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Super Castlevania IV Remix

Original game : Super Castlevania IV

Platform : SNES

Author : bogaabogaa

Release date : 15 February 2021

Category : Complete

Patch version : 2.1

Modifications : L, P

Downloads : 3066

ROM Information

Database match: Super Castlevania IV (USA)
Database: No-Intro: Super Nintendo Entertainment System (v. 20180813-062835)
File/ROM SHA-1: 684C1DFAFF8E5999422C24D48054D96BB12DA2F4
File/ROM CRC32: B64FFB12

Hack description

This remix hack changes the enemies showing in levels, music and vertical/horizontal progression in the last two stages.

There are a view level layout changes to fresh things up and give a good challenge. The difficulty is aimed for people seeking a third quest and think the original was too easy.

If you know CV4 very well then try the double boss health patch.
That one will do what it says and adjust small stuff along the way.
Like sub-weapons get balanced to be all useful. This patch can be used on the original game too. Or other hacks.

I added a compatible don't move patch. Originally created by rainponcho. Modded by Alcaro.

Read the readme file for more infos!

V 2.0
fastROM support, asm from Vitor Vilela
- Added a different palette for Simon.
- Added a reworked Run Patch.
Press A to run.
Hold L to moonwalk.

V 1.1 Adjusting enemy spawn rate in stage 8. Some minor nerves. Thanks to eatitup_86 for testing, streaming and the great comments.

Screenshots

Contributions

ContributorType of contributionDescription

Reviews

Almost perfectsqueef2023-12-22Version 2.1

Just finished this very well made and fun mod. With the exception of a couple things, I think this mod is near flawless.

The enemy placement was done in such a way that it will challenge players more, but not to a degree where you have to be near-pixel perfect. Same with the modified levels, that generally add more difficult platforming. In albeit very rare circumstance, these two will spike in difficulty in some areas. Overall I feel like the mod better matches the difficulty level of earlier games.

I really like the addition of making checkpoints, both for when you die or lose all your lives, more forgiving. Though personally I feel like a no lives checkpoint for stage A is missing, as beyond it being a very difficult level, it has some long segments too.

A few more specific things I take issue with are: At the very end of stage 7, there is a platforming challenge that I feel takes a sudden and unnecessary leap in difficulty. Stage A has a checkpoint after a long section, which is fine, but the section it checkpoints at lacks a sub-weapon drop till later, resulting in an incredibly hard fight with an axe knight on falling blocks.

That all being said, I don't want to understate how good and fun this mod is. In my opinion it makes stage 8 especially much better than it is in the base game, with a very simple but big change to the level.

Also the ending is great lol.

An all new way to enjoy CV4ScaryJerseyGuy2021-02-17Version 1.1

I reviewed this way back in September and it's pretty awesome to see this has been updated because I liked this a lot despite getting the crap kicked outta me in the clock tower area. I'll definitely be revisiting this in the near future

Pros: Really Well thought out enemy designs, some parts just worked way better here.

Cons: Inconsistent Enemy Spawns(I played V.1.1)

Overall: I was pretty stubborn about checking out Super CV hacks because I hadn't ever patched an SNES Rom and I honestly wasn't that big of a fan of the original game in general, but I was pleasantly surprised with how this turned out.

Great job here. If you're a CV4 fan, snag it, patch it, play it and love it