Castlevania II: Belmont’s Revenge (Game Boy Review)

CV2GBCastlevania II: Belmont’s Revenge
Platform: Game Boy/Game Boy Color
Released July 12, 1991. Missed my 2nd birthday by a day.
Designed by Toru Hagihara & Yukari Hayano
Developed by Konami
Included in Castlevania Anniversary Collection
Included in Konami GB Collection Vol 3 (JP) or 4 (EU)

“Are you sure about that? The sickly yellow background has me quite motivated!”

It’s not like Konami had a massive hill to climb when it comes to improving Castlevania Adventure. “Don’t be so bad you’re in the discussion for worst video game ever made.” No biggie. And Castlevania II isn’t. If anything, it might be the best Game Boy title I’ve reviewed yet. Does it feel entirely like a Castlevania game? I’m not so sure. At least you encounter a skeleton this time. I mean, as a basic enemy. There’s also a double skeleton dragon boss that feels more like a Gradius boss repurposed as a platforming boss. Otherwise, that’s really it. One skeleton. No, bats and ravens don’t count. Neither do the mermen or mudmen. “There’s Jellyfish!” 😶 Seriously? Why are those even in Castlevania at all? “They’re evil jellyfish things!” Sigh.

By the way, maybe the best looking Game Boy platformer. Stick with the black & white version, which fits, right? It was a black & white movie that made Dracula a major pop culture icon, after all. It works so well for Castlevania. Dare I say, the lack of color actually benefits the theme. I wouldn’t want this EVERY game, but it sure does a better job of setting the mood than the choice of enemies does. Speaking of choices, whoever picked the color schemes for Konami GB Classics in Europe really did a lousy job. It’s not having color, but the choice of colors, that really hurts Castlevania II more than it helps it, in my opinion.

Come on! I want to fight the undead! That’s the whole point of Castlevania, right? Spooky settings! Without that, it’s just any other action game, right? Well, I suppose ANY monsters count, but for some reason, it’s the ghouls, skeletons, and the Grim f’n Reaper that make it feel like a Castlevania, at least for me. Sadly, in terms of setting and atmosphere, this could mostly pass for any other generic action game, albeit one that happens to have a whip, candles, and a pair of sub weapons from the famous franchise Castlevania. It still has a bit of an off-brand Castlevania vibe, like the Master of Darkness people were given the rights to try making the real thing. Actually, that’s not entirely fair. Master of Darkness, lame and overrated as it is, feels closer to Castlevania than this does. But, this is the better game, and that’s all I care about.

This is it. The one skeleton enemy, and it’s a wily thing that jumps from rope to rope. Yea, yea, it’s a petty thing to bitch about.

The tone really isn’t helped by the lack of grit in the first four levels. The unfathomable decision was made to make the first four levels non-linear, Mega Man style. So, this Castlevania doesn’t scale at all until the game is over halfway finished. A vastly underrated aspect of Castlevania 1 and Castlevania III is the stellar job they both do of building the challenge. Scaling, when done properly, builds the excitement. Well, that’s gone here, as the first four levels lack anything resembling a sense of progression. Mega Man gets around that by adding abilities. What Castlevania II should have done was remove item drops and have you gain a new sub weapon with every boss defeated. The knife and stopwatch aren’t in this. It would have been so easy to both add them and add sections just for them. Without something like that, being able to take the four levels in any order turns them into nothing more than a checklist. And since I’m being nit-picky, one understated side-effect of this is there’s no opening level. Castlevania games often tend to have amazing first levels. That’s gone too, and for no good reason.

Apparently the ritual that revives Dracula involves four non-Vania castles which are, I’m not joking, Crystal Castle, Rock Castle, Cloud Castle, and Plant Castle. So uh, where are these in other Castlevania games? How come nobody ever tried this ritual before. Wait.. hold on.. is that what Atari was doing with Crystal Castles? Is the bear trying to bring back Dracula? They need to make this canon. And I want to kill the bear with a Belmont. I’m dead serious, and possibly mad.

