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Praaleuaen stlevania Book of the Crescent Moon Ry C ONTENTS ChSlevausn a _________.__ _,_ =e Castlevania IT Simon's Quest & Castlevania III Dracula’s Curse. ———___———_ 6 Super Castlevania IV ‘la Gastlevania The Adventure © ————_____ a Castlevania II Belmont’s Revenge §9————_——————_-_ 9 Castlevania Bloodlines. $$ —— _——_____ ae KidiDracula —....,______ ) =e we Castlevanias 3. noe ee, Castlevania II Simon’s Quest }§3—W-——___L___-_ 14 Castlevania III Dracula’s Curse ———————_—_ 16 Super Castlevania [V)= —HW¥-W¥___Y_18 Castlevania the Adventure ere 20 Castlevania II Belmont’s Revenge ——H——T—__ 22 Gastleyania/Bloodlines ———___..__ =a =u... “uae LE KG GiCUll A as a > 7 eae Oo} ww Key Person Interviews Michiru;Yamane = a eee Adi\Shanaty &. +-s---aeen aa aa wy Castlevania Research Reports File 01: The History of Castlevania - Chronology 38 File 02: The History of Castlevania - House Belmont 1 -————— 40 File 03: The History of Castlevania - Dracula 42 File 04: The Great Castlevania (Chapter 1) —————————— 44 File 05: The Great Castlevania (Chapter 2) 46 wy Castlevania: Se meee! Castlevania II Simon’s Quest }§=——W\—_______— _ 52 Castlevania Il Dracula's|Gurseigee 3 >= ——_ —*56 Super Castlevania | AA ST a OU. Castlevania The Adventure —————____—_——__—— 64 Castlevania II Belmont’s Revenge §9——————————_—_ 68 Castlevania BIGodINGSiteees > | 57 es OC Kid Dna Le eee Tw 7S. The following pages contain the images of the original Japanese and Western boxes for each of the games featured in this collection. Note the differences in style and atmosphere between the different regions! ee ose Son YS ly ee =) — A°B OLOF LILA Bint RR CREO, Allie y hLAR, DUT Bib ey FLTC Ha. wi I>=J—- DIES" 5 7D0O7—E [a-B] Frta70 ROME, OL OF— Lie A Bim e RA (Ha, Albtey b LA, DOU TBM Sty b wl HEED Castlevania II Simon's Quest Japanese Disk Insert Castlevania II Simon’s Quest European Box ‘deg. 2 Boe & ss ¥ : ‘ “0 ; a i ewe = im KONAMI” [tepataTT IM Curse Japanese Box Curse North American Box Castlevania III Dracul: Castlevania III Draci a Super Castlevania IV Sof Japanese Box EEN Super Castlevania IV North American Box eg DMG-CW ENTOM WECDSERS. Pes . SSPORD OMRON, MEEILE RREMDREMNES/ — AARMEOT SAR [Lak ASER ROOT. INN 14988602 55401 4 IFS RAR GAME BOY ——crensmne Al Castlevania The Adventure Japanese Box EMD Castlevania The Adventure North American Box Castlevania II Belmont’s Revenge Japanese Box EMD Castlevania II Belmont’s Revenge North American Box INT | ea ih Castlevania Bloodlines Japanese Box ENED Castlevania Bloodlines North American Box et CC erro ed n ry PeenC ag omnsesrctneeane re 4988602 558296 Eo oe oe Paes (© KONAMI 1990, EET Castlevania Bloodlines European Box Kid Dracula Japanese Box Set in the Middle Ages, the game tells the tale of Dracula, a vampire who commands a multitude of monsters in the land of Transylvania after rising from a 100-year slumber. Simon of the illustrious House of Belmont, a clan of vampire hunters, takes up the whip handed The one that started it all. The dark lord Count Dracula and the hero Simon Belmont clash in an epic showdown exquisitely portrayed with a horror aesthetic unusual for the time. It was a huge hit-the perfect 2D side-scrolling action game. Simon ventures alone into the vikinfested den that is Dracula's castle, down by his ancestors to battle Dracula and vanquish his evil threat. feo Title Platform i NA Castlevania Nintendo Entertainment System April 30, 1987 “The Japanese version of Castlevania Anniversary Collection only includes the Family © Computer port released in 1993. Options Menu: left rigger Select: BACK button mtrols Start game, pause/resume game (while playing): START button Ee ee SMe D-pad € Move right B/X button Jump, D-pad Move left ‘D-pad +B/X button Right diagonal jump D-pad # Crouch D-pad @ + B/X button Left diagonal jump D-pad f. Go up/down stairs left trigger | [BACK button | | START button | ; ABXY Keyboard controls |e | buttons | | D-pad -+ Cursor keys = B/X button + X/A. AVY button ~ S/Z left trigger — 1 (not numeric keypad) START button + ENTER BACK button + TAB Note: When using an Xbox 360 Controller AVY button Lash whip D-pad #+A/Y button Note: You must have the item and the neces- sary number of hearts to use it. (See the description below.) Item-based attacks give you an edge! ESTA (e kee Mtoe} Main Eff his main weapon, but he Use this weapon by throwing it straight Dagger | ahead. It is fast but lacks penetrating or LS) power and does little damage. Ee Sea ae eal le Use this weapon by throwing it in an upward CTS re Pee sUb pop Weapons ase you Use this item by throwing it straight battle your way through Boomerang | ahead. it will return once ithas traveled the game. Note that while eee Te URC Fire Bomb | the avor bursts intospiar of tame most items the watch when it strikes a floor or wall. requires 5 hearts. This item stops enemies dead in their tracks but has no effect on moving platforms and most bosses. * Xbox 360 is a registered trademark or trademarks of Microsoft Corporation in the United States and/or other countries. EN This title portrays the continuing adventures of Simon following the events of Castlevania. Un : like the previous installment, this one was Sperone —bonony developed as an action RPG. It maintains the 7 action elements of its predecessor but mainly bi med 2. : put ant oe focuses on exploration and puzzle solving within a a far more expansive game world. om Story Simon defeated Dracula in his previous adventure, but the dark lord placed a curse on him during their battle. The curse can only be undone by gathering all five pieces of Dracula's body and then defeating him once more. Geto Title Geo yP__| Dracula Family Computer Disk System BORIS re we no. peacoat itietteltelele {opin Hd X/A A/Y button + S/Z BACK button ——e left trigger + Dred ABXY 1 (not numeric keypad) buttons START button + ENTER Note: When using an Xbox 360 Controller {_BACK button — TAB Tes j}__Uselttems __ A/Y button_Lash whip D-pad # + A/Y button Talk to townspeople Multi screen (Menu screen) Controls AY button when next toatownsperson START button Open/Close Multi screen D-pad Move cursor in Multi screen Thekey to your quest is interacting with townspeople and adapting to the day This title introduces a day/night i fl ‘You can talk to and otherwise cycle which was very unique at prouloan ial torend cman the time it was released. The oil garn lees experience for world within this game alternates You only encounter enemies, between day and night every 3 etree hore experience for Ua Cr CR LA) what the player can do. For example, c les you can only gather information Etro M Vag Ula Cem Ole LF Real SAT eM aM Un) ele L eho AE 1 re ie mcn or uaa only interact defeating enemies. foc This notoriously difficult installment has been praised as a masterpiece of the Castlevania series. The game had a VRCE6 chip built into its cartridge which was developed by KONAMI. This proprietary chip wowed gamers with music and graphics which were simply amazing for the time.