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  • My favorite part about Castlevania is that it came out in 1986.

  • I’m often told NES games didn’t have enough space for detailed backgrounds.

  • Well, Castlevania does and it came out in 1986.

  • I’m often told games in the 1980’s didn’t have infinite continues.

  • Well, Castlevania does and it came out in 1986.

  • It isn’t fair to criticize an NES game’s questionable hit detection.”

  • Castlevania

  • 1986.

  • NES games had to repeat stages.”

  • They didn’t.

  • Castlevania, 1986.

  • That is not to say Castlevania is a perfect game, but it is clear the developers were

  • not going to use the excuse of limited hardware to make a sloppy product.

  • Castlevania is remarkably polished, audibly, visually, and mechanically, and many of the

  • structural philosophies can still be found in modern gaming.

  • Perhaps this is why the game remains so popular among certain gaming circles.

  • Or maybe it is the unique set-pieces.

  • While the North American manual fails to give the game much context, the player assumes

  • the role of Simon Belmont, a vampire hunter wielding the Vampire Killer, a holy whip passed

  • down through the ages.

  • The goal is to defeat Dracula, who has been resurrected along with his castle in Transylvania.

  • In addition to Dracula, Castlevania uses many other classic monsters that have fallen into

  • the public domain, like Frankenstein’s Monster.

  • More mythical creatures like the Grim Reaper, Medusa, and Mummies are also featured.

  • Despite the primitive hardware and sprite limits, Castlevania does an commendable job

  • portraying these classic monsters on the 8-bit hardware.

  • Another interesting touch is the cohesiveness of the game world.

  • The opening cinematic shows Simon at the property gates, with Dracula’s tower way off in the

  • distance.

  • The 6 levels of the game do an admirable job creating a realistic path from the gates to

  • the tower, and it doesn’t take much imagination to understand where Simon is.

  • While the graphics are not realistic, there is a level of detail found here which other

  • titles of the era failed to match.

  • The ambitious style certainly aids in the game’s uniqueness and continued popularity.

  • Of course, a unique visual style and monster-movie set-pieces are not enough to make a game good.

  • So let us take a closer look at the gameplay.

  • Castlevania is a linear action game, with the player having to battle an increasingly

  • hostile set of enemies through 6 increasingly difficult stages.

  • While the whip is the primary weapon, Simon is able to utilize 5 sub-weapons to aid in

  • the journey.

  • Unlike the whip, these are limited use items, with the player needing to collect hearts

  • to power them.

  • The first thing I really dig about Castlevania is how most of these are shown to the player

  • on the very first stage.

  • The watch temporally stops time, freezing all enemies in place.

  • The dagger is a projectile weapon, firing straight across the screen.

  • The ax is another projectile weapon but at an arc allowing one to hit enemies above Simon.

  • The Holy Water ignites a small fire on the ground, while also freezing enemies.

  • And lastly, the boomerang fires across the screen, and returns, allowing for multiple

  • hits when used strategically, but isn’t showcased until the second stage.

  • Castlevania does a reasonable job with item placement on the opening stage as well, offering

  • the Holy Water in a convenient location, showing its utility in damaging enemies at a lower

  • plane.

  • More famously is the ax, the last item offered before the first boss.

  • Assuming a first-time player breaks every single candle in the stage, the ax is the

  • weapon one should end up with when encountering the first boss, which is incredibly efficient

  • against the airborne foe.

  • As a whole, Castlevania’s first stage does a great job easing the player into the action

  • without being overly tutorialized.

  • Candles are placed in the air, encourage players to jump and attack, a crucial skill needed

  • for future enemies.

  • Plenty of stairs are presented, letting players familiarize themselves with how to climb up

  • and down them, without there being an onslaught of enemies to try and avoid while coming to

  • grips with them.

  • And finally, players are encouraged to explore, with both wall meat and a double shot being

  • rewarded inside of breakable blocks.

  • Sadly, like many games of the time, there is no real clue to which blocks can be broken.

  • One initially just has to swing the whip at everything and then memorize the locations

  • to save time later.

  • Thankfully, as Castlevania is a sidescrolling game, rather than overhead, there are limited

  • possibilities as to which blocks might contain goodies.

  • But still, later games handled it better.

  • Moving along, Stage 2 ups the difficulty significantly.

  • Castlevania’s notorious bottomless pits are introduced here.

  • While the first stage has a certain flow to it, where one could mostly press forward with

  • little regard to the terrain, players now need to stop and assess the situation.

  • One might want to attack an enemy before leaping across a platform for example.

  • Moving platforms are also introduced.

  • The initial one thankfully has a platform underneath it, reducing the possibility of

  • a mistimed jump, but the margin for error decreases as the stage wears on.

  • This brings us to the jumping itself.

  • It is primitive.

  • Pressing the button longer will not yield a longer jump versus a quick tap.

