Castlevania Legends (Game Boy Review)
October 30, 2025 1 Comment
Castlevania Legends
Platform: Game Boy – Super Game Boy Enhanced
Released November 27, 1997
Directed by Kouki Yamashita
Developed by Konami
Available with Switch Online Subscription (Standard)

There’s a couple spots in the game where you get locked in a room and have to defeat waves of enemies until they stop spawning. Then, late in the game, there’s a spot where you’re frozen in place and have to defend yourself from ghosts. At least they tried to find ways to freshen the experience.
My 2025 Halloween Castlevania marathon has been full of “weird ones.” Simon’s Quest, Vampire Killer, and Haunted Castle? Pretty weird. Legends isn’t really “weird” in the same way previous Game Boy titles Castlevania: The Adventure and Castlevania II: Belmont’s Revenge were, though it maintains a lot of the gameplay. The ropes are back. The big upgrade for the whip being a fireball projectile is back. There’s a lack of skeletons. But, of the three Game Boy titles, this one seems like it’s trying the hardest (and failing, but trying nonetheless) to feel like the console games. They wanted this so much that this was set up to be the ultimate origin story. The game’s heroine, Sonia Belmont, is implied to be the mother of Castlevania III hero Trevor Belmont. If you get the best ending, it’s also kind of implied Alucard is his father, which makes Dracula’s Curse really awkward, doesn’t it? Well, thank GOD that they erased that idea from existence and declared Legends to be non-canon. We wouldn’t want to spoil the integrity of a franchise that features skeletons doing double-dutch jump roping, would we?

“One potato! Two potato! Three potato! Four! Simon’s great-great grandmother was a filthy whore! Five potato! Six potato! Seven potato! Eight! Alucard slept with Sonia after their date! Nine potato! Ten potato! Eleven potato! Twelve! Now Belmont blood is tainted and you’re stuck in helloooo operator! We’re playing Simon’s game! He’s stuck fighting us because of Sonia’s secret shame!”
Actually, maybe the weirdest part of Legends was that it was one of the most negatively-received Castlevanias upon its release. It had FAR worse reviews than Adventure got upon its release, which blows me away. Seriously, if I was put on the spot to name the worst games I’ve ever played in my life, Castlevania Adventure would be one of the first titles to pop into my head. So Legends feels like it got hosed, because honestly it’s not that bad. It’s SLOW in terms of movement, but lots of Game Boy action games feature slow movement, presumably to accommodate the blur factor of the Game Boy screen. But, action isn’t about raw speed. It’s about tempo, and I think Legends maintains a fairly consistent tempo of quality combat and quality platforming, even if it botches most of the Castlevania elements, and it does. But hey, the whip feels pretty good, and they packed a lot of fun layouts, enemies, and boss battles into this thing. Then they sort of screwed it up, but not in a way that completely ruins things.

So long, ropes. We hardly knew thee. Legends added moving ropes, but they’re not as exciting as you would hope because they’re too short to really be anything but transportation.
In a truly bizarre decision, Legends doesn’t have any subweapon pick-ups. Instead, you get subweapons after beating bosses and can select which one you want to use, Mega Man-style. Okay, that doesn’t sound too bad, except only one of the standard Castlevania subweapons was used in this game: the stopwatch. And it’s not even presented like a stopwatch. For some reason, it’s a tornado. I’m not sure why a tornado would freeze all non-boss enemies. Either way, you get the stopwatch from the first boss. Then the second boss is a full life refill for only twenty hearts. This in a game where, if you have a full whip upgrade, candles only contain either hearts or, occasionally, health refills. You’re practically picking hearts out from the webbing between your toes in Castlevania Legends. The only way it could be worse is if they made the third item essentially be a cross and work to clear the screen of the bats that become annoying. You see where this is going.

