the cat relentlessly attacks. It’s what my cat would do, even if it wasn’t fighting the forces of evil.

The item crash with the cat is some Power of Grayskull sh*t. Well, HONOR of Grayskull in its case. By the way, Maria apparently has a Street Fighter-like special move, but I was never able to execute it.

I know that a lot of the appeal in my reviews is talking about the flaws in a game, but the truth is Rondo is close to being without flaw. The unskippable cutscenes are easily the most annoying part, regardless of whether or not you know Japanese. In case it wasn’t clear from my tirade above, I really don’t like the art style. I don’t get the direction of it at all, really. It doesn’t match-up with the in-game graphics and really only breaks my immersion. But, fast forwarding through a handful of agonizing cutscenes to play a Castlevania that doesn’t really make any critical gameplay mistakes is a very small price to pay. I guess I was disappointed that the level that’s hidden until after you beat Dracula once doesn’t have a boss fight. Seems kind of lame for a Castlevania game, but even Dracula’s Curse does that too. Sigh. Rondo of Blood really is close to being criticism proof, especially with emulation trickery used to speed-up exploration. I can’t say enough good things about it. This was such a treat to finally sit down with.

OH HEY, there’s part of a bad level! Actually, the river rafting sequence doesn’t even qualify as bad. It’s just very bland, especially when compared to the rest of the game. It needed to be trimmed by at least half.

A lot of the time, famous Japanese exclusives that never got released globally during their original life cycle are really overrated. I’ve played several of them at IGC, from Super Back to the Future Part 2 to Magical Quest 3 to Wai Wai World. Rondo is the rare Japanese holy grail that actually deserves that status and it’s an absolute travesty that it took so long to go worldwide. It got a Wii Virtual console release fifteen years ago and a PSP release a little further back than that. It was also included on the already long out-of-print TurboGrafx-16 Mini, which kind of got hosed by a limited production run and incredibly poor timing as it was delayed due to the pandemic, which is a shame because it was arguably the killer app for it.

“Hey, haven’t you ever heard of guest rights? WHAT DO YOU MEAN THAT ONLY APPLIES TO THE HOST? No, it doesn’t! Wait. Yea, you’re right. I suppose it is right in the name. It ain’t called Host Rights, after all. I guess you’ve got me there. Well, next time I resurrect, I’m going to YOUR home to kill you. See how you like it when the shoe’s on the other foot, jerk! Oh, you won’t open your door for me? Hmmmph, rude! I always open my drawbridge for you! Where would you be if I didn’t do that? Kissing your family goodbye right before I enslave humanity, that’s where!”

Hell, Rondo would be the killer app for any collection. Konami could just as well slap a $4.99 price tag on it for Xbox and Switch owners and make a killing. So, why in the hell is the only available release a PlayStation exclusive? Now granted, Castlevania Requiem: Symphony of the Night & Rondo of Blood is a contender for best retro two-pack on the market today, but come on, Konami. The cutscenes aren’t THAT embarrassing. Okay, fine, they are, but that doesn’t explain why the hell you gave us Dracula X in Castlevania Advance Collection instead of this masterpiece. I thought THAT was evil, but then you put Haunted Castle in Dominus Collection instead of Rondo, and now I know true evil.
Verdict: YES!

THE INDIE GAMER CHICK CASTLEVANIA REVIEW SERIES
 Castlevania (NES) Dracula’s Curse (NES) Adventure (GB) Belmont’s Revenge (GB)
Super Castlevania IV (SNES) Dracula X (SNES) Rondo of Blood (SuperCD²)
Chronicles (PSX) Circle of the Moon (GBA)  Kid Dracula (NES) Kid Dracula (GB)
ROM Hacks (NES)
Konami Wai Wai World (NES) Wai Wai World 2: SOS!! Parsley Jō (NES)

“Yes, it vas I who put the sugar in your boyfriend’s gas tank, causing him to be late for school and getting him detention. Now you’re free to go to zee prom with me! Muhahaha! Truly I am the lord of evil! WAHAHAHAHA! Vas zat over the top? So vat do you say? Pick you up at 7:00? Does 7:00 mean 7:00 or are you one of those chicks where you say 7:00 but you’re still doing your hair and we leave at 8:00? I’m only asking because my hair gel starts to flake after a few hours.”

Wai Wai World 2: SOS!! Parsley Jō (Famicom Review)

Wai Wai World 2: SOS!! Parsley Jō
Platform: Famicom
Released January 5, 1991
Developed by Konami
Never Released Outside of Japan
NO MODERN RELEASE

It looks like it’s going to be so much fun. Sigh.

Hoo, boy this is awkward. A lot of my friends have very different taste in games than me. While I was suffering through the first Wai Wai World, people I like and trust assured me that the sequel would be a lot of fun and to not worry about it. So, I didn’t. I really did have faith this was going to blow my socks off. Well, my socks are still firmly attached to my feet and I’m so darn butt hurt about it I could spit nails. So, it falls to me to knock YOUR socks off. Let’s see if this statement does it. Ahem. I really hated the first Wai Wai World, but I’d rather play it than this sequel because this is one of the most boring competent games I’ve ever played in my entire life. Wai Wai 2 is mechanically fine and it’s dull.

