Why Castlevania: Rondo of Blood is Still the Best Game in the Series

Why Castlevania: Rondo of Blood is Still the Best Game in the Series

It’s actually kind of wild how long it took for people in the West to realize what they were missing with Castlevania: Rondo of Blood. For years, it was basically this legendary ghost story whispered about in the back of gaming magazines. Unless you had a Japanese PC Engine Duo and the cash for a pricey import, you were stuck playing Castlevania: Dracula X on the SNES, which, honestly? Total downgrade. It felt like a diet version of the real thing.

The original PC Engine version, released in 1993 as Akumajō Dracula X: Chi no Rondo, is widely considered the peak of "Classicvania." This was the bridge. It sat right between the rigid, methodical whip-swinging of the NES days and the sprawling, "Metroidvania" RPG elements that Symphony of the Night would eventually make famous. You’ve got Richter Belmont, the toughest dude to ever wear a headband, venturing into a castle that feels alive in a way no 16-bit game had ever managed before.

The Secret History of the PC Engine Masterpiece

Why did it take so long for us to get this? Basically, the PC Engine (the Japanese version of the TurboGrafx-16) was a monster in Japan but a niche curiosity in North America. By the time Konami was ready to bring the game over, the market for CD-based add-ons for the TurboGrafx was pretty much dead. Instead of a direct port, we got a "reimagining" on the Super Nintendo. It wasn't the same. Not even close.

Rondo of Blood used the CD-ROM format to do things that cartridge games simply couldn't touch. We’re talking about a full Red Book audio soundtrack that sounds like a 90s power metal band had a baby with a gothic orchestra. It was loud. It was crisp. It made every whip crack feel like a statement of intent. Plus, you had actual anime cutscenes with voice acting. Sure, by today’s standards, the acting is a little cheesy, but in 1993? It was like watching a movie.

There is a specific feeling when you play this game. It’s heavy. Richter moves with a certain weight, but he’s significantly more agile than his ancestors. You have the backflip. It sounds simple, right? Just a quick double-tap of the jump button. But that backflip changes everything about how you approach boss patterns. It’s the difference between eating a fireball and looking like a total badass.

Richter, Maria, and the Art of the Branching Path

One of the coolest things about Castlevania: Rondo of Blood is that it doesn't just go in a straight line. Most games back then were purely linear. You go from Stage 1 to Stage 2. Done. Here, if you find a hidden key or drop down a specific pit, you might end up in an entirely different version of the level with a different boss.

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Take the first level, for example. If you let the Behemoth chase you and you just run, you fight the basic boss. But if you find the right path, you’re suddenly in a completely different environment. It’s why people still play this game thirty years later. You can finish it in an afternoon, but you won't see all of it for a week.

Then there’s Maria Renard.

Honestly, Maria is kind of a game-breaker, but in the best way possible. You rescue her early on, and then she becomes a playable character. She’s twelve years old and she attacks with kittens and pigeons. It sounds ridiculous. It is ridiculous. But she is arguably more powerful than Richter. She moves faster, she has a double jump, and her "Item Crash" moves—essentially super attacks that burn through your heart count—are absolutely devastating. Playing as Maria is basically the game’s "Easy Mode," but it’s so fun that nobody cares. It’s a brilliant way to make a notoriously difficult genre accessible without watering down the challenge for the purists.

Why the Item Crash Changed Everything

Before this game, hearts were just ammo for your sub-weapons. Throw an axe, lose a heart. Simple. Rondo introduced the Item Crash. By pressing a specific button combo, you could unleash a screen-clearing magical attack based on whatever sub-weapon you were holding.

The Grand Cross? If you had the Cross sub-weapon, Richter would literally summon a pillar of divine light that obliterated everything nearby. It was flashy, it was expensive (costing 15 or 20 hearts), and it felt amazing. This mechanic became a staple for the series, eventually evolving into the soul systems and dual-character attacks we saw in later DS titles.

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The Aesthetic: More Than Just Pixels

If you look at the sprites in Castlevania: Rondo of Blood, they have this incredible personality. Richter’s idle animation, the way the capes flow, the grotesque detail on the bosses—it was the pinnacle of 2D art before everything shifted toward polygons. The boss fight with the Dullahan or the encounter with Death on the clock tower aren't just fights; they’re set pieces.

Director Toru Hagihara and his team at Konami were clearly firing on all cylinders. They weren't just making a platformer; they were making a gothic epic. They understood that the atmosphere was just as important as the frame data. When you walk through the burning ruins of Aljiba in the opening stage, the music ("Bloodlines") kicks in with that driving beat, and you just know you’re in for something special.

Misconceptions and the "Dracula X" Confusion

I see people get this wrong all the time on forums. They think Castlevania: Dracula X on the SNES is just a port of Rondo. It’s not. It uses the same assets, sure, but the level design is completely different. And honestly? It’s much worse. The SNES version is infamous for its frustrating difficulty spikes—looking at you, final Dracula fight with the bottomless pits—and it lacks the branching paths and the playable Maria (she’s just an NPC there).

If you want the real experience, you have to play the original or one of its legitimate re-releases. For a long time, the only way to do that was the Castlevania: The Dracula X Chronicles on the PSP, which included a 2.5D remake and the original 1993 game as an unlockable. More recently, the Castlevania Requiem collection on PlayStation 4 and 5 made it way easier to access.

What People Get Wrong About the Lore

People often think Symphony of the Night is the start of the "modern" Castlevania story. But Castlevania: Rondo of Blood is the literal prologue. The opening of Symphony is actually the ending of Rondo. You play as Richter during that final fight against Dracula. Without the context of what Richter went through in Rondo—saving his girlfriend Annette and her sister Maria—his eventual "fall" in the sequel doesn't have nearly the same emotional weight.

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How to Experience Rondo of Blood Today

If you’re looking to dive in, don't just rush through it. The game rewards patience. Most of the "unfair" deaths people complain about are actually just the game punishing you for being greedy with your hits.

  • Look for the cracks: Almost every level has a breakable wall. These aren't just for meat (though there is plenty of wall-chicken); they often lead to the alternate stages.
  • Master the backflip: Learn the distance of Richter's backflip. It’s your only real defensive tool since you can’t block.
  • Save the maidens: There are four women to rescue throughout the castle. Finding them isn't just for the "Good Ending"—it’s how you unlock Maria and get a better sense of the map layout.
  • Use your ears: The soundtrack is iconic for a reason. Tracks like "Beginning" and "Vampire Killer" return here in their arguably best arrangements.

Ultimately, Castlevania: Rondo of Blood stands as a testament to a specific era of game design. It’s a game that respects the player’s intelligence and rewards mastery. It doesn't hold your hand, but it gives you all the tools you need to succeed. Whether you're a long-time fan of the Belmont clan or a newcomer who only knows the series from the Netflix show, this is the one you need to play. It’s not just a piece of history; it’s a masterclass in action-platforming that still feels fresh, challenging, and incredibly cool.

Go find a copy of Castlevania Requiem or track down the Dracula X Chronicles. Set aside a weekend. Turn the volume up. There’s a reason Richter is still the man.


Practical Next Steps:

  1. Check your platforms: If you own a PS4 or PS5, grab Castlevania Requiem. It’s the cheapest and most faithful way to play the original Japanese version with English text.
  2. Unlock Maria early: She’s located in Stage 2. You’ll need to get the key from the sewer section (drop down the second open manhole during the Behemoth chase) and use it on the locked door later in the level.
  3. Compare the soundtracks: Once you finish the game, look up the PC Engine OST versus the SNES Dracula X OST. It’s a fascinating study in how different hardware handles the same compositions.