Unlike Castlevania Adventure, you have sub weapons this time. Two, in fact, and like the two non-awful NES games, they’re insanely overpowered. With them, the first four bosses are total pushovers. If you play the US version, the 5th boss is too, provided you have the axe. If you play the Japanese or Game Boy Color version included in Konami GB Classics Vol 4 (in Japan the order is different and Castlevania II is in Konami GB Classics Vol 3), the 5th boss is the first instance of Castlevania II showing its teeth, but then the 6th boss is a cinch, provided you have a boomerang. Why not just bring the axe to the fight in Japan. Because the sub-weapons are different depending on which region you’re playing. Of all the stupidly weird, unfathomable design choices, this is.. one of them. The holy water is in all versions, but only Japan and Europe got the boomerang. The United States got an axe, which can hit the 5th boss when he’s inside a wall. The boomerang is big and covers the full screen, so you don’t have to be very accurate. Until the 5th boss, it really was a wash which version got the better deal. After that? Nah. I’d rather have the axe. Except, wait, the boomerang is better for Dracula. GODDAMMIT, see, this should have been a decision players get to make IN the game, not when choosing which version to play.

This was my only death in my second playthrough. The fifth boss is an auto-scrolling segment with a dragon that jumps around to different entrances. You have a very brief window to hit it, but its body is so long that it’s hard to avoid taking damage from being auto-scrolled into it. Except, in the United States, the axe can damage the vulnerable head even when it’s not in the gap. It significantly nerfs the boss. That’s not an option in Japan or in the Game Boy Color version.

There’s really only two “tough” segments, and maybe three, in the entire game. The dragon above (and only in the JP/EU builds), the 6th boss (and only in the NA build), and the final fight with Dracula are the only parts that ever made me sweat. The rest of the game is built mostly around rope-climbing set pieces. That sounds absurd, but trust me, it’s better than it sounds. While this Castlevania still feels slow and heavy, it’s not to the point that it’s unenjoyable. It’s fine now. There’s little in the way of last-pixel jumps, and there’s no ridiculous extended escape sequence. All the new ideas work. There’s an extended sequence with ropes attached to pulleys (don’t worry, they’re evil pulleys) that’s based around precision movement and timing and it ended up being one of my favorite Castlevania set pieces EVER. It’s really good. In fact, all the rope stuff is really well done, pulley or no pulley.

Dumping the notorious Castlevania staircases was probably the wisest choice in the game. The ropes just make for a more fun game, even if it logically closes off some more complicated design options. The only thing missing is a boss that you fight while on the ropes. I think they probably should have tried it. They did a good enough job with the level design, which legitimately is about 50% rope-based, that I have faith they could have come up with a clever and intense boss battle on the ropes.

Even the spiders are awesome, which is a sentence I never imagined I would say. The spiders apparently spin rope instead of silk, because whatever they’re pooping out can support your weight. The twist is, if you kill the spiders, whatever length of rope they made is all you have, and sometimes, you really don’t want to kill them. It’s very clever. While the combat never really impressed me, all the platforming stuff is top-notch. If the first Castlevania game was really a combat-focused game that occasionally had platforming bits, this is the platforming Castlevania occasionally interrupted by combat. I found Castlevania II’s offensive game to be mostly underwhelming. Not fully, as there’s some intense moments, but it was still off. The fireball from Adventure returns here, I guess because they couldn’t do the length of the whip upgrades. They even returned a few creatures from Adventure, like the fireball spitting stumps (don’t worry, they’re evil stumps) and the Night Stalkers. Bringing them back was probably smart, since those two creatures are the only ones that ever pose a legitimate threat. Most of the action is timing-based, but like with Kid Dracula, it just works.

Killing the spiders leaves the ropes, but the jumping is still tough to judge, especially off the ropes. Speed jumping off the ropes is a big part of the level design in multiple sections.

While the bosses are still mostly push-overs, Castlevania II does a much better job of making them feel like “moments” than Castlevania Adventure did. However, there’s a few missed opportunities. Not one but TWO bosses are actually two different creatures that are fought at the same time. In both instances the dual bosses share one life bar, so killing one wins the whole battle. Weird thing to complain about, maybe, but it just feels like they’re not quite as immersive as you’d hope. Also, the final battle with Dracula is pretty ridiculous. He surrounds himself with huge spinning orbs that fly off in all directions, but in a circular way that makes them hard to dodge. It’s the only point in the game where I felt the collision wasn’t spot-on. But, in my second playthrough, I beat him on the first try. I lost to him so many times on the black & white version I had to reload my save state, and I had like eight lives going into it.