Those had been bats a second earlier.
Now, that bomb is relatively expensive at five hearts and it only does as much damage as the fireball your whip throws, which is half-as-strong as a direct hit with the whip. So it’s not like you can just plow through levels with it because it can’t one-shot anything stronger than a bat. But the bats were one of the main challenge elements, and they’re rendered completely toothless by this upgrade. To really make it obvious how little they thought this whole thing out, the fourth item you get is a weak-ass projectile that seems like it does as much damage as a fully-upgraded whip’s projectile. It’s a little wider than that fireball and only costs one heart to use, but if you’re going to do that, you might as well use the whip and enjoy the satisfaction of one of gaming’s best weapons, right? I never found a good usage for it. So like, why wasn’t THAT the first thing you get? The scaling is all wrong.

This WOULD have been the part where I died if not for the health refill subweapon. Seriously, this was the toughest boss in the game, easily, and it exists in a goddamned bonus stage hidden in the fifth and final level.
And where the hell are the traditional Castlevania subweapons? There’s no axe, knife, boomerang, or holy water. Don’t tell me the Game Boy couldn’t handle them, because they were in the previous Game Boy title (depending on which region you played). Well, their sprites are in this game, but not as items you use. Instead, Legends has hidden them as magical trinkets, one per stage, and if you find all five, you get the fifth subweapon. I should note that the way they’re hidden isn’t very satisfying, as each stage has a few forks in the road, and the hidden item is just in one of the forks. There’s no way to logic out which one. Presumably this whole idea is in there to add replay value, but it’s not creative. I would have rather hidden them in walls along a strictly linear route that was more optimized.

Exploration is great, but there has to be logic behind it, even if I think the level design is good. Legends has probably the strongest level design of the three Game Boy titles, but I’d still call Belmont’s Revenge the best of the trilogy because of the subweapons.
Is finding all five hidden trinkets worth the effort? Well, in addition to getting a better ending that was so nonsensical they struck it and the entire game from the canon, you get a fifth subweapon that might as well give you a free pass to the last boss. Remember how I said the bomb can’t one-shot anything bigger than a bat? The final item is a screen-clearing bomb that takes out everything but Dracula himself for the same cost as the previous bomb: five hearts. Yep, it makes the home stretch before you reach the final boss a cakewalk. So none of the subweapons are particularly satisfying to use. I have no clue what they were thinking with any of this. It’s not imaginative and it’s not fun. The whole system adds nothing to the game at all and feels like it belongs to another property entirely. The funny thing is, the subweapons were always kind of nerfy to Castlevania, and getting rid of them could be a positive thing if what replaces them is more balanced. Replacing boomerangs and axes with any-time-you-need-it full health refills and screen-clearing bombs isn’t exactly balanced, is it?

Honestly, the graphics ain’t half bad, but I still think Belmont’s Revenge looks nicer.
BUT, for what it’s worth, I felt Legends had pretty dang decent level layouts and enjoyable enough boss battles that made Castlevania Legends worth playing at least once. I expected so much worse based on its reputation, and now I’m sitting here puzzled because it’s not a bad game. As of this writing, it’s part of the Switch Online lineup, and if you’ve skipped it because of its critical reception, yeah, take a chance on Legends. It’ll take you a little under an hour to finish, and it’s fine. Just don’t expect one of the stronger Castlevania games, because Legends feels more like a ripoff of Castlevania most of the time.

(shudder) It even gets creepy, something the other two Game Boy Castlevanias didn’t come close to doing.
Really, this feels like its closest kin is Haunted Castle because a lot of the enemy attack patterns are based on crowding you and keeping the combat at closed quarters. Bats and spirits attack in a way where they swoop in from above you. This makes scratching-out distance to get your attack off without taking damage the primary challenge. I hated that for Haunted Castle, but it feels like it works here because there’s a sense of claustrophobia. Otherwise, besides the whip and candles, it never really feels like it belongs in the franchise. But, if you imagine Legends not as an actual Castlevania game but rather as a Castlevania-inspired action tribute that had no clue how to implement subweapons, it’s fine. Really, Castlevania Legends only sucks in comparison to its console big brothers. But so what? What halfway decent Game Boy title that’s part of a legendary action franchise is that not true of?
Verdict: YES!

Dracula never got over losing to Wolverine in the first X-Men movie.

Awww, Trevor Belmont was adorable. Who’s the little vampire killer? You are!
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