CV adventure archiveCastlevaniaGUIDES
Castlevania / Basics

Learn the whip’s timing

Make Simon’s movement and attack delay dependable before the castle narrows.

Edition covered

Original 1986 Famicom / 1987 NES Castlevania, using the North American cartridge rules. Famicom Disk System saving, later Castlevania movement and remake level layouts are outside these guides.

Attack before contact becomes unavoidable

Simon’s original walking animation.
Simon’s original walking animation.

A jumps and B uses the whip. Simon’s attack has an animation before it reaches full length, so begin the strike while an enemy is approaching rather than when it is already touching him. Practice on the opening zombies with enough ground to retreat or reset the spacing. When the attack ends, reassess the nearest threat instead of automatically chaining another whip into the same position.

Commit to a landing with enough room

Simon cannot steer a jump like the heroes of many later platform games. Choose the takeoff position and landing space before pressing A, especially beside a pit or water. A hit can knock him backward, making the ground behind him part of the survival plan. On stairs, use deliberate directional inputs and give yourself room to attack before another enemy occupies the same step.

Break candles with a purpose

Candles often contain the resources that sustain the run. Take hearts for sub-weapon ammunition and collect whip upgrades when their route is safe. Use Up plus B to throw the equipped sub-weapon, then watch its trajectory before depending on it at a boss. Check what a new candle has dropped before walking into it; collecting a replacement weapon can change the plan you were preparing.

FIELD NOTE

Start the whip early and leave safe ground behind Simon.

Picture details

Game artwork belongs to its respective rights holders.

References