Castlevania: Bloodlines/The New Generation (MD, 1994)
Graphics-8 Sound-8 Control-7/8 Challenge-8/7.5
Level Design-8 Frustration-8/7.5 Fun-7.5/8 Originality-6.5
Overall Score-8
(John/Eric)
+
Good pacing and flow (better when playing as Eric)
Varied level designs
Destructible set pieces
Some impressive technical effects
2 characters to choose from (with different controls - Belmont controls are more old school while Eric has a spin attack and can attack in 8 directions)
Multiple paths
Great bosses overall (they differ depending on the char picked)
Improved AI (speed) over SCIV as well as overall animation and spritework
Great variation
Better balanced sub weapons than in SCIV
Sub weapons have 2 different attacks
One more whip upgrade (and special attack)
Mini-bosses (sometimes several per level)
You can jump up and down stairs
Faster paced than SCIV
Difficulty options (normal and easy, unlockable hard mode (beat the game) and expert mode via a code)
Some creative level design (roof-swinging and super jumping parts, upside down segment, broken mirror segment, lever platforms, leaning tower)
Password save
Being fully powered up gives the game even better flow (taking 1 hit removes the power up - a skilled player can get through the game very smoothly)
Some hidden items
Environmental hazards also hit enemies - systemic element
+/-
You can farm for 1-ups in the factory stage
Invincibility while whip-swinging as John (can be used as an attack in some parts and does very good damage)
-
Some poor palette choices (outlandish NES style colors) and sound effects (the soundtrack also uses no DAC or PSG but sounds very good regardless)
Poor mid-air control
Lacks the epic atmosphere of SCIV (more of a rock soundtrack, schlock goth aesthetics, boomerang sub weapon instead of cross)
Some trial & error (boss patterns, auto-scrolling sections)
Enemies take many hits to kill later on
Ttwo less special weapons (no clock or knife and the boomerang replaces the cross - however there's an added smart bomb attack and special attacks for the existing ones)
Hit detection isn’t perfect (larger sprites, some enemy projectiles)
No 8-way targeting (John can attack diagonally upwards and down in mid-air (but not up or diagonally downwards)
Eric can attack upwards and diagonally upwards when on the ground but only straight downwards when in mid-air – weird! Eric does have his high jump attack and a 2-way vertical sweep attack though)
Less attention to subtle details than in SCIV (you don’t feel it as much when hitting bosses because they don’t flash and the screen doesn’t shake, less detailed world map, less vivid environments)
7 bosses in a row in the final level
Level Design-8 Frustration-8/7.5 Fun-7.5/8 Originality-6.5
Overall Score-8
(John/Eric)
+
Good pacing and flow (better when playing as Eric)
Varied level designs
Destructible set pieces
Some impressive technical effects
2 characters to choose from (with different controls - Belmont controls are more old school while Eric has a spin attack and can attack in 8 directions)
Multiple paths
Great bosses overall (they differ depending on the char picked)
Improved AI (speed) over SCIV as well as overall animation and spritework
Great variation
Better balanced sub weapons than in SCIV
Sub weapons have 2 different attacks
One more whip upgrade (and special attack)
Mini-bosses (sometimes several per level)
You can jump up and down stairs
Faster paced than SCIV
Difficulty options (normal and easy, unlockable hard mode (beat the game) and expert mode via a code)
Some creative level design (roof-swinging and super jumping parts, upside down segment, broken mirror segment, lever platforms, leaning tower)
Password save
Being fully powered up gives the game even better flow (taking 1 hit removes the power up - a skilled player can get through the game very smoothly)
Some hidden items
Environmental hazards also hit enemies - systemic element
+/-
You can farm for 1-ups in the factory stage
Invincibility while whip-swinging as John (can be used as an attack in some parts and does very good damage)
-
Some poor palette choices (outlandish NES style colors) and sound effects (the soundtrack also uses no DAC or PSG but sounds very good regardless)
Poor mid-air control
Lacks the epic atmosphere of SCIV (more of a rock soundtrack, schlock goth aesthetics, boomerang sub weapon instead of cross)
Some trial & error (boss patterns, auto-scrolling sections)
Enemies take many hits to kill later on
Ttwo less special weapons (no clock or knife and the boomerang replaces the cross - however there's an added smart bomb attack and special attacks for the existing ones)
Hit detection isn’t perfect (larger sprites, some enemy projectiles)
No 8-way targeting (John can attack diagonally upwards and down in mid-air (but not up or diagonally downwards)
Eric can attack upwards and diagonally upwards when on the ground but only straight downwards when in mid-air – weird! Eric does have his high jump attack and a 2-way vertical sweep attack though)
Less attention to subtle details than in SCIV (you don’t feel it as much when hitting bosses because they don’t flash and the screen doesn’t shake, less detailed world map, less vivid environments)
7 bosses in a row in the final level