Summer is here and I hate the heat, let's just get this done shall we? Good.
(This is part 2 of a 6 part in-depth analysis of all the levels of the original Castlevania. You are encouraged to read Part 1 if you haven't already).
Level 2-1
Level 2, Castlevania, Castlevania Crypt
If Level 1 was a superb introduction to this wonderful game, Level 2 is like the middle brother on a family of 3 siblings: it's just fine. With this layout, the reaction intended for the player is as straightforward as it gets: get up. However, one mechanic is introduced yet again in order to see how attentive the player is: breakable walls. But what's this? There's nothing here! Well that was odd, I'll just keep going up then.
And here's where breakable walls show that theses are just some Nintendo Power secrets, and the player is not really encouraged in any way shape or form to discover it by themselves, as there's NOTHING that tells them "if you stand for a bit on the empty space left by the broken blocks you'll make a crown rise from the floor". Some people like playing with guides, others prefer to try for themselves. But old school sure as hell enjoyed keeping things written on magazines.
Level 2-2
Level 2, Castlevania, Castlevania Crypt
I love the Spear Knights. They are so useless. Now don't get me wrong, they try their best being a small damage sponge to showcase that not everything goes down with one single crack of the whip, but they really don't shine that much until their Axe Knight cousin appears and steal their thunder. But let's focus on the layout, which is bringing back that lovely aspect of Watch, Learn, Adapt, Repeat WLAR (from now on). We start from the bottom only to have to WHAT'S THIS?! GOING LEFT IN A GAME FROM THE 80s?!
Yup, not a lot of people talk about it but Castlevania was one of the first 2D platformer titles that encouraged the player to sometimes go left instead of right. Oh, how the times have changed... But indeed, we need to move towards the left and we see some new jumping challenges, using that term as friendly as I can since the game's not pushing you really hard to failure in this stage. Jump to avoid getting hit by the Spear Knight, avoid the lovely bat, and jump two more times to reach the end. I wonder if that moving platform will make players rage to no end in the next stages... Oh well!
Level 2-3
Level 2, Castlevania, Castlevania Crypt
Welcome to hell kid, you got a front row seat to watch the Medusa Head torture your soul for years and years to come! This infamous evil-doer's sine movement (going up and down creating a wave-like pattern) has been the bane of many people's childhoods and adulthoods throughout the franchise's history. In its first installment I'd have to say that it's not as bad as people make them, but one main reason that the game is teaching the player here is that you don't have to kill every enemy you have in front of you.
Medusa Heads work like the Ghouls from Level 1, as both have hidden spawning triggers that get deactivated once you reach a certain area of the level. That's why you can waste time and sanity trying to hit them, and you'd be better served getting inside their sine pattern in order to avoid confronting them (or try playing bold instead and do a jump attack towards them once you figure out the pattern, both ways work).
Quoting talented pixel artist and former mentor of mine Thomas Mc Closkey: "games are better when they are a straight line!", and as per usual he's right. In this case, we have a complete stretch with barely no incentive to release the left button other than halfway through to just do a small jump with little-to-no risk involved. Overall, a solid introduction to an iconic enemy.
Level 2-4
Level 2, Castlevania, Castlevania Crypt
I've seen people complain a lot about this section of Level 2 and I have to ask why. No, seriously, why? Sure, you have to deal with some Medusa Heads at first, but as long as you don't stop you can just breeze through them, which is what the game is encouraging the player to do. Don't stop, remember? And by now you should also be used to the stiff movement of Simon, as well as his fixed jump arc. Take your time, get some wall chicken (placed in kind of a smart way, as the location of the blocks might trigger your curiosity and want you to hit them, but it's ok if you also think this is a stretch), and keep moving forward towards the moving platforms by ignoring the candles.
See one thing I also like about the candles is that they are a wonderful way to act as both traps and rewards for the player. Here they are located in places that will risk the player's life if they try to hit them, making them second guess next time they see them. What an iconic element, you can't just not love them!
And speaking of candles and traps...
Level 2-5
Level 2, Castlevania, Castlevania Crypt
Fun fact: did you know subitems are the best feature in a game since the invention of the jump button? Exhibit A: the spike traps can be stopped with the stopwatch present in the previous level. But ah, careful with those candles again, because that Holy Water might end up forcing you to be more patient in your approach. But as with most bosses in this game, the choices might end up giving you and extra advantage against the level's boss.
Past the spike traps, we are going to meet two enemies that can become either really easy or a pain to deal with depending of the player's skill and whip level. The tiny Specter will follow the player slowly but surely, forcing the player to stop and destroy it before it can become a huge nuisance. Going upstairs we meet the second new enemy: the Bone Pillar. Static, solid as a stone wall and always placed in the most dreadful locations, these enemies are better dealt with by not only hitting them but their projectiles at the same time. The timing might be hard to get used to, but once mastered the player will once again return to WLAR and focus on moving forward. Very very solid stage this one, small in size but lots of things to learn and take into consideration for future levels!
Level 2-6
Level 2, Castlevania, Castlevania Crypt
Medusa Heads and a straight line heading towards the final boss. Keep this layout fresh in your mind, it will become important later. Since I don't want to spoil anything, I'll just say that this path towards Medusa herself is teaching the player something that they won't notice until later in the game. And regarding the Queen of Stares, I've been abusing the Holy Water trick for so long that there's not a lot I can say about her battle (Holy Water in the original Castlevania is broken against almost everything). I mean, you can even humiliate her even more if you have the Stopwatch, as she's the other boss affected by it, first one being the Giant Bat.
And thus, we reach another part of Dissecting Castlevania. Overall, Level 2 gets a lot of hate from some players for honestly not very well justified reasons in my opinion. Fingers crossed Level 3 manages to ramp up the challenge a bit more!
Have a great weekend,
-Ray