* The core gameplay mechanics were based on the original Castlevania, but it was also filled-to the brim with innovative additions such as a branching storyline. “This chip was only included in the Japanese version continent 1S? Locman In the 15th century, Dracula conquered a remote region of Europe known as Wallachia. After attempting everything in its power to rid the world of the evil vampire, the church that had once stood against the Belmont clan had no choice but to tum to its surviving descendant, Trevor C. Belmont, for salvation. Acting as A The protagonist ofthis ttle is Trevor C. Belmont, an ancestor of Simon their last hope Trevor faces off against the dark lord. earner Geto Title eon a JP __| Akumajé Densetsu Family Computer December 22, 1989 NA _ | Castlevania Ill Dracula's Curse | Nintendo Entertainment System September 19, 1990 EU__ | Castlevania Ill Dracula's Curse | Nintendo Entertainment System May 1, 1992 Options Menuet tigger {Password screen controlsSetect mark: AY button Attack Controls Confirm: B/X button Select BACK button Confit selection, pause/resume game (whl playing: START button Canoe: A/Y button Return to name entry soreerc BACK button Ry ered e) 9 D-pad } Move right AIY button Main attack B/X button Jump D-pad @ Move left D-pad $ Crouch D-pad > +B/X button Right diagonal jump Dipad~+B/X buttons Left diagonal jumo Dad fh : START Keyboard controls left trigger }—) : oar ee |. B/X button + X/A button ABXY AVY button + S/Z buttons left trigger ~ D-pad Note: When using an Xbox 360 Controller Change Player Character 1 (not numeric keypad) START button ~ ENTER BACK button > TAB BACK button D-pad t + A/Y button Note: This is only possible if you have re- cruited one or more specific characters. Note: Characters other than Trevor have specific actions. (See description below.) OTe TaC A PLOIE sa KUTA Ta Roma tucm cc ies during his journey who are willing to PNUN RGR Cae ase 7) ENC URC RCM nM Rem ca sate ge Fone Rudra ae ml Cen ume cela eeaericsca a te uC Peeters te muna Sea CRC Recs ORL Note: You must have the item and the neces- sary number of hearts to use it. (See the description below.) HGRA ROO Oana hE @Special action against frozen enemies SSypha's Frozen Crystals spel freezes enemies {one heart per use). Wile they are frozen, you can climb ontop of them, and use Sypha's staff to destroy them with a single blow. @Move along walls Press and hold D-pad =/@ while touching 2 wall and then press D-pad #/4 @Move along ceiling Press and hold D-pad # while touching ceiling, and then press D-pad =6/¢ err: D-pad $ +B/X button Note: Hearts will be reduced periodically when. remaining in bat form for a certain period of time. With so many changes and improvements, including a larger map design, this remake of Castlevania (NES) can altogether be considered a brand new game. This game tones down the control difficulty somewhat compared to other series titles at the time and features an increased number of scenes that utilize unique terrain mechanics. SN) hee ae In the tiny European nation of Transylvania, a legend is passed along in feared whispers that speaks of a dark lord that is resurrected once every century to haunt the world. This prophecy is fulfilled when Dracula once again walks among the realm of the living. Whip in hand, Simon of the Belmont clan bounds towards the vampire’s cursed castle. Geto Title Platform YP | Akumajé Dracula _| Super Famicom ASimon’s main weapon is once again his trusty whip. a October 31, 1991 NA _| Super Castlevania IV | Super Nintendo Entertainment System | December 3, 1991 EU _ | Super Castlevania IV | Super Nintendo Entertainment System | June 22, 1992 Options Menu: left trigger Confirm: B button — Cancel: A button ntrols Select: D-pad/BACK button Switch selection: left/right bumper Start game, pause/resume game (while playing): START button P_Movement_— | Jump Controls D-pad Move right ‘A button Jump D-pad Move left D-pad +Abutton Right diagonal jump D-pad # Crouch (can move while crouching) © D-pad + Abutton Left diagonal jump D-pad #7¥ Go up/down stairs wt left prieht [ae Continue holding the x mper| | trigger yumper Kevbcarieontaal button after lashing the whip towards a hook. D-pad ~ Cursor keys a ‘a Abutton + Z Note: Adjust whip length B button + X with D-pad 1/4 and whip ©, _[ aBxy Rae aA power with D-pad ¢/» "| buttons 2 left trigger Dp 1 (not numeric keypad) | (UEP STC left bumper — @ Gahibaenar Use item” pack] stanT rahe DUNS “Fightbumper_Use item D-pad] | button | | button START button ~ ENTER Note: You must have the BACK button - TAB item and the necessary Note: When using an Xbox 360 Controller J number of hearts to use it X button Lash whip forward Press D-pad in any direction and X button Lash whip in a specific direction Press and hold X button while pressing the D-pad in any direction Let whip go limp in a specific direction Master the unique whip abilities this game has to offer In the Castlevania (NES), Pee Sire Simon could only lash his indispensable mode of a om ele ce RM oO TSMR Ly Peay Muon lect. LU Latch onto a hook to swing Eel eto LMU oT aT RT ae MULL oR-LiteL.d Ean ll at Ze have the whip laid out across the ground you can strike ein multiple times by mashing a handy shield it you PMU ura oes ote wa sal aan Peay Mhewldyentune Seam oe te ey mene ates MoO, ions This is the first title in the series to be released on the Game Boy handheld game console. Hardware constraints meant the whip was the only item available, but in exchange, it was powered up with different variations that added depth to the strategy of the gameplay. This installment features Christopher Belmont and his fight against Dracula. It's a legendary tale set 100 years before the story of his descendant Simon Belmont. ‘4 Ciristophor is a = vampire hunter and ancestor of Simen, the hero of the frst Castlevania ttle io io Platform Release YP__| Dracula Densetsu Game Boy October 27, 1989 NA_| Castlevania The Adventure Game Boy December 6, 1989 EU_ | Castlevania The Adventure Game Boy August 9, 1991 Options Menu lett trigger Controls Start game, pause/resume game (while playing): START button Tas Jump Controls D-pad + Move right B/X button Jump D-pad@ Move left D-pad » +B/X button Right diagonal jump D-pad + Crouch D-pad @ + B/X buttons Left diagonal jump Note: Grab on to a rope by facing it and jump- ing. Move with D-pad #/ [D-pad] [left trigger | START T button ABXY buttons pay Keyboard controls D-pad ~ Cursor keys B/X button — X/A A/Y button -+ S/Z left trigger ~ 1 (not numeric keypad) START button + ENTER Note: When using an Xbox 360 Controller Whip Controls ATY button Lash wh SETI HCM SOM CRI COM Sa TNA Coo foe esc ee esi a whip. However, the game ramps up in difficulty Meee eae ML ed CPE eR A a WR La Attacks with the default short whip nnn Upgraded | attacks with a longer. (1 crystal) | more powerful whip enone OR Rd Upgraded | shoots fireballs from the end of (2 crystals) | the whip 21 ‘homme... seen cen meee: ene ae th cnet This title continues the story of Christopher Belmont, following the events of Castlevania The Adventure. His abilities are dramatically improved, including increased speed, and he now has holy water and a battle axe at his disposal. In addition, players are free to brave the four starting stages in any order they want. AC 22ST TRELE~ Fifteen years after Christopher's defeated Dracula, his son, Soleil, falls under the vampire’s spell and disappears. With his son’s humanity on the line, Christopher embarks. once again on an epic quest to challenge the dark lord Dracula. Move right B/X button Jump D-pad@ Move left D-pad » +B/X button Right diagonal jump D-pad + Crouch D-pad + B/X buttons Left diagonal jump Note: Grab on to a rope by facing it and jumping. Move with D-pad #/# Note: You can quickly slide down by pressing and holding the B/X button while pressing D-pad $. START button || ABXY Keyboard controls buttons | | D-pad — Cursor keys B/X button > X/A © ANY button ~ S/Z >® @ e—__! left trigger + @re °, 1 (not numeric keypad) » D-pad @ @ START button + ENTER Note: When using an Xbox 360 Controller AVY button_Lash whip left trigger Note: You must have the item and the neces- sary number