Castlevania Stages

astlevania is a special game in the series. Not only is it the forefather of everything to follow, one could argue that it has never been surpassed. The foundation of things to come, the game is carefully crafted and its features masterfully applied. Everything feels just right, as it was intended by the talented developers. This is especially prevalent in the core of the game; the stages, the set piece themselves. Each of the haunted locales serves as a blueprint for any future reappearances or modifications of the same theme, and as such, their importance to the series is unrivaled.
Castlevania is an arcade-reminiscent trek through six stages of terror. The path is strictly linear, but your skills will be put to a test through challenging platforming sections, a multitude of dangerous enemies, and the infamous boss encounters, which are legendary in their own right. All stages are divided into 'blocks', short sections that are most often set apart by a simple, transitional doorway. Thus, the stage counter at the top-right of the screen displays the current 'block', rather than the conventional stage it's contained within. At the end of each stage, you must battle a boss guardian. Collecting the crystal ball the defeated adversary leaves in its wake allows you entrance to the next stage.

The Entrance Halls
These are the famous entry hallways of the Count's abode, as they first appeared. The serene courtyard can perhaps fool the careless adventurer into a false sense of security. The harsh reality will settle after one gains entry to the castle's innards. The somewhat ruined corridors are infested by the living dead and other horrors, all out for the blood of any possible intruder. After the initial section, the two main halls are separated by a drab, grey-ish room with a sizable block of stone situated in the middle. This is unmistakably placed there to force the castle trespassers into the watery depths below; inhabited by fireball-spewing mermen. If Simon can survive this obstacle, the following hall leads to the nesting place of the Demon Castle's first major foe.
The Demon Castle Dracula, circa 1691. Simon bravely stands at the front gate of the legendary estate.

The black leopards are agile, and serve as the castle's first line of defense. Long windowed hallways often serve as the entrance to Dracula's Castle. There are many sights to take in but don't let your gaurd down, lest you join the departed roaming the castle grounds.

Pot roasts are hidden in the breakable walls. Who put them there, no one knows. The draped halls give way to a stony area. A flooded basement lies below.

Mermen breed in the damp pool underneath the castle's halls and algae and moss grow in the walls. The lagoon creatures will try to knock Simon into the drink.

One of Simon's most classic foes is the Phantom Bat. This night time bloodsucker rests at the ceiling, patiently waiting for its prey.

Enemies:
- Vampire Bat
- Black Leopard
- Zombie
- Fish Man
Boss:
- Phantom Bat
Music Track:
Maps:
The Dungeon
This is where things pick up. More enemies, more deadly falls off shaky platforms and - most importantly - the debut of the ever-annoying Medusa Heads. The trademark difficulty of the series (and of this game, precisely) finally make itself known, and it's not a soft landing for the unprepared.
The architecture in this stage is fairly basic, it's mostly bricks and pillars all the way through, but the vibrant colour palette really catches one's attention. Everything is a bright, almost offending red, lending the surroundings an unique and even oppressing feel. You'll do a lot of zigzagging here, as the general goal is to ascend upwards through the multi-layered rooms. As such, there are many jumps to make over bottomless chasms, and these have to be cleared with utmost precision, because the wavy-patterned Medusa Heads will knock Simon to his doom if you're not careful at all times. The latter portion of the stage also contains spiky, crushing contraptions eager to taste Simon's flesh; these will kill you in one hit, so proceed with care.
Simon advances deeper into the castle. The Count has constructed a deadly maze of horrors for any would-be heroes.

Treasures such as this crown are hidden throughout the castle grounds. Look in every nook and cranny and you're bound to come up with something.

That's gotta' be the most boring job in Dracula's army.

T'm not big on sequence-breaking, but you can use the medusa heads to propel Simon to a higher level, making it so a dangerous portion of the stage can be skipped. Make sure you have the health to spare.

The dungeon is packed full of deadly dangers. One false move can make the difference between life and death in this giant deathtrap of a castle.

Enemies:
- Vampire Bat
- Spear Guard
- Medusa Head
- Ghost
- Bone Pillar
Boss:
- Medusa
Music Track:
Maps:
The Castle Ruins
Possibly my favourite stage in the game. We are treated to some amazing 8-bit, as the use of colour makes the crumbled structures look almost majestic, covered in green vines under the dark night sky. Aesthetics aside, lots of Castlevania series mainstays make their first appearance here. Initially, you'll face the notorious Hunchbacks, swift little cretins that are always a hindrance. Similarly, the surprisingly mobile Skeletons lob bones at an alarming rate, so stay on your toes and swing that whip! Finalizing the touches on a neglected, abandoned setting are the Ravens, which have made the outdoor ruins their nesting place. It goes without saying that many dangerous jumps must be made in order to reach your destination, and these are far more challenging with the combined slaughter of the newly-inducted enemies surrounding Simon every which way he travels.
The Hunchbacks hop down from the platforms above, hoping to get a lucky shot in on Simon. Keep your distance, and strike with precision.

