On this page
  1. How it plays
  2. Across the series
  3. Related
  4. Mechanics
  5. References
  6. Sources

Castlevania III: Dracula’s Curse is Konami’s action platformer, released for the Famicom in Japan as Akumajō Densetsu on 22 December 19891 and for the NES in North America in September 19902. The player is Trevor Belmont, Simon Belmont’s forefather, the last line of defense against Count Dracula’s army. The North American manual sets the game 100 years before Simon’s birth. In Konami’s Japanese story the hero is Ralph, who goes alone to Lord Vlad’s manor several hundred years before Simon3.

After Castlevania II: Simon’s Quest mixed platforming with role-playing, Dracula’s Curse went back to the first game’s linear stages4. At several points the road forks and the player picks the route5. Along the way Trevor can meet three partners, Grant DaNasty, Sypha, and Alucard. He keeps one at a time and turns into that partner with Select6. Each plays differently: Sypha uses magic, Grant can move along walls, and Alucard can fly as a bat7. The Japanese cartridge carries Konami’s VRC6 chip, which Jeremy Parish credits to Hidenori Maezawa; it adds sound channels the North American music does without8.

Jeremy Parish writes that for many players it’s the series’ quintessential chapter, possibly bettered only by Rondo of Blood. Koji Igarashi, producer of Symphony of the Night, named it his favorite Castlevania in 20029. Reviewing the 2014 3DS release, Nintendo Life’s Damien McFerran called it one of the finest NES games. He wrote that the routes add to its replay value and the partners add tactical depth10. Alucard later starred in Symphony of the Night11.

#How it plays

The route Trevor takes decides which partners and enemies he meets. A stage reached by another route can start from its far end5. The whip strikes only straight ahead, so moves and attacks have to be timed12. Subweapons spend hearts, and whipping torches and light fittings turns up more13. Most subweapons cost one heart a throw; one costs five14.

Trevor, Sypha, and Alucard jump Castlevania’s jump. The arc is the same15, and its direction is set at take-off and can’t be changed in the air16.

Interactive: movement-lab (needs JavaScript)

Castlevania, whose rise Trevor, Sypha, and Alucard keep

Grant jumps his own way. He can steer in the air, and he keeps drifting after the d-pad is let go17. Holding A takes him higher than Trevor, and letting go early cuts the jump short, to about half its height18,15.

A hit throws the character up and sideways in an arc19, and the character then flickers for 120 frames20,20. On stairs, every character climbs one step at a time at a fixed pace21.

#Across the series

Against Castlevania, Dracula’s Curse:

  • keeps the jump’s arc, but a long fall tops out at 6 px a frame instead of 815;
  • keeps the jump’s fixed direction, except for Grant16,17;
  • turns a hit from a stepped hop into a launch under gravity19.

Super Castlevania IV later let Simon whip in several directions12.

