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
 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)