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It’s funny that Konami was on such a cold streak this year at IGC. Parodius on the MSX got a NO! Monster in my Pocket got a NO! The DOS version of Simpsons Arcade got a NO!Ā along with the US ROM for Simpsons Arcade Game. Rollergames got a NO! twice in one review. The Lone Ranger got a NO! Even NES sacred cow Tiny Toon Adventures got a NO! In fact, before the Contra/Castlevania marathon I’m on right now started, I’d only given one Konami game a YES! in 2024. It was for the Japanese version of The Simpsons Arcade Game. This marathon reminded me that Konami was once an elite developer. I’m not a huge original-generation Game Boy fan. It’s just not for me. But Konami has absolutely proved their bonafides this week with THREE elite games, and honestly I think Castlevania II is the best of the three. Better than Operation C, easily, and I think better than Kid Dracula. It might not completely feel like a Castlevania game, but as a one-off spin-off based around ropes, it’s a LOT of fun. The ropes and the focus on timing and accuracy means you could just as easily replace the “scary” stuff with Indiana Jones and it’d work as an Indy game. Not just that, but probably the best Indiana Jones game ever. You can even keep Dracula. Hell, if Indy can fight aliens, why not The Count too?
Verdict: YES!

THE INDIE GAMER CHICK CASTLEVANIA REVIEW SERIES
Ā 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) Ā Kid Dracula (NES) Kid Dracula (GB)
ROM Hacks (NES)
Konami Wai Wai World (NES) Wai Wai World 2: SOS!! Parsley Jō (NES)

Operation C and The Castlevania Adventure (Game Boy Reviews)

Operation C
aka Contra in Japan
aka Probotector in Europe
Platform: Game Boy/Game Boy Color
First Released January 8, 1991
Designed by Toru Hagihara & Yukari Hayano

Developed by Konami
Included in Konami GB Collection Vol 1
Included in Contra Anniversary Collection

The Castlevania Adventure
Platform: Game Boy/Game Boy Color
First Released October 27, 1989

Designed by Masato Maegawa & Yoshiaki Yamada
Developed by Konami
Included in Konami GB Collection Vol 1
Included in Castlevania Anniversary Collection

In terms of graphics, this is one of the first great looking Game Boy games.

“Operation C? That’s a funny way of spelling Contra Force, Cathy.” Yea, here’s the thing: I haven’t posted a new review in a few days, but I’m also not ready to finish writing-up Contra Force. It’s one of those games that requires multiple play-throughs and lots of note taking. It’s bad, but not in a simple way. It’s both “complicated bad” and “bad, but in a way that could have just as easily been really good” and reviewing games that fit both those bills is easily the hardest part of what I do. Since I want to keep the content drip coming, I need a game that’s “uncomplicated good.” Thankfully, the Contra franchise is full of those, so the marathon continues uninterrupted. Except, it’s Halloween week, so I need to transition smoothly to Halloween-appropriate games. Well, again, that’s easy. Because these games complement each-other for all the wrong reasons. Operation C really proves how good the Contra formula is. Even with the game chopped-down to five levels, only three of which are side-scrollers, by golly, it’s still Contra. If amputated, colorless, laser-less Contra is still a good game, it’s a safe bet that we should be talking about this as one of the greatest classic gaming franchises of all-time.

How about it? A boss in the top-down levels that’s better than 90% of the top-down stuff from Super C? Yea, this slaps.

There’s not a ton to say about Operation C, but getting the obvious out of the way first: it’s probably the easiest Contra. I only died once in my warm-up game, making it all the way to the elevator section of the final level when, what is and isn’t a safe distance between you electric gates that come out of platforms isn’t clear. I think the problem is the beams squiggle but their collision boxes are one straight line. In my second playthrough, I aced the game without dying. I didn’t bother to do the “can I beat it without autofire” test because my hands are killing me. Too much pinball. Oh, and at this point, I should note that the second play-through was on the Game Boy Color-enhanced European exclusive release Konami GB Collection Volume 1, which has some ugly ass use of color.

Think that’s bad? You might want to put on sunglasses for this next one.

