Super Valis IV is a departure for the series, and I'm not just talking about the fact that it's a Super Famicom exclusive. Rather than stick to the norms, Laser Soft opted for a slightly different approach. This is still most assuredly a run, jump, and slash adventure, but the underlying mechanics have changed quite a lot. Before going any further, let's discuss the story. At the end of Valis 3, Yuko retired from the warrior life and became the Goddess of Vecanti. There was peace for a minute until Galgear, psychotic prince of the dark world, broke free from his crystal prison. Lena Brande has taken it upon herself to battle Galgear's forces and save all the worlds from destruction.
... I'm starting to get the impression that writing the story for a Valis is as simple as making up some names. If there was ever a fifth game, the antagonist would be Cruelblaze, archbishop of the dark world. He'd kidnap Yuko with the help of his three acolytes Eyegore, Mulphus, and Zzo. Lena would arrive, fight everyone, and get some fancy bikini armor in the process. Okay, enough fantasizing about sequels that'll never happen. Let's move on to discussing an actual game, one in which a sword-swinging heroine dashes through seven stages.
A key feature of the SNES edition of Valis IV is that it drops the slide entirely. Absolute insanity, am I right? Imagine not having a slide that defies gravity. Lena prefers running, and she's damn good at it. Double-tapping right or left boosts her speed as well as the distance of her jumps. It's a talent I quickly grew to enjoy, and it's all thanks to the splendid controls. Most stages are very basic, with little in the way of moving platforms or obstacles. In other words, there's almost no reason to stand still. This more freeform approach is a departure from previous games in the series. Gone is the Castlevania-esque methodical pacing. It is possible to get knocked off of a platform by an enemy; it just doesn't happen often. Even then, the damage from sprinting into adversity and/or their projectiles might not be anything to fret over.
| It feels like I'm committing a crime getting this close to an enemy and not taking damage |
Though it might not be obvious at first, you're racing the clock. Instead of a timer ticking downward, it's a boss's health meter steadily filling up. This is something that I can't remember ever seeing before. The longer Lena takes to reach a boss, the longer the ensuing fight will take. It pays to play fast and loose, even though it means running face-first into danger. I said the controls were splendid, and that extends to every aspect of them. The heroine is quick, graceful, and has a hurtbox that's shockingly forgiving. You can avoid a lot of damage simply by relying on your reflexes. Lena's sword has good range and can fire projectiles with Up + Attack. You probably won't be spending too much time sniping at foes from afar, but having the option is very nice.
Unique to Super Valis IV is its power-up system. Various items dot each stage. Grab them and they're added to Lena's inventory. Pressing the X button equips whatever is currently highlighted. If it's a projectile ability, then the heroine has a new shot-type that lasts a limited number of uses. Hearts are one of the few means of healing. Then there's the super armor, which lasts a handful of hits. This is a welcome addition that really shakes up the formula. Also, depending on the time invested to learning this game inside and out, you could eventually have no need for it whatsoever. The extra utility helps, but Lena with just her sword is powerful enough. Item-usage actually affects the title players can receive. It's uh... okay I seriously didn't expect such forward-thinking design. Lasersoft came up with a system that's rewarding for both newcomers and veterans.
I must admit I'm a little taken aback by the confidence this game displays. Encounters with both minions and bosses feel more natural than before. Losing the slide doesn't affect our heroine's ability to dodge attacks. She can run or duck under quite a lot, and that's a testament to the value of good hitboxes. Instant-death pits being gone entirely is a change that I really appreciate. I mean, yeah it had to be excised, because Lena only has one life. Health management is another one of those surprisingly robust mechanics that's nicely handled. The damage an average enemy is capable of inflicting might not be a lot, but it adds up when sources of healing are limited to those heart items and what's replenished after completing a stage. Let me just say that everything works well. All these elements click into place to create a very nice action-platformer.
The plain level-design and enemy placement keep the game from reaching the upper echelons of the Super Nintendo library. Most stages are just a flat surface to run across, with a few platforms scattered around, and are populated by two types of enemies. I suppose this is where the in-depth subsystems conflict with the moment-to-moment action. Keeping all the aforementioned elements in place apparently meant that some risks couldn't be afforded. Still, it would've been nice to see more inventive stages that really push its players. The Crystal Pillar stage, with its spiked floors and rising platforms, represents more of what I would've liked to have seen out of the level-design.
I believe that Super Valis IV is an underrated entry in the series. Presentation-wise, it's a noticeable step back from the PCE-CD and even Mega Drive releases, but the game delivers where it matters most. I was in an almost constant state of pleasant surprise during my playthroughs. There are a lot of unique qualities here, yet none of them feel out of place or half-baked. I wish the developer had gone further, but it was the early 90s, and they likely had mere months to get something out the door. Still, what they accomplished is pretty impressive. Also, I can't emphasize this enough, having difficulty that feels earned instead of just "you brought the wrong subweapon to the final boss, idiot!" adds so much value to the game.

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