Mechanics

MechanicKindHow
JumpTablethe same arc as Castlevania's jump; Grant has a jump of his own
Air controlFixed · Trevor, Sypha, and Alucardthe direction is set at take-off and can't be changed in the air
Air controlLatched · Granthe can steer in the air, and keeps drifting when the d-pad is let go
Variable jump heightTable skip · Grantletting go of A early cuts his jump short
KnockbackLauncha hit throws the character up and sideways in an arc
Invincibility framesFrame timerafter a hit the character flickers for a fixed count
Partner characterSwapTrevor takes one partner along and switches to them with Select
Weapon energyShared poolevery subweapon spends hearts, most of them one a throw
StairsSteppedstairs are climbed one step at a time, at a fixed pace
GravityNonethe arc is fixed frame by frame, and a long fall never gets faster than 6 px a frame
Variable jump heightNone · Trevor, Sypha, and Alucardevery jump is the same height, however long A is held
Every claim about this game, by concept (25)
generalAkumajō Densetsu, the Japanese release, came out for the Famicom on 22 December 1989.Publisher
Castlevania III: Dracula's Curse came out for the NES in North America in September 1990; Konami gives the day as 19 September.Publisher
In Europe the NES game came out after Super Castlevania IV.Web
Akumajō Densetsu is the series' third Famicom game, sold on a ROM cartridge.Publisher
The player is Trevor Belmont, Simon Belmont's forefather and, in the North American manual, the last line of defense against Count Dracula's army; the manual sets the game 100 years before Simon's birth. Konami's Japanese story names the hero Ralph C. Belmont, who goes alone to Lord Vlad's manor in 15th-century Europe, several hundred years before Simon.Manual
Like the first Castlevania, the game is played stage by stage, and at several points the road forks and the player chooses the route; the route decides which partners and enemies Trevor meets. A stage reached by another route can start from its far end. The North American manual counts 17 possible levels.Publisher
Trevor starts alone and can meet three partners, Grant DaNasty, Sypha, and Alucard, which ones depending on the route. He keeps one partner at a time and turns into that partner, and back, with Select.Manual
Each character plays differently. Trevor fights with the whip and items, Sypha uses magic, Grant is a thief who can move along walls, and Alucard, Dracula's son, can fly as a bat, as far as the hearts collected allow; which character the player uses changes how a stage is best played.Publisher
The Japanese cartridge carries Konami's VRC6 chip, which Jeremy Parish credits to Hidenori Maezawa; it nearly doubles the sound channels and smooths effects such as the clock tower's moving gears. Parish writes that by some accounts the NES couldn't carry the extra channels, and North America got the music without them.Web
After Simon's Quest mixed platforming with role-playing, Dracula's Curse went back to the first game's linear stages, which Damien McFerran of Nintendo Life reads as Konami listening to players.Web
Nintendo Life scored the 3DS Virtual Console release 9 out of 10.Web
Reviewing the 2014 3DS release, Damien McFerran called it one of the finest NES games, praised its control, and found it brutal but never unfair. He wrote that the branching routes add to its replay value, and that the partners added tactical depth.Web
Jeremy Parish writes that for many players it is the series' quintessential chapter, possibly bettered only by Rondo of Blood, and Koji Igarashi, producer of Symphony of the Night, named it his favorite Castlevania in 2002.Web
Alucard, one of the partners, later starred as the lead of Symphony of the Night.Web
Using a subweapon spends hearts, and whipping torches and light fittings turns up more.Web
Trevor's whip strikes only straight ahead, so the player has to time moves and attacks; Super Castlevania IV later let Simon whip in several directions.Web
Air controlIn Dracula's Curse the take-off shared by every character but Grant (the state tables the disassembly labels Trevor's, Sypha's, and Alucard's all point at it; Grant's has its own) sets the horizontal speed to 1 px/frame toward a held Left or Right, or 0, as in Castlevania.Code
In the air, a held Left or Right sets Grant's horizontal speed to 1 px/frame that way and turns him; with neither held the code leaves the speed as it was, so he keeps moving, until a wall stops him.Code
Invincibility framesA hit in Dracula's Curse sets $80 to 120, which the player's update counts down once a frame while flickering the character; one branch of the hit handling returns at once while $80, or $AD, is nonzero.Code
JumpDracula's Curse keeps Castlevania's jump for every character but Grant; the take-off starts the arc at entry 9 of a longer table whose entries from there are Castlevania's 20 rises, 5, 5, 3, 3, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, 0, 1, 0, 0, 0, and 0 px, and the 8 entries before it, 6 then 5 px, carry a fall below the take-off height down to 6 px/frame, where Castlevania falls at 8 px/frame once its table runs out.Code
KnockbackDracula's Curse turns a hit into a launch, where Castlevania steps a second table; the character is given 2 px/frame up and 1 px/frame sideways and faces opposite to that push (facing left with +1 speed when $90 is nonzero, else facing right with −1), and the hurt state adds 0.125 px/frame² of gravity each frame up to a 5 px/frame fall.Code
Partner characterDracula's Curse keeps two character slots; a swap flips the slot index with XOR 1 and loads that slot's character, one of four ids, Trevor, Sypha, Grant, and Alucard.Code
StairsDracula's Curse moves a character on stairs in steps; each step sets the speed to 0.5 px/frame across and 0.5 px/frame up or down the stairs, and the climbing state counts 15 frames before the step ends.Code
Variable jump heightGrant's jump reads its own table from entry 30, one entry a frame while A is held; once A is up during the rise, or once he falls, the routine moves two entries a frame, so letting go shortens the rise, from 58 px held to the top to 30 px with A up on the first frame, by the table.Code
Weapon energyDracula's Curse prices its subweapons from one table of eleven entries, nine at 1 heart, one at 5, and one at 0; a use compares the heart count with the price, and a thrown one subtracts it in BCD.Code

References

  1. ^Akumajō Densetsu, the Japanese release, came out for the Famicom on 22 December 1989.PublisherKonami, Akumajō Densetsu JP history
    How we know
    1989年12月22日
    release heading · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-22.