of hearts to use it. This title adds items that were unavailable in Thrown forwards and bursts into oe eT ERon ents flame when it hits the ground. tM a Cal Battle | thrown in an are and pierces through battle axe can be used enemies. to take down the nu- merous tough enemies in the game. Se cued ccm cance large number of opponents. GCastleyaniaybloodlines Unlike the medieval setting of the other titles, this installment takes place during World War I. It introduces new elements to the series, such as the ability to choose one of two characters when starting the game. Huge bosses with dynamic, multi-jointed limbs that move erratically are just one of the many examples of the cutting-edge effects the game had for the time. Against the backdrop of World War | Europe, Elizabeth Bartley--a beautiful vampire who proclaims herself to be Dracula’s niece--plots to bring the dark lord back to life. John Morris of the Belmont clan and his friend Eric Lecarde, who tall starts with Elizabeth Bartiey's ‘secret machinations bears a grudge against Bartley, set out to stop her. i Castlevania Bloodlines: Sega Genesis March 17, 1994 Castlevania The New Generation | Mega Drive March 20, 1994 Options Menu: lft trigger Confirm selection: X/Menu button Pause/resume (during game): START button Controls Password sen orale marc Bbuton Estar Kbuton Canoe AY bution ‘Confirm: START bution Return to made selection screarc Press and hold X button and press Menu button Hci «= Beker eae D-pad» Move right X button Swing weapon A/Y button Jump ad # Move left forward D-pad + A/Y button Right diagonal jump. Dipad¥ Crouch Note: See the description _D:pad @ + A/Y button. Left diagonal jump _ Dpad #/4 Goun/downstairs below for special uses. left trigger 1 START button Keybortd controls: \ D-pad + Cursor keys: a — | AVY button = S/Z, © B button ~ X €—{ ABXY buttons] | x button A e left trigger — D-pad 1 (not numeric keypad) START button - ENTER Note: When using an Xbox 360 Controller 3 Note: You can only use the actions below if you have the required item. Level 1 (uses 1 jewel) 8 button Level 2 (uses 4 jewels) D-pad t +8 button Note: This is only possible if the weapon is level 3 and you have 8 or more jewels. B button or D-pad t + B button Level 3 (uses 8 jewels) (CCM OM COMO teak LM oN lel rene) L PUN eum Ua Me sackat anpraniande | D-pad # + X button while jumping are Came Cero] gi AUtk straight down | D-pad & + X button while jumping 4 F Note: You will automatically stop ethlnelMall heel SE) hanging when you come in contact the rope hook and the with a wall or the ceiling, but until Eelam Nay ea ho then, you can keep hanging by 3 ee Rone hook | holding down the X button re UU mae Note: Adjust whip length with the the player characters D-pad t/# while attached to a rope Ema ice oc Ue AUT frocks also deal damage to arr eau UL ASC Attack straight up | D-pad t +X button while standing on ground Attack at an ward ane | D-pad +X button while standing on ground: Attack straight down | D-pad ¥ + X button while jumping Press and hold D-pad # until you start Spear high Jum? iowing and then press A/Y Button With its laugh-inducing content and world full of gags, this spinoff is unlike anything else in the series. Players take control of Dracula’s son (or so he says...), Kid Dracula, as he goes on a hilarious adventure filled with laughs that also satisfies as a full-fledged action game. After waking from a 10,000-year slumber, Kid Dracula discovers the monster Garamoth has laid claim to the title of Demon King of the Netherworld. Kid Dracula sets out on an adventure to remind Garamoth who is boss! There are hilarious ‘enemies and sound effects galore. The cealy stages are easy, but the latter half is a real nail biter! Region | Ean os Akumajo Special Ge Boku Dracula-kun Family Computer October 19, 1990 “The original game was only released in Japan. A remake/sequel for the North American _ . ~- and European markets was later released for the Game Bov. Options Menu: left trigger Confirm: B/X mtrols Start game, pause/resume game (while playing): START button Ee ee SRS D-pad > Move right B/X button Jump D-pad@ Move left D-pad» +B/X button. Right diagonal jump D-pad # Crouch D-pad @ + B/X buttons Left diagonal jump D-pad f. Climb up/down ladder left BACK button Keyboard controls. | trigger D-pad Cursor keys | B/X button + X/A | ABXY AVY button + $/Z buttons left trigger + D-pad 1 (not numeric keypad) START button} | START button + ENTER Note: When using an Xbox 360 Controller BACK button ~ TAB A/Y button Unleash magic power D-pad + A/Y button Unleash upward D-pad | + A/Y button Unleash downward Hold down A/Y button for a short time and then release it Unleash charged magic power BACK button Select charged magic power to use Note: See the description below for the various charged magic powers. Six different magic powers at your disposal! Kid Dracula can charge 3 up his magic power to Fire special magic bullets with three Pewee catint tenets times the damage of normal bullets. lets that deal three Launch magic missiles that home in US URS EERO maT) oniyourafoss! Pere Berrie ae Te Launch bombs that cause area dam- k age when striking the ground. UU Mae Le oe} = sees in the early part of the game he gains a new eciiera melee’ Freeze enemies for a short time. CO eee ee re ES Reverse the force of gravity, allow- detailed on the right ing you to walk on the ceiling. Transform into a bat and fly through the sky for a short time. Key Person Interviews + Michiru Yamane \_— S A special discussion between composer Michiru Yamane, who worked on numerous titles in the Castlevania series, and the current series producer. A message for fans around the world who love the sound of Castlevania. Michiru Yamane 7 Music composer. She worked at Konami Industry Co., Ltd. (now Konami Digital Entertainment Co., Ltd.) until 2008, before going freelance. While at KONAMI, she worked on numerous games in the Castlevania series, from 1994's. Castlevania Bloodlines to 2008's Castlevania Order of Ecclesia. Other famous games she has worked on include Bells & Whistles, Ganbare Goemon 2, and Suikoden III and IV. Castlevania Series .,, Video game producer for Konami Digital Entertainment Co., Ltd. He is currently + supervising production of the Castlevania series as a whole, including the recent Producer Netflix animated series. Music composer Michiru Yamane ELC EA TR CUE LULESLaS) hiru Yamane (M.Y.) After joining KONAMI in Kobe, the first background music | worked on was for Ganbare Goemon 2 on the Famicom (NES). The Famicom development team was incredibly busy at the time, and | did music for a lot of other Famicom games after that, too... | think I’d been there for three years when | worked on the arcade game Bells&Whistles. Back then, video game music used PSGs (Programmable Sound Generators), so it was all down to what you were able to do with different beeps and blips (square and triangular sound waves)-that was what gave the different companies their own unique sounds. It was during my time in Kobe that | learned how to tailor sounds specifically for video games from my senior colleagues, and although it was really hard work, | think it’s what formed the foundation for all my work since. After moving to Tokyo, the first thing | worked on was Castlevania Bloodlines for the Mega Drive (Sega Genesis), which used FM (Frequency Modulation) sound. That was the first time | worked on a game music got some attention, which | was pleased about; | remember a video game magazine did a feature on it. Back then in the Castlevania series. The you weren't allowed to show your face, of