Cite as
shmuplations, Castlevania developer commentary
Original
https://shmuplations.com/castlevania/
sha256
892ae2126f72b857d9515b40abcfd1fa5eaf8090d2e5f946e2eb4b47c500c98a
Archived
https://web.archive.org/web/20261016065043id_/https://shmuplations.com/castlevania/
Accessed
2026-10-22
Licence
none stated
Credit
Compiled by shmuplations from memories shared by a former developer who was mentored by Hitoshi Akamatsu; the contributor is not named on the page.
Notes
Compiled retrospective developer recollections from tweets; not a formal interview. The section 'Castlevania II – Simon's Quest' attributes the Western title to Akamatsu and gives Maze of Galious as his answer on influences.

Cited on

Claims (13)

shmuplations, introducing the recollections of a developer Hitoshi Akamatsu mentored in the 1990s, calls Akamatsu Castlevania's director, creator, and programmer.introductionWeb
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.opening recollectionsopening recollectionsWeb
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.ControlsWeb
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.ControlsControlsWeb
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.Game BalanceGame BalanceGame BalanceWeb
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.Game BalanceGame BalanceWeb
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.DraculaDraculaWeb
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.DraculaDraculaWeb
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.On Director Hitoshi AkamatsuWeb
A former Konami developer whom Hitoshi Akamatsu, the creator of Castlevania, mentored recalls that Akamatsu came up with the American title, Simon's Quest, himself.introductionCastlevania II – Simon's QuestWeb
Asked whether Metroid influenced Simon's Quest, Akamatsu answered, by the same developer's account, that he was thinking more of Konami's own Maze of Galious.Castlevania II – Simon's QuestCastlevania II – Simon's QuestWeb
By the same developer's account, the zombies in the towns at night first hopped, like jiangshi, and Akamatsu reluctantly made them walk after people said they were too strong.Castlevania II – Simon's QuestCastlevania II – Simon's QuestWeb
The same developer recalls that Akamatsu's sequels to Castlevania sold poorly, so that he was demoted to working in one of Konami's game centers, and that he then quit.On Director Hitoshi AkamatsuWeb