    In the claim ledger

  2. ^Castlevania III: Dracula's Curse came out for the NES in North America in September 1990; Konami gives the day as 19 September.PublisherKonami, Castlevania III US history · Nintendo, NES Games
    How we know
    Sep 19, 1990
    release heading · archived copy ↗
    Castlevania III: Dracula's Curse
    PDF p. 3 · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-22.

    In the claim ledger

  3. ^The player is Trevor Belmont, Simon Belmont's forefather and, in the North American manual, the last line of defense against Count Dracula's army; the manual sets the game 100 years before Simon's birth. Konami's Japanese story names the hero Ralph C. Belmont, who goes alone to Lord Vlad's manor in 15th-century Europe, several hundred years before Simon.ManualKonami, Castlevania III manual · Konami, Akumajō Densetsu JP historyrevised
    How we know
    The last line of defense is you, Trevor Belmont — the forefather of Simon … The time is 100 years before Simon Belmont's birth. … Dracula has assembled a mighty army of evil
    printed p. 4 (PDF p. 3), It's a Cursed World We Live In · archived copy ↗
    ラルフ・C・ベルモンドは、たったひとりでヴラド公の屋敷へと向かう。シモン・ベルモンドの時代をさかのぼること数百年 … 15世紀ヨーロッパ
    Story · archived copy ↗

    The quote matches our archived copy.

    Revised after a check by a second AI model, 2026-10-22.

    In the claim ledger

  4. ^After Simon's Quest mixed platforming with role-playing, Dracula's Curse went back to the first game's linear stages, which Damien McFerran of Nintendo Life reads as Konami listening to players.WebNintendo Life, Castlevania III review · Konami, Akumajō Densetsu JP history
    How we know
    an interesting fusion of platforming action and RPG adventuring, it wasn't what players of the period really wanted … Thankfully, Konami was listening and for its third and final NES Castlevania
    opening paragraph · archived copy ↗
    reverts back to the linear level-based formula seen in the original game
    second paragraph · archived copy ↗
    初代『ドラキュラ』と同じく、オーソドックスなステージクリアタイプ
    Game · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-22.

    In the claim ledger

  5. ^ abLike the first Castlevania, the game is played stage by stage, and at several points the road forks and the player chooses the route; the route decides which partners and enemies Trevor meets. A stage reached by another route can start from its far end. The North American manual counts 17 possible levels.PublisherKonami, Akumajō Densetsu JP history · Konami, Castlevania III manual
    How we know
    初代『ドラキュラ』と同じく、オーソドックスなステージクリアタイプだが、ステージの最後に分岐があり、ルートを自分で指定できる。同じステージでも、入りかたによってはゴール地点から始まる
    Game · archived copy ↗
    throughout your journey where the road forks … will be determined by the path
    printed p. 5 (PDF p. 4), How to Play in the Graveyard · archived copy ↗
    17 possible levels of never-ending
    printed p. 4 (PDF p. 3), It's a Cursed World We Live In · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-22.

    In the claim ledger

  6. ^Trevor starts alone and can meet three partners, Grant DaNasty, Sypha, and Alucard, which ones depending on the route. He keeps one partner at a time and turns into that partner, and back, with Select.ManualKonami, Castlevania III manual · Nintendo Life, Castlevania III review
    How we know
    At the start of the adventure your only player is Trevor C. Belmont. … will vary, depending on the Paths of Fate you choose. … press the Select Button
    printed p. 13, Adding to Your Team · archived copy ↗
    partner spirits: Grant DaNasty, the ferocious Ghost Pirate. Sypha, the
    printed p. 4 (PDF p. 3), It's a Cursed World We Live In · archived copy ↗
    which Trevor can switch places with at any time — the catch being that you can only have one companion with you at any one time
    paragraph beginning "However, aware that a straight sequel" · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-22.

