Super Castlevania IV Stages

uper Castlevania 4 follows the model set by Dracula's Curse. Before the player makes it to the castle, they need to pass through various outer environments. In the end, there's about equal emphasis placed on both Castlevania and its surroundings. Unlike Dracula's Curse, though, there are no optional paths, nor additional characters to recruit.

Stage 1: Ruins and a Stable
At first, this may actually seem to be Castlevania's courtyard; in fact, it's the entrance to a collection of abandoned ruins and a haunted barnyard. Fences crawling with shivering vines rise from the ground to welcome you, and skeletons prowl the brick pathways. This is the easiest stage of any, and mostly serves to get you acquainted with the mechanics. The architecture rises above the trees at one point, offering a crisp view of the countryside and night sky. The latter portion is a large, creaky shed containing, most notably, floating horse heads. Rowdain, a skeletal knight on an equally dead steed, lurks at the end with a lance.
The view of the journey ahead. Simon surveys the upcoming trials outside the gate that separates Dracula's dominion from the rest of the countryside. Some of the game's stages can be seen in the distance.

The beginning of the long road towards Dracula's keep. There are no enemies here, but the formations etched into rock signal dread for those who dare continue past this point.

Super Castlevania IV introduced to the world that the Belmonts' family keepsake and weapon of choice could be used for more than just fending off the forces of Dracula. Simon displays his mastery of the tool here.

The undead roam free even in the barns of Transylvania. This one in particular is riddled with ghosts of slain horses and Medusa Heads. Notice the creatures resting in the field outside.

Escape from the stable won't be so effortless, as the skeletal warrior known as Rowdain guards the last section atop his faithful steed.

Enemies:
• Skeleton
• Vampire Bat
• Sneaky Clubber
• Bone Pillar
• Viper Swarm
• Mr. Hed
• Medusa Head
• Ghost
Boss:
• Rowdain
Music Track:
Stage 2: Forest of Monsters
The action picks up, here, as does the variety in setting. There's a forest, a brown marsh, and a river that runs down a series of inclines, changing its flow's direction now and again. Instead of there being a boss at the end, Medusa appears a little after the halfway point. Your main trouble may be with the ravens that tend to blend in with the dark sky. Take them out before they can take flight, and try to stick above the marsh on floating platforms, so as to avoid the frogs. Stormy clouds blow by overhead, and the colors' tones in the foliage and bodies of rock lend each locale a chilled feel. Beware of spikes below the river's surface.
Enter the forest, where all sorts of critters rummage the woodland. Simon faces a masquerading spirit comprised of leaves, while the residents of the surrounding graveyard wait for their time to strike from underneath the foliage.

The path leads downward, where plants wither and the scenery is earthly. Roots of sizable flora can be seen amongst the dirt, sporting a sickly colour. The landscape is rotting.

Out of the shade of the treeline lies a muddy mire. Several of the enemies here are of a natural sort, such as ravens and toads.

The rocky passage belongs to the famed Medusa. This sortie won't typically last very long, and doesn't end the stage either.

Tricky currents govern the last leg of the stage. Winged gargoyles seek to hamper Simon's progress, as do deviously placed clusters of deadly spikes.

Enemies:
• Zombie Hand
• Spider
• Zombie
• Plant Man
• Rolling Critter
• Raven
• Frog
• Bone Pillar
• Vampire Bat
• Gargoyle
• The Claw
Boss:
• Medusa
Music Track:
Stage 3: Caves, Waterfall, and the Submerged City
One of the most diverse stages of the game, this begins underground in a cave, up the side of a dreary set of falls, and ends in the ruins of semi-aquatic buildings. Neither the caves or falls possess any significant danger, though they're both endowed with a heavy, moist atmosphere. Look out for loose stalactites, and don't jump preemptively over any spikes, and, during the climb along the falls, take care of the bone pillars so their fireballs don't knock you into the pits. The submerged city may remind players of the very similar ruins from Dracula's Curse. Mermen and floating eyeballs will make your life tough if you don't stick to constant movement. A pair of serpents lie in wait as the boss.
The dreary caves offer solace to the lumbering, docile mudmen. Simon must strike them down, regardless, for they obstruct his path.