What’s especially weird is that the collection still uses the Probotector name, but unlike the original European version of Operation C, it just stuck with the Contra characters instead of re-spriting them as robots.

Yea, that’s pretty bad. Still not as bad as Castlevania’s logo looking like it’s ready to suit-up for the Los Angeles Lakers, but I’m getting ahead of myself. Operation C isn’t just missing levels. The machine gun is gone. The laser is gone. Even the rapid fire and invincibility are gone. There’s only three guns, one of which is new and one of which is changed. The spread gun starts with three bullets but, if you collect a second spread item, it becomes five. I’m pretty sure it’s the only one of the three that upgrades like that. The flamethrower is like the flamethrower from Super C, only it can’t be charged-up. A brand new gun, the homing gun, manages to nerf Operation C even more than spread. You fire heat-seeking bullets that seem to always pick the optimal enemy. Overpowered? Sure. The most overpowered gun in the franchise so far. But, at least it’s fun to use.

Can’t stress enough: the top-down levels have made the jump from “elephant in the room” to “legitimate highlight.”

Really, the best thing I can say about Operation C is that, like the two NES games, the designers were wise enough to optimize for FUN instead of blow-harded challenge. The game might be too easy, but I just played through it twice and I wasn’t even a tiny bit bored. Hell, the top-down levels are stronger than Super C’s. Most of the bosses are pretty fun to fight. The final two bosses, a generic tall alien that flies and a tube with some kind of alien that doesn’t even fight back or have any offensive move close the game, and I wasn’t a big fan. Too generic. The jumping is also harder to clock than the NES games, but Operation C is still probably one of the better NES-to-Game Boy efforts. It feels like a smaller, black & white version of the console games everyone loved. You can’t say the same about the first Castlevania release on the Game Boy.

Oof. When players are more scared of having to start over than they are of the settings, you’re doing Castlevania wrong.

Since it’s Halloween time, it’s time for me to move off the Contra marathon for the rest of the week and hit up Castlevania for the second straight year, and there’s enough classic Castlevanias for me to make this an annual tradition for a few years at least. Nice. Not so nice is starting 2024’s Halloween run off with THIS. Now granted, The Castlevania Adventure released over a year before Operation C. Konami had a lot more time to familiarize themselves with the Game Boy to assure their Game Boy Contra felt like a Contra game. In the United States, Castlevania Adventure was released only ten days before the first Christmas of my lifetime. By the time this thing had to go to manufacturing, Konami probably had an inkling that the previously snickered-at Game Boy was going to be a massive hit and the most desired gift for their target audience of 1989’s holiday season. Well, what kid wouldn’t want a handheld Castlevania? Even if what the series was hadn’t exactly been established. This beat Dracula’s Curse to the market in Japan by a couple months, so technically, the series up to this point was the NES game, the wonky and weird RPG-like Simon’s Quest, the exploration-based Vampire Killer for the MSX, and the unimaginable trash fire that is the arcade Castlevania spin-off/remake known as Haunted Castle.

What WOULD be the best idea in the game, hidden rooms like the one I’m going into here, is significantly muted by the total lack of non-whip weapons. They’re rooms with life refills and maybe a 1up. Whoopie.

So, saying that Castlevania Adventure does a poor job of being a Castlevania game isn’t entirely fair. What WAS Castlevania in 1989? Arguably, the only unifying aspects are the whip, a gothic horror tone, and Dracula. Hey, those are in this game! Good job. And yet, there’s something sinister about Castlevania Adventure, because it sure looks like it’s going to be fun in screenshots. Hell, I’d go so far as to say it looks great! Arguably the best looking Game Boy release of its first year. But, that becomes cruel, because playing Castlevania Adventure is the pits. Christopher Belmont must be one arthritic mother f*cker because he moves like his limbs are full of sand. Castlevania Adventure’s movement speed is roughly on par with any other game’s speed on levels where you get stuck waist-high in water or quicksand. That’s when the game is moving full speed. Castlevania Adventure frequently suffers from bouts of slowdown. This often happens while you’re in the middle of jumping. That’s sort of a big deal when the designers decided to make the #1 method of difficulty last pixel jumps and single-block-wide platforms.

