Archive for January, 2013

Trek Trek: Essential Enterprises

I know I said I was done talking about Star Trek: Enterprise, but just one last post, OK? After my write-up of season four, I saw a bunch of people declare their intent to check out the third and fourth seasons. That’s great! But I would encourage everyone not to begin cold at the start of season three. For one thing, its beginning doesn’t make a lot of sense without the last few season two episodes — you know, cliffhangers and all that.

But more than that, the first two seasons aren’t some desperate void of hollow garbage. On the contrary, there are quite a few good episodes in those first two years. On top of that, several of them lay essential groundwork for the later seasons (especially the fourth) and you’d be remiss to skip over them. Anything involving Earth’s relationship with the Klingons, Vulcans, or Andorians is essential viewing — especially shows featuring Commander Shran and Amabassador Soval.

You can safely skip anything involving the Temporal Cold War, since it only has ties to the slightly superfluous season four opener and you can get the essentials — namely, who are Daniels and the Suliban? — by reading a summary. So, if you’re sincerely interested in seeing the best of Enterprise, give these episodes a viewing:

Season One

  • Broken Bow
  • Terra Nova
  • The Andorian Incident
  • Breaking the Ice
  • Sleeping Dogs
  • Shadows of P’Jem
  • Fusion

Season Two

  • Minefield
  • Marauders
  • Stigma
  • Cease Fire
  • Judgment
  • Regeneration
  • First Flight
  • Bounty
  • The Expanse

Fans: Did I miss any? (Besides “A Night in Sickbay,” I mean.)

Anatomy of a Game: Castlevania Trilogy Afterthoughts

The NES Castlevania remains a high point in my entirely too lengthy history of gaming, and I know many others feel that way. With luck, this series has provided some small amount of clarity on the qualities that have made this trio of titles so enduring.

On a macro scale, the NES Castlevania titles feature some of the most consistent mechanics and visuals ever shared within a series, yet the objectives and structures built around these fundamentals vary wildly from title to title. Sure, 8-bit Mega Man and Sonic on Genesis retained consistent rules and design from title to title, but neither of them took a radical side excursion into non-linear world design along the way.

As I’ve pointed out with what no doubt must be irritating frequency, the Castlevania games at their best were defined by the attention to detail and consistency the team invested in their worlds. From the accurate level layouts depicted on the castle map overviews to the alignment of background structures from screen to screen, the creators of Castlevania set their work apart by investing it with careful consideration previously unseen in action games, which until then tended to depict their worlds through abstract, repetitive tiles, if at all. The Castlevania teams took great pains to create visual continuity and detail that most people never consciously noticed without compromising the game’s playability—all the more impressive considering the limited palette of visuals available in the memory space of a Famicom Disk System title.

Still, as countless beautiful yet terrible games through the years have proven, no amount of obsessive detail and design discipline can make a poorly designed game fun. Thankfully, the people behind these games were as scrupulous about the nuts-and-bolts of the action as they were the superficies of the backgrounds. From the very beginning, the Castlevania play style operated on a very reliable, intensely consistent set of rules. Simon (and later Trevor) moved at a fixed pace, could jump a set height and distance, and wielded weapons with clearly defined power, range, and purposes. The sequels built on this, granting Simon greater strength and more non-combat tools in Simon’s Quest and gracing Trevor with a squad of companion characters whose play mechanics diverged considerably from his own in Dracula’s Curse—but always logically, and always reliably.

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Of the three games, the original Castlevania represents the purest expression of these components. With six levels, it’s the briefest of the games—just long enough to fully explore Simon’s tool set and establish a difficulty curve that goes from “gentle” to “insane” with only one or two wakward bumps along the way. Castlevania laid down the groundwork for the franchise: Not just its NES sequels, but subsequent games on Game Boy, PC Engine, Genesis, and in the arcade.