The watery cliffs house a zigzagging course of daring jumps and wicked foes that is sure to put the vampire hunter to the test.

Simon in the partially sunken city, steadfastly proceeding deeper into its vistas. Mermen occasionally glimpse up from the depths and take a quick shot at Simon with their long-reaching streams of water.

Ascending the stairs, Simon bids farewell to the watery grave behind him. Skeletons patrol the upper levels, aiming to knock our hero off his feet and down to the lurking body of water underneath.

At the ruins' peak, Simon faces the Orphic Vipers, a pair of sea serpents not unlike the ones Trevor Belmont battled in Dracula's Curse centuries before.

Enemies:
• Stone Golem
• Vampire Bat
• Bone Pillar
• Thornweed
• Ball of Destruction
• Merman
• Skeledragon
• Skeleton
• Skeletal Knight
• Raven
Boss:
• Orphic Vipers
Music Track:
• The Cave
• The Waterfall
• The Submerged City
Stage 4: Tower of Traps
A tower, whose original purpose has since been lost, and is now inhabited by ghouls and the like. Skulls are nestled in between bricks, and grotesque monsters emerge from walls. There are a lot of effects to be witnessed herein: a rotating room, which requires that you latch onto a post with your whip, a revolving, disorienting tunnel, and a golem-like boss that fluctuates in size. The mid-boss, Puwexil, waits for visitors after a series of platforms that flip upside down when jumped on, though, like most bosses, he can be taken out by stationary, crazy whipping. The last room is a bunch of rising platforms in close quarters; don't jump on one and get crushed by a structure above. The classic spikes that come down to crush trespassers make a return.
The scenery takes a turn for a more vibrant look in the first sections of the fourth stage. Reversible platforms are common here, requiring one to steady his footing. A wall-mounted skull gazes at Simon's progress.

A personal favourite, the giant skull known as Puwexil serves as the stage's mid-boss. Capable of sapping Simon's strength quickly if one does not know the proper tactics, the long-tongued foe proposes a grave threat to Simon's mission.

This is the famous rotating room that has cost many an adventurer their very lives. One of the poor souls can be seen lying pitifully on a bed of spikes. Utilize Simon's abilities to the fullest, and you will survive.

More madness is afoot as Simon finds himself inside a contraption that mimics a barrel being spun in place. The red surfaces are where skeletons will attack unannounced, so watch yourself.

After the deadliest stage so far, a rock monster known as Koranot impedes Simon's journey. The creature must be hacked to pieces if Simon is to continue his quest.

Enemies:
• Skeletal Knight
• Wall Corpse
• Sneaky Clubber
• Raven
• Hanging Skeleton
• Medusa Head
• Skeleton
• Vampire Bat
• Bone Pillar
Boss:
• Puwexil
• Koranot
Music Track:
• Rotating Room
• Spinning Tale
Stage 5: Path to the Castle
Dracula's castle is preceded by a series of green, wind-tossed paths guarded by Harpies with hunchbacks (or, as I call them, humpers) in their claws, Bone Pillars, and flying gremlins. It's not terribly challenging, but it does set the mood with impeccable atmospherics. After the swamp, it's no more than a hop, skip, and a jump beyond some wriggling vines and armed skeletons before you'll see large statues welcoming you to Castlevania. The door is open, ready to swallow Simon up.
Large plantlife adorns the foreground as Simon makes his way toward the Demon Castle.

The trees in the background seem to be undergoing some sort of mutation, if there is anything to be discerned from the shape and colour of the trunks.

Simon has reached a great wall past perilous pits where bone pillars lied. A whip-toting skeleton taunts him as he nears his objective.

The oddly serene courtyard leading to the castle gates. Rows of statues look upon the lonely setting; some eroded and crumbled from ages of neglect. Some say the hooded figures resemble the huntress Sypha Belnades.

Here we are: the first half of the journey has concluded. Keep your wits about, though, as this is where the going gets tough.

Enemies:
• Harpy
• Gremlin
• Bone Pillar
• Gargoyle
• Skeletal Knight
• Bloody Gates of Death
• Skeleton
• Vampire Bat
Boss:
• None
Music Track:























