Castlevania: The Adventure Areas by Peklo
dventure is a strange little thing. Released early in the humble Gameboy's life, it's a display of experimenting with perceived norms and expected aspects of a franchise. This was actually quite a common practice in those days. The handheld didn't always have the technical capabilities to replicate the exact play experience games had offered on the home consoles. Developers often tweaked and tried to differentiate the handheld versions from their console counterparts to spur more interest for them. They weren't just watered-down, uglier versions of already-existing games. They were different takes on a beloved formula. A perfect example of such design genius is the GB launch title, Super Mario Land.
And, so it was with The Castlevania Adventure. Wholly familiar on the surface, players could feel right at home in the confines of the handheld adventure, just as they had on the NES. Certain compromises would be made obvious upon further playing, as well as some quite drastic deviations from the previous games.
Adventure has four stages for Christopher to travel through. There are only a few extremely minor split paths, so this is a linear journey. A boss waits at the end of each stage, and it's your job to guide Chris there before the time limit expires. Otherwise, you'll expire.
Stage 1: The Graveyard
Christopher begins his journey in this desolate area. He'll have to contend with Madmen that drop from the sky, rolling Big Eyes and nefarious Ravens that are just dying to peck at him. After the initial leg of forestland, the route takes a zig-zagging form while ascending a series of ropes, all the while Big Eyes try make your life difficult. That's right, no stairs for Christopher. He encounters some scattered gravestones and dead husks of trees, amongst which small cretins scavenge for food and perhaps prey. Ascending to the main graveyard area, Christopher will find himself at the base of a mountain range. Some devious platforming is afoot here, requiring the utmost precision. If you can handle the acrobatics, you'll reach the first Primary Evil.
The opening forest, Christopher seen battling a Madman. These slimy foes drop from the sky, possibly waiting to ambush passerbys in the treetops. Christopher Belmont is more than just your regular hiker.

It is very soon that Adventure starts deviating drastically from the usual Castlevania experience. Chris won't traverse stairs as most other heroes of his clan, but long, hanging ropes.

Crows and Madmen further torture poor Christopher at the mountainous graveyard. Be vigilant, for strikes of the whip must be planned ahead of time to put into use effectively. The background is so beautiful here, I could stare at it for ages.

Just before the boss, Christopher must perform a series of extremely accurate jumps. It's very easy to slip and fall off of those paper-thin platforms, but once you get into the rhythm, it becomes somewhat tolerable.

Gobanz is the Primary Evil of the first stage. This hulking beast assaults Christopher with an elongated chain with an anchor tied at its tip. Sort of a twisted version of the Belmonts' Vampire Killer, if you will.

Enemies:
- Madman
- Raven
- Hopping Mole
- Big Eye
- Bat
Boss:
- Gobanz
Music Track:
Map:
Stage 2: The Cave
Overwhelming darkness looms over Christopher's journey as he braves the murky caverns. Harassed by bats coming in from impossible angles, it's easy to lose the whip's power here. The game ramps up in difficulty around this part, as we are introduced to a few mainstays of Christopher's ordeals: Punaguchi and Zeldo. The former is an incredibly annoying foe, spewing rebounding balls of energy that move at lightning fast speeds. You'll also encounter several instances of falling platforms, which are sure to test your skills. Eventually, a series of suspended rope bridges is reached; Big Eyes appear here as well. Their explosions destroy parts of the bridge, so jump over the ones that come from ahead, and whip away the ones approaching from the rear.
Enter the caverns and meet a few newcomers. Stationary, deformed hand like creatures, the Punaguchis spew rebouding energy balls. Hooded, sickle-handed Zeldos provide further challenge with their boomerang styled offense.

Christopher slogs through a suspended walk bridge. All the while being harassed by rolling Big Eyes. Watch out, these guys explode if attacked, taking part of the bridge with them.

