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[Retrospective] ‘Super Castlevania IV’s’ Vampire Killing Power Remains Strong Three Decades Later

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The iconic North American/European box art by Tom duBois

It was only last month that we looked back on the original Castlevania, which after 35 years, still remains one of the Konami’s best NES games. And, after a sequel that, while initially maligned, laid the groundwork for what was to come for the franchise, and a third entry that is still praised as one of the very best games ever on the NES, where do you go from there? For Konami and director Masahiro Ueno, you looked ahead to the SNES with Super Castlevania IV, which was first released on Halloween in Japan back in 1991.

For Ueno (known in the credits as Jun Furano, as Konami didn’t allow the team to use their real names at the time), Super Castlevania IV (once again titled Akumajō Dracula in Japan) was his first 16-bit title, which was being developed in parallel with Castlevania III. Ueno was a fan of the original game, and wanted to make the sequel “a pure action game”, with none of the RPG elements from Castlevania II. The end result was released not long after the SNES debuted in North America, and was an instant hit.

Castlevania IV is essentially a retelling of the original game (Ueno considers SCIV to be a remake of the original game “to some extent”), but with some expansion. Set against the backdrop of Count Dracula having been awoken from a 100-year slumber (when the forces of good mysteriously weaken), vampire hunter Simon Belmont must now embark on a quest to destroy the vampire and free Transylvania from Dracula’s power. Only now, Simon must make his way through eleven stages instead of the original’s six, and must actually make his way to the castle itself.

Obviously, with the jump to the 16-bit SNES, expectations were high for improvements. Ueno and his team initially didn’t have the SNES dev kits, and as a result had to sketch the levels out on paper. Eventually, once they got a hold of the kits, production involved experimentation with the the SNES’ abilities, including the console’s famous Mode 7, which allowed for scaling and rotating of sprites.

Compared to the original, SCIV‘s gameplay was smoothed out to ease the frustration of players. Simon doesn’t move as stiffly as before, and players could now control Simon in mid-air with his jump. Players were also now granted the ability to whip in eight directions, as well as have more control while climbing stairs. You could even now crawl forward while crouched, and even jump on and off stairs. The special weapon now had its own assigned button, and you could now hold the attack button to have the whip become slack to allow players to flip it around to take out projectiles and minor enemies without having to waste time with the whip’s wind-up. As part of the experimentation, Ueno’s team instituted grappling mechanics that allowed Simon to attach his whip to specific hooks to make his way across large gaps, as well as have something to hang onto for certain situations.

The increased power of the SNES also allowed for larger and more detailed sprites, meaning Simon finally resembled how he appeared on the game’s box art. Enemies are also given the graphical upgrade, allowing for cool effects like skeletons exploding into bone showers when killed, mudmen splitting off into smaller versions when hit, enemies appearing out of the background to attack you and more. Bosses were also given the love, as they were larger, more detailed and more inventive in their design. You had the Zapf Bat made out of treasure that dropped coins as it moved, the massive stone golem Koranot (which was actually a background layer) that would splinter off rocks and shrink as you hit it, and the giant skull Puweyxil (read the name backwards) and its massive tongue that by the same token would chip off bone fragments as you damaged it.

Likewise, the levels also received their upgrade. No longer was a Castlevania game limited by browns and greys, as the game’s levels were massive as they were detailed. Water now dripped while in the caverns. Vines grew up and snaked around cast iron fencing that erupts from the ground. Simon now had to jump from giant chandeliers, or navigate spike-filled rooms that rotated at a moment’s notice (again, the power of Mode 7). Fancy new things like transparency were incorporated. Backgrounds were more detailed and had animation. In the very first stage, you could now move between the foreground and the background via the doors.

And no, you can’t talk about Super Castlevania IV without talking about the absolutely legendary score by Masanori Adachi and Taro Kudo (credited as Masanori Oodachi and Taro in the game’s credits). Not to take away from the superb sound design, which has all of the whip cracks, howls and bone rattling you could ask for in a Castlevania game, the score combines longtime fan favourite tunes, as well as introducing new fan favourites. Ueno desired to make the music and sound effects contribute to the game’s “spooky and real” atmosphere, and it succeeded. While “Vampire Killer” opened the original game, players were just as energized and psyched up once “Theme of Simon” started after the drawbridge closed and the iron fencing appeared. It was a technical marvel that Konami’s sound team were able to program the organ, bass drums, flute and more into such an early SNES title. And the soundtrack to this day still holds up to modern games. And while this game’s rendition of “Vampire Killer” isn’t quite up to the original for yours truly, Super Castlevania IV‘s version of “Bloody Tears” is absolutely amazing.

