PLATFORM ADVENTURE
Castlevania: Symphony of the Night (PS1, 1997/SAT, 1998/PSP, 2007)
Subgenre: ARPG (exp point leveling system and a few NPCs but no towns - the whole game takes place inside and right next to a huge castle and there's little story progression, one shop)/Igavania
Movement Mechanics: Flight and forward air dash in bat form, dive kick (diagonally downwards - Shinobi 3), slow and limited flight via the mist form which can also be used to dodge some attacks (a bit like The Ninja/Ninja Princess), upwards air dash (similar to Shinespark in SM), sliding as Richter
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Other: Starts in a separate area at the end of the previous game (Rondo of Blood; see Wonder Boy III), Pretty interconnected world (5 areas connect to a central pathway from the entrance to Outer Wall, Royal Chapel connects to three other areas, all areas besides long library and underground cavern connect to two others and UC connects to the central path in two places)
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Partially non-linear structure after you get to the Outer Wall area (can't really progress unless you go to the chapel after getting the key early on but can find some items and fight some bosses if you go south, can explore three new areas+more of the library after getting the double jump in the chapel although some are dead ends, six sub areas can be accessed after getting the bat form with the mist form)
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Good map system (Super Metroid-style)
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Alternate endings
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Frequent save points
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A few teleporters (can also teleport to the shop from anywhere with library cards)
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Unlockable Richter mode (harder and simpler) and Maria mode (Saturn and PSP versions only and it plays differently in each)
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Some sequence breaking possibilities (Without any major glitching: can get Soul of Wolf instead of Leap Stone. Transforming out of the wolf in mid air allows you to to a double-jump-kick (wolf bounce), which can get you into Olrox's Quarters and the Colosseum; can skip Echo of Bat and do the dark room by memory; can use a potion instead of the Spike Breaker armor to get the Silver Ring (you transform from Mist right next to the door and use the item before you fully materialize (duplicator+elixir+heart refresh lets you spam them) - it grants a brief moment of invincibility in which you can open the door). "You could also go through the Clock Tower instead of the Royal Chapel to get to the Keep for the first time. With the wolf I think you can run and jump into it, or if you're playing on luck mode and have super low HP, you can be whacked by a flail guard and go flying across the main room into the Clock Tower)" - Mr_Hangman
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Familiars (the fairy familiar will tell you about breakable walls when standing next to them) - similar to Wonder Boy in Monster World
​Playthrough - Video Review - Mini Review
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Influenced by: Zelda series, Castlevania II, probably Super Metroid, Maze of Galious, possibly Wonder Boy III
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Influenced: Eternal Daughter, Shaman King 1-2 (GBA), Deedlit in Wonder Labyrinth, Bunny Must Die, Koumajou Densetsu II: Yougen no Chingonka, Bloodstained, Chasm, Blasphemous, probably La-Mulana, Mega Man Zero and ZX, Guacamelee, Rogue Legacy, Valdis Story, Death's Gambit, possibly Aquaria, Saira, Strider 2014, Pharaoh Rebirth