Instead of the possibility of playing as every character in a single run, you’re limited to only three of five Konami all-stars, which are.. you know what? F*ck it. There’s no point in even saying what characters are included or what games they’re from because they don’t feel anything like the original characters.

This is NOTHING like the first Wai Wai World. That’s all I really knew about Wai Wai 2 going into it. I never looked at a screenshot, and if I played this when I ran through hundreds of NES ROMs a few years back, I don’t remember it. So, when I saw the look of the game, my first visceral reaction was “eww.” It’s not what I was hoping for. Wai Wai 2 reminded me of Kid Dracula, which I liked just fine. It’s an okay game, but that art direction worked for it, and I’m over it. For this franchise, I wanted something that resembled the sprites from the Konami library, not hyper-cute versions of them like Kid Dracula did. It’s what the first Wai Wai World did and what I thought I was signing up for. But, I kept my mind open, at least until the gameplay slammed it shut with one of the most intolerable opening stages ever.

Look! It’s the guy from Contra! I mean, it doesn’t look like him or play like him even a little bit. You can’t even shoot the gun diagonally. None of the iconic power-ups that made Contra an all-time classic are along for the ride, which would be the only reason anyone in their right mind would want to play as the guy from Contra in a non-Contra game. Allegedly the spread gun is here somewhere, but I didn’t see it, and it wouldn’t have helped in THIS game. Even with just the basic gun, he’s so overpowered that he takes what little stakes there are out of the game completely. Calling this the Contra guy is jiggling a key chain at its worst.

Unlike the first game, this is a completely linear ten level genre mash-up that opens with one of the slowest auto-scrolling platform stages I’ve played. An introductory stage that has no excitement at all. I’ve never used the fast forward function on my emulator as early as I did here, and then I kept going back to it because there’s so much dead air where nothing is happening because the screen isn’t so much scrolling forward as it is eroding forward. I’m not a big fan of auto-scrolling platforming in general. I can tolerate it, but not when it’s this slow and nothing happens. The enemies are easily dispatched and the game continues to inch forward. When the stage was still going on minutes later, even though I frequently fast-forwarding, mind you, I really started to become afraid the whole game would be like this. When the second stage allowed me to actually do the scrolling, it was such a relief. “Well, at least the auto-scrolling is finished.” And then, later in the game, this happened:

By the way, that robot is the main character, with all the Konami all-stars being like power-ups you switch to.

That is a screenshot from the slowest and most boring auto-scrolling stage in the entire history of video games. LOOK HOW SLOW IT SCROLLS! Who the hell play tested this? Did they think it was exciting? Did they think this was fun? Now, the stages where you actually do the scrolling aren’t the worst levels in game history, but they are very boring. The designers seem to have overcorrected the difficulty problem of the first Wai Wai World, because this sequel is completely toothless. I never died once during the platforming segments, even though I was braining myself on the spikes in the slow-moving swimming stage above. Besides one boss fight, I don’t think I ever had more than one or two hearts worth of damage. I can’t imagine playing this co-op, because it sure seems like one of the two players is going to have nothing to do for all but one level. There’s not enough meat in these levels for one player, let alone two.

I feel like this is the embodiment of the Leonardo DiCaprio pointing at the TV meme. I too recognize that scene with three coffins from Castlevania III. Jiggle jiggle.

Instead of switching on the fly between the different characters and using them to get past character-specific obstacles, this is just a pure, mindless action platformer where the all-stars are glorified power-ups. You collect an item that turns on a meter that swaps between the three icons of your Konami all-stars loadout. When you press UP and A on the one you want, you switch to that character for the next sixty seconds. Oh, and you’re now invincible. For sixty seconds. Not even fast counting Punch-Out!!-like seconds, either. Granted, if you take damage, it takes a few seconds off the countdown. That doesn’t matter though. This is a seriously cinchy game. I’m not even kidding when I say this is like a baby’s game.

Most (if not all) platforming bosses can easily be beaten by mindlessly slashing at them. I’ve found that a reliable barometer for how mindful a game’s developers are of the type of game they’re making can be found in how much effort a boss takes to dispatch. If you can literally walk up to one the first time  you ever play it and, without making any effort to dodge its attacks, defeat it by simply mashing a button with no regard for how much damage you’re taking by doing that, that’s usually reflective of the game being a product of developers who simply didn’t give a sh*t. Don’t mistake what I just said for easy. It’s not the same. An example of an easy boss is the first Bowser in Super Mario Bros. You still have to actually have timing, especially the first time you ever fight it. Some proactive step has to be taken instead of just not caring what happens to you because you’re going to outlast it regardless.

But even if you do take damage while wearing one of the all-stars, there’s so many power-ups that start that meter. Even if you’re already wearing an all-star, you can start the meter going by grabbing an item, wait for the count down to get low, and activate it for the same character again. By the end of Wai Wai 2, the game is giving you the items for that meter seemingly every screen, allowing you, in essence, unlimited invincibility. On top of that, there’s “health boxes” which reset the timer to 60 seconds. Someone got paid for this idea, and someone else got paid to say “good idea!” to that person, and someone else got paid even more to agree with the second person and green light the first person’s idea.

