Castlevania: The Adventure (1989)

Castlevania: The Adventure box cover

Ok. Deep breath. C:TA is one of Those Games, the particularly notorious kind. I’ve heard people say this is the worst Castlevania game, full stop. Of course it has its defenders – what doesn’t? – but I’ve seen so much bile spewed in this thing’s general direction over the years that I just assumed this game was going to hang out with Marble Madness on The List.

Spoilers: nah! I thought it was fine. Incredibly uneven and punishing to the point where I couldn’t in good conscience recommend it to anyone who doesn’t share my particular strain of brain poison without heavy use of save states, but fine. Its issues are myriad, both design and technical, yet the vision is evident and it almost, sort of, kinda works. It’s an early Game Boy game, is my point.

In tepid defense of this cart, you’ve got to look at the other games the DMG received in ’89. Beyond Mario Land there wasn’t a hell of a lot of NES-style action to be had on the platform. Konami was going for it, and I respect that! Granted they fucked it up to the point where some of the staff went on to form Treasure so they could make a good video game for a change, but the attempt was made!

From first impressions alone you’d be forgiven for thinking they nailed it. The sprites look great, the whip feels snappy, and most importantly they managed to cram 80’s Konami music into a Game Boy and it sounds sick. Everyone talks about Battle of the Holy and justifiably so, but my standout was Revenge because I am eternally weak for Alberti bass or any kind of funky arpeggio, especially when I’ve got a whip in hand and a Dracula that owes me money.

Then you actually start making progress and the cracks begin to affect the property value. Chris Belmont moves exclusively at a tiptoe and is oddly unresponsive aside from the whip button. I found inputs getting eaten upon starting and landing jumps. He also doesn’t know what a subweapon is – this game doesn’t have ’em! Hearts even heal you, which required more of a mental adjustment than I care to admit. Instead you pick up orbs (aka THE CRYSTAL per the manual) to give your whip some extra oomph and reach, then again to add a fireball projectile ala any Zelda game with the laser. Keeping that comparison going, if you get hit you lose your fireball. Get hit again and you’re reduced to snapping your belt at demons. Not ideal!

You can imagine why they would’ve thought this change in system might work. Keep it simple for the Game Boy, then design the levels around those limitations. Sure, in theory! In practice every level past the first – and there’s only 4 in total, by the way – is an exercise in wringing blood from this already dry stone. Level 2 throws several pixel perfect jumps at you, some of which are on falling platforms that don’t always like to let you jump off of them. Level 3 is Oops All Autoscroll, chock full of traps that’ll just kill you if you don’t already know what to do. Level 4…is basically just a Mega Man level? Lots of single screen figure’em’outs as opposed to heinous insta-death trickery. Challenging for sure, but never as obnoxious as what precedes it. Game has good bookends, I suppose!

These levels and their constraints wouldn’t be so bad if the game was more solid on a technical level, but C:TA chuuuugs. You can feel the sludginess increase with each individual moving sprite added on the screen. Chris by himself is fine, one enemy feels worse but manageable, and everything past that will slow the game down to the point where you’d think you were playing an overambitious shmup, even though you’re just trying to whip a bat while a zombie hits the griddy in the background. This is demonstrated especially well by the Punaguchi, an enemy that solely exists to attack your frame rate by wiggling in place and firing a bouncy ball that’s faster than literally everything else in the game. This bottlenecks the performance something fierce, which isn’t great when the game just turned into Breakout and you’re the brick!

Compared to the levels they’re in charge of, the bosses feel like they’re intended to be a victory lap. The first is the classic “guy who gets demoted to normal enemy” scenario, second is a swarm, third is a bird man who can’t figure out how to actually hit you, and fourth is Dracula, complete with a second phase, neither of which are hard once you die to him once or twice to learn his pattern. Bosses being chumps is a pretty common thing in a linear ‘Vania and I get that Chris’ moveset is too simple to allow for much complexity, but I was surprised at how little these required of me.

Don’t think I wasn’t very done with this game once I finally yanked Dracula’s wallet, though. C:TA is frustrating. It feels closer in spirit to an arcade quarter muncher than an NES ‘Vania, constantly introducing new ways to send you back to the start of the level that you have no hope of figuring out on your first couple attempts. The entire middle of the game just kind of being ass really hurts it, and as much as I’m complaining, it is still disappointing that this thing only has a whole 4 levels. I haven’t covered Mario Land 1 yet but I am familiar with it already, and I can tell you that Nintendo’s attempt to Game Boy-ify their NES flagship went far better.

…so why the hell did I loop it?

I could have stopped! I whooped Dracula’s ass! I beat The Bad ‘Vania! There’s no reason for me to subject myself to th-wait, I know why. It’s because this is actually a Ghosts ‘n Goblins game, and I have a sickness.

Think about it for a sec. The upgrade system, lost piece by piece? The diabolical instant death traps? The rock and a hard place enemy placement? The performance not keeping up when things get hot and heavy? The fact that you can, in fact, loop? The amount of enemies you’re better off just ignoring? I know GnG when I see it, and that’s GnG! Forget the lack of subweapons – we should be grateful that the Konami top brass didn’t insist on adding poorly-placed pickups that replace your whip with a pool noodle! There is just something about this kind of brutal Capcom-ass design that works for me, even when it’s absolutely not at its best, and this is very much one of those.

The internet loves a reevaluation. “This Game is Good, Actually”, “This Classic Sucks, Actually”, “This Game I Grew Up With is Actually a Secret Peak Game Design Masterpiece and You Just Don’t Get It”, take your pick. That’s not my scene. I just want to play these games and rank ’em, y’know? I won’t lie to you and say C:TA is great, but it is nowhere close to the worst game on the system. This isn’t even the worst time I’ve had playing a Castlevania game! I liked it enough to play it past completion and that’s worth something. Not a lot, granted, but something! You don’t need to play this, but if you’re ludologically curious or a ‘Vania completionist I have trouble believing you’d loathe it. Sure it’s a bit of a disaster, but it muddles through despite that, and we should all aspire to do the same.

2.5/5

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Bonus section! This won’t affect the placement on The List, but I do want to shout out the incredibly cool ReBalance created by Bofner. Chris gets the lead out and upgrades to a legitimate Belmont Strut! Your whip isn’t nearly as fragile! You get a checkpoint right before Dracula that doesn’t suck! It’s just fun start to finish, even on level 3! It’s also notably easier, arguably to the point where it compromises the original design intent, but given that even Masato Maegawa isn’t a fan I suspect no one involved would mind. If you’re Adventure-curious I’d definitely give the original a try first, but more so you’ll appreciate the changes made than anything else.

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