| 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. | first interview (Konami guidebook), opening questionfirst interview (Konami guidebook), opening questionfirst interview (Konami guidebook), opening question | Interview |
| Looking for a new look, the team chose Ayami Kojima as illustrator, searching among artists who hadn't done much work on games. | second interview, Igarashi on hiring Ayami Kojimasecond interview, Igarashi on hiring Ayami Kojima | Interview |
| Alucard fights mainly with swords, not the Belmonts' whip. Igarashi says that not wanting to reuse the story of a holy whip-wielding Belmont was probably the game's biggest change from the series. | first interview, question on the biggest change | Manual |
| 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. | second interview, question on making another entry in the seriessecond interview, the list that followssecond interview, the list that followssecond interview, the list that follows | Interview |
| Igarashi says the game's freedom and its exploration were meant to make an action game, usually short, last longer. | first interview, question on the game's freedomsecond interview, question on early ideas | Interview |
| The game holds a second, inverted castle. Igarashi expected players to beat Richter first and take that for the ending, then find the inverted castle while completing the first castle's map; each castle counts as 100% of the map. | first interview, question on the map's maximum percentagefirst interview, question on the map's maximum percentagefirst interview, question on the map's maximum percentage | Interview |
| Igarashi says the comment the team heard most was that the game was too easy, though some players found it too hard, and that it drew many players new to the series, women among them; Furukawa adds that many said they knew nothing of Castlevania and enjoyed it. | second interview, question on the fans' responsesecond interview, question on the fans' responsesecond interview, question on the fans' responsesecond interview, question on the fans' responsesecond interview, question on the fans' response, Furukawa's reply | Interview |