

The game sold a little over 500,000 copies worldwide. It was released in North America in December 1991. The game was released in Japan on Octofor the Super Famicom. The packaging artwork for the North American and European versions was created by Tom Dubois, who designed the packaging for many other Konami titles outside Japan. He was asked to alter the color palette in the English version in order to remove some depictions of blood in stage eight. Ueno worked on both the Japanese and English versions of the game, with the latter featuring some instances of censorship.
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Earlier bosses were designed to be easier so that players could discover weak points and effective weapons without retrying. As the enemy and boss programmer, Ueno conceived some rough ideas and additional programmers would implement more detailed boss patterns. This idea was once planned for the original Castlevania game. Mitsuru Yaida (credited as Yaipon) programmed Simon and also implemented the game's whip system, which was to introduce some new gameplay that was not possible on the NES. Branching stages, previously seen in Castlevania III: Dracula's Curse, were once considered but not included in Super Castlevania IV. The team drew maps on paper and a lot was changed as the game was worked on. ĭue to the team being small, everyone was involved with the design and some ideas came from the creative artists and others by the programmers' experiments. Many features in Super Castlevania IV were introduced to make it a less frustrating game for players, such as giving them more control over Simon when he walked up stairs. Early design documents depict the player-character in modern attire, since the setting was not decided at the time. Ueno only considers Super Castlevania IV a remake of the original Castlevania to some extent. Ueno liked the original Castlevania for the Nintendo Entertainment System the most and wanted to make a pure action game that was similar to it. His first 16-bit game, Ueno's team possibly started development on it during 1989. Super Castlevania IV was directed by Masahiro Ueno (credited in the game as Jun Furano since Konami did not allow the use of real names at the time), who was also the main programmer. Collecting the items known as the Double and Triple Shots allows the player to throw secondary weapons up to three times in a row. The secondary weapons include an axe which can be thrown in an arc, a watch which stops all enemy motion and a dagger that can be thrown across the screen. Like its predecessors, players can use secondary weapons that consume Simon's "Hearts", which are dropped from candles and enemies.

In addition to jumping, the player can control Simon to move while crouching. The whip is used for fighting and for latching onto rings to swing over areas that are too wide or dangerous for the player to jump across. The length and power of the whip can be increased up to two levels by collecting an item called the Morning Star.

By holding down the attack button, the whip will go limp and can be waved around with the control pad, which can be used to block projectiles. With Simon's whip, players can attack enemies in eight directions with the use of the control pad.
List of castlevania games by system password#
A password can be entered to continue the game. The health gauge can be restored through food items that can be dropped from candles and breakable blocks, or with the Magic Crystal, which is received after defeating the boss at the end of each level. The player will lose a life if all of Simon's health gauge is depleted, fall into a hole or if they do not finish the level within the time limit. Players begin the game with five lives, and it ends in a game over once they have lost them all. Super Castlevania IV is a side-scrolling platform game where the player takes control of Simon through eleven levels. The player-character Simon Belmont can use the whip to latch onto rings and swing over areas.