Castlevania remains the most collected and remade title of the entire franchise. Some of that is due to timing: The game launched right as the Famicom tightened its grip on Japan and the NES began exploding onto the scene in the U.S. It’s fondly remembered by an entire generation of adults who as children obsessed over their new game console, and even if it lacked the depth and technical prowess of its sequels, it stood out amidst so many more aimless and unpolished adventures in the early days of the NES. It established a high-water mark for gaming at the time, and as such became something of a legend… deservedly so. Even beyond direct recreations like Super Castlevania IV and Castlevania Chronicles, you can see its fingerprints all over subsequent games, be it in the enemies, the tools, or the loving recreations of the first stage’s castle entrance.

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Simon’s Quest took the core mechanics of jumping, whipping, and moving with deliberate precision and spun them in a different direction. Rather than sending players though six linear stages, Simon’s Quest focused on six buildings (five mansions and Castlevania itself) spread across the Transylvanian countryside. The mansions lacked the intense challenge of its predecessor’s stages; instead, much of the difficulty stemmed from navigating both the countryside and the NPCs’ unreliable “tips.” Much of the design discipline that defined the first game proved to be in absence here, with stage and world design unfolding as more of an aimless sprawl.

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You can guess the reason for this divergence from the two other games released between Castlevania and Simon’s Quest: Vampire Killer and Haunted Castle. The former, a linear but exploration-heavy action game for the MSX computer, probably seemed a better direction to define the console game than the latter, an unevenly designed coin-op game that cuttingly demonstrated the limitations of the arcade format. I don’t doubt the Simon’s Quest team saw a rambling RPG-inspired style as a better means by which to foster longevity than the simple stage-by-stage structure. But, as with so many attempts to reinvent the wheel, they didn’t think it through as thoroughly as they ought, and the result was a well-intentioned mess.

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Dracula’s Curse brought a near-perfect balance to the series. The designers returned to the original Castlevania’s format, yet they didn’t completely abandon the concept of exploration and discovery. Instead they encouraged replayability by creating multiple routes through the game and a trio of alternate characters (only one of whom could accompany the hero at a time); despite technically being a linear adventure, Dracula’s Curse consists of 17 stages total, and a player would have to play through the game roughly a dozen times to experience each level in every possible permutation.

This was made possible by the increased cart capacity available by 1989, offering far more space for content than the limited FDS had. Even so, you can see Dracula’s Curse straining within its limitations. The lower map route in particular seems to run out of steam midway, recycling graphics and hazards, and occasionally leaning on questionable level mechanics that feel unworthy of the rest of the adventure. It consists of about a dozen excellent stages and five mediocre ones—though, in fairness, that’s still twice as much content as the entirety of Castlevania, and a far more satisfying experience than any portion of Simon’s Quest offered.

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The Castlevania trilogy boasts a remarkable amount of evolution and experimentation—rare enough traits on their own, but in service of genuinely excellent action games? That’s absolutely remarkable and completely cements the series’ place in gaming history. I’m wary of the franchise’s current direction, but the good news for Mercurysteam is that some kind person on the Internet has taken the time to break down what made Castlevania great to begin with. It’s all right here, guys. I can think of worse approaches to game design than looking back to the formative nuts and bolts of the property you’ve been handed.

Anatomy of Castlevania III: Block A-01 to A-03

Edit: Hello, Metafilter users! Thanks for visiting. If you dig this series, check back around February 15, as I’ll be reprinting these articles as a book with expanded text and more detailed stage layouts. Also, please thanks a million to VG Museum for providing the vast majority of the screenshots I’ve used in this series.

At long last, the trek through the NES Castlevania trilogy draws to a close. Block A brings Dracula’s Curse — and with it, the most aesthetically and mechanically consistent trio of games in the entire franchise — to a close. Alas, it’s something of an anticlimax. For starters, the music is gawdawful: Two bars set to a shrill, looping countermelody that plays over and over again. But more significantly, it feels rather, well, easy.

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It’s as though the game used its entire bag of tricks in Block 9′s gauntlet of remixed elements, and this entire area simply exists because there has to be something between the beginning and Dracula. You’ll note some spiritual similarities to the final stage of Castlevania — the bridge-like railings here call back to the broken bridge patrolled by Phantom Bats, and there’s still a clock tower to be completed — but honestly Block A comes as a bit of a lull before the final conflict.