As was the case for a lot of titles on Nintendo’s consoles at the time, the game was censored before going outside of Japan. Prior to the North American release in December ’91, the cross on Dracula’s gravestone was removed, as was the dripping blood on the title screen. Blood was also changed in the sewers was to a green slime. As for the dreaded nudity, topless statues were covered up, and Medusa had her nipples removed (though she still had her breasts).

With all of this praise for SCVIV, it’s easy to overlook the fact that the game does have some flaws to it, ironically some introduced with the improvements. Whereas the original Castlevania had a deliberate learning curve to the way Simon moved and attacked, it tied also to the size of Simon’s sprite. With the sprites now larger in Super Castlevania IV, there are points in the game where due to Simon’s size, the game can feel “cramped”. This is probably most noticeable during boss fights with Koranot and Puweyxil, where your size limits your manoeuvrability in dodging the raining debris. Also, because of the use of the directional whip, there are some enemies that can be “exploited”. You can simply droop your whip so that it hits an enemy below you, eliminating the frustration found in previous games where you could be attacked while on the stairs. This, which combined with some of the earlier boss fights, does lessen the difficulty of the game in spots. Which, to be fair, is what Ueno wanted. He felt that the original game was “a bit too difficult” and frustrated players.

Ueno also favoured the original Castlevania over Castlevania III, and as a result, the features of multiple playable characters and the multiple paths introduced in Castlevania III were omitted. Had Castlevania III already been released prior to the start of production on Super Castlevania IV, Ueno admits that he would have implemented the branching paths to give players more of a sense of exploration as in the previous two NES games.

Nonetheless, Super Castlevania IV was acclaimed by critics and fans upon its release, and remains a staple on many gamer’s list of not only one of the best SNES games, but also one of the best games ever. While Castlevania‘s difficulty was part of its charm, Super Castlevania IV focuses less on the difficulty, and more on style and atmosphere. And, apart from some deviation with Dracula X: Rondo of Blood, Super Castlevania IV remains the epitome of the original Castlevania gameplay style. SCVIV is still a blast to play today, with the game’s music demanding that you stop and listen for 5 seconds or so, or to analyse the sheer beauty of the graphics, which are still impressive. If you have to play a horror video game this Halloween, you certainly can’t go wrong with Super Castlevania IV.

Credit to Retro Gamer Magazine Issue 119 for key information.

Editorials

‘Amityville Karen’ Is a Weak Update on ‘Serial Mom’ [Amityville IP]

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Amityville Karen horror

Twice a month Joe Lipsett will dissect a new Amityville Horror film to explore how the “franchise” has evolved in increasingly ludicrous directions. This is “The Amityville IP.”

A bizarre recurring issue with the Amityville “franchise” is that the films tend to be needlessly complicated. Back in the day, the first sequels moved away from the original film’s religious-themed haunted house storyline in favor of streamlined, easily digestible concepts such as “haunted lamp” or “haunted mirror.”

As the budgets plummeted and indie filmmakers capitalized on the brand’s notoriety, it seems the wrong lessons were learned. Runtimes have ballooned past the 90-minute mark and the narratives are often saggy and unfocused.

Both issues are clearly on display in Amityville Karen (2022), a film that starts off rough, but promising, and ends with a confused whimper.

The promise is embodied by the tinge of self-awareness in Julie Anne Prescott (The Amityville Harvest)’s screenplay, namely the nods to John Waters’ classic 1994 satire, Serial Mom. In that film, Beverly Sutphin (an iconic Kathleen Turner) is a bored, white suburban woman who punished individuals who didn’t adhere to her rigid definition of social norms. What is “Karen” but a contemporary equivalent?

In director/actor Shawn C. Phillips’ film, Karen (Lauren Francesca) is perpetually outraged. In her introductory scenes, she makes derogatory comments about immigrants, calls a female neighbor a whore, and nearly runs over a family blocking her driveway. She’s a broad, albeit familiar persona; in many ways, she’s less of a character than a caricature (the living embodiment of the name/meme).

These early scenes also establish a fairly straightforward plot. Karen is a code enforcement officer with plans to shut down a local winery she has deemed disgusting. They’re preparing for a big wine tasting event, which Karen plans to ruin, but when she steals a bottle of cursed Amityville wine, it activates her murderous rage and goes on a killing spree.

Simple enough, right?

Unfortunately, Amityville Karen spins out of control almost immediately. At nearly every opportunity, Prescott’s screenplay eschews narrative cohesion and simplicity in favour of overly complicated developments and extraneous characters.

Take, for example, the wine tasting event. The film spends an entire day at the winery: first during the day as a band plays, then at a beer tasting (???) that night. Neither of these events are the much touted wine-tasting, however; that is actually a private party happening later at server Troy (James Duval)’s house.

