Back when Konami was still experimenting instead of milking the Contra[魂斗羅] and Castlevania[悪魔城ドラキュラ] series, Getsu Fuuma Den is one of the developer's most ambitious Famicom games. It merges the RPG mechanics and open-world of Zelda II: The Adventure of Link[リンクの冒険] with the familiar action-platforming of Castlevania to make a unique game. It can be tough adjusting to the floaty jump, lack of friction on ground and strange circular attack, but there is something satisfying in leveling-up your weapon so enemies that took two hits soon take only one. Unfortunately, the game is bogged down by excessive backtracking, an off-putting environment (it is hell, after all), bad difficulty curve that spikes on bosses and awful 3-D maze levels. The first time you come across the maze, it's a refreshing change of pace but within minutes you'll learn to loathe these segments. Between the labyrinthine design, simplistic combat and seizure-educing enemy introductions, I had to quit after the first one. It's an interesting game for the time and there is something to it, but I wouldn't advise trying to complete it.
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If it was more possible to consistently avoid damage from certain enemies (without just abusing the top spin), this would be one of the best games on the system, and honestly it still kind of is regardless. It's an absolute sin that this never got any sequels.
Alright, after another playthrough it's more flawed than I remembered. Still a great experience, and I'm convinced it could have become something great with a sequel or two to iron out the kinks, but it's not really a mystery why this has only ever been a cult classic. Honestly my biggest criticism is that I think they got more ambitious than the famicom could handle. Either pick a lane for the gameplay and stick to it, or else hold off on doing the divided platformer/dungeon crawler schtick until the SNES when you can actually afford to give each system the depth and polish it deserves.