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The bulk of Block A-01 consists of a trek through a clock tower. It’s an autoscrolling trek, in fact, which might lead you to expect something as devastatingly cruel as Block 9′s ratcheting tower. But no: You’re traveling downward here, and as you learned in Block 2, scrolling down a clock tower has nothing on the task of scrolling up. While there are a few mild hazards on tap — namely crumbling blocks and Medusa Heads — for the most part you can claim victory by simply hanging around and dropping to safe ground once it scrolls into sight.

The one notable challenge here is that Medusa Heads appear three at a time instead of two as usual. Still, that’s not really too big a deal. Oh, wait, there is one other tough part: At the very end of Block A-01, you make your way across an entire bridge of crumbling blocks… and guarding the door at the end is a Dragon Cannon. This is a total dick move, because a Dragon Cannon takes several hits to defeat — hits that you can’t easily deliver when the ground beneath your feet is vanishing. The most realistic way past this hazard is to jump into it and take the hit, dashing for the next block amidst your post-damage invincibility. Not cool, Dracula’s Curse.

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Block A-02 doesn’t do much of note at first — you face off against familiar enemies in familiar settings — but eventually you climb to discover…

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…three pendulums in a row. Once again, Block A reprises an element of Block 2, but this time it’s more difficult: You have to traverse three pendulums in a row, leaping from one to the next, with no room for failure.

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And then, you very quickly arrive at Block A-03, which should seem very familiar. The music changes here to something much more interesting than the grating repetition of Blocks A-01 to A-01 as you climb the spur off the clock tower to Dracula’s chamber. As in the original Castlevania, you see the exterior of the clock looming above beneath the moonlight, though this time the tower has been framed in silhouette rather than presented in full detail.

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As a nod to continuity — this was meant to be the Belmonts’ first encounter with Dracula — the count doesn’t rise as the undead from a coffin as he did in Castlevania. Instead, he greets you from his throne, standing to confront you once you reach his chamber.

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Surprise! This fight with Dracula isn’t the same as usual. You’ve already done that one with Alucard, remember? Instead of warping around the room and shotgunning a trio of fireballs, here Dracula dashes back and forth before raising a scepter. His staff causes two pillars of flame to appear on either side of Trevor, boxing him in, before a third one appears directly beneath the protagonist and flares up like a spike.

Mobility is the key to success here. The surrounding flames seem to appear relative to your movement, and tend to hem you in more closely if you’re not in motion. The less you move and the closer you are to the edge of the screen, the more likely the initial flames are to appear directly beside you — which means the one that appears shortly thereafter in the middle can’t really be avoided.

Meanwhile, Dracula can only be hurt when he’s standing still, and then only if you hit him in the head. This can be a lot trickier to pull off than in the traditional three-fireball Dracula battle formation, since the pillars serve to box you in and prevent you from moving close to Dracula. Again, Trevor has the advantage here — his whip has good range, and the Boomerang that you can grab before the battle begins does an even better job of hitting him from a distance while allowing you to focus more on avoiding his attacks.

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When you beat Dracula, he transforms into some… bizarre… thing? An agglomeration of faces topped by a brain. I really have no idea what this thing is supposed to be, but: It’s fortunately not too difficult to beat. It drifts around the room dripping blood, but you can easily dodge its movements and attacks, and each face is vulnerable to your attacks. It doesn’t take too much effort to shred it — in fact, every single character is really well-suited to this fight. Trevor has his Boomerangs. Grant can chuck axes ’til the cows come how. Sypha’s lightning magic is beastly here. And even pitiful ol’ Alucard with his miserable attack power has a pretty easy time here, since his shots cover a broad range and can hit targets above him with ease.

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Finally, Dracula assumes a third form, which may have been a first in video games. (Dragon Quest IV would blow the doors off with seven different forms, but that debuted a couple of months after Dracula’s Curse.) Again, this boss isn’t insanely difficult — you just have to be patient. Its eyes and hands can fire energy beams at you, but they do so infrequently. Balancing that out is the fact that Dracula’s once again vulnerable only in his head, and this form is so utterly huge that the only way to reach that level is to ride one of the platforms that rises from the floor and circles the room. (Unless you’re using Axes or lightning spells, but whatever.)

