This entry into the Castlevania series for the Super Nintendo is still one of the best.

User Rating: 9.2 | Akumajou Dracula SNES
First generation games of a new console system can sometimes have a tendency to poorly utilize the new features inherent with the next-generation technology. The big deal with the Super Famicom and Super Nintendo Entertainment System was, among other things, the ability to scale and rotate pixels, capabilities which were collectively described as Mode-7. Preceding the days of polygons, the idea was a step toward creating convincing 3-D effects and environments. Fortunately, many of the games first out of the gates put Mode-7 to great use. Super Castlevania IV by Konami was one of those games. SCV4 continues the story of Simon Belmont, the vampire hunter who thwarted Dracula on at least three prior occasions on the NES. The bloodsucker who refuses to die is once again posing a threat to the bustling metropolis known as Transylvania, having been resurrected after an annual 100 year nap in the ground. Anticipating Simon's recurring role as chief meddler, D has enlisted the help of new blood and old friends to provide the pesky hero with as much grief as possible. Classic horror stars such as Frankenstein and The Mummy make an appearance, as well as several dozen enemies from the previous three games, such as the Medusa heads, skeletons (including the immortal blood-stained blokes), and of course bats. Added to the baddie roll are rock golems, flying horse-heads and a rampaging buzz saw. More on that last one later. Now, I don't know if the back stories from the prior games are consistent in terms of continuity with this game, but provided that the Count appears every 100 years as per the game's intro, that would make Simon--who has appeared in all of these Castlevania titles up to this point, *at least* 300 years old (*edit: actually, I'm wrong. Trevor Belmont starred in CV3, so shave off a 100 and we still have one old fart of a Vampire Killer). He certainly contradicts this if looks are anything. I mean, I expect a 70 year old vampire hunter to be looking toward retirement, spending their twilight years harassing wenches at the local tavern. Yet here's Simon, still getting up in C.D.'s grill, wearing no pants even. I suppose the story or Belmont's inexplicable immortality doesn't much matter, but in his defense he might just be one of those Bowflex people. Surely you've seen that commercial with the 50 year-old hottie? SCV4 plays very similar to its ancestors but has some unique differences in regards to controlling Simon Belmont. For example, Simon can now throw his whip in any direction. This much welcomed change gives the player the ability to dispatch enemies above and below, often in relative safety. The whip can also be twirled in a 360 degree motion in front of Simon, which provides a very effective defense against destructible projectiles. He can also use the whip to swing from specific points in a level which are represented by a conspicuous ring projecting from the walls. Aside from all of this, Simon can now slowly crawl while in a crouched position, which is an effective means of evading certain enemies and necessary to transverse particular parts of some levels. The overall adventure is very similar to the first and third games and is linear in nature. The player guides Simon from the outer-courtyard of Dracula's castle, through the various halls and chambers contained within, leading ultimately to the latest confrontation between the Belmont Clan and the sharp-dressed stranger of pale skin and pointy teeth. The quest is broken up into several stages, each usually containing multiple substages, all of which lead up to some kind of boss fight. Along the way players can collect the traditional special weapons to aid in the battle; namely the axe, dagger, holy-water and boomerang. These are still powered by collecting hearts, which appear through the time-honored means of whipping at candles that coincidentally do nothing at all to light the way. As was the case in CV1 and 3, these special weapons can be boosted by multiplier power-ups, which allow the player to use up to three at a time. With exception of the second game, time is still of the essence though throughout my experience I never ran out of time once. Castlevania IV's graphics have stood up fairly well against the test of time. While Simon does look a bit pixelated when compared to the sharp representation of say, Alucard in Symphony of the Night, you can still clearly see that he's not wearing any pants. Plus, the visual elements in almost every level are consistent and fit the game's overall theme of horror. Further, as mentioned before SCV4 does a good job at implementing the SNES's Mode-7 capabilities. In one level, the background revolves vertically around the player, producing the semi-convincing effect of moving through a chaotic and precarious cylindrical room. In another, a portion of the level involves leaping from gigantic, swinging chandeliers, made possible by the rotation functions of Mode-7. Certain enemies behave in unique ways thanks to the hardware's scaling capabilities--for example, when Simon dispatches a creature resembling a sort of phantasm, it stretches to the length of the screen in dramatic fashion before vanishing. The game does a good job in the audio department as well. There's stereo sound abound (which at the time was a big deal compared to the NES's mono output), and the SNES's sound chip provided Konami the means to produce some very memorable scores. Some of the background music is drawn from the previous games, though by comparison they sound immeasurably better. The sound effects in SCV4 complement the on-screen action, with a few distracting if minor exceptions. So what's really not to like? Nothing major, really, provided you don't mind that Castlevania IV employs some silly old-school conventions such as the dreaded bottomless pit. Of particular annoyance is the inability to move in the down direction on certain levels, lest you wish to suddenly die. While forcing the player to move upwards surely adds to the challenge, it doesn't seem very sensible. A platform that was below the player a moment ago can inexplicably vanish as a result of causing the screen to move vertically either by jumping or climbing stairs. Add a rampaging buzz saw to these kinds of situations and you have a recipe for testing one's patience. In a later point in the game, the player must climb decrepit staircases that crumble while you ascend them, all the while being chased by some kind of possessed, over-grown saw blade which slowly follows Simon to the top of the level. One hit from this power tool from hell effectively translates to loss of life, though it doesn't kill you instantly. What it does do however is eventually knock you off into the vertically-challenged abyss. As a result, the player must start again from the very bottom. Cussing helped this reviewer from losing his cool, though your mileage, if not your interpretation of staying cool, may vary. All things considered though, the minor gripes can't bring down what is one of the more enduring classic SNES games, and arguably 2nd only to Symphony of the Night when considering the best of the series.