course, so it was a telephone interview. (Laughs) —Castlevania Bloodlines, which is included in this collection, is difficult to get hold of now, so it’s great that this will give a lot of fans a chance to play it. M.Y, The thing about video games is that if you don’t have the right hardware, you can't play them. As time goes on, that means that people are unable to play more and more old games, so it's good to be able to enjoy them in collections like this one. (Laughs) M.Y. Moving into the “PlayStation” era, the limitations on audio data size were greatly reduced... Although that probably in fact meant more work for the people making it. (Laughs) The first “PlayStation” project | did was Castlevania Symphony of the Night, which is now one of my best-known works, and I feel very honored that players all around the world enjoyed it. —The character designs were done by Ayami Kojima, and it’s often said that the “heavy metal” style that the series had up to that point changed, and things moved in a more “gothic” direction. I've heard that the number of female fans increased after that, too. MY. Yes, right. When | first saw Ayami's illustrations, | thought, “Whoa!” (Laughs) They made a big impression on me, so the music went in the same direction... The same probably goes for the backgrounds and other graphics, too; | think her designs had a big influence on the whole development team. While it was still a pixel-based game, the range of things that we were able to express in it had broadened greatly. —And then came the “PlayStation 2”, and Castlevania Lament of Innocence. M.Y. By that point, | didn’t have to worry about making BGM loops at all. (Laughs) | could just create a piece of music and then have it play in-game as-is. —Then after that was Castlevania Curse of Darkness... M.Y. For Curse of Darkness, the producer at the time asked me what | thought about using a live orchestra. | was so full of myself that | said we didn’t need an orchestra, we could do the same thing with sequencing... | said, “If we've got the budget to do that, I'd rather use it to get a signer with a one-of-a-kind voice! | told them | wanted to use Russell Watson, who I'm a huge fan of. And what's more, | said that | wanted to have him sing on a track that I'd made. —The game’s theme song, “True to Your Dreams.” M.Y. However, if we sent him a job offer through the usual channels, | thought it'd just get buried among all the other offers. So, right at that time Russell was ws * Michiru Yamai performing in Japan for the first time, and | went to his concert together with the game's producer and director...and waited for him to come out after the concert. —Reall: M.Y. We brought some flowers and a let- ter explaining who we were in at the reception...but | didn’t think there was much chance of them actually making it to Russell himself. This was right before the concert was just about to start, after all. So | waited for him to come out after- wards, and when it was my tum to speak to him, | introduced myself in broken English, and then someone who looked like his manager rushed over and gave me a business card and said to contact them at that number. | was over the moon! —That’s great that you were able to meet him face-to-face. M.Y. Yes, and he agreed to sing the theme song. If we'd gone through the usual channels, I'm sure it would have taken longer, and it might have never happened at all... When that happened | was so glad that I'd joined KONAMI. (Laughs) a coherent theme —Fespecially now, you really get the feeling that fans outside of Japan haven't forgotten about the series, and that they still love it. In North America, and in Europe... A lot of people love the too. M.Y. | think there's a lot of people who would potentially like to work on video game music, too. With Castlevania specifically, | think it would be good if people who love the series became involved. | think I've done my part now. (Laughs) —There are still lots of projects we've asked you to work on, though... M.LY. Yes, thank you very much. Looking ahead, though. There are people who got into music because of Symphony of the Night, and Lament of Innocence-not just into the video game industry, but music in general... There are always a fair few fans like that at concerts overseas, and those sorts of events. It would be nice if people like that could become involved. —While the hardware has changed, and so have the game system and the art ‘style, I think the music in Castlevania is like the thing that links the gether. It’s one of the core things that hasn’t changed throughout the series. M.Y. Yes, right. ferent games in the series to- —When I was supervising the animated series for Netflix, and we were presented with designs that had--for example-a larger than life, American comic-book style, I said that wasn’t the Castlevania that the fans knew. I said that it should be animated using the style that Ayami Kojima created for Symphony of the Night as a base. M.Y. Yeah... The score which Yamane used for ‘concert performances. —When I look at the questionnaires for new apps and other projects, the reaction is always that people like the As I said, I think it’s the thing that hasn’t changed. musi —Back when you joined KONAMI, what was M.Y. My background was in classical and pop music, but one of my senior colleagues was replicating jazz tunes with PSG, using three or four channels, and | was able to watch that being done first-hand, and leam how to do it myselt... | really learned a lot. | remember that Bach's music worked really well with PSG, too. ur own musical orientation? — I think the melodies in your music are very memorable. M.Y. 1 think that stems from how incredibly limited you are when making PSG-based music. (Laughs) You really needed to have a strong melody and bass line. It’s like an artist who only draws with a pencil. Even if you don’t have a huge range of art supplies to work with, you can still draw a picture...and ‘the same goes for making music. —If you lost all your memories, and then worked on Castlevania music again, I wonder what sort of music you'd come up with... M.Y. Heh-heh... —t's often said that your work has always been very polished, right from \g. Did you already have ex- perience making music using computers? M.Y. I'm from the synthesizer generation; | liked Kraftwerk, and YMO, and | played the electronic organ as well as the piano. When I graduated from college, | felt like | wanted to study music a little more-this was around ’87, | guess~so | went on to doa master’s. And there they had an electronic music lab. —An electronic music lab... ws * Michiru Yamai M.Y.