The trick here is not to become too impatient; take your time and focus on avoiding the energy beams, attacking only when you can do so safely, and you’ll be fine. This runs counter to how Castlevania III has generally worked: This is a game about rhythms and motion, so the fact that the final battle requires you to spend most of your time waiting is kind of a kick in the pants. But really, despite his multiple forms, this may be Dracula’s least challenging incarnation ever (unless you Crissaegrim his bad self in Symphony of the Night). Ambitious, though.

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The standard Castlevania ending applies: The castle collapses, and the heroes watch from a distance. But the ending varies according to whomever you’ve selected as your companion. Grant is totally stoked and does a little jig, which is probably why he’s almost never shown up again in the Castlevania games.

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Alucard angsts, even in 1990!

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And Sypha is a lady with low self-esteem, but you already knew that.

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Meanwhile, if you somehow manage to beat the game with only Trevor (it’s possible; I did it once, when I was young and foolish), he gets to wear his snazzy cape from the intro. Get on with your bad self, Trevor.

And that is all of Castlevania III.

Anatomy of Castlevania III: Block 9-01 to 9-04

After having worked your way up through the castle entrance and the adjacent dungeon, you reach the second of three blocks of Castlevania only to find yourself… outside? With a forest in the background?

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Block 9 of Dracula’s Curse is a strange one in terms of aesthetics. Although the level design corresponds neatly to the course charted on the in-game map — you’re ascending from the ground level of the castle to its highest point, where Dracula waits — it lacks a cohesive visual identity of its own and does strange things… like featuring a forest and a waterfall in the middle of a towering castle.

But this reflects the nature of the level’s play mechanics. In Block 9, all the chickens come home to roost. There’s nothing new here; instead, it features every notable trick and trap of the previous stages in what amounts to one of those Remix stages in Rhythm Heaven. The game doesn’t dwell on any one hazard for long, instead simply challenging you to survive one before escorting you to the next. A long memory and quick reflexes prove to be your greatest asset here: The memory to recall how these various devices worked the first time around, and the reflexes to switch mental gears as necessary.

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So no, it doesn’t make a lot of sense that there’s a forest grove in the middle of the castle, but you don’t really have time to stress about it as Harpies immediately begin bombarding you with Flea Men once you reach the second screen of Block 9-01.

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Beyond that, you face a climb that combines threats from both Sypha and Alucard’s route. So I amend what I said before: Technically, this stage doesn’t offer new dangers into the mix… but since you can only see one route or another in your initial through the adventure, this is the first time you’ll be dealing with some of these elements. In other words, memory, reflexes, and adaptability all come into play here.

The first leg of Block 9-02 features the rising and falling spike hazards of the catacombs route with the background detail of a waterfall. The waterfall is simply a visual detail for the moment, but it’ll come into play later.

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Beyond the spikes you begin to climb… and the climb combines the deadliest bits of the ascent up Block 5′s tower on Sypha’s path in a single sequence. The long staircases flanked by Dragon Cannons you’ll remember from before, placed just far enough back that you really have to reach to take them down and climb cautiously to prevent intersecting their field of fire. However, this sequence isn’t content to leave it at that; it also throws the swooping gargoyles from later in Block 5 into the mix as well. Previously, these enemies appeared separately, but here they collaborate to make your life hell. Dodging the widening sine path of the gargoyles while slowly making your way up the stairs would be difficult enough without the need to avoid being pelted by fire, but the two challenges in tandem make for a brutal climb.

Still, it’s not unfair. Because both sets of foes work on timers and obey patterns, you can find safe spots and dodge as needed. But you need to pay perfect attention not only to the enemies’ behavior, but also to your movement and how the slope of the stairs causes you to interact with their actions. You need to think two moves ahead and act almost like a mind-reader so that your character’s sluggish movement can keep up.

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Block 9-03 brings back another familiar hazard from Sypha’s path: Ratchet scrolling. This time, you’re beset by armored Skeletons wielding swords (which act quickly to block your movements) as well as those nigh-invulnerable fuzzball things that circle the blocks and force you to be mindful of your footing as you climb. Again, if Sypha is lucky enough to have an ice spellbook, this sequence can be fairly trivial; otherwise, though, it’s tough. The layout is too confined to allow Alucard to fly to safety (and the auto-scrolling hampers that approach anyway), while the confined sides and patrolling fuzz-things make Grant’s evasion tactics risky at best.