  • Simon either jumps straight up into the air or makes the same arced forward jump, no matter

  • what.

  • While a dated concept for sure, there isn’t anything particularly wrong with the approach.

  • The lack of any control basically eliminates any sort of debate on if the jump is too floaty

  • or too weighty.

  • Simon has a predefined arc, and that is that.

  • Thankfully, the level design in Castlevania is designed around the specific arc and never

  • requires more from the jump than what is available.

  • Platform spacing is uniform, moving platforms always have a decent width allowing for some

  • slop, and enemy behavior never requires additional precision.

  • While I found the arc somewhat rigid when I first attempted to play the game, it is

  • something I’ve grown accustomed to and it honestly feels like second nature.

  • I never found myself longing for more control, as the game is expertly designed around the

  • jumping limitations.

  • So, if the first stage is an item tutorial, and the second a jumping tutorial, then it

  • only makes sense the third stage is a combat tutorial.

  • While the zombies in the opening stage were mostly harmless, things really pick up in

  • stage 3.

  • The hunchbacks jump around erratically, bone pillars are placed after pits, and the birds

  • like to dive at Simon from an incredibly awkward angle.

  • Timing then becomes key to success.

  • The player can whip the bone pillar projectiles, however, one must learn their timing, as button-mashing

  • won’t cut it.

  • Same goes for the birds.

  • One can jump and attack, dodge the bird and then attack, or use a well-timed sub-weapon.

  • If one doesn’t take the time to learn the patterns, a grim fate awaits.

  • I suspect even the most novice of players will be able to clear the first three stages

  • of Castlevania.

  • There isn’t anything too taxing here, the bosses are easy, and while there is likely

  • some frustration to be found for the uninitiated, I don’t believe anything here is impossible.

  • However, the final three stages ramp up the difficulty significantly, and not always fairly.

  • I’m sure I’m not the first person to jump on the moving platform, have a bat spawn,

  • and then promptly get knocked off the platform because the whip is too high to hit the bat.

  • The player can actually control where the bats spawn.

  • It appears on the side of the screen the player is facing, and at the same level as Simon.

  • However, if ducking, the player might miss as the bat changes its altitude.

  • Honestly, it feels cheap.

  • Another annoyance is the sometimes random nature of Castlevania.

  • Usually, the items found in the candles do not change.

  • Therefore a player can reasonably expect certain items to always be found in the same spot

  • on every playthrough.

  • This is critical as certain sub-weapons are vastly superior in some scenarios compared

  • to others, especially bosses.

  • Therefore, when a hunchback randomly drops an ax during a hectic segment of stage 4,

  • it can be incredibly annoying.

  • Hunchpbacks won’t drop other weapons either, just hearts and axes.

  • Of course, one hopefully won’t make the same mistake on subsequent playthroughs, but

  • Castlevania is an intense game requiring fast movement and quick decisions, and the weapon

  • drop behavior seems counterintuitive to the game’s philosophy.

  • The random drops aren’t always a bad thing though.

  • On this run, I managed to retain the Holy Water, and the bone pillars on the next screen

  • dropped a double shot, and then a triple shot, on my way to the final boss.

  • Stage 5 was especially perplexing, with both a skeleton and a hunchback dropping a watch,

  • ruining my current credit.

  • So why does the randomness bother me so much?

  • Well, the boss of stage 4 and 5 are incredibly difficult.

  • While I can beat Frankenstein without the Holy Water, it sure makes things a heck of

  • a lot easier.

  • Death, on the other hand, I cannot beat straight up.

  • So when the randomness takes away my choice of weapon, I find it rather annoying.

  • Speaking of stage 5, this is when the utility of the Holy Water becomes most apparent.

  • The 5 sub-weapons in Castlevania are not created equal.

  • The more one plays Castlevania, the more obvious it becomes the Holy Water offers the best

  • value to the player.

  • Generally speaking, the ax and the dagger will hit an enemy once.

  • The cross has the potential to hit an enemy twice.

  • But the holy watercan do far more.

  • However, each sub-weapon costs just a single heart to use.

  • There is a real lack of balance here.

  • It seems the more powerful weapons should cost more hearts to use, but that is not how

  • it works.

  • The watch actually uses 5 hearts, as if the developers thought the watch was the most

  • game-breaking sub-weapon, but I can not for the life of me understand how the developers

  • reached this conclusion.

  • However, it isn’t just the Holy Water in and of itself that can be game-breaking.

  • Rather, it is the double and triple shot upgrades.

  • These allow players two use their sub-weapon two or three times at once.

  • Without them, the player cannot use the sub-weapon a second time until the first one leaves the

  • screen.

  • With them, the sub-weapons become dramatically more versatile.

  • And in the case of the Holy Water, completely game-breaking.

  • Bosses which were previously painful, are completely neutralized.

  • Now, one could argue if a player manages to retain the Holy Water all the way through