| would use a sequencer called an MC4 to make tracks, save them to floppy disks, and then play them back. Then when | joined KONAMI, they had the same sequencer. That was what | worked with. —What are the key elements that are necessary when making music for a Castlevania game? M.Y. Hmm... Well to start with there are the pipe-organ and bell sounds...and then the environmental sounds, like wind and water, and cave echoes, which are very important, too. | also puta lot of care into things like the timing of parts with no music, and sound effects—the little melodies that play, | mean. There were so many of them, so it was hard work. —Although broadly speaking I sup- pose the series fits into the “dark fantasy” category, I think it’s a series that has really developed its own groove. I think there’s a clearly defined “Castlevania sound.” M.Y. | think the main Castlevania theme, made using the Famicom’s three sound channels and noise channel, is a real masterpiece. Music and sound effects in video games are a very unique thing, because you listen to them-you're made to listen to them--over and over again. So when | was making music, if something sounded grating, | would change it until | was happy with it. | wanted everything to sound nice to the ears. —With Castlevania Anniversary Collection, people will be able to play everything from the early titles-the roots of the series-to the first game that you worked on, the rare Sega Genesis title Castlevania Bloodlines. In terms of the audio, I really hope that people will enjoy listening to the various different arrangements. In_ particular, the overseas versions are numbered as part of the Castlevania series, so maybe that'll make it easier to see how things changed as the series went on. M.Y. Even with sound effects using the noise channel--explosion sounds, for example--| wanted them to sound good, Even if it was just the sound that played when you pick up a heart... —Perhaps as a result of that, fans of the series have extremely high standards... I get the impression that they’ve got a real ear for that sort of thing. The Castlevania series and fans internationally M.Y.When | performed at the Games Convention in Leipzig, Germany in '06 and ’07, | really got the feeling that people had a lot of respect for me. People were really moved by the performance, and in turn | was really moved by that. | received a message from someone in Mexico who started learning music because of Castlevania, and now they're a music teacher... | really do think the power of music is incredible. —It’s just such a completely different From a photoalbum of Yamane, It is a performance in Leipzig. experience to what you normally do when you're working. Going overseas and seeing the fans react first-hand really is an invaluable experience. M.Y. Yes, that’s right. —1’'d like to take this opportunity to say that with this Anniversary Collection project we were motivated by the demand and reaction from fans everywhere ~both in Japan and overseas. So thank you all very much. M.Y. They are difficult games, though. You give up, like “This is so hard!”...then you try again, still infuriated, and you get that little bit further...then you're like “This is so hard!” again... (Laughs) ——Yes, the early entries in the series are particularly difficult. I think there's a certain enjoyment to be had in that, though, and that’s why the series has gone on for as long as it has. I hope people will try them out and get a taste of just how enjoyable a simple game can be, I want to continue to give the fans what they want, and create projects that they'll love, so I hope everyone re- ally lets us know what they think about the Anniversary Collection. Message to the fans M.Y.1 think the balance between the sinister and the divine is what gives the Castlevania series its charm. I'm honored to have been able to carry on from the Wonderful music created by the people who came before me at KONAMI, and that all the games and music that I've worked on-even after leaving KONAMI-- have been well-received. The people developing all these games put every- thing they had into them, and | hope that people will continue to enjoy them for many, many more years to come. The first season of the Castlevania animated series was released on Netflix in 2017 to critical acclaim. A second season was produced in 2018, and production of a third season is scheduled for 2019. Over 30 years on from the release of the first Castlevania game, this new animated series has proven a hit with existing Castlevania fans, and is also attracting new ones. We spoke via e-mail with Adi Shankar, one of the key figures in the production of the animated series, to find out what his vision was when making the show. Executive Producer of the Netflix original series Castlevania, Bom in Kolkata, India on January 8th, 1985. He has. lived in Hong Kong, North America, and Singapore. hankar and Ue eo —Which games in the Castlevania series have you played? | have played every Castlevania game. Even Kid Dracula, and even Castlevania Judgement. —Which is your favorite out of all of them? If you'd asked me this question back in late 2017, | would have said Symphony of the Night, because the “PlayStation” era was when | became a teenager and started to “come of age.” However, over the past year I've started to enjoy the Soma Cruz (Castlevania Aria of Sorrow and Castlevania Dawn of Sorrow) games again. | love the Metroidvania” genre. —What are the key words that you think of when you hear “ “Serious,” “durable,” and “child prodigy.” imon Belme ** Metroidvania: A portmanteau of “Metroid” and “Castlevania” that is used to refer to side-scrolling 2D platform games with exploration elements. —And what do you think of as his signature colors? Simon colors: blond, brown, tan. —Do you have a favorite piece of music from the series? | love “Bloody Tears.” saecaast Giioe re eunctg Vampires in general —wWhat do you think of as the weak points of vampires? Physically, their heart and_ head. Vampires have a plethora of emotional problems that are too exhaustive to dis- cuss here. —Do you think vampire hunters are closer to humans or to vampires? Depends on the vampire hunter. Some vampire hunters are actually vampires themselves, or in the case of Blade”, half-vampire. *? Blade: The protagonist of the Marvel Comics series of the same name. His real name is Eric Brooks. His mother was attacked by a vampire while pregnant, and as a result he was bor with vampire powers, which he ses to fight as a vampire hunter. As well as the live-action movie series, a Japanese animated TV series aired in 2011. Sources of inspiration for PLCRMLE ELK —Which games did you refer to in particular when creating the animated series? All of them. They share a sensibility of spirit and lore. Even the games that are “non-canon” are all parallel universes in the same multiverse. —s there anything in the animated respect to the original games, or that was put in as an homage series that pi to them? Yes. The entire show is an homage to the original games, with a dash of Symphony of the Night. Our show was made by fans of the lore for fans of the games and anime. Aside from Castlevania, our references were Ninja Scroll", Vampire Hunter D“, and Captain Harlock". Growing up in Hong Kong, | was obsessed with that style, look, tone, and vibe. Sam Deats, our director, shared that love, and that’s why we hit it off almost immediately. ** Ninja Scroll: A Japanese animated film directed by Yoshiaki Kawajiti and released in 1993. It tells the story of mercenary ninja Jubei Kibagami and his battle against a mysterious ninja group known as the Eight Devils of Kimon. ——What do you think is the attraction of the whip as a weapon, and did you have any difficulty conveying whip action scenes in the animated series? The main character’s whip is symbolic of the Castlevania series, but in real life whips are not cool. In a world where one can alter physics, they are awesome-- especially when the whips can destroy walls. —What do you think is the main charm of the Castlevania world and its characters What's awesome about the Castlevania game series is that it's European mythology, through the lens of Japanese culture, using the global language of gaming. It became insanely popular in America and around the world. Making the production of our Castlevania series a truly global show pays respect and homage to each of the components of the source material. I hope that the legacy of our show is that it inspires a whole generation of storytellers who will protect these