    In the claim ledger

  7. ^Each character plays differently. Trevor fights with the whip and items, Sypha uses magic, Grant is a thief who can move along walls, and Alucard, Dracula's son, can fly as a bat, as far as the hearts collected allow; which character the player uses changes how a stage is best played.PublisherKonami, Akumajō Densetsu JP history · Konami, Castlevania III manual
    How we know
    ムチと各種アイテムを使いこなす主人公・ラルフ以外に、魔法の使い手サイファ、壁を伝って移動できる盗賊グラント、そして父親に反感を持つヴラド公の息子アルカード … 使用キャラによって攻略法が変わる
    Game · archived copy ↗
    And Alucard Dracula’s forgotten son.
    printed p. 4 (PDF p. 3), It's a Cursed World We Live In · archived copy ↗
    can soar like a bat. The more hearts you
    Gifts from the Poltergeist Masters, The Heart of Stone · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-22.

    In the claim ledger

  8. ^The Japanese cartridge carries Konami's VRC6 chip, which Jeremy Parish credits to Hidenori Maezawa; it nearly doubles the sound channels and smooths effects such as the clock tower's moving gears. Parish writes that by some accounts the NES couldn't carry the extra channels, and North America got the music without them.WebJeremy Parish, Maezawa's Greatest Hits
    How we know
    the Japanese version of the game (Akumajou Densetsu) used a special chip to augment its graphics and music: the VRC6, designed by Retronauts' person of the week Hidenori Maezawa … nearly doubling the possible sound channels. By some accounts, this is why we didn't receive the Japanese version
    opening paragraphs · archived copy ↗
    best seen in the clock tower stage of Akumajou Densetsu -- the gears and pendulums move with impossible smoothness
    paragraph beginning "Additionally" · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-22.

    In the claim ledger

  9. ^Jeremy Parish writes that for many players it is the series' quintessential chapter, possibly bettered only by Rondo of Blood, and Koji Igarashi, producer of Symphony of the Night, named it his favorite Castlevania in 2002.WebJeremy Parish, Maezawa's Greatest Hits · GameSpot, Igarashi Q&A
    How we know
    for many it's the quintessential chapter of the series, possibly bested only by Rondo of Blood
    opening paragraph · archived copy ↗
    I like Castlevania III: Dracula's Curse the best.
    What's your favorite game in the Castlevania series? · archived copy ↗
    the producer of Symphony of the Night
    introduction · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-22.

    In the claim ledger

  10. ^Reviewing the 2014 3DS release, Damien McFerran called it one of the finest NES games, praised its control, and found it brutal but never unfair. He wrote that the branching routes add to its replay value, and that the partners added tactical depth.WebNintendo Life, Castlevania III reviewrevised
    How we know
    This is rightly regarded as one of the finest NES titles ever made
    closing paragraph · archived copy ↗
    the control feels utterly perfect … Dracula's Curse is at times brutal and unforgiving, but never to the point where it's completely unfair
    paragraph beginning "Konami clearly spent" · archived copy ↗
    add immeasurably to the replay value … they added tactical depth to what was already a fantastic title
    paragraph beginning "However, aware that a straight sequel" · archived copy ↗

    The quote matches our archived copy.

    Revised after a check by a second AI model, 2026-10-22.

    In the claim ledger

  11. ^Alucard, one of the partners, later starred as the lead of Symphony of the Night.WebNintendo Life, Castlevania III review
    How we know
    Alucard would of course go on to star in … as the lead protagonist, and seeing him make his series debut
    paragraph beginning "However, aware that a straight sequel" · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-22.

    In the claim ledger

  12. ^ abTrevor's whip strikes only straight ahead, so the player has to time moves and attacks; Super Castlevania IV later let Simon whip in several directions.WebNintendo Life, Castlevania III review
    How we know
    In this third game, you can only whip horizontally, which means you have to time your movements and attacks precisely … which added multi-directional attacks to Simon Belmont's repertoire
    paragraph beginning "Konami clearly spent" · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-22.

    In the claim ledger

  13. ^Using a subweapon spends hearts, and whipping torches and light fittings turns up more.WebNintendo Life, Castlevania III review · Konami, Castlevania III manualrevised
    How we know
    sub-weapons which, when used, deplete your stock of hearts. As ever, hearts can be replenished by whipping the various torches and light-fittings
    second paragraph · archived copy ↗
    may appear when you knockout/blowout a candle or lantern
    Gifts from the Poltergeist Masters · archived copy ↗

    The quote matches our archived copy.

