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NES box art for Castlevania, the cover of NEStalgia episode 44

044 · CASTLEVANIA

▶ Game info
VerdictEssential
ReleasedMay 1987
SeasonSeason 3
DeveloperKonami
PublisherKonami
November 30, 2018 · 1 hr 40 min · transcript available

Dracula awaits in a massive castle that is just one bad knock back away from plummeting to your death. Are you the vampire killer? For more NEStalgia as well as show notes, articles, and more check out www.NEStalgiacast.com

Our verdict: Essential

Castlevania was the first game in this run that made us feel like we were on a real adventure since Super Mario Bros. We went in expecting a stiff early attempt that people only remember fondly, and we came out calling it a complete game that feels good to play today. We also called it the version of Ghosts 'n Goblins we'd been waiting for: just as hard, but with a health bar and none of the frustrating parts. All four of us voted it onto the Essential Games List.

What makes it essential

  • It teaches you without a tutorial. The huge torches at the castle gate stand out from the background, so you whip them and they pay off right away with a longer whip. Then you start hitting the candles, and eventually the walls, where you find the pork chops. A kid who smashes a wall by accident and finds dinner will smash every wall after that.
  • Weapons, and the right one at the right time. The dagger, holy water, boomerang, axe and stopwatch each have their uses. The axe arcs over your head for the Phantom Bat, the stopwatch freezes Medusa in place, the daggers keep the two mummies apart, and holy water walks you through Dracula's last form. Your main weapon upgrades too, and when you die the game puts the whip torches back so you can rebuild it. The game seems to hand you the weapon you need just before the boss that needs it, which is good design.
  • Enemies with behavior. Axe Knights back you into corners and retreat as you approach, Medusa heads follow a pattern you can learn, and skeletons shift to block the stairs but let you get past. The level design assumes you will walk right and attack everything, then punishes you for it, which asks you to slow down and think. It is the first time we've seen a side-scroller built like this, and the game comes out feeling made for the console, since unlike Trojan and Ghosts 'n Goblins it didn't start out in the arcade.
  • Game feel. The whip has a short wind-up, so each swing has weight and timing. That felt like a real whip to us, even when it was frustrating.
  • Atmosphere. The castle has real places in it, with a hall, a lab, catacombs, a dungeon and a clock tower, and a little map that shows how the sublevels connect. It is a Universal Studios monster gauntlet: mummies, Frankenstein, a creature that looks like the one from the Black Lagoon, Medusa, a Grim Reaper and Dracula himself. The ending reveals it was all a movie, with a cast of names that are one letter off from the classic horror actors.
  • Secrets everywhere. You can find money bags by standing in certain spots, treasure chests and crowns, and on the second, harder loop, Moai heads from Gradius. The game rewards curiosity.
  • The music. It's Yamashita's first soundtrack, and it blends spooky with jazz-funk. "Vampire Killer" is the one you'll hum afterward. Every stage gets its own track, and the game makes you want to keep listening.

Where it's rough

  • Knockback. Getting hit sends Simon flying backward, often into a pit, and for some players this ends the game. In the Japanese cartridge's easy mode there's none, and after playing it we think the knockback was a mistake, although speedrunners rely on it.
  • Stiff controls. You can't change direction mid-jump, so every leap is committed in advance. The stairs lock you in place, and the sub-weapon needs Up plus the button, which we kept triggering by accident.
  • The gauntlet before Death. The Axe Knight and Medusa head section ahead of the Grim Reaper is brutal, and it's where we gave up. The Grim Reaper himself throws out more scythes than seems fair, and you have to repeat that stretch if you fall.
  • The late game. Hunchbacks coming from both sides, bats, and the clock tower with its stairs that go nowhere feel more like spam than design. Dracula is hard too. We struggled to get past him, and ended up watching videos for the transformation fight.
  • No save. In North America you have to leave the game on to finish it, and the harder second loop makes that worse.

Beyond the game

The Famicom Disk System version came out first in 1986, with a save function. The Japanese cartridge release later added an easy mode with 30 hearts, nine lives, less damage and no knockback. The game is called Akumajou Dracula in Japan, and the hero is Simon Belmondo there, which is also why the credits use that name. It was followed by Castlevania II, Castlevania III and the Super Castlevania IV remake, and there is now a Netflix series and a lot of pachinko.

The bottom line

Essential. It's hard but rarely cheap, it rewards you for exploring, it sounds amazing, and it holds up well enough that Mike kept picking it over a brand new RPG while preparing for the episode. All four of us voted it onto the Essential Games List.

Written from our conversation in this episode.

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