http://shmuplations.com/castlevania/
The first set is a set of tweets from developer who worked under Hitoshi Akamatsu, the director of the first three games. There's only a handful of photos of him, he barely gave any interviews, and he practically vanished completely after 1990, with the only credit anyone can find for him being directing a Japan-only PS1 fishing game.
The design of the subweapons:
An absolutely incredible part about why Dracula's head flies off and the cookie monster form appears:
Some other tidbits:
-Castlevania III's graphics and music were so advanced because Akamatsu wanted to compete with TMNT, which was given the highest priority at the time at Konami due to being their most popular title overseas. Lesser selling games like CV had to "survive on the scraps"
-There was a possibility for more CV games on Famicom/NES, but Turtles' success and subsequent games changed that
-Akamatsu was a huge movie fan and was possibly the source of so much Giger influence in Konami games, since was always talking about Alien
-Because his games never sold that well and Konami was always a profit-minded company, he was demoted to work in a game center, and left very soon after. Apparently this happened to a lot of Konami staff even back then, and many of them went to Square.
-At least by the mid-late-90s, Akamatsu had never played Rondo, and was more interested in making something like FFVII.
There's also some comments at the bottom from a developer who posted anonymously on 2ch in 2012, though they believe they know who it is. The most shocking part? The "C" in Ralph C. Belmondo stands for "Christopher."
The first set is a set of tweets from developer who worked under Hitoshi Akamatsu, the director of the first three games. There's only a handful of photos of him, he barely gave any interviews, and he practically vanished completely after 1990, with the only credit anyone can find for him being directing a Japan-only PS1 fishing game.
I once said to Akamatsu that one of the hardest things about Castlevania was how easily Simon can be knocked into a pit and die from one enemy hit. He shot back, "Yeah, but look at it this way… Simon doesn't die from one hit—Mario does!" I was like, Ah hah!
The design of the subweapons:
Akamatsu's sense of game design was very deep. In Castlevania, the knife appears first so the player can get used to the subweapons. He made the stopwatch so you could get used to enemy attacks. Then the strongest items are the Cross and the Holy Water. And that was how he determined the order in which the items would appear to the player.
I once asked him about the fight with Death, and how insanely hard it was. He told me, "The game design idea there was to get players to understand how to use the cross and axe subweapons. If you can defeat him with only the whip, that means you're really good." I can't defeat him with the whip alone. But if you read the movements of the sickles, I understand it is possible (albeit very difficult) to beat him with just the whip. Apparently the test players were able to do it.
I think he wanted anyone to be able to clear his games, because he told me his standard for difficulty was that he should be able to clear it himself.
An absolutely incredible part about why Dracula's head flies off and the cookie monster form appears:
In the original Castlevania, I asked Akamatsu about why Dracula's head flies off when you defeat the first phase of the boss fight. He said, "The head there? It's foreshadowing Dracula's resurrection."
Likewise, when the body parts scatter in every direction, that was also meant to show that Dracula will come back. Actually, the second monstrous form you fight was meant to be an "incarnation of the curse of man", not Dracula himself. That's why when Simon defeats him, he gets cursed. Like most people, I thought that was just a powered-up monster form of Dracula, and I joked as much in front of Akamatsu one day. He completely refuted that idea though. (laughs) "That is a monster borne from the curse of man." He added, "In a truly peaceful age, Dracula would not exist."
Some other tidbits:
-Castlevania III's graphics and music were so advanced because Akamatsu wanted to compete with TMNT, which was given the highest priority at the time at Konami due to being their most popular title overseas. Lesser selling games like CV had to "survive on the scraps"
-There was a possibility for more CV games on Famicom/NES, but Turtles' success and subsequent games changed that
-Akamatsu was a huge movie fan and was possibly the source of so much Giger influence in Konami games, since was always talking about Alien
-Because his games never sold that well and Konami was always a profit-minded company, he was demoted to work in a game center, and left very soon after. Apparently this happened to a lot of Konami staff even back then, and many of them went to Square.
-At least by the mid-late-90s, Akamatsu had never played Rondo, and was more interested in making something like FFVII.
There's also some comments at the bottom from a developer who posted anonymously on 2ch in 2012, though they believe they know who it is. The most shocking part? The "C" in Ralph C. Belmondo stands for "Christopher."