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At the tower’s peak, you face yet another challenge from Sypha’s route: A spillway flooded by rushing water. This one is much trickier than the aqueduct in Block 6-0B, though. It consists of two tiers, forcing you to make your way left across the lower level then climbing to double back across the top. And since water falls off either side of each tier, that means you have to contend with two falling streams on the lower level — which in turn means that the direction of the water’s flow changes three times as you march left. Meanwhile, you’re still beset by Fish Men and crows, because this is the next to last block of the game and why should they go easy on you?

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And, should you survive the watery portion of Block 9-04, the final leg of the stage reprises a hazard from Alucard’s route: A length of spinning floor tiles (several of which are lined on the lower side by spikes) patrolled by Medusa Heads. Below, nothingness spans the entire length of the unstable floor. There’s no more mercy left in this game’s design. You’ve had your training wheels, and now it’s time to prove you can get through without a safety net.

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Your reward for surviving this hell is one of the toughest fights in the game: The Doppelganger. This wraith fights with the same capabilities as you — more, actually, since you take damage from colliding with it but not the other way around. The Doppelganger transforms to resemble whichever hero you’re currently controlling and will instantly shift if you swap. Its whip range is as long as Trevor’s, it can use subweapons, it can jump and run the same as everyone.

The one saving grace here is the fact that the Doppelganger’s endurance isn’t as high as most other bosses, so it suffers damage pretty hard. That’s something, I suppose.

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Of course, Sypha can pretty easily cheese it with the lightning spell, since it favors the fire book when you switch to her for whatever reason. Sometimes playing as Sypha to beat the bosses feel like cheating, but in this case I don’t think anyone could blame you for not wanting to die pitifully against a brutally difficult boss, forcing you to make your way through the double waterfalls and unstable hallway a second (or third, or fifth, or…) time.

Anatomy of Castlevania III: Block 8-01 to 8-03

Regardless of which route you selected to take through the core of Castlevania III, all roads eventually converge at the beginning of Block 8: Castlevania itself. And the scenery should look very familiar indeed.

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Yes, it’s Stage 1 of the original game, reproduced in wonderfully faithful form — all the way down to the music and enemies, in fact. It’s not just a simple copy-and-paste reuse of resources, though. As befits a trip through the castle entrance in a prequel set hundreds of years before Simon’s journey, the area feels less worn now. The broken, headless statues from the first game now stand whole, secure in alcoves lining the room. The raised platforms that used to play host to a reclining attack panther for no good reason have a purpose now: They’re the landing of a stairway that leads to the upper levels. Rather than march forward through the Fish Men’s basement and beyond, you ascend much more quickly to Dracula’s lair.

Fittingly, Block 8 feels like a combination of the first and fifth levels Castlevania. The marble entry chamber connects to a grim dungeon through a linking corridor beneath which rows of spikes skewer human skulls.

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The familiar zombies and bats of Block 8-01 begin to recede in favor of new foes as you enter Block 8-02: The spiders that showed up frequently throughout Alucard’s route, and the Axe Knights that dominated the dungeons of Castlevania. Skeletons of all stripes appear. And while the color scheme remains a warm brown and grey compared to these equivalent stages in the first game, make no mistake: This is very much the same essential territory, a cross between a dungeon and an armory.

Fittingly, it doesn’t really matter which companion you’re traveling with at this point. This is classic Castlevania fare, and as such the warrior best suited to the task is Trevor. (Yes, the screens here — provided by VG Museum — contradict this claim, but trust me on this one.) There are no fussy platforming sequences, alternate routes, no need for fancy magic spells. As you enter the final stretch, Dracula’s Curse pauses for a moment to take you back to the basics. If you’ve taken Alucard’s route to get here, this will undoubtedly come as a tremendous relief in the wake of the inhumanity of Block 7. Either way, though, this stage serves as a sort of sorbet between the perils that have come before and the gauntlet of the final obstacles.

