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

Super Castlevania IV is Konami’s Castlevania game for the Super NES. It came out in Japan as Akumajō Dracula on October 31, 19911, and in North America that December2. In the manual’s story a group holds a ceremony in a ruined abbey to revive Dracula, he returns, and Simon Belmont sets out to defeat him3. The player, as Simon, whips his way through eleven levels, each ending with a boss4. His whip snaps in eight directions and latches onto rings to swing across gaps5.

In Nintendo Power’s January 1992 issue, Rob, one of two players from Nintendo’s headquarters, called the game “a blast” and one of the top Super NES games he had played6. GameSpot’s 2001 history of the series said it raised the bar for graphics, music, and control, and called it “one of the most memorable Super Nintendo games”. The same history reported complaints that it was a remake of the first Castlevania, and found both games “incredibly linear”7. It singled out the game’s use of the console’s Mode 7 in a prison level whose walls turn around Simon as he crosses a bridge8. Reviewing the 2007 Virtual Console release for GameSpot, Brad Shoemaker called it one of the best of the early Castlevania games9, and praised its use of Mode 7 and a slowly rotating room10. He added that later games seldom brought back its eight-way whip and its swinging11.

#How it plays

Simon aims his whip with the Control Pad, in any of eight directions. Whipped at a ring, it catches, and Simon swings across a gap too wide to jump. Held down after the snap, the whip hangs limp and can be waved around, doing less damage than a snap5. Subweapons have a button of their own12 and spend hearts: four of the five cost one heart a use, and the fifth costs five13.

Every jump leaves the ground at the same speed14. Holding the button keeps that speed for a few frames longer, so a held jump rises higher than a tapped one. Then the rise slows, Simon hangs at the top for a moment, and his fall speeds up to a limit15. In the air the d-pad steers him gradually. A jump toward a held direction leaves at full air speed, so he can slow, stop, or turn back mid-air, and when the d-pad is let go he drifts on at the speed he had16.

Simon starts with three lives, and each level has a time limit; running out of time costs a life. After the last life is lost, choosing End shows a password that restarts the game at that level, without the power-ups earned17.

#Across the series

Against Castlevania, Super Castlevania IV:

  • makes the jump’s height depend on the hold, where every Castlevania jump is the same however long A is held18,15;
  • lets Simon steer in the air, where Castlevania fixes a jump’s direction at take-off16;
  • gives subweapons their own button, where earlier games used Up with the attack button12.

Mechanics

MechanicKindHow
JumpOne speedevery jump leaves the ground at the same speed
GravitySwitch on releasegravity waits a few frames while the button is held, then slows the rise
Variable jump heightHold timerholding the button keeps the full take-off speed a few frames longer
Air controlMomentumthe d-pad steers him gradually in the air, and he drifts on when let go
Weapon energyShared poolevery subweapon spends hearts, most of them one a use
Every claim about this game, by concept (18)
generalSuper Castlevania IV came out in Japan, as Akumajō Dracula for the Super Famicom, on October 31, 1991.Magazine
Super Castlevania IV came out in North America in December 1991, with Konami as Nintendo's licensee.Publisher
The player is Simon Belmont, who whips his way through eleven levels, each ending with a boss.Manual
In the manual's story, a group of people holds a ceremony in a ruined abbey to revive Dracula, and Simon Belmont sets out to defeat him.Manual
Simon starts with three lives and has a time limit on each level, and running out of time costs a life; after the last life is lost, choosing "End" shows a password that later restarts the game at that level, without the bonuses and power-ups earned.Manual
Simon's whip snaps in eight directions, aimed with the Control Pad; it latches onto rings to swing across gaps too wide to jump; held down, it hangs limp and can be waved around for less damage.Manual
Subweapons have a button of their own, the R button by default, where earlier Castlevania games used Up with the attack button.Manual
In Nintendo Power's January 1992 issue, Rob, one of two experienced players at Nintendo's headquarters the magazine invited to give their opinions, called Super Castlevania IV "a blast", praised its graphics and music and a part swinging from chandelier to chandelier, and named it one of the top Super NES games he had played.Magazine
Rob's personal Power Meter for Super Castlevania IV in Nintendo Power gave it 4.0 for graphics and sound, 4.0 for play control, 4.5 for challenge, and 4.5 for theme and fun, out of 5.Magazine
GameSpot's 2001 history of the series, by Mike Whalen and Giancarlo Varanini, says the game raised the bar for graphics, music, and control, and calls its music some of the best on the Super Nintendo. It reports complaints that the game was a remake of the original Castlevania, and finds both games "incredibly linear"; it still calls this one more fun than any earlier Castlevania, one of the best in the series, and "one of the most memorable Super Nintendo games".Web
GameSpot's 2001 history of the series singles out the game's use of the Super NES's Mode 7 in a prison level whose walls turn around Simon as he crosses a wooden bridge.Web
Brad Shoemaker's 2007 GameSpot review praises the game's use of Mode 7, and singles out a slowly rotating room where Simon swings from a grapple point to the next platform as the room rights itself.Web
Brad Shoemaker's 2007 GameSpot review of the Wii Virtual Console release scored it 7.8 out of 10. He called it one of the best of the early Castlevania games and a tough but satisfying action game, short, but with a sometimes punishing difficulty that makes up for it.Web
The eight-way whip and the swing from grapple points have seldom returned in later Castlevania games, which put more weight on weapons besides the whip.Web
Air controlIn Super Castlevania IV's jump a held Left or Right adds 0.25 px/frame² toward that side, up to 1.25 px/frame, and with neither held the speed is left as it is, where Castlevania's take-off fixes the direction for the whole jump.Code
JumpSuper Castlevania IV's take-off sets Simon's vertical speed to 4.5 px/frame up and his horizontal speed to 1.25 px/frame toward a held Left or Right, or 0, then puts him in the jumping state.Code
Variable jump heightSuper Castlevania IV's jump holds the take-off speed with no gravity while the jump button stays down, for up to 4 frames, then adds 0.375 px/frame² each frame until the rise stops, holds Simon still at the top for about 9 frames, and falls under the same gravity, capped at 8 px/frame.Code
Weapon energySuper Castlevania IV prices its five subweapons from one table, 1 heart each for the first four and 5 for the fifth; a use with fewer hearts than the price leaves them as they are, and otherwise subtracts the price in BCD.Code