In addition to the platforming segments, there are also a bunch of one-off distractions from the mediocre platforming along the way. Like, the lead-up to the Castlevania stage is basically Frogger. It lasts under a minute, but it’s better than anything in the platforming stages. And for you shmup fans, don’t worry, I’m getting to that. It’s the only good part of the game.

Of course, having so many of these all-star switchers are probably there to accommodate co-op because, as always, co-op ruins everything. Even taking co-op into consideration, the game abandons the idea of the items being special by the end of the game. I couldn’t keep up with all the meter-starters in the last few levels and didn’t bother trying, but they seem to have forgotten about the 60 second timers. I don’t think I took a single hit of damage for the back half the game, at least in the platforming stages. It’s like Wai Wai 2 gets stuck in God Mode, and God Modes get old fast. You just can’t design a game like this and expect it to be enjoyable, you know?

This would have been neat if Kid Dracula didn’t also do a similar Castlevania, only with much more fun play mechanics. Or if I want to play something like Castlevania, I could just, you know, play Castlevania. I thought the point of Wai Wai was to play Castlevania with the Contra guy, and it’s actually THE Contra guy, with the sprites from Contra and the controls from Contra. That’s the game we all want, right? That’s quirky and weird, especially if you play it completely straight.

I feel like they just had the wrong overall concept for the platforming bits, which make up over half the game. It’s such basic, generic level design with no-frills combat. The closest any Konami game comes to this isn’t actually Kid Dracula. It’s the NES Tiny Toons, another overrated Konami game that’s all style and no substance. What was even the point of doing a sequel to Wai Wai World that doesn’t feel even a little like the first? I didn’t like it, but it does have fans and, at the very least, I’m very intrigued by the concept. I feel like this couldn’t possibly appeal to whatever fans the first game made, but at the same time, this feels so disconnected from the other Konami characters being honored that I’m not even sure why they bothered with this game at all. The platforming stuff is all pure digital boredom and I have nothing positive to say about it, but at least there’s a couple very, very good shmup stages.

A comically gigantic version of the iconic Big Core MK I from Gradius is the highlight of the entire game. It’s very cool and actually very challenging. When I wasn’t capturing screenshots, I lost several lives fighting it. You’d swear these segments are a different game entirely. They basically are. Crying shame that they’re stuck in Wai Wai World 2.

Unlike the first Wai Wai game, the shooting stages actually feel like the real games that inspired them. Specifically TwinBee, which is the third stage and Gradius/Salamander, which is the eighth stage. Both of those are “branching paths” but what that means is if you play the game a second time (or reload a save state to return to the level select screen, which is what I did), you can play a different course. This only happens with the shmup stages. I don’t know why they didn’t cut or merge some of the platforming stages and then have every other stage be a shmup, since they’re really fun. I’m not so much into TwinBee, but it’s alright and so are its levels in this. But I’m a huge fan of the whole Gradius format, and both the stages and the encounter with the giant Big Core are every bit as good as the franchise deserves. It’s basically a slightly less silly version of Parodius.

I literally sat up in my chair when the game transitioned to third-person in the TwinBee section, but it was a massive letdown. This is only a bonus stage that feels like After Burner, and all you do is get bells, and here, you can only juggle the bells into one color instead of many. There’s also no enemies. I was really hoping for a boss fight. I’m about to play somewhere around a dozen TwinBee games for a Konami Shmup Definitive Review, and I wouldn’t mind seeing more of this, as long as it does more.

There’s one other branching-path segment that allows you to choose between doing something that kind of resembles a sliding puzzle, only without the normal sliding puzzle rules, or a car driving level. The puzzle was bizarre only because, while you solve it, you occasionally have to switch the position of a character that has a train heading for her. It’s not hard and just adds busy work to the puzzle experience, but it was different. The car level was somewhat close in both look and feel to the Autopia level from Adventures in the Magic Kingdom, which is shockingly one of the most popular reviews I’ve ever written. It controls looser, has projectiles, manual jumps, a boss fight, and it’s much more challenging, but it still feels similar. In fact, when I reached that stage, I wondered if Magic Kingdom was the game that inspired Wai Wai 2. Magic Kingdom had large, hyper-cute characters and basic platforming. The difference between the two games is that one is the platforming is just better done in Magic Kingdom. No boring auto-scrolling helps.

It’s not hard to figure out why Wai Wai World didn’t take as a franchise. It feels like the first game created an amazing set of blueprints to build off of. You never know! Who imagined after playing the first Grand Theft Auto that it would go on to become one of the biggest things in gaming? For all we know, Wai Wai had that breakout potential, and Konami squandered it by seemingly choosing a team that didn’t get the joke of the first game. The idea of a dead-serious cross-over like Wai Wai World is kind of funny by itself. The first game would have been charming if not for the plethora of technical problems. This sequel isn’t charming. It feels like it’s trying too hard to be irreverent and quirky. Going over the top with the wacky sprites and completely changing how the roster of all-stars is implemented so that they no longer feel remotely connected to the games they came from feels like it betrays the entire concept of the first game. And the designers didn’t even stand by their convictions, because they stuck so closely to the TwinBee/Gradius formula for those stages that they feel like they were stolen from other games instead of belonging to this one. I think a ROM hack could save the first Wai Wai World, but this? I don’t think it came from a place of inspiration. It feels cynical, and I can’t forgive it for that.
Verdict: NO!