sacred gaming titles and hand them down to ** Vampire Hunter D: A series of novels by Hideyuki Kikuchi. Set in the year 12090 in a world ruled by Nobles (vampires), it tells the story of a dhampir (half-vampire and half-human) known as Vampire Hunter D and his battle against the Nobles. It was turned into an OVA in 1985, and an animated feature film in 2000, the next generation to tell these stories even better. Gaming is the first truly global culture. We have to protect it. Gaming's iconography is our mythology. *® Captain Harlock: A comic written by Leiji Matsumoto. Set in the year 2977, it tells of the battle between space pirate Captain Harlock and a race of alien invaders called the Mazone. An animated TV series aired in Japan from 1978 to 1979, and animated feature films were also released in 1982 (Arcadia of My Youth) and 2013 (Harlock: ‘Space Pirate). COTATI ccs ANTI MMMeOhiPEe ocoues.” Ore a TTS The 8 Castlevania series titles from this collection have been arranged chronologically in the order they transpire. Setting the stories in these time periods gives them even greater depth. Playable Character } Belmont Bloodline Cast of Characters ‘ Arch Enemies } Dracula Bloodline The history of the series is rife with fateful showdowns between members of the Belmont clan and their mortal enemy Dracula. Let’s take a look back at their intertwined past. ee *Spin-off storyline Castlevania III Dracula’s Curse Nintendo Entertainment System Castlevania The Adventure Game Boy Castlevania II Belmont’s Revenge Game Boy Castlevania Nintendo Entertainment System Super Castlevania IV ‘Super Nintendo Entertainment System Castlevania II Simon’s Quest Nintendo Entertainment System Events mentioned in the manual for Castlevania Bloodlines which have never been depicted in-game. Castlevania Bloodlines Sega Genesis / Mega Drive Kid Dracula Family Computer Mystery | Eric’s Past Mystery 2 Who is Kid Dracula?? Ree cul tek eee hd em Moe ec ume oe ncog ee Ro cee neces SONORA eee Ue ry eC mee ec Reged eee ees eon cum es titles? Deen R Net ase cg Ra ery Pera Raid Siiresorrts ‘rant DaNasty vor petri a Companions Child (eeu : Manipulated ston 7 Child |} Se Descendant Brit merobi eine Belmont blood relative (*May be a vampire killer like his ancestors) " " Child cam. Niece? Ronn Child Members of the Belmont clan are the protagonist in many of the titles in the Castlevania series. There are a number of secrets surrounding this family to uncover. vy The Belmonts are known as the most powerful and renowned vampire hunters within the world of Castlevania. Every generation they produce an exceptional hero to face off against Dracula each time he rises from the shadows. By the events of Castlevania III Dracula’s Curse, the Belmont clan had been shunned by society for their near superhuman com- bat ability. By that point a countless number of vampire hunters had already given their Dracula's Curse on | Who are the Belmont: lives trying in vain to defeat Dracula and end his reign of terror. It was at this time that Trevor C. Belmont managed to save the world from evil and forever vindicate the Belmont clan as heroes in the eyes of the people. Detailed investigations into the exploits of the Belmont family after the middle ages are of much interest. In Castlevania Bloodlines, a branch of the Belmont family known as the Morris clan carry on the legacy of hunting down evil, now in a modern setting. ‘4 The Belmont family nally received recognition thanks to Trevor from Castlevania I AN KEY WORD \anipire Hunter Humans who have the ability to fight on equal footing with monsters are known as vampire hunters. This title applies to Sypha from Castlevania III Lee Tee] EON eR CRAM uO LL rola of the Legendary Belmont Whi Having a superior bloodline is not the only explanation for the Belmont’s great strength. The whip passed down from generation to generation should also be taken into account. Known as Vampire Killer, it is a weapon of wondrous power. This establishes the importance of the whip within the storyline of Castlevania, but its indelible influence on the game mechanics themselves cannot be ignored. In the first Castlevania, there was a bit of a windup when attacking with the whip. In other words, there was a slight delay between button input and the actual execution of the attack. Players also had to keep in mind that Simon would be immobile for a while after making an attack. Surprisingly, this limitation was warmly welcomed by most players. These notable controls fostered a gaming environment recklessly mashing the attack button was not necessarily a good idea. Players instead had to accurately time each attack in order to progress through most areas. It can be agonizing at first for players to master the whip mechanics, but once they get the hang of it they realize how fun it is to defeat enemies with their hard fought skills. It provides not only thrilling gameplay but also satisfaction as they see themselves improve. The Belmont family whip and the control mechanics that came with it would be seen again in subsequent installments in the series. It may be that Vampire Killer is to thank for the series being a fan favorite for so long. ) How to control the character Jump vertically Left diagonal Right diagonal jump @ Jump A Wove left [=] _ [>] Move right Crouch an Crouch Crouch the whip / power up A + joystick power-up --- B + joystick Whip can be lashed in three directions papeal on the direction the character is facing @ Horizontal B Diagonal down © Diagonal up 7. Player character design from early in development. The original player character was planned to be named Peter Dante rather than Simon Belmont. Also, at that time, whip attacks were made in three directions: straight ahead, angled up, and angled down. However, ultimately angled whip attacks were not adopted into the series until five years later when the SNES installment released in 1991. Dee Aenity Paw aa thgay Player's health points Renaining Tine Score » js ¢ ‘AD The screen layout Boss’ ealth points (err he Scans wa ‘The tos dies as it was planned wen vm "0 2ero) early on can be seen above. The image Exuioad power-ap below shows the revised layout. The information that had been divided between the top and bottom of the screen was all placed at the top of teaser In this afea {: / (Gx16)2 082 make {t flash & eae oe 4A rough image of the illustrated map representing the connections between stages. An illustration based on the rough image was included in the manual. It was also used as a computer graphic in a cutscene between stages within the game. ©) List of Power-Ups cy 4 om | soit ono | 4 erie fe pn se tect ins ms tte mt] Fl eee 4 Fo a 4Sub-weapons that were planned early on. Some of these made it into the release version, but many of them, including garlic, wooden stakes, and a gun with silver bullets, did not make the cut. ‘4 More sub-weapons that were planned early on. Many were novel ideas, such as a guardian spirit (bird) that provides support and an item that transforms the player character into a werewolf. PPG CCC OMS TR oss Controls A button (Jump) cf XD AY a se c\\ Disb mt een ] AY Dy | B button while jumpir oF oa | Rati ite suite Se hd se ‘An early game design document with Simon's actions and button assignments. Early plans called for the same actions as the previous title, but changes were made to make the game more like an RPG, such as adding an item selection window. At this stage, the game also planned to include a shield, an item that had appeared in the MSX2 version of Castlevania, which was released a year before this title (1986). dee er