    Revised after a check by a second AI model, 2026-10-22.

    In the claim ledger

  14. ^Dracula's Curse prices its subweapons from one table of eleven entries, nine at 1 heart, one at 5, and one at 0; a use compares the heart count with the price, and a thrown one subtracts it in BCD.Codevinheim3/castlevania3-disasm · “Castlevania III - Dracula's Curse (USA)”
    How we know
    lda wNumHearts … cmp $bab6, y … lda $bab6, y … jmp $e753
    code/playerStateProcessing_b1d.s#L4099-L4111 · upstream ↗

    In the cartridge (“Castlevania III - Dracula's Curse (USA)”): bank $1D $BAB6-$BAC1, the prices for subweapons 1 to 11 after a 0 for none. We don't reproduce the bytes.

    jsr $8c2f
    code/bank1f.s#L1151-L1155 · upstream ↗
    lda wNumHearts … and #$0f … sbc $00 … sbc #$06 … sbc #$10 … sta wNumHearts
    code/bank00.s#L603-L625 · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-21.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  15. ^ abcDracula's Curse keeps Castlevania's jump for every character but Grant; the take-off starts the arc at entry 9 of a longer table whose entries from there are Castlevania's 20 rises, 5, 5, 3, 3, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, 0, 1, 0, 0, 0, and 0 px, and the 8 entries before it, 6 then 5 px, carry a fall below the take-off height down to 6 px/frame, where Castlevania falls at 8 px/frame once its table runs out.Codevinheim3/castlevania3-disasm · “Castlevania III - Dracula's Curse (USA)” · “Castlevania (USA) (Rev 1)”revised
    How we know
    3740playerState06_jumpStart_exceptGrant:
    
    code/playerStateProcessing_b1c.s lines 3740–3751 at 3272648 · upstream ↗
    lda $9874, y … cmp #$81 … sta wEntityVertSpeed.w, x … inc $05d8, x … cmp #$80 … dec $05d8, x … eor #$ff … lda $9875, y
    code/playerStateProcessing_b1c.s#L4187-L4225 · upstream ↗
    3242processTrevorState:
    ⋮
    3249	.dw playerState06_jumpStart_exceptGrant
    3250	.dw playerState08_jumping_exceptGrant
    
    code/playerStateProcessing_b1c.s lines 3242–3250 at 3272648 · upstream ↗
    4751processSyphaState:
    ⋮
    4758	.dw playerState06_jumpStart_exceptGrant
    
    code/playerStateProcessing_b1c.s lines 4751–4759 at 3272648 · upstream ↗
    918processAlucardState:
    ⋮
    926	.dw playerState06_jumpStart_exceptGrant
    
    code/playerStateProcessing_b1d.s lines 918–927 at 3272648 · upstream ↗
    4784processGrantState:
    ⋮
    4791	.dw playerState06_jumpStart_grant
    4792	.dw playerState08_jumping_0c_grant
    
    code/playerStateProcessing_b1c.s lines 4784–4792 at 3272648 · upstream ↗

    In the cartridge (“Castlevania III - Dracula's Curse (USA)”): bank $1C $9874-$9891: $80, five $FA (−6), five $FB (−5), five $FD, three $FE, four $FF, $00, $FF, four $00, and $81; the disassembly lists these bytes partly as instructions. We don't reproduce the bytes.

    In the cartridge (“Castlevania (USA) (Rev 1)”): Castlevania's table of 20 steps (castlevania/jump-table); Castlevania's 8 px fall past the table (castlevania/table-end-fall). We don't reproduce the bytes.

    Checked against the evidence by its author, an AI model, 2026-10-21.

    Revised after a check by a second AI model, 2026-10-21.