It’s only when you reach Block 8-03 that the level starts playing for keeps — and even then, it’s not entirely unkind. It actually hands you a Boomerang and a double weapon multiplier right at the outset: Essential tools for the boss ahead. Of course, it can be a bit tricky to hang onto these items all the way to the boss, but the effort pays off.

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The last portion of Block 8 sends you over a bridge that begins collapsing behind you once you venture onto it. You’ve dealt with this mechanic before if you came over through Sypha’s route, but fittingly this permutation proves to be far more dangerous than the one featured in Block 6-0D. There, you could simply fall in with the game’s natural rhythms (dashing forward as quickly as possible and jumping to take out the Fish Men in midair) and never have to worry about succumbing to the bridge’s collapse. Not so here: Patrolling the middle of the bridge is an Armored Knight, who meanders slowly, has too tall a hitbox to leap safely, and requires multiple hits to clear out of the way. You’ll have to pause in your panicked advance in order to destroy this obstacle, which allows ample time for the tumbling bridge (which falls very slightly faster than you walk) to catch up with you.

Of course, you can work around this with a companion: Grant can clear the knight with a jump, Sypha can blast it with one shot of the flame spell, and Alucard can do his usual and just fly over it. Still, coming up with this strategy on the fly can be tough when you have a nerve-wracking chasm of instant death creeping up on your heels. It’s a fair but demanding wrinkle on a familiar hazard and makes great use of the hero-change mechanic.

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At the end of it all awaits — not surprisingly, given the nature of the middle portion of the block — none other than Death. He’s in much better form than in Simon’s Quest, behaving much more like his old self rather than the toothless wraith of the second game.  He bobs and weaves about the room, not behaving aggressively, exactly, but perfectly happy to crowd your protagonist for some hardcore collision damage. Meanwhile, his scythes spin through the air — four at a time now rather than the trios from before! — orienting themselves on your position at the moment they materialize and making a beeline for that point.

Despite these factors, this encounter with Death feels less overwhelming than in Castlevania. In large part, I think this is because he and his scythes move more slowly than before, giving you a little more time to react. Also of note is the fact that the raised central platform of Castlevania’s Death battle has been abolished, with a handful of suspended blocks lining the chamber but a lower central floor. This makes more of a difference than you might think, because it gives you a full character’s height of extra space with which to dodge the Grim Reaper. It also means there’s more space for Death to move through, meaning he’s less likely to want to occupy the same space you’re in. With more time to react and more room in which to do it, this fight can be tough… but it’s nowhere near the insane beatdown the first game delivered.

That being said, as of Block 8 enemy damage values hit their max for the game, leaving you very little room for error as every character goes down for the count in four hits.

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Oh, but you didn’t think it would be that easy, did you? Have you learned nothing about this game?

After reprising the single most difficult fight in Castlevania, Dracula’s Curse then turns around by immediately introducing a second form for Death. I can’t imagine that anyone in the world took down the Grim Reaper in the first game and though, “If only this battle had another phase!” And yet here we are.

The good news is that Death II is almost laughably easy. He drifts across the screen from right to left, describing a series of clockwise loops as he moves. This is about all he does, though. Once per loop, he’ll spit a scythe at you — but only one, and with plenty of telegraphing. There’s really no excuse to take any sort of damage here; if you managed to hang onto the Boomerang and multiplier, this fight is a joke.

Savor that sensation, though. The road ahead can be quite demoralizing.

Trek Trek: Defiant to the end

(Continued from yesterday)

I guess I was wrong about no one liking my Enterprise posts. So the lack of comments and drop in traffic every time I posted about the show were a strangely consistent coincidence. Hmm.

Surprisingly, the most important episodes of the entire final season of Enterprise, from a bigger picture perspective, were the two I least expected to like: The mirror universe two-parter. The mirror universe theme was novel but quickly became played out, and Enterprise already explored an alternate universe at the beginning of the season. Did we really need another?