anetin 4A page detailing new elements to the series such as an item selection window and how to talk to towns- people as well as how to move be- tween maps. 4 Saige ces) © ou sign ROR ceo oti | | Sleneetsone Past GHP2n_/>\E | fiestas arcu wy Oa be HPL) ‘ee ado Se, 9 Franke (P10) Ibi esr ohne ‘he oli ARough sketches of monsters. With the playable area expanded into outdoor areas, this title had a greater variety of enemy characters compared to the previous game. There are instructions to give the knight on the top right heavier armor. I \]| Crown | | This game design document includes design images for humans in addition to monsters. A character resembling the ferryman on the top of the left image also appeared in subsequent titles in the series. Design Archives 3 Castlevania II Simon’s Quest Traps & Clamicks ] Collapsing bridge 4A page of ideas for traps and hazards. In addition to indoor elements such as a hidden stairway and a secret room, there were also outdoor elements such as a collapsing bridge, strong winds, and tornadoes. And to go along with the use of the time of day as a game mechanic, plans were made to have the wind kick up at certain times. Rough images of game stages. The outskirts of town are shown at the top and the swamp on the bottom. Mansion of the Wh San) e ay or of 's-eye view of the setting of this game: Transylvania. This was the basis for the illustration used in the game manual. The place names, town names, and their location in relation to each other were already decided at this time. ile Yncion 3 Brat’ snsion TEDW collision D. brestase Most game maps in the 1980s to the 1990s were drawn on graph paper. This is the innermost depths of Brahm’s Mansion (Dim's Mansion) where Death awaits. gn Archives + Castlevania II] Dracula’s Curse 4 re a ts oie oh : A rane ete at Character design documents for the four player characters of Castlevania III Dracula's Curse. The unique elements of each character were already decided at this stage. At the top left is Trevor C. Belmont, who was designed to be controlled in a similar manner to Simon. At the top right is Sypha Belnades, who had powerful attack magic. At the bottom left is Grant DaNasty, who had the maneuverability to take altemate paths. At the bottom right is Adrian Fahrenheit Tepes (Alucard), who could transform into a bat. —] ee ‘Sie See Acs [Spies wb tomar the plver Foret Jorecnts Dams ars he rans ere brescteris e ie Tatrow te] 0B O2, | sice R ole S| reece | NG@EESY | soe] Ere eae | jor, | ee [Fi aon Fd fore yi | arate const | ee ae | bevesensd replay ure Tae_[ Toot see] Sir 7 tee Blow at me oi seman BS ge a= | (ce Sie Sage | UhderrundPazae een Tete Das Santo City Anac |Spit eae An addition to the usual fan-favorite baddies, this title added a slew of new minions. A design document for them is shown above. It includ methods, and modes of movement. les their names, stages in which they appear, attack {Bosses > ] [ite ‘all ae | [Tse x H hele | [oe Ceaveard rch | Hn sha do vse rant Size x 2 pels Sion (lack Toner BF enna “Smee = ee oe Cree 3 ioe Bx 2 pues Ste Forect zl a vents» Say tee | he te tb me Reararnee Salis RA Since this title was developed for a 3-megabit ROM cartridge rather than the double-sided 896 kilobit disk system, there were far more stages and bosses than in the previous games. Design Archives lege cree cxcapt ‘Sore, Player’ Halt te. ‘To Reali Hort Aesining Li a Cre Iie inthe prerlous sme Soe clei fe caplarea [oye Cec tC mem ee eee et arscter that in be ante | ‘oar Dar Shot Miler Ioan TORE= 001200 TIF BCA GER °muommmpemon JEN@ro" somoomonocooe Teather effects ‘Such a Fal lightning, and wind will attect gameplay. correctly time your jugs cn Splint comheets, @ Attack by making ‘al cbjects al ldeas for screen layouts and animations in the early design stage. Animations using effects such as rain, lightning, and wind, varied jumps using gear wheels, and attacks performed with a collapsing floor are shown here. 4A rough image of Wallachia, the location where the game is set. It's a map that shows that Players have several routes to choose from to reach Dracula's castle. AA design document containing an early map and the links between stage maps and an overview of each stage. Ghost ship map from Stage 4 clearly specifying the location of enemies and items. Archives # Super Castlevania IV mo) er sin he i tin A Be i oe ip i on wi 8 ten es Yap ofthe surouiing area of Dac’ Castle ‘pg val cstle I aun ured we the op hm hs, a. Pe sey org er told tat orbs Ie ast ch stot hbo tm eta xt Bon the ih The top image is a map of the area aro und Dracula's castle, while the image to the right shows illustrations of each stage. At the time, the developers were considering having, stage branches as in Castlevania II! Dracula’s Curse. The buildings from the early stages are also shown. — 2) LP? —— 2 “$e 44An early game design document detailing the player character's actions and button assignments. The ability to freely wield the whip and the concept of allowing the character to change directions mid-jump were present from the very beginning. Since the age in which the game is set was not decided at this point, the characters shown here are wearing modem attire. Concepts for each stage see 1 t Ten ~ Ae Bulle ~ Ot ules on fe on bees ‘Srey inte boskgrant Pears ‘rah a town deed by the ek coats se 2 Tos ~ sea ble Clie w the sae wo ot ot | the high gras The ion of the balay fas alo been Geecoyed by te cout, Seo 4 Sal er Gaus There's 9 step clit inthe ‘Setar a the lover fe voles in a sallow rier, ‘he plver ean be wsted aay tthe rier f bese stl foe to on New Nechantes New Mechanics Location > Inside Dracula's Castle Description> Here's a mechanized passage created by Dracula. The rotating cylindrical passage continues. ——— Scroll Goa] > Ip a closed space inside the rotating cylinder. Parts of the walls suddenly collapse and enemies pop up from the debris. Those never-seen-before graphics and this innovative way to make enemies appear using this new 3D effect are the selling points of the game. ~Alcne~ = Foitin 110288. for traps and stage hazards included many that used the screen ro- tation feature built into SNES, which was brand new at the time. The above image is one exam- ple showing a stage where the charac- ter advances within a spinning cylinder. % |_ New Mechanics = | cation > inside Drocua's Cxtle Desrptin > Sinn clei wp the lnc tor eal > Siton hep clisbing up ant op wth te bockgroeerelling om nil ee et ane | Location > SemleBridoe Deception > The lve ll rls a lower Ja be corety tied te leer rok tal frm ha ro. Goat > Te svg RA we te scteseat by aking the sag of Ds all te ere inpertart fo sold fale ord ae ne Aree Dessinion > The nocanized roe sony rotates. Player fs rented tote the whip skilfully | Basle of rotate re Geol > The space In obi he pleer aso poeress wil lagear due to Wale Yum rotting, frcng thee {o ue gravy and the whip fo prosed ‘hs will dlsorientata the pajors,centlng a lficut ‘ud suprising callers they fave never faced beer. The top image shows a drawbridge that goes up and down and the stage where the character climbs a cylindrical tower. The right image shows the rotating room where the entire screen spins. All of these features used the SNES's rotation feature. Weert ae tr tay [iia Sea ces tla > ve hone Ciome Bas Dect > Se ee or et Ht atl bewite> ‘never before sean super signte bas wll be fest, A The top image shows a gameplay idea involving white-water rafting idea that included a canoe and the rotation and zoom features of the SNES. This idea was never used, but the designers had fun with it, even including