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Castlevania: Blood Moon

Hack of Castlevania


This is an overhaul of the original Castlevania done using Stake, Tilelayer Pro & Hex Workshop. Many changes from the original have been made during the production of this hack. It took quite a while to complete, but the result was well worth the effort. All graphics of characters were done by me, bit-blade, moonchilde & revility. Bit-Blade & I also created the stage’s background graphics and Several changes involving the game’s engine were done through hexadecimal by me. Some of these changes include jumping higher & whip while walking (which is sort of a mixed blessing.), and the drop item ratio.

Several features were used in Blood Moon that were prominent in the original Castlevania, but not utilized. For example; the water’s splash effect, having to break a path through the wall to proceed, and bit-blade’s unique tile solidity glitch, and a few booby traps along the way which all make for substantially more interesting gameplay.

This is a very difficult game, for master vampire killers only. If you happened upon it by mistake, then run! far far away! wuahaha!

ROM / ISO Information:

  • Castlevania (U) (PRG1) [!].nes - GOODNES 3.14
  • CRC32: 856114C8
  • MD5: 52EB3F7E2C5FC765AA71F21C85F0770E
  • SHA-1: 7A20C44F302FB2F1B7ADFFA6B619E3E1CAE7B546
  • SHA-256: C71BE6AC16E8EEA7F867CD5437AFD1449BEF7C4834EC4CA273CAFE2882EBFC46




ContributorType of contributionListed credit
RevilityGraphicsSimon, Death, Frankenstein and zombie sprites

User Review Information

Level Design.....

Reviewed By: onepiecefan2007 on 16 Aug 2018

The basic idea of ​​this hack is brilliant, the use of game mechanics excluded from the original game is a very interesting idea and I’m happy to say that the run and hit (the most important mechanics introduced in the hack) was implemented really good. But this hack has a big problem: the level design. The first level is set into a cemetery so it’s fine, the second level is set in a cave and the background is a starry sky (this is CV or Contra?) in the third level you’re on the building’s roofs and the background is (again) a starry sky, but in this level it is fine because you are on the roof of a building during the night. Levels 4 and 5 are strange but well done. Can you imagine the background of the last level? It is (AGAIN) a starry sky… Why? This is CV not Contra! Why are there so many starry skies as a backdrop? You can notice the last problem during the final battle against Dracula, during the battle you can only see the life bar, your secondary weapons and the symbol of the hearts … but you can not see the number of the hearts, so why leave a symbol that is it useless without another symbol? My vote for this hack is 2.9 / 5

Version 1.0 Recommended - No

User Reviews
Level Design.....onepiecefan200716 Aug 20181.0No
Feels like a whole new game with some flawsbogaabogaa03 Aug 20171.0Yes
For God's Sake, Less Style, More Quality!TheLuigiLightning18 May 20151.0No