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The Memory Card .71: The rotating room photo

“The Memory Card” is a seasonal feature that dissects and honors some of the most artistic, innovative, and memorable videogame moments of all time.

Last week was the first edition of a three-part Memory Card miniseries specifically focusing on amazing moments in videogame graphics over the years (I am calling it The Graphics Card). Last week’s entry featured my first “holy sh*t!” graphics memory from the Nintendo Entertainment System. This week, it’s time to move on to the 16-bit era -- more specifically, the Super Nintendo.

The Super NES is my favorite videogame console of all time, and it is home to more beautiful visual moments than I can even list. But, just like last week, this is an article on my first memory of being impressed by the graphics on a particular console, not the end-all-be-all, best graphics ever to grace the system. Thinking in these terms, one moment quickly came to mind.

The moment is in Super Castlevania IV and is one of only a handful of videogame moments that remind me of a specific, wonderful time in my childhood. Keep reading to find out the strange reason why. Hit the jump for Part 2 of The Graphics Card trilogy (of amazingness!).

The Set-Up

One of the most anticipated videogames at the very beginning of the Super Nintendo’s life cycle was Super Castlevania IV, a reimagining of sorts of the original Castlevania for the NES. Once screenshots were shown of the brand new side-scrolling Castlevania sequel, gamers flipped out over the fancy new 16-bit details on display. Frustrating mermen flying out of the water had never looked so glorious!

In the game, you play as whip-wielding Simon Belmont as he, once again, journeys to Dracula’s massive castle to destroy the pure evil king of the vampires. The story is basic and very similar to the original -- hence the reason Super Castlevania IV is looked at by many as a reimagining of the first game in the series.

After changing up the gameplay in Castlevania II and III with a more open world structure and multiple playable characters, respectively, Super Castlevania IV returns to the series’ roots, offering players a completely linear, level-by-level structure. Basically, Simon travels through a (beautiful) level, fighting enemies and navigating the environmental hazards, until finally fighting an epic boss at the end of each stage.

In addition to the obvious graphical improvements, Super Castlevania IV offers one particular upgrade that adds a whole new level to the already outstanding gameplay. Instead of just being able to swing his whip straight ahead, Simon can actually snap his famous weapon at eight different angles, equal to all the directions on the SNES control pad.

While this serves very useful in defeating enemies, Simon’s new whip skills take a twist about halfway through the first level.

Scattered at specific spots in the game are little metal rings. When Simon hits one of these rings with his whip, the leather weapon coils around it and allows him to swing back and forth, Indiana Jones-style. The first time I got to do this is almost a Memory Card moment unto itself, but things only get cooler later in the game.

One of these “cool” moments occurs later in the game and is the focus of this week’s edition. Enter the rotating room!

The Moment

After playing through a few levels, Simon enters a tall tower right on the outskirts of Dracula’s castle.

Once he defeats a huge skull mini-boss in the first part of the level, Simon enters a section of the tower that is full of many traps. Although there are many “platforming” sections in previous stages, this section of the game is a constant barrage of moving walls and tricky jumps. While most of the game up to this point focused on battling monstrous enemies, the tower level features a ton of environmental challenges, each one more creative than the last.

After walking down a dark passageway covered in red stone, Simon climbs a set of stairs and enters a strange room. On one side of the room is a giant wall of spikes, while the other side of the room is nothing but a dead end.

At first glance, the only way out of the closed-off room is through an open passage in the ceiling -- a ceiling that is way too high to jump to.

Before he has a chance to figure out a plan, the passage Simon entered in closes behind him, sealing him inside. Suddenly, the room starts to shake.

In a shocking surprise, the entire room starts to rotate counter-clockwise. As the floor Simon is standing on gets higher on one side, he starts to slide closer and closer to the deadly spikes that line the left wall -- a wall that is slowly starting to become the floor! Eek!

Lucky for Simon (and the player!), a familiar metal ring sits waiting in the middle of the room. Without even thinking twice, Simon whips the ring and immediately hangs from his trusty leather companion.

As Simon hangs safe in the middle of the room, the entire room rotates around him.

