Series

Castlevania

Konami's action series about Dracula and the Belmont line, begun on the Famicom Disk System in 1986.

Castlevania is Konami’s series about Count Dracula and the whip-wielding Belmonts who fight him, called Akumajō Dracula in Japan1,2. Konami’s own history names two things that kept Castlevania loved: a whip a moment slower to strike than a punch or a shot but longer in reach, and Western monsters set to grave, solemn music3,4. IGN says the series rose from an unknown brand in America to Konami’s flagship5.

The series has twice turned from its stages. Castlevania II: Simon’s Quest sent Simon from town to town after Dracula’s scattered parts, a progression Konami likens to a role-playing game6, and Castlevania III: Dracula’s Curse went back to stages, with forking routes and partners to switch to7,8. Castlevania: Symphony of the Night then built the game on exploring Dracula’s castle9, with relics that open rooms and levels that raise the hero’s attributes10,11. GameSpot’s history of the series calls it widely regarded as the best Castlevania12, and Koji Igarashi, its director for the second half of development13, went on to make Harmony of Dissonance in its image for the Game Boy Advance14.

Games

Interactive: timeline (needs JavaScript)

The series by year

Mechanics

MechanicCastlevania
1986
Castlevania II: Simon's Quest
1987
Castlevania III: Dracula's Curse
1989
Super Castlevania IV
1991
Castlevania: Symphony of the Night
1997
Air controlFixedFixedFixed · Trevor, Sypha, and AlucardLatched · GrantMomentumDirect
Coyote timeNone
GravityNoneOne gravityNoneSwitch on releaseLighter while held
HitboxPoints
Invincibility framesFrame timer
JumpTableOne speedTableOne speedOne speed
KnockbackTable arcLaunchLaunch
Partner characterSwap
Password and battery savePassword with a check value
RunningInstant
StairsStepped
Time of dayGame clock
Variable jump heightNoneNoneNone · Trevor, Sypha, and AlucardTable skip · GrantHold timerRelease cap
Weapon energyShared poolShared poolShared poolShared pool
Whip upgradeDroppedBought

A marked cell changed from the game before. “Uses” means the game has the mechanic, with no variant recorded yet.

Every claim, by mechanic and game
ConceptCastlevania
1986
Castlevania II: Simon's Quest
1987
Castlevania III: Dracula's Curse
1989
Super Castlevania IV
1991
Castlevania: Symphony of the Night
1997
Air control
Coyote time
Gravityusesusesuses
Hitbox
Invincibility frames
Jump
Knockback
Partner character
Password and battery save
Running
Stairs
Time of day
Variable jump heightuses
Weapon energy
Whip upgrade

References

  1. ^Konami released Castlevania in Japan, as Akumajō Dracula for the Famicom Disk System, on September 26, 1986.PublisherKonami, Castlevania JP history
    How we know
    発売日:1986年9月26日 … 機種:ファミリーコンピュータ ディスクシステム
    heading fields · archived copy ↗

    The quote matches our archived copy.

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

    In the claim ledger

  2. ^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.PublisherKonami, Castlevania JP history · Castlevania NES manual
    How we know
    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。 … 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。
    Story · archived copy ↗
    The Count has waited 100 years for a rematch.
    PDF p. 4, Introduction · archived copy ↗

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  3. ^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.PublisherKonami, Castlevania JP history
    How we know
    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。 … 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。 … 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。
    Game · archived copy ↗

    The quote matches our archived copy.

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  4. ^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.PublisherKonami, Castlevania JP history
    How we know
    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。 … 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
    Game · archived copy ↗

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  5. ^IGN says the series began for American players with this game and rose from an unknown brand to Konami's flagship.WebIGN, Top 100 NES Games
    How we know
    the series started for American gamers on the NES … Castlevania's epic rise from unknown brand to Konami flagship
    entry 19 · archived copy ↗

    The quote matches our archived copy.