THE INDIE GAMER CHICK CASTLEVANIA REVIEW SERIES
 Castlevania (NES) Dracula’s Curse (NES) Adventure (GB) Belmont’s Revenge (GB)
Super Castlevania IV (SNES) Dracula X (SNES) Rondo of Blood (SuperCD²)
Chronicles (PSX) Circle of the Moon (GBA)  Kid Dracula (NES) Kid Dracula (GB)
ROM Hacks (NES)
Konami Wai Wai World (NES) Wai Wai World 2: SOS!! Parsley Jō (NES)

I honestly forgot this was in the game. After the auto-scrolling in level one, you do this shmup section where you can shoot both ways. It’s as forgettable as the platforming segments.

Konami Wai Wai World (Famicom Review)

Konami Wai Wai World
Platform: Famicom
Released January 14, 1988
Designed by Konami
Never Released Outside of Japan

NO MODERN RELEASE*

*Really should be NEVER BEEN RE-RELEASED but technically a mobile port was released in 2006.

Wai Wai World has two MAJOR problems that I couldn’t get over. This is the first:

No, I don’t mean Simon Belmont fighting a dragon from the Goonies. Hypothetically, that’s cool. What’s not so cool is how much you have to hug the screen to get it to scroll. I can’t say for certain it’s solely responsible for Wai Wai World getting a NO! (spoiler alert) because this is a generally problematic and boring game. But it’s impossible to know, because the combat would be transformed by normal scrolling. What do I mean by that? Well, the game that Wai Wai is most often compared to is Castlevania. The Wikipedia page says gameplay is, quote, “very similar to Castlevania.” VERY similar. Folks, it’s just not true. I hate it when Wikis say crap like this. Those completely generalized “the game is a top-down maze, so it’s essentially like Pac-Man or Bomberman” type of comparisons like with the PC Engine version of Batman. Do not go into this thinking you’re playing a Japanese exclusive Castlevania that lets you also play as Goemon and Mikey from The Goonies.

Few non-RPGs have as many ROM hack translations out there as Wai Wai World has, but you really don’t need a ROM hack or know Japanese to play it. The walkthrough at StrategyWiki should be more than enough. You might need the slot machine to bring back dead characters, but I never lost a single person. Well, I did but it was BS so I rewound it. What?

Wai Wai World has the stairs from Castlevania that are essentially identical to the ones from the first Castlevania and that’s where the similarities end. The combat doesn’t feel like Castlevania. The action doesn’t feel like Castlevania. Hell, Wai Wai World doesn’t even feel like Castlevania when you’re in the Castlevania level playing as Simon Belmont and fighting skeletons and Dracula. I’m not kidding. It feels like a bad bootleg of Castlevania, and it’s from the same company! That is one of the most f*cking astonishing failures of game design I’ve seen in my life and worthy of mockery, but I’m going to play along anyway and use Castlevania as an example. So, when you’re scrolling the screen in Castlevania, where are you on screen?

IN THE CENTER OF THE SCREEN! And where are you in Wai Wai World?

You’re closer to the side than you are to the center.

Because of the scrolling, combat is lacking in the elements I think the average player seeks from action games, like excitement, catharsis, or a worthy test of your skills. Most of the time in Wai Wai World, enemies are sprung on you, and if they have the capability of firing a projectile, usually they fire and as soon as they appear. For a lot of them, their attack conveniently is measured perfectly to match the exact length of distance between you and the edge of the screen where you scroll. How lucky for them. So, as you scroll them into existence, they fire and you take a hit that you can not react fast enough to avoid. It’s nothing but a GOTCHA and a life slap.

The design is universally crap. That heart had actually been on the ground and in a treasure chest. By the way, as far as I could tell, the only thing in treasure chests are life refills. But, for whatever reason, only Goemon can open the chests, and when he does, the heart flies up in the air before landing. Throughout the Moai statue level, there’s multiple hearts placed within reaching distance that immediately fly up in the air to an unreachable platform. Even hearts that come from chests disappear relatively quickly, and as far as I could tell, you don’t have enough time to touch the chest with Goemon, scroll through the characters to reach Konami Man or Konami Lady, jump up in the air while holding down the button so you can enter your flying mode, then fly up and grab the heart, which only refills the character who is selected anyway. It’s so trollish. Maybe it’s a co-op thing. I dunno, but this game has a mean-spirited attitude in general so I assume these were meant as jokes.

While life refills are plentiful via random drops, that’s not the point of an action game. There’s no sense of tension because the enemy has already spawned and damaged you before you even know there is an enemy, and so all the action is kind of retroactive, as if combat comes with a life tax. It takes the joy out of making progress, because you’re in a state of hyper-vigilance whenever you’re moving forward, especially as the enemies become more dangerous. If you become low on health, you essentially have to heel-toe forward until you rebuild your health because no amount of skill can protect you from enemies who spawn into existence already in their attack animation right in front of you. At one point, I did find my entire roster critically low on health and resources in the Hell stage, and it sure as heck wasn’t fun. I assume the scrolling was done this way to accommodate co-op, which Wai Wai World offers. It isn’t more fun with two players, especially for the person who goes first and does the scrolling. It just goes to show that arbitrary co-op ruins everything. And I’m not even entirely sure it’s the WORST problem.