References

  1. ^Super Castlevania IV came out in Japan, as Akumajō Dracula for the Super Famicom, on October 31, 1991.MagazineFamitsu 151
    How we know
    悪魔 城 ドラ キュ プ 10 有 31H 発 売 8800
    p. 153, Super Famicom software listing · archived copy ↗

    The quote matches our archived copy.

    In the claim ledger

  2. ^Super Castlevania IV came out in North America in December 1991, with Konami as Nintendo's licensee.PublisherNintendo, Super NES Games
    How we know
    Super Castlevania IV Konami December 1991
    the S titles, row "Super Castlevania IV" · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-27.

    In the claim ledger

  3. ^In the manual's story, a group of people holds a ceremony in a ruined abbey to revive Dracula, and Simon Belmont sets out to defeat him.ManualSuper Castlevania IV manual
    How we know
    attempting to revive the Prince of Darkness. … Once again, Dracula is revived! … It is time once again for Simon Belmont to call forth the powers of good to aid him in his battle.
    p. 4, Introduction · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-27.

    In the claim ledger

  4. ^The player is Simon Belmont, who whips his way through eleven levels, each ending with a boss.ManualSuper Castlevania IV manual
    How we know
    As Simon, you will whip your way through eleven horrific levels … each time you reach the end of a level, you'll come face-to-fang with a really gruesome Boss Character.
    How to Play · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-27.

    In the claim ledger

  5. ^ abSimon's whip snaps in eight directions, aimed with the Control Pad; it latches onto rings to swing across gaps too wide to jump; held down, it hangs limp and can be waved around for less damage.ManualSuper Castlevania IV manual · Nintendo Power 32
    How we know
    the whip can snap in eight directions. … There are special rings that Simon can latch onto with his whip to swing over areas that are too wide to jump across. … the whip goes limp after snapping and you can wave it around by using the Control Pad. … It will still do damage to your enemies, but not as much as a good strong snap!
    p. 10, When the Whip Comes Down... · archived copy ↗
    the Whip can be directed in eight directions; it can be swung with a circular motion, and it can be used as a swing to cross open spaces.
    printed p. 75 (PDF p. 79), A Night of Action · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-27.

    In the claim ledger

  6. ^In Nintendo Power's January 1992 issue, Rob, one of two experienced players at Nintendo's headquarters the magazine invited to give their opinions, called Super Castlevania IV "a blast", praised its graphics and music and a part swinging from chandelier to chandelier, and named it one of the top Super NES games he had played.MagazineNintendo Power 32
    How we know
    a couple of experienced game players at Nin- tendo HQ … think Super Castlevania IV is a blast. The graphics are great and I really like the way the … you’re swinging from chan- delier to chandelier and you literally feel like you’re in the … It’s definitely one of … the top Super NES games
    PDF p. 108, Two Guys' Opinions on the Latest Releases · archived copy ↗

    The quote matches our archived copy.

