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Castlevania (history and reception)

Game: Castlevania.

Konami released Castlevania in Japan, as Akumajō Dracula for the Famicom Disk System, on September 26, 1986. castlevania-history/release-japan

Publisher悪魔城ドラキュラ (Castlevania Portal Site, 1986 FDS history) · heading fields発売日:1986年9月26日悪魔城ドラキュラ (Castlevania Portal Site, 1986 FDS history) · heading fields機種:ファミリーコンピュータ ディスクシステム

Cited by: Castlevania, Castlevania

Konami dates Castlevania's North American release, on the NES, April 30, 1987. castlevania-history/release-north-america

PublisherCastlevania (Castlevania Portal Site, NES history) · heading fieldsRelease date:Apr 30, 1987Castlevania (Castlevania Portal Site, NES history) · heading fieldsPlatform:NES™

Konami's own date. Secondary listings give other days in spring 1987, and Computer Entertainer's June 1987 release schedule lists the game under May; no dated notice from the time was read.

Cited by: Castlevania

Konami dates Castlevania's European release, on the NES, November 1988. castlevania-history/release-europe

PublisherCastlevania (Castlevania Portal Site, Europe, NES history) · heading fieldsRelease date:Nov. 1988

Cited by: Castlevania

Konami calls Castlevania the first game of its series, released about half a year after the Famicom Disk System appeared. castlevania-history/series-first

Publisher悪魔城ドラキュラ (Castlevania Portal Site, 1986 FDS history) · Gameディスクシステムの登場から約半年後に発売された、 記念すべきシリーズ第1作目。

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In Konami's story, Dracula returns on an Easter night a hundred years after Christopher Belmont destroyed him, and Simon, of the Belmont line, goes alone into Dracula's castle with a whip handed down from his father. castlevania-history/story

Publisher悪魔城ドラキュラ (Castlevania Portal Site, 1986 FDS history) · Storyかつての英雄クリストファー・ベルモンドがドラキュラを滅ぼしてから、ちょうど百年が経とうとしていた時だった。悪魔城ドラキュラ (Castlevania Portal Site, 1986 FDS history) · Storyベルモンド一族の血を受け継ぐ青年シモンは、父ゆずりの不思議な力を秘めたムチを手に、1人ドラキュラ城へ乗り込んで行ったのだった。Castlevania NES instruction manual · PDF p. 4, IntroductionThe Count has waited 100 years for a rematch.

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Castlevania is for one player, who takes the hero through the passages and stairways of the castle, six floors of it, to a final duel with the Count in the tower. castlevania-history/structure

ManualCastlevania NES instruction manual · PDF p. 4, How to PlayCastlevania can be played by one player.Castlevania NES instruction manual · PDF p. 4, How to PlayThe object is to move through the passages and stairways of theCastlevania NES instruction manual · PDF p. 4, IntroductionBecause you've got to get through six monstrous floors before youCastlevania NES instruction manual · PDF p. 4, IntroductionBut once you make it to the tower, you can count on a Duel to the

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Each stage has a head creature, whose damage a meter on screen tracks; it leaves a magic crystal that restores all of Simon's lost power. castlevania-history/stage-boss

ManualCastlevania NES instruction manual · PDF p. 6, The Screenyou've done to HeadCastlevania NES instruction manual · PDF p. 12, The WeaponsCapture from HeadCastlevania NES instruction manual · PDF p. 12, The Weaponsrevives all lost

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Besides the whip, Simon finds weapons hidden along his path or inside creatures, among them a dagger, an axe, a fire bomb, a boomerang, and a watch that stops enemies for 5 small hearts a use; the hearts he collects give him extra shots. castlevania-history/subweapons

ManualCastlevania NES instruction manual · PDF p. 10, The WeaponsHidden on path Stops enemy Costs you 5Castlevania NES instruction manual · PDF p. 11, The Weaponsextra Shot perCastlevania NES instruction manual · PDF p. 11, The WeaponsBOOMERANG

The manual's table names the watch, dagger, axe, fire bomb, and boomerang, and lists the cross separately as an item that "Destroys all onscreen enemies". The scan's OCR breaks the table's columns, so its rows read across them.