Here’s the second major problem with Wai Wai World:

In that picture King Kong (yes, King Kong. This game is weird) is successfully landing a punch. LOOK HOW FAR AWAY I’M STANDING FROM THE THING I’M PUNCHING! And this isn’t one of those games where that works only one way. You can’t use sprites to suss out a safe distance between enemies and the bullets they spray because the collision is universally horrendous. That, combined with the fact that most attacks have no middle frames of animation, make Konami Wai Wai World a game completely lacking in cathartic combat. There’s no OOMPH to the attacks, no sense of violence at all, and thus no immersion. You feel like you’re playing a sloppy-ass game that wants to be quirky without any of the actual charm or effort that made Konami an elite NES developer in the first place.

Even the space shooting level that happens before the final level isn’t good. This feels like a bad knock-off of a Konami space shmup. Even the boss at the end feels like it’s a deleted scene from Life Force that was cut for extreme lameness.

It’s just not a fun game to play, or to explore. Rather than being Castlevania, which I can’t stress enough this is nothing like besides the staircases, this is much more like The Goonies. Not the excellent NES sequel Goonies II, but the first one that never got an American NES release. The combat especially feels just like it: flimsy and lacking in weight. If you’ve not played Goonies 1, instead think of this as a poor man’s Zelda II. Specifically Zelda II’s dungeons, which the levels in Wai Wai World are very similar to in structure and feel. Only, there’s no hub-world and instead you use the starting screen on each stage and hidden warp zones to return to the game’s Mega Man-like level select screen.

I probably shouldn’t have used this picture because hot damn, that looks fun. I just played Wai Wai World two and a half times and know it’s a terrible game, and my brain is still telling me “look at that! Golly, that looks good!”

The basic gameplay idea is you start with the superheroes Konami Man and Konami Lady, and you have to go around looking for keys in stages that allow you to unlock the star of a Konami game that’s trapped within the stage. There’s six in total: Simon Belmont from Castlevania, Mikey from The Goonies, Goemon aka Mystical Ninja, the hero of the Famicom exclusive Getsu Fūma Den (which I’ll try to review in 2025), one of the Moai from Gradius (one of 76 games reviewed in Konami Shoot ‘Em Ups: The Definitive Review) and King Kong from another Famicom exclusive called King Kong 2: Ikari no Megaton Punch (again, I’ll try to get to it in 2025). After you save them, you do a single shmup level with Vic Viper from Gradius or the TwinBee. It’s one of the most random lineups ever, but it’s not like Konami in 1988 had a deep roster to pull from.

Dracula isn’t even a boss in the Castlevania stage, but he’s a major nuisance who absolutely spams the screen with bullets. Do you see the armor next to him? You cannot get it until Konami Man and Lady have the ability to fly. If you play the game by the universally suggested order, Castlevania is the 2nd and 7th of ten steps. Unlike a lot of Wai Wai World’s problems, this is one that I get what they were aiming for, but having the stuff just laying around doesn’t lend it that air of importance. They really needed to implement the items in a way that felt more eventful. There are some big bosses that drop keys and one even directly unlocks a new character, but it’s not enough.

It still sounds like such a neat idea, but after a while most of the characters feel too samey. Goemon stands out because he attacks almost diagonally. Simon stands out because the whip has reach. King Kong stands out because his collision box seems King Kong-sized. But, besides Simon’s whip, none of the basic attacks feel radically different, and thus none of the characters feel radically different. You’ll want to rely heavily on sub-weapons for combat. The sub-weapons use one point of ammo, except Simon’s boomerang which uses five points (that was the smartest design choice they made because three can be thrown at a time and it’s very overpowered) and Fuuma’s ninja stars, which cost three points. Each character has a sub-weapon hidden somewhere in their level, but you probably won’t be able to get a few in a single run through their stage and will have to return later. Wai Wai World has far too much backtracking, some of which is optional, and some of which isn’t. 

I had to use my standard safety configuration of sitting far from the screen and drowning out the room with lights while fighting bosses because of epilepsy concerns. I figure I should use this space to remind people that I’m partnered with AbleToPlay to help spread awareness of photosensitivity, which is going to be an issue for older games. Wai Wai World wasn’t always bad with it, but damaging bosses leads to my specific trigger of bright, white flashing. Go support AbleToPlay and sign up to help curate information on risky games, or games that are suitable for people with limited motor functions, or colorblind players, or deaf players. It’s a great idea and I’m so down with it.

For example, the easiest level in the game is Feudal Japan, where Goemon is. Find the key, slay a dragon, get Goemon, who has the highest basic attack of any character. Trust me, that comes in very handy for the rest of the game. However, in order to get Goemon’s lucky cat sub weapon, you need to have the Konami Mantle. That’s a cape that lets Konami Man and Lady Fly, which also makes them lay down and stretch out their arms heroically, which allows them to squeeze through tight spaces. The Mantle is located in Hell, which in order to get into the majority of the stage, you need King Kong, since only King Kong can jump high enough to get past one specific jump that blocks off the majority of the stage. King Kong is located in the big city. In order to enter the majority of the Big City’s stage, you need Mikey from the Goonies because only he can fit through the tiny hole that blocks off the majority of the stage.