Weirdly though, following Troy’s death, the party’s location is inexplicably moved to Karen’s house for the climax of the film, but the whole event plays like an afterthought and features a litany of characters we have never met before.

This is a recurring issue throughout Amityville Karen, which frequently introduces random characters for a scene or two. Karen is typically absent from these scenes, which makes them feel superfluous and unimportant. When the actress is on screen, the film has an anchor and a narrative drive. The scenes without her, on the other hand, feel bloated and directionless (blame editor Will Collazo Jr., who allows these moments to play out interminably).

Compounding the issue is that the majority of the actors are non-professionals and these scenes play like poorly performed improv. The result is long, dull stretches that features bad actors talking over each other, repeating the same dialogue, and generally doing nothing to advance the narrative or develop the characters.

While Karen is one-note and histrionic throughout the film, at least there’s a game willingness to Francesca’s performance. It feels appropriately campy, though as the film progresses, it becomes less and less clear if Amityville Karen is actually in on the joke.

Like Amityville Cop before it, there are legit moments of self-awareness (the Serial Mom references), but it’s never certain how much of this is intentional. Take, for example, Karen’s glaringly obvious wig: it unconvincingly fails to conceal Francesca’s dark hair in the back, but is that on purpose or is it a technical error?

Ultimately there’s very little to recommend about Amityville Karen. Despite the game performance by its lead and the gentle homages to Serial Mom’s prank call and white shoes after Labor Day jokes, the never-ending improv scenes by non-professional actors, the bloated screenplay, and the jittery direction by Phillips doom the production.

Clocking in at an insufferable 100 minutes, Amityville Karen ranks among the worst of the “franchise,” coming in just above Phillips’ other entry, Amityville Hex.

Amityville Karen

The Amityville IP Awards go to…

  • Favorite Subplot: In the afternoon event, there’s a self-proclaimed “hot boy summer” band consisting of burly, bare-chested men who play instruments that don’t make sound (for real, there’s no audio of their music). There’s also a scheming manager who is skimming money off the top, but that’s not as funny.
  • Least Favorite Subplot: For reasons that don’t make any sense, the winery is also hosting a beer tasting which means there are multiple scenes of bartender Alex (Phillips) hoping to bring in women, mistakenly conflating a pint of beer with a “flight,” and goading never before seen characters to chug. One of them describes the beer as such: “It looks like a vampire menstruating in a cup” (it’s a gold-colored IPA for the record, so…no).
  • Amityville Connection: The rationale for Karen’s killing spree is attributed to Amityville wine, whose crop was planted on cursed land. This is explained by vino groupie Annie (Jennifer Nangle) to band groupie Bianca (Lilith Stabs). It’s a lot of nonsense, but it is kind of fun when Annie claims to “taste the damnation in every sip.”
  • Neverending Story: The film ends with an exhaustive FIVE MINUTE montage of Phillips’ friends posing as reporters in front of terrible green screen discussing the “killer Karen” story. My kingdom for Amityville’s regular reporter Peter Sommers (John R. Walker) to return!
  • Best Line 1: Winery owner Dallas (Derek K. Long), describing Karen: “She’s like a walking constipation with a hemorrhoid”
  • Best Line 2: Karen, when a half-naked, bleeding woman emerges from her closet: “Is this a dream? This dream is offensive! Stop being naked!”
  • Best Line 3: Troy, upset that Karen may cancel the wine tasting at his house: “I sanded that deck for days. You don’t just sand a deck for days and then let someone shit on it!”
  • Worst Death: Karen kills a Pool Boy (Dustin Clingan) after pushing his head under water for literally 1 second, then screeches “This is for putting leaves on my plants!”
  • Least Clear Death(s): The bodies of a phone salesman and a barista are seen in Karen’s closet and bathroom, though how she killed them are completely unclear
  • Best Death: Troy is stabbed in the back of the neck with a bottle opener, which Karen proceeds to crank
  • Wannabe Lynch: After drinking the wine, Karen is confronted in her home by Barnaby (Carl Solomon) who makes her sign a crude, hand drawn blood contract and informs her that her belly is “pregnant from the juices of his grapes.” Phillips films Barnaby like a cross between the unhoused man in Mulholland Drive and the Mystery Man in Lost Highway. It’s interesting, even if the character makes absolutely no sense.
  • Single Image Summary: At one point, a random man emerges from the shower in a towel and excitedly poops himself. This sequence perfectly encapsulates the experience of watching Amityville Karen.
  • Pray for Joe: Many of these folks will be back in Amityville Shark House and Amityville Webcam, so we’re not out of the woods yet…

Next time: let’s hope Christmas comes early with 2022’s Amityville Christmas Vacation. It was the winner of Fangoria’s Best Amityville award, after all!

Amityville Karen movie

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