The answer turned out to be “not really,” but I’m glad they went ahead with it anyway. The redeeming plot twist: An anomalous discovery made by the evil Enterprise crew wasn’t their counterparts from the normal reality as I expected, but rather the U.S.S. Defiant, lost in both time and reality. Not only was this a neat nod to an actual plot point in the original series episode “The Tholian Web,” where the Defiant vanished into a space-time rift never to be heard from again, but it also did a great deal to legitimize the relationship between Enterprise and the original series.

The masterstroke was the way it played the whole thing totally straight. A lot of people complain about the aesthetic differences between Enterprise and the ’60s episodes — how could tech revert back to analog computers and clean, simple ship geometry? But the mirror-Enterprise crew takes over Defiant and just rolls with it, making use of the garish uniforms and blinking panel lights and that crazy science viewer type that Spock always peered through. They switch over to classic communicators and Type II phasers and walk through those bright red doors as natural as day. Aside from a single snide remark about the puke-green captain’s tunic — which, let’s face it, has always looked kind of gross – Enterprise took the aesthetics of the original series as face value.

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The show runners could have reenvisioned the Defiant to look like this, but thank god — they didn’t.

And it works, because the characters regard the Defiant with barely restrained reverence. It’s clearly the product of technology a century beyond their own, and it’s treated as this sort of ultimate juggernaut of space technology — which is exactly how it should be. It made me respectful of the elegant power inherent in the ol’ Constitution class for the first time in years. I loved the way the exterior shots of the ship were composed as tight crops underscored by a deep, thrumming sound, as if the starship contained too much power to be contained in the same frame that normally presented the NX-01.

Of course the Defiant‘s control surfaces are covered with obscure lights and switches — the tech is so far advanced it doesn’t need to work the way Enterprise‘s near-future devices do! Of course it’s streamlined and sleek — it’s the product of a more advanced society that doesn’t need superfluous detail to express the concepts of speed or power. After the series moved back away from the mirror universe, it made me more aware of how thoughtfully the NX-01 had been designed to seem workmanlike and unfinished: the utilitarian spaces, the unadorned elements of internal structure lining the ship. In other words, despite having nothing to do with the core Enterprise plot line (and featuring the hilariously awful sight of Scott Bakula trying to play “evil”), the “In a Mirror, Darkly” two-parter made both Enterprise and Trek as a whole better. That’s quite a trick.

I’m sad that the series ended before it had the chance to explore the charting of the Federation in more detail, and before it could explore the Romulan war, and all the other backstory concepts it clearly was aspiring to develop. But they managed to do a bang-up job within the limited space they had, and as other shows have proven time and again it’s always best to go out on a high note. I think it was Rick Berman who recently made comments about how the show would have spent an entire season in the mirror universe and revealed the “future guy” sabotaging the past during the Temporal Cold War to be an older Archer, both of which sound like terrible ideas. Someone somewhere has suggested that if you combine the four seasons of Enterprise with the three seasons of the original series you get a seven-year saga the same as all the other Trek spin-offs… and you know, it works.

Anyway, let the record show that I went into Enterprise with a defiant sense of reluctance — I’m going to watch this even though it’s not very good — and came away totally enamored with the show. It didn’t just exceed my expectations lowered by years of Internet deprecation; it blew away anything I could have imagined when the series first launched in 2001. Paramount will begin issuing the series on Blu-ray soon (probably to buy time for them to remaster more Next Generation episodes), and you can bet I’ll be showing my support for the series by picking them up… yes, even the mediocre season one and two.

The one downside to Enterprise‘s unexpected excellence is that it’s made me like JJ Abrams’ take on the franchise a bit less. When I saw the movie, it was with the mindset that the people behind Trek and the corporate machine responsible for its creation had lost sight of its original spirit and how to express the series’ concept in not-embarrassing ways. But clearly that’s not true, and Enterprise seasons three and four stand up to the best we’ve seen in 50 years of the franchise.

Old school Trek can still matter. Maybe not in the current Hollywood climate, but eventually. The way Enterprise proved its mettle and earned its right to tackle familiar, classic Trek elements could happen again with the right talent behind it. Moreover, it highlights why I worry that Benedict Cumberbatch’s mysterious villain in Star Trek: Into Darkness will turn out to be Noonian Khan Singh. Khan worked in The Wrath of Khan because of his history with Kirk, and because of the inequity imposed on the two characters by passage of time. Chris Pine’s Kirk arguably doesn’t even deserve to command a starship, let alone face off against a character made compelling by his lengthy history with the protagonist.