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The morning star strengthens the whip twice, a short chain at the first upgrade and a long chain at the second. castlevania-history/morning-star

ManualCastlevania NES instruction manual · PDF p. 11, The WeaponsShort chain for 1stCastlevania NES instruction manual · PDF p. 11, The Weaponslevel long chain for

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A pork chop, hidden in the background and revealed by a whip stroke, restores part of Simon's lost power. castlevania-history/pork-chop

ManualCastlevania NES instruction manual · PDF p. 12, The WeaponsPORK CHOPCastlevania NES instruction manual · PDF p. 12, The WeaponsPartially revivesCastlevania NES instruction manual · PDF p. 12, The WeaponsAppears with secret

Cited by: Castlevania

Konami's history says the action games of the time attacked with punches and kicks or with projectiles, and that Castlevania's whip, a moment slower to strike but a little longer in reach, was new to players; the feel of swinging it is still found only in the series. castlevania-history/whip

Publisher悪魔城ドラキュラ (Castlevania Portal Site, 1986 FDS history) · Game当時のアクションゲームの攻撃手段はパンチやキックといった直接的なものか、あるいは飛び道具だった。悪魔城ドラキュラ (Castlevania Portal Site, 1986 FDS history) · Game攻撃までにひと呼吸あるかわりに、 射程距離が少しだけ長い。悪魔城ドラキュラ (Castlevania Portal Site, 1986 FDS history) · Gameいまだに、ムチを振るう感覚は同シリーズでしか味わえない。

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Konami's history names the game's atmosphere, Western monsters such as Frankenstein's monster, the wolf man, and Death set to grave, solemn music, as another reason the game has stayed loved for years. castlevania-history/atmosphere

Publisher悪魔城ドラキュラ (Castlevania Portal Site, 1986 FDS history) · Game長年にわたって『ドラキュラ』が愛され続ける理由のもうひとつに、徹底した雰囲気作りが挙げられるだろう。悪魔城ドラキュラ (Castlevania Portal Site, 1986 FDS history) · Gameフランケンシュタインや狼男、死神といった西洋のモンスターを集め、さらに重厚かつ荘厳なBGMを流す

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shmuplations, introducing the recollections of a developer Hitoshi Akamatsu mentored in the 1990s, calls Akamatsu Castlevania's director, creator, and programmer. castlevania-history/akamatsu

WebCastlevania – Developer Commentary · introductionCastlevania director/creator/programmer Hitoshi Akamatsu

shmuplations' introduction to recollections by a developer Akamatsu mentored in the 1990s; the game's own credits weren't read.

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By the account of a developer he later mentored, Akamatsu said the whip suited the world he wanted and was good at keeping enemies back, and that he loved Raiders of the Lost Ark. castlevania-history/whip-why

WebCastlevania – Developer Commentary · opening recollectionsIt matched the world of the game I wanted to create, and as far as weapons go, whips are great at repelling enemies.Castlevania – Developer Commentary · opening recollectionsbecause I love Raiders of the Lost Ark!

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By the account of a developer he later mentored, Akamatsu wanted Simon's controls to come, with enough play, to feel like an extension of the player's own limbs. castlevania-history/controls-aim

WebCastlevania – Developer Commentary · ControlsSimon’s movements would feel like an extension of the player’s own limbs

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By the account of a developer he later mentored, when the developer remarked how easily one enemy hit knocks Simon into a pit, Akamatsu shot back that Simon doesn't die from one hit and Mario does. castlevania-history/one-hit

WebCastlevania – Developer Commentary · Controlshow easily Simon can be knocked into a pit and die from one enemy hitCastlevania – Developer Commentary · ControlsSimon doesn’t die from one hit—Mario does!

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By the account of a developer he later mentored, Akamatsu set the order the subweapons appear in; the knife comes first so the player learns subweapons, the stopwatch is there to learn enemy attacks, and the cross and holy water are the strongest. castlevania-history/subweapon-order

WebCastlevania – Developer Commentary · Game Balancethe knife appears first so the player can get used to the subweaponsCastlevania – Developer Commentary · Game BalanceHe made the stopwatch so you could get used to enemy attacks.Castlevania – Developer Commentary · Game BalanceThen the strongest items are the Cross and the Holy Water.

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By the account of a developer he later mentored, Akamatsu said the fight with Death is meant to teach the cross and the axe, and that beating it with the whip alone marks a skilled player; the developer adds that test players apparently did. castlevania-history/death-fight

WebCastlevania – Developer Commentary · Game BalanceThe game design idea there was to get players to understand how to use the cross and axe subweapons.Castlevania – Developer Commentary · Game BalanceApparently the test players were able to do it.