    In the claim ledger

  7. ^GameSpot's 2001 history of the series, by Mike Whalen and Giancarlo Varanini, says the game raised the bar for graphics, music, and control, and calls its music some of the best on the Super Nintendo. It reports complaints that the game was a remake of the original Castlevania, and finds both games "incredibly linear"; it still calls this one more fun than any earlier Castlevania, one of the best in the series, and "one of the most memorable Super Nintendo games".WebGameSpot, History of Castlevania (Super Castlevania IV)
    How we know
    Super Castlevania IV raised the bar for graphics, music, and control.
    first paragraph · archived copy ↗
    Castlevania IV's remains as some of the best ever produced on the Super Nintendo.
    music paragraph · archived copy ↗
    there were a few major complaints associated with Castlevania IV--one being that it was simply a remake of the original Castlevania for the NES. … Without question, they are both incredibly linear games … makes Castlevania IV much more fun than any previous Castlevania game. … not only one of the best Castlevania games, but also one of the most memorable Super Nintendo games.
    last paragraph · archived copy ↗

    The quote matches our archived copy.

    In the claim ledger

  8. ^GameSpot's 2001 history of the series singles out the game's use of the Super NES's Mode 7 in a prison level whose walls turn around Simon as he crosses a wooden bridge.WebGameSpot, History of Castlevania (Super Castlevania IV)
    How we know
    incorporate the Super Nintendo's vaunted Mode 7 sprite scaling effects into one prison level, where the walls circulate around Simon while he walks across a wooden bridge.
    backgrounds paragraph · archived copy ↗

    The quote matches our archived copy.

    In the claim ledger

  9. ^Brad Shoemaker's 2007 GameSpot review of the Wii Virtual Console release scored it 7.8 out of 10. He called it one of the best of the early Castlevania games and a tough but satisfying action game, short, but with a sometimes punishing difficulty that makes up for it.WebGameSpot, Super Castlevania IV review
    How we know
    7.8 Good
    score box · archived copy ↗
    One of the best iterations of the early series … It's a tough but satisfying action game
    first paragraph · archived copy ↗
    Castlevania IV isn't very long, but its sometimes punishing difficulty makes up for that fact
    last paragraph · archived copy ↗

    The quote matches our archived copy.

    In the claim ledger

  10. ^Brad Shoemaker's 2007 GameSpot review praises the game's use of Mode 7, and singles out a slowly rotating room where Simon swings from a grapple point to the next platform as the room rights itself.WebGameSpot, Super Castlevania IV review
    How we know
    some killer use of Mode 7 … Another area has you in a room that's slowly rotating, requiring you to swing from a grapple point to get to the next platform as the room rights itself
    third paragraph · archived copy ↗

    The quote matches our archived copy.

    In the claim ledger

  11. ^The eight-way whip and the swing from grapple points have seldom returned in later Castlevania games, which put more weight on weapons besides the whip.WebGameSpot, Super Castlevania IV review
    How we know
    These mechanics haven't been seen much in later installments, where weapons besides whips were used more prominently … You could finally whip in eight directions
    second paragraph · archived copy ↗

    The quote matches our archived copy.

    In the claim ledger

  12. ^ abSubweapons have a button of their own, the R button by default, where earlier Castlevania games used Up with the attack button.ManualSuper Castlevania IV manual · GameSpot, History of Castlevania (Super Castlevania IV)
    How we know
    Right Button: Press to use special items.
    p. 9, The Controls · archived copy ↗
    Special items are controlled with a single button rather than pressing up and attack combinations as in previous games
    last paragraph · archived copy ↗

    The quote matches our archived copy.

    In the claim ledger

  13. ^Super Castlevania IV prices its five subweapons from one table, 1 heart each for the first four and 5 for the fifth; a use with fewer hearts than the price leaves them as they are, and otherwise subtracts the price in BCD.Code“Super Castlevania IV (USA)”
    How we know

    In the cartridge (“Super Castlevania IV (USA)”): $00:BD43-$BD5B: Y = subweapon $8E × 2; if hearts $13F2 < the word at $9255 + Y, return; else a decimal-mode subtraction; $01:9257-$9260, five words: 1, 1, 1, 1, 5; $00:8000-$8014, the reset code: native mode, then with an 8-bit A lda #$01, pha, plb, so the data bank is $01; $00:81B8-$81C9, the native NMI handler (vector $FFEA = $81B8), which also sets the data bank to $01. 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

  14. ^Super Castlevania IV's take-off sets Simon's vertical speed to 4.5 px/frame up and his horizontal speed to 1.25 px/frame toward a held Left or Right, or 0, then puts him in the jumping state.Code“Super Castlevania IV (USA)”
    How we know