Also, Trek ’09 turns out to be made from plot snippets swiped from Enterprise: For example, the Narada takes the place of the Defiant in the mirror universe episode as a temporally displaced supership that upsets the balance of galactic power. Heck, even the movie’s attack on Earth via San Francisco looks like a recycled shot of the Mars energy array whiffing an attack on Starfleet Headquarters in “Terra Prime.”

Oh well. I’ll still watch Into Darkness and quite likely love it, but it’ll be with a nagging sensation at the back of my mind that it’s just a glorified mirror universe episode that doesn’t really matter in the long run.

Trek Trek: Free (of) Enterprise

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I haven’t been posting “Trek Trek” updates lately, because no one seems to care. Well, more than that, people seem to actively avoid the site when I post about Enterprise. The good news for you is that I’m through with Enterprise now; the bad news for me is that, well, I’m through with Enterprise now.

You guys (what few of you were willing to stoop to the level of discussing this show) were right — Enterprise‘s fourth season actually was even better than the third despite the lack of a singular overarching plot theme. Or rather, an overtly stated theme; beneath it all was the driving motif of “let’s get to classic Trek,” and it did a vastly better job of this than I honestly could ever have expected from this show in its first two seasons. I’m going to attribute that to the presence of Garfield and Judith Reeves-Stevens’ names in the credits for the whole of season four — they’re veteran Trek folks who (if I’m not mistaken) got their start as fans trying to coax Paramount into resuscitating the franchise in the ’70s. Who better to see the classic franchise to its quiet finale before the loud, brash movie reboot than two people who helped bring it back from limbo in the first place?

In a lot of ways, I’m glad the first two seasons were the aimless mess they turned out to be; as with every Trek spin-off from Next Generation on, Enterprise needed about a season and a half to find its voice, and I don’t think it would have done the franchise’s legacy justice if it had tackled topics like the birth of the Federation and the Eugenics Wars right away. Season three served as a sort of crucible for the series, an entire season of the crew responding to their own unique threat far removed from series’ universe as we know it. It allowed the bland-beyond-belief cast to grow their characters and earned the ship the right to its name. Having come of age, Enterprise finally had the maturity to begin its real purpose of laying down the groundwork for the original series.

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The downside, of course, is that those mediocre-to-miserable first two seasons killed the audience’s interest in sticking with the series (myself included), so no one was around to appreciate the fact that the franchise went out with some of the best Trek ever. The worst I can say about any episode of season four is that one or two were inessential; none were bad. Well, except perhaps the finale. I know the reputation that one has, and I’m not sure if I’m going to watch it. As I’m concerned, “Terra Prime” makes a perfect capstone for the series, even if it was cut down in its prime. The Romulans are out there, sowing discontent with shadowy tactics; the Klingons regard humanity with a wary tension that could burst into war anytime; Earth had begun its starship program in earnest with the launch of NX-02 Columbia; and the Federation Charter has finally come to into being. Archer’s speech to the proto-Federation delegates about “we’re all explorers” makes a much better capstone to this franchise than fat Riker trying to frame all of Enterprise as a loose recreation of events. I’m done, and it ended perfectly. Although I’m sad Robocop turned out to be such a racist creep.

The fourth season’s division into a handful of interlinked arcs was brilliant. Several narrative threads ran throughout the entire series, and it seems like the writers created arcs by putting two of them together. Humanity’s regrettable past plus Klingon tension equals an unnecessary — but much less embarrassing than I expected! — explanation for the cosmetic difference between original series Klingons and the rest. (I’d have accepted “differences in makeup tech between the ’60s and ’80s,” but I suppose Deep Space Nine put its foot in it by calling attention to the change, so whatever.) Romulans plus the birth of the Federation equals Romulans using subterfuge to drive a wedge between the various future species of the Federation. And so on.

I have some more specific thoughts, but I’ll have to finish the second half of this tomorrow when I have more time. Lucky you.