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By the account of a developer he later mentored, Akamatsu said the final boss's second form is not Dracula but a monster born of the curse of man, which is why Simon is cursed for beating it. castlevania-history/final-form

WebCastlevania – Developer Commentary · Draculanot Dracula himself. That’s why when Simon defeats him, he gets cursed.Castlevania – Developer Commentary · DraculaThat is a monster borne from the curse of man.

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By the account of a developer he later mentored, Akamatsu said defeating Dracula scores only 1 point because of a bug, a wrong bit he set in a short development, and that it was meant to be 10,000. castlevania-history/dracula-points

WebCastlevania – Developer Commentary · Draculahe set the wrong bit. It was supposed to be 10,000 points.Castlevania – Developer Commentary · Draculathanks to the very short development period

The NES manual's creature chart lists the Count at 50,000 points.

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By the account of a developer he later mentored, Akamatsu put the music's quality down to its visuals and music being made by people who consciously wanted something cinematic. castlevania-history/cinematic

WebCastlevania – Developer Commentary · On Director Hitoshi Akamatsuboth the visuals and the music were made by people who consciously wanted to do something cinematic.

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Kinuyo Yamashita composed Castlevania's music, her first work after joining Konami, to suit the player's movement and the gothic backgrounds; she says others composed little of it. castlevania-history/music

InterviewKinuyo Yamashita Interview: Castlevania Composer · answer on the original CastlevaniaAfter I had joined Konami,Kinuyo Yamashita Interview: Castlevania Composer · answer on the original CastlevaniaI aimed to create music suitable for the image of the game, particularly noting the dynamism with which the player moves and the gothic images of the background.Kinuyo Yamashita Interview: Castlevania Composer · answer on the other composersbut they composed very little of the music

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Yamashita's Castlevania music has been played in concerts such as Video Games Live and PLAY! A Video Game Symphony. castlevania-history/music-concerts

InterviewKinuyo Yamashita Interview: Castlevania Composer · question on concertshas been played around the world in concerts likeKinuyo Yamashita Interview: Castlevania Composer · question on concertsPLAY! A Video Game Symphony

The interviewer's question; Yamashita's answer describes the Video Games Live shows in Japan.

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Computer Entertainer recommended Castlevania in June 1987; it found the game hard to put away, liked the magic whip as a change from the usual gun or sword, and held back a full four stars for graphics only for occasional flicker. castlevania-history/computer-entertainer

MagazineComputer Entertainer: the newsletter, June 1987 · scan p. 12, Critically Speaking... Nintendo-compatiblevery difficult to put it away once you startComputer Entertainer: the newsletter, June 1987 · scan p. 12, Critically Speaking... Nintendo-compatiblemagic whip as a change of pace from the usual gun or swordComputer Entertainer: the newsletter, June 1987 · scan p. 12, Critically Speaking... Nintendo-compatibleoccasional presenceComputer Entertainer: the newsletter, June 1987 · scan p. 12, Critically Speaking... Nintendo-compatibleRecommended. (MSR $34.95)

The star ratings, graphics then game play out of four, sit next to the title, and the OCR garbles them; the text implies graphics short of four stars.

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Computer Entertainer's August 1987 Top Ten Videogames, from telephone polls of retailers and distributors, put Castlevania third, after The Legend of Zelda and Ikari Warriors. castlevania-history/chart-1987

MagazineComputer Entertainer: the newsletter, August 1987 · p. 1, Top Ten VideogamesCastlevania (Kor/NES)Computer Entertainer: the newsletter, August 1987 · p. 1, Top Ten Videogamespolls with a selected group of retailers

The OCR drops the rank numbers of the first three rows; the order is the column's.

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IGN ranked Castlevania 19th among NES games; it found Simon's controls unusual but smooth once learned, and the game short at six stages but hard. castlevania-history/ign-top-100

WebTop 100 NES Games: 19, Castlevania · entry 19Start at #19Top 100 NES Games: 19, Castlevania · entry 19Simon Belmont, the whip-wielding Vampire Hunter, controlled uniquely.Top 100 NES Games: 19, Castlevania · entry 19Sure, Castlevania is only six stages long, but you'll require a lot of luck and skill getting through even half of it.

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IGN says the series began for American players with this game and rose from an unknown brand to Konami's flagship. castlevania-history/ign-legacy

WebTop 100 NES Games: 19, Castlevania · entry 19the series started for American gamers on the NESTop 100 NES Games: 19, Castlevania · entry 19Castlevania's epic rise from unknown brand to Konami flagship

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