Chris has found a little breathing room in between all the madness. If his timing is perfect and feet steady, he can gain an elusive additional life to his stock from the faraway candlestick.

A bit of ingenious thinking will net Christopher access to various power-ups in each of the game's stages.

The Undermole is not an individual entity within the damp cave, but a whole nest of such perversions of nature. The agile creatures hop around madly trying to overwhelm Christopher with sheer numbers.

Enemies:
- Bat
- Punaguchi
- Zeldo
- Big Eye
Boss:
- The Undermoles
Music Track:
Map:
Stage 3: The Tower of Traps
I said the difficulty ramps up during stage 2, but that was a bit of a lie. This is where it truly happens. The initial challenge is to avoid being crushed between ceiling and floor, by destroying several gigantic gears that power the mechanism. Periodically, you'll encounter candles that hold alluring rewards, yet are in dangerous spots when your hurry is great. Christopher next arrives at a long shaft leading upwards in the tower, through a series of ropes and miniscule platforms. Did I mention you're being tailed by a spiked floor, and there are annoying enemies to further cause you discontent? It's all or nothing here; there is no room for mistakes. If you reach the top, another spike wall will give chase, this time leftwards. Regardless, it's a much similar situation. The boss awaits at the highest point of the tower.
The third stage is practically one big death trap. As soon as you begin, you'll have to contend with the ceiling and floor coming together, trying to crush you into a bloody mess.

As if that crushing fun wasn't more than enough trouble, now it's an ever-rising spike bed that relentlessly chases after Christopher. The ascension is long and there is no room for error, so good luck to all who dare try.

Will the grueling ordeals never see an end for our hero? If you thought you were safe after the spike bed incident, think again. The pursuing wall means business, and is just as deadly to touch.

Christopher has finally escaped the mechanical horrors. A good time to go treasure hunting. It's barely noticeable, but the tile patterns on the wall reveal which part can be passed through. Beyond it lies another power-up room.

Battle against the Death Bat is raging on. The mutated mammal makes its home atop this tower of mechanized mayhem, awaiting worn-down visitors to enter its nest.

Enemies:
- She-Worm
- Hopping Mole
- Madman
- Big Eye
Boss:
- Death Bat
Music Track:
Map:
Stage 4: Castlevania
After escaping from the nightmarish tower, Christopher arrives at the gates of Castlevania. The outside walkway is filled with rows of knightly armor, some of which come into life and stalks you. After the rather long walk, you'll reach the castle itself, guarded by a Zeldo and as-of-now regular enemy status Gobanz. He's still just as tough, so handle with caution. Inside the castle you'll fight more Punaguchis, which attempt to knock you into spikes. Not long after, the castle transforms into a deathly trap with rooms fully covered in spikes. Moving platforms allow you passage deeper. Spikes also come out from walls, forcing you to jump onto them to climb to the top. Just before the final boss chamber, Christopher faces four Gobanz in a row. Do try to be careful, as the fireball whip is of great help in the upcoming battle.
The Count's defenses have been breached and his home invaded. The courtyard seems unassuming, but multiple Evil Armors emerge periodically from the background to obstruct Christopher's offense.

You don't want this to happen. The combined assault of a Zeldo and a Gobanz spells certain doom for our valiant vampire killer, regardless of the great determination he possesses.

No, you're not seeing things. Chris has located the last of the secrets, this time hidden much in the style of Simon's Quest. I like how such a small and short game can still contain many-a-secret to discover at the player's will.

Dracula has finally emerged to confront the destined hunter. The battle is unique in that Dracula doesn't recycle his trademark fireball/teleport routine. This time war is waged on multiple levels of platforms.

What does remain is Dracula's tendency to arise stronger still from the initial defeat. This form seems menacing, but it really isn't much of a hassle. Still a pretty cool battle and the music rocks.

Enemies:
- Evil Armor
- Zeldo
- Gobanz
- Punaguchi
- Bat
Boss:
- Dracula
Music Track:
Map:























