CASTLEVANIASYMPHONY OF THE NIGHT — NES
A homebrew test by Elrinth: how far can a Symphony of the Night port get on the NES? Playable builds land here as the castle grows.
139 builds — newest first.
- 4 November 2026 01:26:42
- 4 November 2026 01:07:51
- 3 November 2026 23:46:57
- 3 November 2026 23:04:41
- 3 November 2026 21:39:59
- 3 November 2026 19:53:51
- 3 November 2026 16:07:17
- 3 November 2026 14:03:52
- 3 November 2026 13:25:17
- 3 November 2026 11:59:55
- 3 November 2026 10:59:29
- 3 November 2026 10:09:25
- 3 November 2026 00:32:09
- 3 November 2026 00:05:12
- 2 November 2026 23:34:46
- 2 November 2026 23:06:01
- 2 November 2026 22:38:17
- 2 November 2026 17:45:45
- 2 November 2026 16:59:22
- 2 November 2026 14:45:22
- 2 November 2026 12:37:43
- 2 November 2026 10:02:43
- 2 November 2026 02:36:32
- 2 November 2026 01:46:10
- 2 November 2026 00:32:18
- 1 November 2026 23:54:52
- 1 November 2026 23:29:50
- 1 November 2026 22:42:54
- 1 November 2026 21:56:41
- 1 November 2026 20:10:02
- 1 November 2026 19:31:02
- 1 November 2026 19:14:49
- 1 November 2026 18:11:06
- 1 November 2026 17:47:54
- 1 November 2026 16:34:48
- 1 November 2026 16:18:07
- 1 November 2026 15:19:25
- 1 November 2026 14:03:23
- 1 November 2026 13:30:04
- 1 November 2026 13:16:20
- 1 November 2026 05:39:57
- 1 November 2026 05:18:26
- 1 November 2026 04:53:19
- 1 November 2026 03:55:57
- 1 November 2026 03:15:40
- 1 November 2026 02:07:22
- 1 November 2026 01:24:49
- 31 October 2026 23:36:19
- 31 October 2026 22:28:31
- 31 October 2026 21:51:05
- 31 October 2026 21:08:16
- 31 October 2026 19:51:53
- 31 October 2026 18:47:52
- 31 October 2026 17:58:11
- 31 October 2026 17:56:20
- 31 October 2026 17:14:51
- 31 October 2026 16:41:31
- 31 October 2026 15:37:55
- 31 October 2026 14:22:59
- 31 October 2026 13:48:15
- 31 October 2026 12:41:58
- 31 October 2026 07:28:05
- 31 October 2026 06:01:44
- 31 October 2026 05:03:42
- 31 October 2026 04:33:43
- 31 October 2026 03:51:38
- 31 October 2026 03:24:04
- 31 October 2026 02:44:54
- 31 October 2026 02:18:13
- 31 October 2026 01:05:24
- 30 October 2026 23:05:41
- 30 October 2026 18:10:21
- 30 October 2026 17:10:18
- 30 October 2026 13:06:22
- 30 October 2026 11:28:50
- 30 October 2026 10:02:56
- 30 October 2026 09:15:43
- 30 October 2026 01:47:02
- 30 October 2026 01:07:52
- 29 October 2026 23:23:50
- 29 October 2026 22:31:37
- 29 October 2026 22:10:30
- 29 October 2026 19:52:40
- 29 October 2026 19:23:37
- 29 October 2026 18:35:28
- 29 October 2026 17:01:34
- 29 October 2026 15:49:27
- 29 October 2026 13:51:19
- 29 October 2026 11:58:17
- 29 October 2026 10:35:22
- 29 October 2026 01:34:54
- 28 October 2026 22:38:21
- 28 October 2026 21:35:29
- 28 October 2026 19:21:22
- 28 October 2026 15:03:47
- 28 October 2026 12:23:49
- 28 October 2026 11:17:17
- 27 October 2026 20:40:03
- 27 October 2026 16:09:23
- 27 October 2026 10:14:47
- 27 October 2026 09:24:47
- 27 October 2026 09:11:22
- 24 October 2026 12:59:45
- 24 October 2026 05:52:28
- 24 October 2026 05:14:28
- 24 October 2026 03:16:18
- 23 October 2026 20:35:48
- 23 October 2026 18:33:37
- 23 October 2026 17:01:20
- 23 October 2026 07:57:37
- 23 October 2026 00:36:59
- 22 October 2026 21:26:46
- 21 October 2026 23:49:25
- 19 October 2026 08:36:32
- 18 October 2026 16:02:07
- 18 October 2026 14:50:20
- 18 October 2026 03:20:12
- 18 October 2026 02:01:22
- 17 October 2026 20:07:31
- 17 October 2026 17:05:33
- 17 October 2026 11:50:36
- 17 October 2026 06:15:14
- 25 September 2026 05:25:53
- 25 September 2026 05:20:30
- 24 September 2026 03:26:56
- 23 September 2026 18:27:28
- 22 September 2026 19:00:25
- 12 September 2026 00:38:53
- 12 September 2026 00:16:02
- 11 September 2026 00:46:54
- 10 September 2026 23:27:44
- 9 September 2026 23:00:33
- 9 September 2026 17:35:03
- 7 September 2026 03:53:34
- 6 September 2026 21:05:17
- 5 September 2026 13:44:23
- 5 September 2026 04:46:05
- 4 September 2026 18:43:43
- 4 September 2026 15:28:14
Graphics stay NES-legal: original tiles, four background palettes, three colors plus transparency per sprite — no ripped PS1 art. Sound is the NES APU plus VRC6 extra pulses and a saw (Castlevania III-style) on mapper 682. Stock Nestopia will not load the ROM; use the browser player here, or Broke Studio Mesen2 / FCEUX.
The NES will never match original SotN's actor scale. Hardware sprites are 8×16 tiles glued into a metasprite — Alucard, bosses and mobs have to stay much smaller or they eat the whole draw budget. The PPU also allows only 64 sprites on screen and 8 on a scanline, so a PS1 hallway packed with bats, mermen and particles is not possible; extras flicker or get dropped. CHR pages are tight too, so a room can only keep a few enemy kinds loaded at once.
Rooms are built in NES Studio, a tool we wrote to bring in the original SotN maps, NES-reduce the art, paint collision, and place Alucard, enemies, candles and items.
NES Studio — HALL3 map, collision, spawn points
- This page's background kyubi.pixels
- Improved menu Phlubby
- Alucard sprite fishybabies
- Dracula's Castle VRC6 (0CC-FT) Threxx
- Lost Painting VRC6 FabulousReindeer / NeonCryptid
- GFX inspiration Mario Santos 1 2 3
- GFX inspiration PixelProspector