Beta Version 0.1 | Beta Version 0.5 | European Beta Version | Beta Version 0.85 | Beta Version 0.9
Beta Version 0.1
Over the years, a couple of Bloodlines prototypes have been surfaced. First there was this one: Beta Version 0.1. It surfaced sometime in 2014 (in a Yahoo Japan Auctions listing). As the information's provider, ZeroTheEro, tells us: "On July 1, 2018, a v0.3 prototype of Castlevania: Bloodlines (note: we've since learned that this is actually version 0.1; its being labeled "v0.3" was "deliberate misinformation," according to Termie Gem) was posted in the Castlevania Dungeon Discord channel, having apparently been in the possession of collectors for some time prior. Only two stages are implemented at this point, which unfortunately means that the zeppelin and molten steel areas seen in the famous v0.5 prototype are nowhere to be found." Some of this information comes to us by way of The Cutting Room Floor.
Here I'll be providing screenshots and some notes.
General Differences
The intro scene is stripped down to one screen: the one in which the Belmont ancestors size up the castle. Though, the visual's rendering is very different from the finalized version's. Its color-scheme is instead a simple tetradic mix of red and blue, and the characters and the environments are uniquely rendered. The heroes, in particular, are unidentifiable; the pair is portrayed as a generic warrior and wizard, whereas in the final version they're clearly Trevor Belmont and Sypha Belnades.
The title screen has no background graphics, and it features a different title-screen theme--one that's exclusive to this demo.
There's no game-starting intro sequences. Rather, after selecting "Start" in the title screen, we immediately jump into action.
Also, there are no between-stage transition screens. Once a stage is completed, and the score his been tallied, the game immediately sends you to the next stage.
The password screen features a rudimentary design. There is no background visual.
If you enter the Konami code (up, up, down, down, left, right, left, right, B then A) on the title screen, you'll unlock a level-select option. It appears on the title screen's top portion. You can manipulate the number by pressing the A, B and C buttons. A increases the number by one, B increases it by ten, and C decreases it by one. Only selections 0-24 load stage sections; if you select anything beyond, the game will crash after the character-select screen fades out.
The options screen offers Easy and Normal difficulties, though there doesn't seem to be any difference between the two modes.
Observing the options screen, we see that "Easy" is the default mode, and the starting life-total is 4 rather than 3. The "Press Start to Exit" text is missing. The SE value stops at 98, whereas it goes up to 206 in the finalized version. The BGM value stops at 19, whereas it goes up to 30 in the finalized version. The Stage 4 and 5 tracks (which aren't heard during the demo) have different instrumentation. The chilling-sounding BGM9 track is exclusive to the demo and particularly to this options screen. And, oddly, the stage-clear track is missing from the BGM selection.
You can further manipulate the beta by inputting commands on the second controller. There are three things you can do: (1) Stage warp to the proceeding or the previous stage by holding up or down on the d-pad and pressing the A button, respectively (note that if you attempt to warp to a previous stage while on 1-1 or warp to a proceeding stage while on 2-6, you'll arrive on a glitched, platform-less version of 2-5 and immediately fall to your death; you'll then restart on 2-5). (2) Replenish all of your health and max out your gem-total by pressing the B button. And (3) toggle off the music and sound effects by pressing the C button (they won't toggle back on until you enter a new section or die).
This build is rough around the edges. There are minor graphical glitches (discolored objects and some sprite-flicker). The action moves slower and with a slight jitter. Character movement is a bit stiff. There are collision-detection issues: platform edges aren't always solid, and sloped surfaces sometimes feel bumpy; the heroes' stair-climbing is most affected by this, the action's animation observed to be very choppy. The hero characters fall forward a bit when they drop from a platform, and at the same time they become unresponsive. And the frame-rate dips significantly when more than six characters are onscreen and when multiple death animations are occurring at the same time; when this happens, the music, too, slows down.
There are some noticeable palette differences.
The sound effects are somehow more primitive- and squeakier-sounding.
The character-select boxes feature more-basic background graphics--more-simplified brick patterns.
The "Stage Start" and "Pause" title cards are missing.
Sub-weapons aren't centered in the UI's sub-weapon box.
You can't jump off of stairs. Also, you don't walk down stairs automatically and have to instead hold downward when approaching a staircase.
Strangely, if the first candelabra you strike is one of the sub-item-holding variety, it'll drop a coat-of-arms power-up rather than a sub-weapon.