After what feels like hours, the room finally stops spinning. What was a vertical column becomes a safe, horizontal platform for Simon to drop down on.

Once he safely lands on the platform, Simon is able to move forward and enter the passage that was once the impossible-to-reach hole in the ceiling -- all the while avoiding those damned flying Medusa heads.

With his whip in hand, Simon continues onward to put a stop to Dracula.

You can watch the incredibly creative, visually impressive sequence right here:

The Impact

A quick side story:

When I was really young, my brother and I used to create the most ridiculous adventures in the basement of my house. One day we would jump from box to box, toy shelf to couch, as we tried to reach the other end of the basement without touching the “lava-covered” ground.

On another day we would place a mattress flat at the top of the stairs. I would lie on it holding the end of a belt, while my brother would grab the other end of the belt at the very top of the stairs, making sure I didn’t slide down with the mattress, as to avoid falling into the giant pit of “alligators and scorpions” that hungrily laid waiting at the bottom of the “chasm.”

What can I say? We had overactive imaginations.

This story has a point, though. When I first reached the rotating room in Super Castlevania IV it reminded me so much of the adventure games my brother and I used to play in the basement of my old house. For the first time in a videogame I was recreating these exciting action sequences that I always wanted to be a part of. It was a glorious discovery.

Even to this day the sequence brings back intense nostalgic feelings.

But looking past its odd connection to my (embarrassing) childhood stories, visually, the rotating room sequence was absolutely mind-blowing for the time. It goes without saying it could never have been done on the NES.

When the Super Nintendo came out, a lot of early games showed off some of the brand new graphical features that could only be done on that console. In Super Mario World, giant, green, transparent blobs floated around the Ghost Houses; in ActRaiser, the camera would zoom from the sky into the ground below, all the while spinning around as the map got larger and larger on the screen. These effects were (and still are) cool and completely impressed me the first time I saw them.

But the graphical effects in these early games were more about looking fancy -- not very often did they apply directly to gameplay.

With the rotating room in Super Castlevania IV, however, all the visual fireworks that happen on-screen completely relate to the control of the main character. Simon Belmont is standing in a room that is rotating. Think about how unheard of that was before the SNES was born. Just watch it in the above video again. The visuals are incredible! If the player doesn’t react quickly enough, Simon falls to his death in the spikes below. The entire sequence is exhilarating and totally possible because of the graphical power of the Super Nintendo.

Now, I am not claiming that this moment is life-changing and emotionally moving like the Opera House in Final Fantasy VI or the return of the Baby Metroid in Super Metroid. Quite the opposite in fact. The graphics in those scenes, as a whole, are much better and utilize a plethora of visual techniques to elicit strong emotions in the player.

What the rotating room represents is a significant step forward in the visceral power of videogames. The first time I experienced it, when the room started rotating, I was Simon Belmont. I felt his fear and panic as he, and in turn I, struggled with what to do. The sequence may have looked cool (my God, the room is actually spinning!), but at the same time it is completely stressful. Exciting and awesome, but stressful.

In a way, the rotating room was the first thing that opened my eyes to the wonder of 16-bit graphics ... on a system that would go on to be my favorite console of all time. That makes it a pretty special moment, indeed.

The Memory Card Save Files

.01 - .20 (Season 1)
.21 - .40 (Season 2)
.41 - .60 (Season 3)
.61: The dream of the Wind Fish (The Legend of Zelda: Link's Awakening)
.62: Leaving Midgar (Final Fantasy VII)
.63: Auf Wiedersehen! (Bionic Commando)
.64: Death and The Sorrow (Metal Gear Solid 3: Snake Eater)
.65: A glimpse into the future (Space Quest: The Sarien Encounter)
.66: Taloon the merchant (Dragon Quest IV)
.67: Scaling the waterfall (Contra)
.68: Anton's love story (Professor Layton and the Diabolical Box)
.69: TKO! BJ! LOL! (Ring King)
.70: Giant robot fish! (Mega Man 2)








