44. Dracula II: Noroi no Fuuin (Famicom Disk System)


Dracula II: Noroi no Fuuin is a Famicom Disk System game released in 1987, and the sequel to Akumajou Dracula. After defeating Dracula in his first outing, vampire-slayer Simon Belmont finds himself cursed and discovers the Count's minions roaming the lands. He takes it upon himself to trek through Transylvania, gathering "pieces" of Dracula's ruined body so he can annihilate his nemesis for good. Or for a few decades at least. If this all sounds familiar it's because Dracula II is in fact the original Japanese version of what was known as Castlevania II: Simon's Quest elsewhere in the world (and yes, Akumajou Dracula is the original Castlevania).
Of course, since nothing in the world of video games is ever straightforward, Dracula II is technically the third game in the series. It's preceded by the MSX2 installment Vampire Killer, which plays much like the original Akumajou Dracula but with labyrinthine stages and keys required to progress. Dracula II takes things a step further, with a larger "open world" concept. Along with Metroid, Dracula II was instrumental in codifying the elements of the "Metroidvania" genre of nonlinear 2D platformers. It's a genre that persists to this day and, if a glance at available Steam indie titles is any indicator, shows no signs of slowing down. Dracula II differs from the localized Castlevania II in a great many ways, several of which are due to the nature of Nintendo's hardware. In Dracula II, new areas must load from disk whenever they are entered. There are also several spots where the disk must be flipped to continue. Instead of passwords, the game boasts a Zelda-like set of three save slots. Text is a mixture of English (opening and closing texts) and Japanese (NPC text), and the Dracula II title screen is a delightfully bloody throwback to classic horror films.
While Samus Aran's quest begins with her tucked away in her own little corner of an alien world, Simon Belmont is instead placed in a town with pathways to both the left and right leading out and away. While the world of Metroid is comprised of a series of dead-end tendrils, the outdoor landscape of Dracula II is more simplistic and "loops" back around to the starting point, though there are some branching paths and a notable "warp" spot. Mr. Belmont journeys through three main location types: the great outdoors, towns, and "dungeons" (manors and Dracula's castle).


Simon's primary weapon is a whip, which can upgraded at various points. Combat is rather satisfying, with a pleasant "weight" given to whip strikes. A series of subweapons can be obtained along the way. Unlike those in Akumajou Dracula, one obtained weapon does not "overwrite" the next; instead, once Simon obtains a subweapon he can utilize it for the remainder of the game, and subweapons can be swapped via the status menu. The horizontally-traveling dagger and arcing holy water will likely get the most use, and many of the stronger subweapons are merely more advanced versions of the aforementioned. There are some additional equippables as well, that can boost player stats. For instance, Dracula's rib grants Simon a shield, so long as he stands still.
Compared to literally every other Castlevania game, the enemies are much easier to contend with here. The majority lumber about slowly, begging to be whip-fodder, while the rare exceptions may lazily toss a projectile or two from time to time. There is knock-back damage, though it rarely spells certain doom for Simon, as enemies are rarely stationed near pitfalls. With that said, pitfalls (filled with water this time around) are still guaranteed to cause the most deaths. This is due to the plethora of moving blocks, an environmental element that does not mesh nicely at all with Simon's stiff deliberate jumps. As a personal anecdote, I've played through this game thrice now (twice on the FDS, once on NES) and all of my deaths were water-related: every single one. The game has a life/continue system similar to that of Zelda II, where Game Over means a depletion of Simon's cache of hearts.
Ah, the hearts, which in Castlevania games do everything but replenish health. Hearts of varying sizes are dropped by enemies and enemies alone (no torches to whip, sadly). Their primary use is currency, as they can be exchanged with townsfolk for various items. Hearts also function as ammunition for some of the more advanced weapons, like the gold knife and diamond (blessedly, the daggers and holy waters are exempt here). Lastly, hearts grant experience points. Dracula II is technically an "ARPG" albeit a simplistic one. The max level is 6, and Simon's health bar is increased at each level-up. The game limits deliberate power-leveling, to some extent, as only hearts dropped by "stronger" foes (relative to Simon's current experience level) will grant XP.