This is where it gets kind of silly. Mikey is the only one who can fit through this hole, which appears early in the Big City stage. It’s a tried and true Metroidvania trope of “find the thing that lets you get through the small gap.” It can be done well. I have no objection to the morphing ball in Metroid. I can believe that makes total sense. But, for Wai Wai World’s suspension of disbelief to work, you have to make believe that none of the other characters can crawl. Crawling, otherwise known as that thing that babies do. And that sh*t in the picture isn’t exactly morphing ball-sized. It’s a teenager-sized gap. You mean to tell me that Simon Belmont, slayer of vampires, the man who walked into Castlevania and didn’t immediately run back out when he saw walking skeletons and the literal personification of death, can’t duck his head just a little bit to save the f*cking world? Really?

So, you have to go to the Goon Docks stage and get Mikey in order to get King Kong in order to get the cape in order to go back through a level you already beat once just to pick up a couple things you missed before. Some games can pull off this kind of design mentality, but Wai Wai World can’t, because the gameplay’s lack of excitement renders the backtracking and replays a complete slog. If the combat along the way had been good, I might have been talking about this design being genius, but instead, Wai Wai World is just so boring that it’s insufferable. It’s so frustrating because I really do get the sense that somewhere in this disaster, there’s a great video game.

The game ends on a Metroid-like “everything is blowing up” escape. You’ll want to use Konami Man or Lady and just fly through it, because if you mess up only once, you won’t have enough time to finish.

Switching characters is too clunky, as it’s done spontaneously by holding up while pressing the A button. That was silly, because it forces you to jump as you change, which causes a lot of problems in the heat of battle. You can’t pause and switch characters, which would have helped. Changing from your main weapon to the sub-weapon is done by holding down and pressing A. If only there was one specific button on the Famicom/NES controller you could use to help SELECT which character you wanted. A select button, if you will. Well, this is once again a foible of the co-op. The Famicom’s controllers are hardwired into it, and the second player controller is lacking START and SELECT buttons, and thus the crappy swapping system Wai Wai World has. Say it with me: CO-OP RUINS EVERYTHING. Why couldn’t they also have SELECT switch characters for those of us playing single player? Because guess what? They did do that, sort of! You can use select in the shmup stage to switch between the Gradius ship and the TwinBee ship.

Oh, now you’re using a logical control scheme, for one level, at the end of the game? Oh you bastards. You absolute no good rotten bastards. Are we entirely sure this whole game isn’t some kind of practical joke?

Wai Wai’s final nail is that it doesn’t even feel like a Konami NES game. It feels like one of those modern indie games that tries so hard to feel like a popular 80s style generic action game and comes so close that it triggers the uncanny valley. The best example, and this is going to sound like such a nitpicky thing, but just the act of turning around and attacking is totally different here than it is in Castlevania. When I try to turn around and attack a monster that’s right on my ass in Castlevania, I can usually do it. In Wai Wai, I usually didn’t do the “turn around” part and swung my weapon in front of me. The timing of movement and attacking is all wrong, and in a game that’s based entirely around having enemies spawn right on top of you, that’s a mortal wound. You know, I thought I was heading towards a “competent but boring” NO! verdict, but this is actually a very incompetent game. It’s so technically wrong on so many different levels that whatever the hell Konami was aiming for in terms of style and substance doesn’t even matter. You can’t play with good intentions, only the end results.

This part here, where you get Konami Lady’s sub-weapon, is one of the most broken elements I’ve seen in a game. That looks like a normal elevator in the game, but it’s actually a quick-dropping booby trap. So quick that it’s basically an instakill. You have to wait until you get the Mantle to fly down to it. Well, except the gap is so narrow and the collision so spotty that I died anyway several times from the game deciding I had landed and springing the trap when I clearly was not standing on anything. I mostly didn’t cheat playing this, but I did rewind those incidents, because that was straight-up bullsh*t.

It’s really hard to judge creative design like level layout or the potential of enemy attack patterns when the game’s flaws are entirely mechanical in nature. Of all the retro games I’ve reviewed over the last year or two, no game is begging for a quality of life ROM hack as much as Wai Wai World is. I’d LOVE to see a talented, passionate ROM hacker give this game a tune up that fixes the scrolling, collision, and movement physics. Fix two of those those aspects, any two really, and I think Wai Wai World would at least rise to the level of “solid.” Fix all three and, for all I know, this might be a historically fantastic 8-bit game. Wai Wai World is such a mess that I honestly can’t figure out what its ceiling could have been. But, what I do know is myself and everyone else who hears about this game wants it to be better than it actually is. Even as you’re playing it and coming to the slow realization that what you’re playing is actually quite crappy, you still want this premise and these characters to come together and blow you away. I don’t want a re-release of this. I want a remaster, and I want to see what happens.
Verdict: NO!

THE INDIE GAMER CHICK CASTLEVANIA REVIEW SERIES
 Castlevania (NES) Dracula’s Curse (NES) Adventure (GB) Belmont’s Revenge (GB)
Super Castlevania IV (SNES) Dracula X (SNES) Rondo of Blood (SuperCD²)
Chronicles (PSX) Circle of the Moon (GBA)  Kid Dracula (NES) Kid Dracula (GB)
ROM Hacks (NES)
Konami Wai Wai World (NES) Wai Wai World 2: SOS!! Parsley Jō (NES)

Castlevania Chronicles (PlayStation Review)

Castlevania Chronicles
aka Akumajō Dracula

Platform: PlayStation
Released May 24, 2001
Directed by Masayuki Umasaki
Developed by Konami
NO MODERN RELEASE*

*Castlevania Chronicles appears to be fully delisted from all global PlayStation platforms, but I was unable to confirm this.