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Chad Concelmo is Destructoid's features editor. He loves hanging out with awesome people. That's why Destructoid makes him so happy, since it is full of THE MOST AWESOME PEOPLE OF ALL TIME! Also, dolphins. Likes Chad enjoys punching old ladies in the face, Super Metroid, Zelda: A Link to the Past on the SNES (best system ever!), Final Fantasy VI, Day of the Tentacle, Shadow of the Colossus, Mother 3, Beyond Good & Evil, Contra III, Valkyria Chronicles, Punch-Out!!, Half-Life 2, and Super Mario Galaxy 2. Meet the rest of the team



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47 comments | showing # 1 to 47
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fetusmilk's Avatar - Comment posted on 10/15/2009 16:03
fetusmilk
as soon as i saw the title of this article i knew right away what you were referring to. shows how much this sticks out as something never seen in a game before.
super castlevaina is still one of my favorite snes games to this day.
Son of BaconSandwhich's Avatar - Comment posted on 10/15/2009 16:03
Son of BaconSandwhich
A great moment, a great read!

Love ya, Mr.C
Krow's Avatar - Comment posted on 10/15/2009 16:06
Krow
I had my first "HOLY SHIT!" moment with video game graphics when I first played the intro level to Mega Man X2. When you first get to the giant robot battle, and you see him become seemingly three dimensional in the background, I lost my mind.
Tascar's Avatar - Comment posted on 10/15/2009 16:07
Tascar
I really like these last two Memory Card entries. They remind me of that time when state of the arts graphics were used to support the emotional experience as opposed to a means to its own end, a means of showing itself off.
Jonathan Holmes's Avatar - Comment posted on 10/15/2009 16:11
Jonathan Holmes
For me, "Mode 7" graphics will always go down as the last time that a consoles "special powers" really impressed me. After that, my appreciation of in-game effects, shaders, faders, filters, and the like went totally down hill.

I could give a crap about HD and particle effects and what not, but a good Mode 7 rotation still gives me that "Whoa boy, we're really eating the best pie tonight!" sort of feeling.
Jonathan Ross's Avatar - Comment posted on 10/15/2009 16:12
Jonathan Ross
For the longest time I thought there was some secret to this because of the opening on the left. It drove me CRAZY. I spent so many lives trying to swing into that open section, thinking I was doing something wrong when I died. I figured after the second rotation it turned into a pit, so I had to get through it before the room turned twice.

Fun times!
ace of knaves's Avatar - Comment posted on 10/15/2009 16:14
ace of knaves
Very nice. I'm looking forward to your current gen choice for a graphics-based moment next week.
eternalplayer2345's Avatar - Comment posted on 10/15/2009 16:16
eternalplayer2345
I first played super castlevania in 2007 on the virtual console, even then I was still in awe at this amazing scene, it was totally unexpected and completely awesome. Though I think I died the first time.

Also, I remember playing the lava-carpet game as a child too, and I used to take a blanket and my brother and I would slide down the stairs in the basement!
Krow's Avatar - Comment posted on 10/15/2009 16:16
Krow
Chad, if next week doesn't feature Super Mario World 2: Yoshi's Island, I am going to cry.
DrRockso's Avatar - Comment posted on 10/15/2009 16:20
DrRockso
Fred Ascare, Paula Abghoul.


:(
InfraredChimera's Avatar - Comment posted on 10/15/2009 16:24
InfraredChimera
While this was awesome thing to see for me when I first played way back when, but really blew my mind is that you could go behind the fence or vice versa early in the game. I know its really trivial, but for me that just the shit!
Tyler Jones's Avatar - Comment posted on 10/15/2009 16:24
Tyler Jones
Mode 7 needs to make a glorious comeback.

Super Ghouls n' Ghosts also had rotating rooms.
eskimo bob's Avatar - Comment posted on 10/15/2009 16:30
eskimo bob
the real question is, would you bang that room?

Halo wouldn't like this...
Torzelan's Avatar - Comment posted on 10/15/2009 16:34
Torzelan
Best Castlevania game evar! 50% because it's the first one I owned and played to death, and 50% thanks to the jigglewhip - does any other Castlevania game have it? And if not, why!? Should've been in every CV after IV.