    In the cartridge (“Super Castlevania IV (USA)”): $00:A217-$A230, the dispatch on Simon's state $0552 and its table's first five entries: state 3 runs $A392, state 4 $A3FA; $00:A392-$A3F9 (16-bit A): Y speed $055E.$055C = $FFFB.$8000 (−4.5); held Right ($0100 in pad $20) X speed $055A.$0558 = 1.25, Left −1.25, else 0; state $0552 = 4, jump phase $1F86 = 0. 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

  15. ^ abSuper Castlevania IV's jump holds the take-off speed with no gravity while the jump button stays down, for up to 4 frames, then adds 0.375 px/frame² each frame until the rise stops, holds Simon still at the top for about 9 frames, and falls under the same gravity, capped at 8 px/frame.Code“Super Castlevania IV (USA)”
    How we know

    In the cartridge (“Super Castlevania IV (USA)”): $00:A3FA-$A409, state 4 each frame: animation, facing ($A792), air control ($A8DE), then the phase routine $A94D; $00:A94D-$A9CF: phases by $1F86. 0: while the button in $BE is held, count $0564 to 4, else go on; 1–2: gravity ($A739) until the speed is ≥ 0, then 0; 3–4: speed 0, count to 9; 5–6: gravity; $00:A739-$A769: Y speed + $0000.$6000 (0.375); a fall at or past 8.0 is set to 8.0. 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

  16. ^ abIn Super Castlevania IV's jump a held Left or Right adds 0.25 px/frame² toward that side, up to 1.25 px/frame, and with neither held the speed is left as it is, where Castlevania's take-off fixes the direction for the whole jump.Code“Super Castlevania IV (USA)” · “Castlevania (USA) (Rev 1)”
    How we know

    In the cartridge (“Super Castlevania IV (USA)”): $00:A3FA-$A409, state 4 calling $A8DE each frame; $00:A8DE-$A94C: Right held adds $0000.$4000 to X speed $055A.$0558, capped at 1.25; Left adds $FFFF.$C000, capped at −1.25; neither, return. We don't reproduce the bytes.

    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, 2026-10-21.

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

    In the claim ledger

  17. ^Simon starts with three lives and has a time limit on each level, and running out of time costs a life; after the last life is lost, choosing "End" shows a password that later restarts the game at that level, without the bonuses and power-ups earned.ManualSuper Castlevania IV manual
    How we know
    Simon begins the game with three lives.
    How to Play, The Life of Your Party · archived copy ↗
    Simon has a limited amount of time to complete each level.
    How to Play, Time Is On Your Side -- For Now! · archived copy ↗
    You will be allowed to see a password after losing all your lives and then selecting the “End” option. … You will be starting the level with none of your previously earned bonuses or power-ups.
    p. 8, The Password Is... · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-27.

    In the claim ledger

  18. ^Measured in the game, Simon's standing jump is the same with A held 1, 2, 5, 10, 20, or 40 frames, 36 px high on frame 17 and back on the ground on frame 41.Verified“Castlevania (USA) (Rev 1)”
    How we know

    In the cartridge (“Castlevania (USA) (Rev 1)”): bank 6 $9B1E-$9B8A; the arc routine reads no buttons; bank 6 $94C5-$94C9, where the jumping state runs the arc routine every frame. We don't reproduce the bytes.

    Measured by a script in MesenCE 2.2.1 (build 4b8a196), on Castlevania (USA) (Rev 1) (SHA-1 4e3ef47de86a…). It fails if the result disagrees with the claim.

    The numbers come from the run; its author, an AI model, checked the script measures what the claim says, 2026-10-20.

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

    In the claim ledger

Sources

Code

Primary

  • America, Nintendo of. n.d. “Super NES Games (Nintendo of America release list).” Nintendo of America. original · archived · licence, all uses
  • Konami. 1991. “Super Castlevania IV instruction booklet (USA).” Super Nintendo Entertainment System instruction booklet, SNS-AD-USA. Konami. original · archived · licence, all uses

Secondary

  • Famicom Tsūshin editors. 1991. “Weekly Famicom Tsūshin, no. 151 (1991-11-08).” Weekly Famicom Tsūshin (週刊ファミコン通信), no. 151, p. 153. ASCII. original · archived · licence, all uses
  • Nintendo Power editors. 1992. “Nintendo Power, issue 32 (1992-01): Mega Man 4 feature and Now Playing.” Nintendo Power, vol. 32, pp. 8-9 and 103. Nintendo of America. original · archived · licence, all uses
  • Mike, Whalen, and Varanini, Giancarlo. 2001. “GameSpot Presents: The History of Castlevania, Super Castlevania IV.” original · archived · licence, all uses
  • Brad, Shoemaker,. 2007. “Super Castlevania IV Review.” original · archived · licence, all uses