    In the claim ledger

  16. ^ abIn Dracula's Curse the take-off shared by every character but Grant (the state tables the disassembly labels Trevor's, Sypha's, and Alucard's all point at it; Grant's has its own) sets the horizontal speed to 1 px/frame toward a held Left or Right, or 0, as in Castlevania.Codevinheim3/castlevania3-disasm · “Castlevania (USA) (Rev 1)”
    How we know
    3740playerState06_jumpStart_exceptGrant:
    ⋮
    3743B28_1622:		lda wJoy1ButtonsPressed			; a5 28
    3744B28_1624:		sta $10			; 85 10
    ⋮
    3753B28_1637:		lda $10			; a5 10
    3754B28_1639:		lsr a			; 4a
    3755B28_163a:		bcs B28_1644 ; b0 08
    ⋮
    3757B28_163c:		lsr a			; 4a
    3758B28_163d:		bcs B28_164f ; b0 10
    ⋮
    3761B28_163f:		lda #$00		; a9 00
    3762B28_1641:		tay				; a8 
    3763B28_1642:		beq B28_1658 ; f0 14
    ⋮
    3768B28_1649:		lda #$01		; a9 01
    ⋮
    
    code/playerStateProcessing_b1c.s lines 3740–3781 at 3272648 · upstream ↗
    345@setButtonVars:
    346	lda wTempJoy1ButtonsPressedPass1, x
    347	tay
    ⋮
    355	sty wJoy1ButtonsPressed, x
    
    code/bank1f.s lines 344–356 at 3272648 · upstream ↗
    1826B28_0a91:		ldy wCurrPlayer.w		; ac 4e 05
    ⋮
    1836B28_0a9c:		jsr processAlucardState		; 20 a8 a5
    ⋮
    1840B28_0aa2:		jsr processTrevorState		; 20 7b 93
    ⋮
    1849B28_0ab0:		jsr processSyphaState		; 20 fc 9b
    ⋮
    1853B28_0ab6:		jsr processGrantState		; 20 3b 9c
    
    code/playerStateProcessing_b1c.s lines 1826–1854 at 3272648 · upstream ↗
    3242processTrevorState:
    ⋮
    3249	.dw playerState06_jumpStart_exceptGrant
    
    code/playerStateProcessing_b1c.s lines 3242–3249 at 3272648 · upstream ↗
    4751processSyphaState:
    ⋮
    4758	.dw playerState06_jumpStart_exceptGrant
    
    code/playerStateProcessing_b1c.s lines 4751–4758 at 3272648 · upstream ↗
    918processAlucardState:
    ⋮
    926	.dw playerState06_jumpStart_exceptGrant
    
    code/playerStateProcessing_b1d.s lines 918–926 at 3272648 · upstream ↗
    4784processGrantState:
    ⋮
    4791	.dw playerState06_jumpStart_grant
    
    code/playerStateProcessing_b1c.s lines 4784–4791 at 3272648 · upstream ↗

    In the cartridge (“Castlevania (USA) (Rev 1)”): Castlevania's take-off copying the held Left and Right into Simon's direction (castlevania/jump-start). We don't reproduce the bytes.

    Checked against the evidence by its author, an AI model, 2026-10-25.

    Checked by a second AI model, 2026-10-21.

    Checked by a second AI model, 2026-10-25.

    In the claim ledger

  17. ^ abIn the air, a held Left or Right sets Grant's horizontal speed to 1 px/frame that way and turns him; with neither held the code leaves the speed as it was, so he keeps moving, until a wall stops him.Codevinheim3/castlevania3-disasm
    How we know
    5156playerState06_jumpStart_grant:
    
    code/playerStateProcessing_b1c.s lines 5156–5172 at 3272648 · upstream ↗
    5261playerState08_jumping_0c_grant:
    ⋮
    5292; left held
    ⋮
    5309; right held
    ⋮
    5326; nothing above pressed/held
    
    code/playerStateProcessing_b1c.s lines 5261–5329 at 3272648 · upstream ↗
    5344; nothing above pressed/held
    
    code/playerStateProcessing_b1c.s lines 5344–5380 at 3272648 · upstream ↗
    sta wEntityHorizSpeed.w
    code/playerStateProcessing_b1d.s#L1-L4 · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-21.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  18. ^Grant's jump reads its own table from entry 30, one entry a frame while A is held; once A is up during the rise, or once he falls, the routine moves two entries a frame, so letting go shortens the rise, from 58 px held to the top to 30 px with A up on the first frame, by the table.Codevinheim3/castlevania3-disasm · “Castlevania III - Dracula's Curse (USA)”
    How we know
    lda #$1e … sta $05d8 … lda #$01 … sta wPixelsToWalkToStairs.w
    code/playerStateProcessing_b1c.s#L5156-L5172 · upstream ↗
    lda wEntityPhase.w … lda $9d … lda wJoy1ButtonsPressed … and #$80 … inc $9d … lda #$02 … sta wPixelsToWalkToStairs.w
    code/playerStateProcessing_b1d.s#L128-L141 · upstream ↗
    lda $9e58, y … cmp #$81 … sta wEntityVertSpeed.w … adc wPixelsToWalkToStairs.w … cmp #$39 … sbc wPixelsToWalkToStairs.w … eor #$ff
    code/playerStateProcessing_b1d.s#L154-L213 · upstream ↗