The fishmen squirting water at you just when it will make you fall to your death raged me more than any Medusa head ever did though.
Exrecaller's Avatar - Comment posted on 10/15/2009 17:04
Exrecaller
Have you ever played Baten Kaitos Origins Chad? If so, i'd be curious to know how you felt when we learn Guillo's fate at the end of the game. Or when you learn the meaning of Malpercio.

That's the only game I've ever considered a memory card moment from beginning to end.
Exrecaller's Avatar - Comment posted on 10/15/2009 17:04
Exrecaller
Have you ever played Baten Kaitos Origins Chad? If so, i'd be curious to know how you felt when we learn Guillo's fate at the end of the game. Or when you learn the meaning of Malpercio.

That's the only game I've ever considered a memory card moment from beginning to end.
Tricerabortion's Avatar - Comment posted on 10/15/2009 17:06
Tricerabortion
I thought you meant the room a little bit further into that stage where the background spins around you. That bit tripped me out. Reminds me of those rooms where you walk along a bridge in a tunnel which rotates. That was pretty amazing too.
Chad Concelmo's Avatar - Comment posted on 10/15/2009 17:07
Chad Concelmo
@Exrecaller,
Wow. It's so weird you bring that game up! I played the original back in the day but never had a chance to play the prequel. I actually was planning on playing through it later this month. So weird.

I can't wait! I loved the first game. :)
pl0x kthanxbai's Avatar - Comment posted on 10/15/2009 17:10
pl0x kthanxbai
CHAD, ADD KLONOA DOOR TO PHANTOMILE'S ENDING!!!!!!!



PL0X KTHANXBAI
texasgoldrush's Avatar - Comment posted on 10/15/2009 17:10
texasgoldrush
So is next week a "this-gen" graphics card?
Chad Concelmo's Avatar - Comment posted on 10/15/2009 17:12
Chad Concelmo
@pl0x kthanxbai,
It's on my list! I will get to it someday. SO GOOD! :D
Chad Concelmo's Avatar - Comment posted on 10/15/2009 17:12
Chad Concelmo
@texasgoldrush,
Yup! :)
Chad Concelmo's Avatar - Comment posted on 10/15/2009 17:14
Chad Concelmo
@Tricerabortion,
Totally! I loved that as well, but it didn't have as much to do with the actual gameplay. Granted, the enemies do drop out of the panels in the moving walls, but it was more about showing off the cool visuals in the game.

I agree, though. It's awesome! :)
DrRockso's Avatar - Comment posted on 10/15/2009 17:27
DrRockso
@Tricerabortion

Thats the room I thought he had meant also. I had forgotten about this one. :/
texasgoldrush's Avatar - Comment posted on 10/15/2009 17:35
texasgoldrush
So is next week a "this-gen" graphics card?
BumGamer's Avatar - Comment posted on 10/15/2009 17:40
BumGamer
Whoa, you're practically flipping out, Chad! I can see that the graphics are pretty nice but you're just hammering it in! Personally, I think they're pretty plain and bland, especially compared to later titles on the SNES. A great article, though! You captured the essence of the moment masterfully.
nilcam's Avatar - Comment posted on 10/15/2009 17:55
nilcam
The spinning room was the first time I experienced videogame-induced motion sickness.
Darren Nakamura's Avatar - Comment posted on 10/15/2009 18:29
Darren Nakamura
I am eagerly anticipating the last of the Graphics Card.
Artemus's Avatar - Comment posted on 10/15/2009 19:10
Artemus
Great Memory Card, Chad! =)
That rotating room level from Castlevania was and is still awesome! I just played this game a few weeks back and it still very much rocks!
Many SNES games utilized the 16-bit graphics and effects to the fullest... Legend of the Mystical Ninja also springs to mind and, of course, Super Mario World. Such an amazing system.
Poopface Morty's Avatar - Comment posted on 10/15/2009 20:20
Poopface Morty
I think I might of shit my pants when I first saw this many many years ago. I was simply unable to say anything aside from "No fucking way"
texasgoldrush's Avatar - Comment posted on 10/15/2009 21:04
texasgoldrush
Not exactly a "current gen" graphics card but a good "current gen" memory card in general would be Mass Effect. Hopefully you can make one in the run up to Mass Effect 2's release.
TheChemist's Avatar - Comment posted on 10/15/2009 21:05
TheChemist
Oh hell yeah! This part blew my mind when I first played it. I remember thinking I'm going to die and then when it stopped spinning it was awesome when it started going again. This whole mode 7 stuff realy made me realize how awesome the SNES was going to be.
texasgoldrush's Avatar - Comment posted on 10/15/2009 21:06
texasgoldrush
I would actually make the next room in that stage the memory card. Also, Super Ghouls and Ghosts had rotating rooms as well.
texasgoldrush's Avatar - Comment posted on 10/15/2009 21:07
texasgoldrush
I also remember the chandalear section.......wow. I need to play this game again.
vApathyv's Avatar - Comment posted on 10/15/2009 23:12
vApathyv
My enjoyment of 16-bit graphics was mainly based on the Genesis (My favorite being the burning forest in Sonic 3...that still impresses me even to this day, and I play that game probably three times a week), but I certainly remember ooh'ing and awe'ing at this. If I had to pick my first 16-bit graphics moment though, it has to be during the first castle in Super Mario World, where you're on the fence, suspended over lava, and actually flip over to the other side of the fence. Then again, that was also my first videogame moment EVER, so that might be why it got me so hard.