a cave along the way that reminds one of a theme park attraction. The right image is an idea for a giant boss that uses the zoom feature. This idea we employed for the Stage 4 boss. xe to sre of ont to + ef 4A game design document from later in development with Simon’s actions and button assignments. The button controls are even. more detailed than before, and include actions such as opening doors and moving in a crouched position. Geography of Dracula's Down Map of the area around Dracula's castle as depicted in the design document. Unlike the setting early on in the project, the setting here is medieval Europe. bride AThe top image shows the clock tower from Stage 10. The gear mechanism, which is familiar to anyone who has played the series, bars Simon's way. The right image is a map of Dracula's Tower from Stage 11, where the player tries to get to the top by changing directions mid-jump and using the platforms that flow diagonally. Design Archives 3 Castlevania The Adventure it How to play Castlevania The Adventure (part 2) 4, Itens Drop from destroyed candles. The different types available are as follows: yY Heart si. Flashing Heart ~- Fully restores the player's life meter Restores 2 HP on the player's life meter Cross «+ .. Grants invincibility for a limited amount of time * Grants the player an extra life ~ Increases the power of the whip “S*P Flashing Crystal ~--- Summons a boss when picked up Increasing the _ The power of the whip is determined by the number 5. poner of the whip ...- of Crystals obtained and goes as follows: Default - Short whip a 1 Crystal - Whip is longer and more powerful a 2 or more Crystals - Attacking with the whip shoots out a fireball 3 The whip’ s level will go donn by 1 level if the player gets hit © Press the START button while holding the A button to start Stage 2. End A.Basic details for Castlevania The Adventure. The top portion is a list of items. The bottom portion shows what is needed to upgrade weapons. At least partially due to the constraints posed by the Game Boy's small screen, elements of the game were made more intuitive compared to earlier titles in the series, such has having heart-shaped items for recovering health. © Eneay Concepts Low Level Denon ) & Cras tonarde the plaer an mos Erthan ff attacked Mud Non 4 weak eomy that {hot walks around Glant PAN Bug -& Rolls around. quickly wher Spar ae i ce bie veal! Pholls tonards the an ll and g hen attacked ® faa Bat ivan and attacks the pyer In group ta of the dark cult Be Mow cots Ie aoe anys Be ae a Goede icp oe Armor (lid-Bass) Goblin (id-Boss) Sane Gi Tete ries bck Sau i deat of wines me srg BoP ear wate Sal at Almage aewinga a variety of low-tier monsters as well as mid-bosses. Story The dark lord Dracula, who was believed to have been sealed away for eternity, has been resurrected and now possesses the power of an ancient evil deity. The last remaining member of the Belmont clan, XXXXX, picks up his family’s legendary whip and ventures towards Dracula's castle to seal his fate once and for all. 4Story for the game written in a design document and an illustration of Count Dracula. bYeSTanw eae FRE= G00 Death Bird vA y + Castlevania The Adventure Castlevania The Adventure - Enemy Patterns (2) is PST AKT First appears in front of the player and asses lover them from above. then tums around and ees to attack ie ployer trem bend. Rather than trying to Jump to defeat it, turn around land attack it a6 It appreaches, =a = 5 ak ‘The mst difficult eneny to take dom. Defeat it\as soon as It appears, otherwise it will chase. the player with Its urpredictable sovenents. Ihen 3 bats hanging from the celling cone dom 10 latack at once, the best course of faction 18 10 inake use of invincibility Teas. ®. m=? Spits pibicties both ards and dmmmards, but | Slice they carat nove thelr shots wll alms, folloe 8 predeteralnad trajectory. libgoriee the tralecory a th prolectiles and either dodge or destroy then then attack its | fouth mth the whip to defet it [PaTtave trble deste he prlectles, eo to the'next screen an igre the nw 2.4 Ps a= 2 ‘This enemy will change the trajectory of the lscythes It throxs depending an if the player Is standing or creuchine. Switch between crouching land jumping to avoid the scythes and close in on > [the eneay to land an attack on it chest re) = <8 a Boy arg at eral RIE | otis me ‘bovine onto the next one : same 19 mi oa Grrr Cat Ya en iti: Br is feo, < ie Bid fe! Fiat a “en et Bi Eel O Laannnnnnnnd 4A list of enemies and how to defeat them. Bats that toy with players with their unpredictable movements were flagged during the development stage as the most difficult enemies to defeat, which shows that their difficulty level was intentional. AB em on te te 4Spec document “for Stage 1 (left) and Stage 3 (right) indicating the diffi- culty adjustments and enemy monsters for each stage. Stage 2 and 3 traded places between the early design and the release version. Pr [Re VS Mode | Obiective Skillfully control your character and defeat your opponent. 9 Gane Structure + Compete against an opponent in real time on a scrolling battlefield made up of two screens. + The screen of each device will focus on the character the player is using. attle stages will include items and stage elements. (ex. conveyor belt) + Controls and items will be the same as in single player mode. 3. Screen Design Player's Life Bar Opponent's Life Bar Proposal for the framework of VS Mode, which shows up in early design documents. The bottom part shows a screen image in illustrated form. VS Mode did not make it into the release version, but this shows that the developers were planning to implement it using the Game Boys communication feature. SIG Erm emsonitos heme nets era Sep. 28th, Meeting Notes: © How to improve on Castlevania the Adventure? leak points of Castlevania the Adventure > Woverent needs to be sacar ‘There should be more checkpoints Need ore flashy animations, attocks, ote How they lok shuld be nove standardizad Slow paver novenent Bud cheese positions Nod sore varition/ ix {eee ames 2 Diftioule to underetand {he postin of etecoints Tee should be ineladed SSeuld beable to use the wip when arsing on 2 ope SSeuld beable to go dow the rpe quekly by pressig 1+ A wile grabbing eto rope ct. Ist Meeting Notes: eos for stage selection lee for enon des for now mechanics 4Notes from a meeting between the development team about the content of Castlevania II Belmont's Revenge. They show that the team identified things that could be improved following Castlevania The Adventure before they com- menced development. ovine for Soe cobintion of thse ertical hy oe alls Worizontal_ Vertical Onlyere Fall Atrection Reve Gra to clnb up Enenles thet cut the tore the Blaser {eon will ape Felnt terrin ap wp Sy can be as to oto the ing ropes re ten: A roe wll Bore wll shake f the reves cause the ee eee Dlaer fo fal pein ta > Meeting notes which include proposals for stage gimmicks. A large number of other proposals retain rons Tearing rope Jump onto she ety erabing dh onto ropes, valleys rte Stach to Bias were made. Fim RCI Castlevania II Belmont's Revenge, Enemies part 1 lmao ~~ ——— 1 [ark ———— 7 z sears throsstnt every eta, Wl eto ae Gieisteper relates The large bot i avi tno sulle fate etaced ith the default nlp or peciactle. eg sale bat appooches te Pater te ould save Yerrarcs or blr fo Sse oa stock. 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Compared to the enemy list from the previous title, this one was far more specific when noting how to defeat enemies.

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