The castle exterior ruins are riddled with all kinds of foes. The Ravens are especially bothersome. Watch your step. As if the footing wasn't tricky enough, these creatures will try to push Simon over the edge.

Another one of those famed hidden treasures. This one appeared by having Simon crouch above the two blocks on the right.

The dramatic shot of Dracula's resting place. So close, yet so far. Continue pressing on. There is no turning back.

The bandaged corpses in this orange room will try to gang up on you from both sides. Isolating both of the monsters on either side is an effective strategy.

Enemies:
- Ghost
- Hunchback
- Skeleton
- Raven
- Bone Pillar
- Medusa Head
Boss:
- The Mummies
Music Track:
Maps:
The Catacombs
In actuality, this stage is comprised of far more than just catacombs. You'll begin in an underground cavern, after a long fall from the castle's upper levels. This is a really great area, too, since it captures what I've come to call "Metroidian" qualities. In this case, highly atmospheric, claustrophobic underground areas. Fishmen, expectedly, make a reappearance here, attempting to plunge you off from the moving platforms above the subterranean bodies of water. After ascending from the darkness, Simon must traverse a vast outdoor courtyard, one that is markedly more expansive than the one found at the castle's gate. Simon's return to the castle's indoor areas is a damp one: he enters the dreary catacombs. Therein, he shall face the most dangerous adversaries yet.
Simon falls into a trap that sends him plummeting to the watery caves beneath the castle where he must fend for his life.

It's a striking area, visually. Here, Simon is performing a daring jump on the hovering raft.

After fighting your way through the drenched subterranean area, you will discover a long path where hunchbacks team up with enormous eagles to overwhelm Simon.

If you keep your wits and march forward without pause, the wall-mounted Skeledragon won't impede your progress.

Frankenstein and Igor team up for one of the most iconic battles ever fought on Transylvanian soil.

Enemies:
- Vampire Bat
- Fish Man
- Eagle
- Hunchback
- Skeledragon
- Bat
Boss:
- Frankenstein and Igor
Music Track:
Maps:
The Torture Laboratory
An equally intimidating stage for an equally intimidating boss! Indeed, the dungeon-like house of horrors is a fitting one for Death, Dracula's last line of defense and also his one true confidant.
The tightly-fitted rooms are more crowded than ever, bustling with activity from all kinds of creatures. Hunchbacks will once again test your patience and reflexes, while the Skeletons stay at a safe distance and fire off those bones in high arcs. At this point, Simon can't take many hits anymore, so skillful and quick assault is required to ensure his survival. Just watch out for those Axe Armors, they're very resistant to damage and hit hard, as well.
Watch out! Two Hunchbacks will begin their assault as Simon enters this light colored stage.

Simon cornered by two Red Skeletons, which cannot be destroyed by any conventional weaponry.

Torture Lab is a fitting title for this stage. Presumably, this is the area where Frankenstein's Monster was created, as shown in Castlevania Chronicles.

The Grim Reaper makes a strong impression here. You'll need everything you've got to survive this fight.

Enemies:
- Hunchback
- Skeleton
- Red Skeleton
- Axe Armor
- Bone Pillar
- Medusa Head
Boss:
- Death
Music Track:
Maps:
The Castle Keep
Finally, Simon has reached the last leg of the castle, against impossible odds. The Count awaits.
First thing you'll notice about this stage is the adrenaline-pumping music. Great way to start off the finale. You'll have to make it over a crumbling bridge while contending with multiple Phantom Bats, now lesser enemies. That alone should tell you that Dracula means business. If Simon makes it through, he'll enter the clock tower through a decorated doorway. The building is oddly still; the gears aren't spinning and the chains not shifting. After a brief run-through inside the tower, you'll come across the iconic stairway leading to the master of the castle. Dracula is ready for the final confrontation.
The Phantom Bat is back and he brought some friends too. These can even spit fireballs. Simon pictured in a position a little too close for comfort. This crumbling bridge isn't the most ideal place to be outnumbered by powerful enemies.

It can get very crowded and dangerous in the still clock tower.

Simon catches his breath and says one last prayer before the final showdown.

The duel of legends is about to begin.

Te Count is resourceful, but Simon battles on through sheer will, and will only stop when he has no more life in his body.

Enemies:
- Phantom Bat
- Skeleton
- Eagle
- Hunchback
Boss:
- Dracula
- Dracula (Second Form)
Music Track:
Maps:

