This would have been the most clever bit in the game. There’s giant eyeballs that, when whipped, explode like seen here. Okay, neat, except they lead to more last pixel jumps. It’s not a last-pixel jump to jump over them, so I opted to do that. As if to troll me, it started sending two out. You’re not exactly nimble with the jumps, so I had no choice but to whip them. And it made the above gaps in the platform. Oh, and this was a dead end too. Yea, there’s a level with dead ends. I hate this game.

I have no doubt that Castlevania Adventure is the worst game in the series. I’ve played Haunted Castle, and miserable as that game is, at least it’s not as sluggish or boring as this. Even the exciting parts are ruined by going too long. After about one-third of the third level, the game becomes an auto-scrolling race against a rising spiked floor. This goes on FOREVER, and even after reaching the top, the race isn’t over. Then you have to race against the right wall moving in at you. It actually was very exciting.. for about a minute. But then it just kept going until it was exhausting, and then kept going even further until all the joy of surviving had been sapped from it, and it was STILL GOING. It also didn’t help that in the Konami GB Collection version I played, the same ugly banana yellow background from Operation C had returned.

Seriously, why? Who thought this was a good idea?

I think it was probably a good decision to review Operation C and the Castlevania Adventure as a pair, because I walked away with the impression that Castlevania had to die so that Operation C could live. Everything that you could possibly complain about with one is fixed in the other. I don’t expect the Game Boy to have peppy, fast-paced games, and Operation C isn’t. But, compared to a lot of 1989 – 1992 games, it stands out among action games for coming the closest to an NES-like pace. Castlevania Adventure only has four levels, but it feels much longer, and not in a good way. There’s almost no strategy or individualism to the game because there’s no sub-weapons. It’s just a matter of getting from point A to point B, and the only aid you get along the way is a fully upgraded whip can shoot a fireball that literally bounces harmlessly off the first boss. The bosses in Operation C are big and enjoyable to fight, even if they’re easy. The bosses in Castlevania Adventure, easily the highlight of the game, are average-at-best, and some are smaller than you are.

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Sometimes I play black & white Game Boy icons and think to myself “I’m so lucky I grew up with the Game Boy Color.” By that point, most studios knew how to build fun games tailored to its strengths. But, that was happening long before I got my first Game Boy. Even the Jetsons Game Boy title was really well done. I wonder how much of my own impression of Game Boy was soured by having bad luck with the black & white games I got to play before I started running through retro games on this blog? One of the first was Castlevania Adventure, and I hated it. I hated its sloth-like pace. I hated its jumping. I hated the level design. It might not be the worst game ever made, but it’s one of the most unlikable. Even if you pretend it’s not a Castlevania game, it doesn’t work as an action game. It’s too slow and clunky to be white-knuckle. It’s just a really awful game.

The final level, which was easily the best, was also the only one that didn’t feel like time itself started ticking slower. It rises to the level of “okay.” The problem is you have to play three of the most boring levels in video game history to experience it.

In the case of Operation C, I don’t think a kid would have much regrets with it. It looks like Contra. It plays like Contra. It has all the tropes of Contra. With Castlevania, I think I would question whether this series is for me or not. It seems like it would make any car trip or down time feel longer. It comes across like a bad knock-off of Castlevania. It doesn’t even have skeletons to fight. The enemies are dull. The lack of sub-weapons assures there’s nothing to break-up the tedium. The bosses are too easy, at least until Dracula shows up and hovers above instakill spikes. But the platforming is so heavy feeling. It’s like you have sandbags tied to you, and the whole game is based around how crappy that is to play. Amazingly, another trick they use is having platforms fall quickly underneath you, which is dirty pool given that the controls are unresponsive. Castlevania Adventure IS fine tuned, but not in a way you want from a game. They built terrible movement and jumping physics, then tailored the game around that instead of fixing the damn movement. And yea, sinister is the right word, because you wouldn’t know this from a screenshot. It looks like Castlevania. But it ain’t. It’s an official off-brand Castlevania, and one of the worst games I’ve ever played.
Operation C Verdict: YES!
The Castlevania Adventure Verdict: NO!

THE INDIE GAMER CHICK CASTLEVANIA REVIEW SERIES
Ā 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) Ā Kid Dracula (NES) Kid Dracula (GB)
ROM Hacks (NES)
Konami Wai Wai World (NES) Wai Wai World 2: SOS!! Parsley Jō (NES)