Hey, if the Simpsons can get away with Halloween in November, why can’t I?

I nearly did Castlevania Chronicles for Halloween, but I lost interest thinking it was little more than a remake of the first game. Hey, I have much love in my heart for the first Castlevania, but I’ve already reviewed it, so I chose to do Dracula X instead. Besides, I didn’t even have a PlayStation emulator up and running, so all I had was my Vita, wherever the hell it is. I bought Chronicles (or got it with PS+, I don’t remember which) but I don’t remember ever booting it up. Well, Chronicles has a lot in common with Dracula X. They’re both remakes of the original Castlevania. I know that Dracula X is supposed to technically be an alternative take on Rondo of Blood, but I mean.. come on. It’s a back-to-basics Castlevania, only with new level design and “fancy” graphics that are actually pretty damn bland. That sentence is about Dracula X, but it PERFECTLY describes Chronicles, except the bland part. This isn’t just a graphical overhaul along the lines of what Super Mario All-Stars did for the NES Mario games. This has new set pieces, new bosses, removes other bosses (or demotes them to one-off mini-bosses), and features seven entirely (or almost entirely) new levels. And that’s a real pain in my ass because I thought this would be a fun little quickie review to buy me time while I work on the bonus reviews for Tetris Forever: The Definitive Review and it turns out this is a whole new game that I’ve never played before. Well f*ck.

There’s something about fighting a normal Merlin-like wizard that feels completely out of place in a Castlevania game. This is like the type of boss you’d expect in one of the Game Boy Castlevanias, and in fact, this is apparently the same boss from Belmont’s Revenge. Hell, the thing in the center of the screen, which is just an attack by the wizard, should have been the boss.

Actually, it’s worse than that, because this game was first released in July of 1993 for the Sharp X68000 exclusively in Japan as Akumajō Dracula. Castlevania Chronicles is a remake/reimagining of a remake/reimagining of a game that’s then re-remade/re-reimagined a third time. You can play the “original” game from 1993, which I was certain was going to be a beat-for-beat remake of Castlevania 1. It’s not. Then you can play “Arrangement” which I figured would change up the level design. It doesn’t. Both games are, more or less, the same game, though Arrangement’s difficulty is rebalanced. The only other difference is your character’s appearance and the final boss’s appearance. They didn’t even change the backgrounds. Here’s nearly the same screenshot above, only it’s taken in the “normal” mode.

I played this version first, by the way.

Only a few special effects have been added. The giant bat you fight at the end of the first level plays identically, but now it has a spooky motion blur when it moves. I mean, sometimes, but not all the time. Oooooh. The arrange mode is a lot easier, too, though I’d be hard-pressed to explain why. The original game ate me for lunch so badly that I opted to play with save states instead of lives, but I ran through Arrange mode only losing one life the entire time. Maybe I was taking less damage, but if that’s the case, the effect is so subtle I didn’t instinctively notice. Apparently this mode has adjustable difficulty, but I have more Tetris to play and I really thought I was playing a remake of Castlevania 1 that I could knock out in a few hours, so I never experimented with the difficulty settings. Whatever was the default is what I played on. I know that I unlocked concept art when I finished, and there’s also an interview with producer Koji Igarashi, making this one of the first games with DVD-like extras (Digital Eclipse was doing this too with their Arcade’s Greatest Hits line).

If you think this is grainy, try imagining it on the Sega CD.

Only the first level and the final battle with Dracula resembles the original Castlevania, but besides those, only tiny chunks of stages show up. The “Infamous Hallway” leading to the Grim Reaper fight is here, only it takes place in front of a crumbling mural and other spooky paintings. Fun fact: the mural can be any of the four seasons, depending on the X68000’s internal clock. The original PlayStation doesn’t have a clock, but a code can change the date, which changes the mural. The section of the final level where you have to jump over pits while fighting and/or avoiding multiple giant bats that you fought as the first boss? That’s here. And.. actually, that’s about it. In fact, all the other levels feel completely different from the original game, and so do the bosses except Dracula. Medusa is no longer just a giant head. The mummies are gone completely. Frankenstein is a one-off set-piece mini-boss (I wanted to see how many hyphens I could get in a row). The Grim Reaper is a total push-over, and Dracula isn’t far behind him. Hell, the holy water isn’t the be-all, end-all to beat the game anymore. The boomerang is much more effective than it ever has been, as it does more damage than the whip, easily.

Calling “The Creature” a mini-boss is a little unfair. He might not have a life bar or the boss music, but he IS a boss that takes about the same hits (or maybe just a little less) than a normal boss. The timing of when the electrodes wake him up is totally off, though. You don’t see it come to life, but otherwise, this is functionally a mid-level boss battle that’s more exciting and intense than a couple of the real bosses, even including the Grim Reaper. There’s other mini-boss set-pieces. A stained-glass window shatters and comes to life, Young Sherlock-style (it’s so close that it’s a safe bet the producers of Chronicles were big fans of the film), and you fight a giant skeletal spider at one point.