    In the cartridge (“Castlevania III - Dracula's Curse (USA)”): bank $1C $9E58-$9E91: $80, nineteen $F9 (−7), six $FA, five $FB, five $FC, six $FD, five $FE, five $FF, five $00, and $81. We don't reproduce the bytes.

    Checked against the evidence by its author, an AI model, 2026-10-21.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  19. ^ abDracula's Curse turns a hit into a launch, where Castlevania steps a second table; the character is given 2 px/frame up and 1 px/frame sideways and faces opposite to that push (facing left with +1 speed when $90 is nonzero, else facing right with −1), and the hurt state adds 0.125 px/frame² of gravity each frame up to a 5 px/frame fall.Codevinheim3/castlevania3-disasm · “Castlevania III - Dracula's Curse (USA)” · “Castlevania (USA) (Rev 1)”revised
    How we know
    lda #$26 … sta wPlayerStateDoubled.w … lda #$fe … sta wEntityVertSpeed.w … lda $90 … sta wEntityFacingLeft.w … lda #$01 … lda #$ff … sta wEntityHorizSpeed.w
    code/playerStateProcessing_b1c.s#L326-L349 · upstream ↗
    lda wPlayerStateDoubled.w … cmp #$26
    code/playerStateProcessing_b1c.s#L4182-L4185 · upstream ↗

    In the cartridge (“Castlevania III - Dracula's Curse (USA)”): bank $1C $9892-$98BE: vertical sub-speed + $20, carried into the speed; a falling speed capped at 5.0. We don't reproduce the bytes.

    In the cartridge (“Castlevania (USA) (Rev 1)”): Castlevania's hit, which points the arc at a second table (castlevania-line/knockback). We don't reproduce the bytes.

    Checked against the evidence by its author, an AI model, 2026-10-21.

    Revised after a check by a second AI model, 2026-10-21.

    In the claim ledger

  20. ^ abA hit in Dracula's Curse sets $80 to 120, which the player's update counts down once a frame while flickering the character; one branch of the hit handling returns at once while $80, or $AD, is nonzero.Codevinheim3/castlevania3-disasmrevised
    How we know
    lda #$78 … sta $80
    code/playerStateProcessing_b1c.s#L298-L299 · upstream ↗
    lda $80 … dec $80 … ldy #$80 … lda wGameStateLoopCounter … and #$01 … sty wEntityState.w
    code/playerStateProcessing_b1c.s#L166-L176 · upstream ↗
    lda $80 … ora $ad … bne B28_012b
    code/playerStateProcessing_b1c.s#L257-L259 · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-21.

    Revised after a check by a second AI model, 2026-10-21.

    In the claim ledger

  21. ^Dracula's Curse moves a character on stairs in steps; each step sets the speed to 0.5 px/frame across and 0.5 px/frame up or down the stairs, and the climbing state counts 15 frames before the step ends.Codevinheim3/castlevania3-disasm
    How we know
    4706	lda playerStairsMovementSpeeds.w, y
    4707	sta wEntityHorizSpeed.w
    ⋮
    4713	sta wEntityVertSubSpeed.w
    ⋮
    4720	lda playerStairsPixelsToStep.w
    4721	sta wPixelsToWalkToStairs.w
    ⋮
    4728	.db $0f
    ⋮
    4737.else
    4738	.db $00 $80 $00 $80
    ⋮
    4741	.db $ff $80 $ff $80
    
    code/playerStateProcessing_b1c.s lines 4686–4742 at 3272648 · upstream ↗
    4526playerState14_stairClimb:
    
    code/playerStateProcessing_b1c.s lines 4526–4541 at 3272648 · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-21.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

Sources

Code

Primary

Secondary