    In the claim ledger

  6. ^Konami calls Simon's Quest the second game in the series and describes it as a break from the stage-clear format common to 2D action games: the player travels from town to town after items scattered across the land, clears dungeons, and beats bosses, a progression it likens to a role-playing game. It also names day and night that change with time among the game's ambitious systems.PublisherKonami, Dracula II history
    How we know
    シリーズ2作目 … 2Dアクションによくあるステージクリア型ではなく … 街から街へと移動し、ダンジョンを攻略し、ボスを倒す … さながらRPGのような進行になっている … 時間によって昼夜が入れ替わるなど、野心的なシステムを数多く採用した
    Game section · archived copy ↗

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  7. ^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.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 ↗

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  8. ^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 ↗

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  9. ^Igarashi says the team set out to overturn players' ideas of Castlevania while still feeling like it. The changes he lists are exploration-based action, which he notes Castlevania II also had; RPG elements, so that anyone who put in the effort could finish it; no one-hit kills; no whip; no Castlevania-style stairs; and a new visual style.InterviewShmuplations, SOTN developer interview
    How we know
    our concept was to make a game that would overturn player’s ideas about Castlevania, yet also feel like a Castlevania game.
    second interview, question on making another entry in the series · archived copy ↗
    -make the action exploration based (although Castlevania 2 also did this) … -add RPG elements, so anyone who put in the effort could beat it … -no more stairs (I mean stairs in the style of the previous Castlevania games)
    second interview, the list that follows · archived copy ↗

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  10. ^Relics hidden around the castle give Alucard new powers, among them turning into a bat, a wolf, or mist, and some rooms can't be entered until he has a particular relic.ManualKonami, Symphony of the Night manual · GameSpot, SOTN review
    How we know
    There are some rooms you cannot enter unless you obtain a particular relic … Soul of Bat Enables you to change into a bat … Form of Mist Enables you to change into mist
    PDF p. 10, Relics · archived copy ↗
    you can't visit certain places until you've found the three souls that Alucard can transform into - Wolf, Bat, and Mist
    fourth paragraph · archived copy ↗

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  11. ^Defeating enemies earns Alucard experience, and each level raises his attributes. He keeps his weapons and items in an inventory screen.ManualKonami, Symphony of the Night manual · GameSpot, SOTN review
    How we know
    Every victory gives you experience which yields power and strength
    PDF p. 8, Rules · archived copy ↗
    Experience is gained from killing enemies; attributes are raised whenever Alucard levels-up … each of which is kept in an RPG-like inventory subscreen
    third paragraph · archived copy ↗

    The quote matches our archived copy.

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  12. ^GameSpot's history of the series calls Symphony of the Night widely regarded as the best Castlevania and its music the best in the series.WebGameSpot, History of Castlevania (SotN, p. 1) · GameSpot, History of Castlevania
    How we know
    created what is widely regarded as the best Castlevania game in the series: Symphony of the Night.
    opening paragraph · archived copy ↗
    Symphony of the Night's music is the best in the series.
    paragraph beginning "It seemed rather appropriate" · archived copy ↗

    The quote matches our archived copy.

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  13. ^Toru Hagihara produced Symphony of the Night and programmed it in its second half. Koji Igarashi wrote its scenario and programmed, and took over as director halfway through development. Michiru Yamane made its music and sound effects.InterviewShmuplations, SOTN developer interview · GameSpot, Igarashi TGS 2002 interview
    How we know
    I was producer for the first half of the game, and for the latter half I was both producer and programmer. … I acted as director (for the latter half), scenario writer, and programmer. … I handled the sound, doing both music and sound effects.
    first interview (Konami guidebook), opening question · archived copy ↗
    I was writing storyboards for the game, and then halfway through development I took over direction for the game as well.
    Igarashi on his background at Konami · archived copy ↗

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  14. ^When the series came back to Konami Computer Entertainment Tokyo, Igarashi wanted a game like Symphony of the Night for the Game Boy Advance, and made Harmony of Dissonance.InterviewGameSpot, Igarashi TGS 2002 interview
    How we know
    I really wanted to create a game that was similar to Symphony of the Night for the Game Boy Advance.
    Igarashi on Harmony of Dissonance's development · archived copy ↗
    the producer of Symphony of the Night and the recently released Harmony of Dissonance for the Game Boy Advance
    introduction · archived copy ↗

    The quote matches our archived copy.

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

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Sources

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Secondary