Ironically though, I recently had a SNES-based graphical "WOW" moment just this past week. Hearing the news of a new Rocket Knight game, I decided to play the Genesis version of Sparkster to celebrate. However, I never knew that, not only was their an SNES version of the game, but that it was totally different AND was considered the better game. So, I figured I'd play it, and the moment the first level started, my jaw dropped. It was BEAUTIFUL. It was colorful, detailed, vibrant, and filled with character...I couldn't look at the Genesis version the same way after that. It looked like PS1-level sprite graphics to me. Matter of fact, I might just go play that now...
Monodi's Avatar - Comment posted on 10/16/2009 03:52
Monodi
I used to play that kind of stuff when I was a kid and exactly with lava as well. Sucks hat I only had elder sisters and I went alone quickly.
Dr Light ate your Magicite's Avatar - Comment posted on 10/16/2009 08:25
Dr Light ate your Magicite
I loved Castlevania IV growing up, mostly because it was the only one I could beat for the longest time. The music in this area always stuck with me too because it had that real foreboding, something crazy is going on here, feel. To echo earlier sentiments, the SNES seemed to be packed with graphical bells and whistles previously unseen. Though I also always fondly remember the stage in Castlevania Bloodlines where the screen splits into three moving horizontal segments, forcing the player to keep an eye on where each body part is going.

Ahh...I love a good videogame mindfuck.
eliza0224's Avatar - Comment posted on 10/16/2009 11:57
eliza0224
Is the next game going to be MGS4 Chad? =)
pl0x kthanxbai's Avatar - Comment posted on 10/16/2009 22:30
pl0x kthanxbai
THAX CHAD


ILL HAVE LOTS OF BABIES NAMED IN YOUR HONOR FOR THAT


KBAI
Lance Icarus's Avatar - Comment posted on 10/18/2009 16:49
Lance Icarus
I love it when games toss you a curveball like this. You want into a room, everything seems alright when suddenly things start changing and you have to adapt quickly or die.
Monkey News's Avatar - Comment posted on 10/19/2009 12:17
Monkey News
I too used to enjoy a game of avoid the lava floor. Sometimes it would get changed to 'shark infested water's' to spice it up a little.
Mr. Leo's Avatar - Comment posted on 12/27/2009 08:45
Mr. Leo
THIS, is the only Castlevania game I truly enjoyed, and the rotating room part was a little bit of this masterpiece, great article.
keyserv2's Avatar - Comment posted on 03/04/2010 23:54
keyserv2
This article reminds me of fighting the octopus sub-boss in the 3rd level of Mystical Ninja. MAN that game is so freakin' awesome!!!! Probably one of my most favorite SNES games ever, but infuriatingly difficult. There was so much done right in that game, all the special weapons/powers, the mini-games. So cool.
storpicvipect20's Avatar - Comment posted on 06/14/2011 17:42
storpicvipect20
persuasion is that it will not be of heart-complaint. I may be stung, buy kemadrin online
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