The most distinct feature of Dracula II is its day/night system. The game persistently runs a background clock whenever Simon is outside (including the towns). At certain hours a "horrible curse" descends upon the land as the sky darkens and enemies become more ferocious. Well, technically they take twice as many hits to kill, but also offer up double the hearts. Village streets empty as townsfolk take shelter for the evening, leaving hordes of zombies (never seen in daylight) free to roam. The addition of "time" is a brilliant little mechanic, which will alter the play style of many. Beginner players may find it too difficult to venture out at night, preferring the safety of towns and company of the (comparatively easy) zombies. Others will use the night as a prime opportunity to go heart-hunting. In any event, the day/night cycle also influences the game's endings: to achieve the best ending, one must make haste and complete the journey within seven days or fewer. This is the game's "hard mode" as it allows for few mistakes, little to no XP grinding, and delicate expenditure of hearts.
Towns (during the day, that is) offer a welcome reprieve from combat. These morose locales feature a rather odd assortment of inhabitants. Much fuss has been made about the awful and nonsensical "clues" doled out by NPCs in the NES Castlevania II. In the original, things don't fare much better. Many NPCs will flat-out lie to Simon's face, while others provide "hints" that are wrapped up in weird Japanese idioms and riddles. As such, playing this game without a guide becomes an exercise in frustration quickly. There are some very specific spots in Dracula II that remain walled-off until a completely inane task is completed (like kneeling with the correct "crystal" equipped) and there are exactly zero coherent in-game hints regarding such things. And the towns themselves house their own secrets, like essential shops being hidden behind walls of brick.
There are six dungeons to conquer, the final one being Dracula's (mostly empty) castle. The rest are manors crawling with all sorts of ghouls. Such manors are quite fun to explore. It's all very reminiscent of Zelda, as you can't simply try to make a beeline to the final room, as Simon must first obtain an item (an oak stake) from a wandering merchant. These oak stakes are later cast into an "orb" to conclude the dungeon-crawling experience. Manors are full of staircases and pathways, but aren't aggressively mazelike. Time doesn't pass during manor treks, so they can provide some opportunity to gather hearts and XP without penalty. Another feature of manors is their false floors: these show up occasionally and can be detected preemptively by tossing holy water. It's pretty weird, and it can certainly be frustrating to fall down a floor or two, but it's not a grave offense. If anything, these hazards keep Simon on his toes.


Strangely, Dracula II contains but a trio of bosses, the first of which can literally be skipped. There's no real rationale behind this; it feels like the developers simply ran out of time. Death, an absolute terror in the first game, can be destroyed via button-bashing. Same goes for the second boss, as well as Dracula who becomes stunned when hit. It's a bit of a letdown in a series known for its iconic monstrous villains.
Aesthetically, Dracula II is rock-solid. Graphics are detailed, and much less "blocky" than those of Akumajou Dracula. There's a glut of richly designed outdoor scenes -- maintain passes, perilous bridges, poisonous swamps, moonlit graveyards -- something painfully missing from the modern "in the castle" Castlevania installments. The monsters look amazing, and are smoothly animated as they creep and crawl towards our whip-wielding hero. Towns and manors are a bit samey looking, in that palette swap sort of way, but are fundamentally designed well. The towns especially, which exude a desolate and gloomy feel. As for the soundtrack, it's rather brief and carried by a couple of key tunes. "Bloody Tears" (the "daytime" outdoor music) has become a series staple: it's an upbeat energetic piece tailor-made for monster thrashing. That piece segues into the nighttime theme of "Monster Dance" which is especially creepy and even sounds a bit taunting, in that "haha now the game is harder" kind of way. The remainder of the soundtrack is nothing to sneeze at, though experiencing it via the FDS is a bit strange. It sounds high-pitched and a bit too chipper in parts; the music's full potential is realized on the NES.
Overall, this is one of those games that I recognize has some "objective" flaws, but I subjectively enjoy it quite a bit. Dracula II is far from perfect, but it's a great spooky romp and one of the earliest successful (well, mostly successful) attempts at a nonlinear adventure that plays quickly and smoothly. I recommend it, but with a couple of caveats: use a walkthrough (I held on to my NES Game Atlas all these years), and play through this in big chunks to avoid any clunky save/reload awkwardness (or passwords in the NES version). Approach with cautious optimism.