CVIII is the archetypal double album the band does after their lean killer debut (CV1) and weird sophomore artfart (CV2). Forget blasting it end to end, you have to hack it apart and make a playlist that dodges all the stuff you don't like.
So with Loop 2 start, Trevor + Grant, all ups (NES version ofc), I rank it very high indeed. Whimsical adventure of a big buff lasher and his agile fragile ninjabro. DPS waifu Sypha is a fun alternative, too! If I had to play those godawful Melty Block Daisakusen stages? Oh hell no. But I don't.
Anyway here's my tier list, each tier in chronological order, one sentence per game. Eat it!
Fuck!
Essential: CV1 / Rondo / X68000 / Vampire Killer. The classic Green Beret evolver, and three games that don't feel like a series, or God forbid a franchise, so much as individual offshoots - hewing near the original with abundant twists.
Rondo could (and did) start its own subseries, a near-perfect marriage of hardcore focus and feelgood rambling.
X68k tempers the spartan original with subtly freer handling, a more expressive yet equally austere challenge.
VK's Event Rush is distinctly post-Contra III, and while its midbosses aren't always great, they are eminently shreddable, as are its myriad of unique scenes; a fiery bloody POW-driven assault course ala Super Shinobi / Alien Soldier.
*CV1's FDS, FC cart, and VS Castlevania incarnations play the same, but are worth mentioning for those wanting a little boost (per-area saving!), a bigger boost (exclusive EZMODO, smartly done!), or a stiff test of mastery (Hard 2ALL =
DORAYKURA MUST DIE), respectively.
Great And Good: CV3 / DD2 / CV4 / XX. CV3 (NES) can gain a tier with proper routing, though while I rank the final brace of stages among the series' best, the first quarter inevitably sacrifices CV1's instant pace.
DD2 is always a pleasure in its Rockmanesque mode, elevated by its
outstanding neoclassical speed metal. I would form these appraisals up like Voltron for
CV4 - an overlong game with lots of spikes and a transcendent OST - but it's the trad I like for moody, longer-form horror adventure. XX packs some deceptively superb stage design, though while I happily forgive its half-baked production, I can't overlook its trudging walk; an annoyance that vanishes the further I go, as safe ground shrinks away.
Aight: CV2 / DD1. CV2 is an undeniably charming breath of fresh air, but the weak dungeon and boss designs hold it back; worth at least one play, especially for the callbacks in later games.
DD1 is the Metal Slug 2 of Draculas,
hoooly fuck it's slow, and yet I never truly write it off; some enticingly tricky platforming, and the series' usual saving grace, killer BGM. (in a further dubious MS2 riff, it's by lots of rad people! Nakazato, Maegawa,
and Hanzawa in one Dracula, which ultimately wasn't very good!)
Oh Hell Naww: AC / Dark Night Prelude. The
arcade game is tragic, a random horror sidescroller fallen behind schedule, hastily rebadged with the sparkling Dracula IP; a mean-spirited shadow of Akamatsu's finely-balanced twitch/method masterpiece, though the storming BGM grants curio cred, as do its many aesthetic firsts.
DNP puts me to sleep every time I attempt to play it; I shouldn't even be ranking it, technically, but that's a genuine USP that must be noted!
Ain't Played: MSX2. Ura Akumajou sounds so rad and mysterious

a game I've mulled over getting into Japanese PCs for, though it's really CV2-inspiring Maze of Galious I'm interested in, from Dracula standpoint.
Sengoku Strider wrote: ↑Thu Oct 10, 2024 5:25 pmI wish I liked the MD game better than I do, but the whip timing feels off
The Normal whip always felt good to me. You know about the light/heavy mechanic, right? Hold the button to get a few more active frames for bunting zako, and/or an extra hit on heavy targets. Tap to towel-snap 'em.
The POW whip taking a couple frames to fully extend instead of just snapping out like normal is mildly irksome, though.
I guess it was their way of confirming John as the bruiser, opposite Eric's surgical stabber, but I'd rather that be an elective change. I think it works fine as a SuperHeavy mode though, the minuscule delay granting massive damage, a fatter whipbox, and
BOMBAAA for biblically destructive stage+boss takedowns, VK's strongest suit.