The biggest problem with Chronicles is it has a massive tone problem. Yes, Castlevania is inherently silly, but what I think makes the original games work is they never say “oh, we know it’s ridiculous.” All those early games, including Super Castlevania IV, are totally sincere, so what should be an absurd farce actually does become genuinely scary at times. Castlevania never gets enough credit for that, but all that crap is out the window in Castlevania Chronicles. At one point you enter.. um.. what the hell is this?

Dracula’s day care center? I guess? A gigantic play room that sees you fighting dolls and toy soldiers. Dolls can be creepy, and the dolls in Chronicles are actually some of the tougher normal baddies to deal with in the entire game. But, stylistically, it didn’t work the way they dressed it up. It feels like a satire of Castlevania, but this isn’t the only part like that. In the second-to-last level, my jaw literally dropped when skeleton jump ropes appeared. Not just skeleton jump ropes, but DOUBLE DUTCH-STYLE skeleton jump ropes. Maybe these would have been fun and frisky set pieces for the early parts of the game, but they come in the last third of Chronicles, and they’re just too absurd to hold the mood Castlevania aims for. What was the pitch meeting the monsters made to Dracula for the jump rope? “Okay, we know that the Belmonts have defeated us for, like, century after century, but hear us out! We have a plan that will surely prevent this Simon character from ever making it to you. You know how nobody likes exercise, right? Well, what if..”

This was apparently not a fever dream I had. I double-checked and everything! This is real! That or I just uploaded a picture of a blank screen and my readers are checking with friends to make sure I’m okay.

If I didn’t know better, I’d think this game came out in the 2020s. It’s Castlevania based around subversion of expectations. Like you know the first piece of meat you find in the first Castlevania game? I gave that a whole paragraph in the Castlevania review because it was the perfect example of how to educate a player. They put a bat in front of it in order to assure players whipped the wall, revealing the meat and showing that Castlevania is a game with breakable walls. Well, that wall is back in Chronicles, only when you whip the wall, this happens now:

Since it’s hard to see them, yes, those are the jumping men. An endless stream of them, and that’s not an exaggeration. Tons of them keep spilling out until you leave the room.

That’s just a dick move extraordinaire right there. What’s frustrating about stuff like that is Castlevania Chronicles is, more often than not, pretty dang clever with its level design. This isn’t a half-hearted assortment of platforms and staircases, like Dracula X. Chronicles is solid from start to finish. I just beat it twice, and I could have kept going and challenged the time attack modes (unlocked after beating Arrangement) without being bored. It’s certainly not perfect. The difficulty curve is all over the place and some needless last pixel jumps somewhat spoil the fun. The new bosses are a little on the generic side, with the exception of the best werewolf fight in Castlevania. It takes place in front of a clock, and it actually throws the numbers off the face of the clock at you, then grabs the minute hand and uses it as a melee weapon when it’s down to its final ticks of health.

The remake of the original final battle with Dracula includes no real surprises, which was a bit disappointing. Hell, the final form doesn’t even have a different sprite in Arrangement, like the first does. However, I love how big the boss is, so I’ll let it slide.

I won’t say that Chronicles has a bad reputation, as contemporary reviews I think were more middling thanks to the timing of release. People wanted new in 2001, not old. The PlayStation 2 was already out by the time Chronicles was released, and the GameCube and Xbox were literally just about to come out, but Castlevania wasn’t so old that it qualified as “retro.” Had this come out today, in 2024, I honestly think it’d get 9s and 10s from critics. Instead of a “bad reputation” I’d argue that Chronicles has the WRONG reputation. It’s just not a remake, period, end of story. Try to imagine it as the REAL Castlevania II that happened just before Dracula’s Curse. On those terms, Chronicles is actually kind of the perfect sequel.

It also makes a lot of bone-headed decisions, like having the skeleton spider, a one-off set piece, be obscured by the status bar. We might reach the remake singularity, but screw it: someone really ought to remake this again, because this is easily the most underrated of the linear Castlevanias.

If this had an entirely different first level, they could have done exactly that, retconning Simon’s Quest out of existence and substituting Chronicles as “Castlevania II: Simon’s Chronicles” or something like that. There’s more levels (eight instead of six), better combat (you can whip downward and down-diagonal when you jump) and bigger set-pieces, but there’s still a direct line between the first game and this one. A subtly of evolution that makes it succeed in a way the Dracula X could never have hoped for. I wanted a little review to buy me time while I work on Tetris, and instead, I found one of my favorite Castlevania games. Chronicles isn’t just underrated, but CRIMINALLY underrated, and worth a look, even if it’s too silly for its own good.
Verdict: YES!

THE INDIE GAMER CHICK CASTLEVANIA REVIEW SERIES
 Castlevania (NES) Dracula’s Curse (NES) Adventure (GB) Belmont’s Revenge (GB)
Super Castlevania IV (SNES) Dracula X (SNES) Rondo of Blood (SuperCD²)
Chronicles (PSX) Circle of the Moon (GBA)  Kid Dracula (NES) Kid Dracula (GB)
ROM Hacks (NES)
Konami Wai Wai World (NES) Wai Wai World 2: SOS!! Parsley Jō (NES)