I've been wondering for years about the raison d'etre for Castlevania: Dracula X for the SNES. Why didn't Konami just port Rondo of Blood? Why is the game such a step back from earlier titles? I've seen two explanations been put forth over the years: 1) Konami had some kind of licensing trouble with NEC, the company that created the PC-Engine, and 2) it wasn't possible for Konami to faithfully port the game because of hardware limitations. Both never struck me as very satisfying answers.
However, I've never seen anyone connect the development of Dracula X with the 1995 Kobe earthquake (also known as the great Hanshin earthquake), which occured on January 17th (Dracula X was released on June 21st). This earthquake had a major impact on Konami because their headquarters in Kobe was greatly damaged as a result. According to this old
Gamasutra article, the earthquake also affected game development. For example, the article mentions that a lot of development materials for Metal Gear Solid were lost and that development had to be relocated to Tokyo. Nobody from Konami has ever come forth and admitted this, but it would make a lot sense if the earthquake messed up the development of Dracula X as well.
Supposedly the game was initially developed in Kobe but was later moved to Osaka (this is was is being claimed on Japanese forums and websites, but I haven't been able to find the exact source). According to Mobygames, the Osaka office was established in April 1995 "during restructuring at Konami following the 1995 Hanshin Earthquake". So it's possible there was a three month gap during the development of the game.
Here's what I think happend: A new Castlevania game for the SNES, completely unrelated to Rondo, was being developed sometime during late 1994 or early 1995, with some design work already being done. Then the earthquake happens, messes up development, and development is halted for 3 months. However, the release date for the game was already locked, so the development team was forced to rush something out of the door. As a result, it was decided to just recycle content from Rondo of Blood as a replacement for all the enemies, stages, etc. that haven't been finished yet. Thus was born Dracula X.
If you replay the game with this information in the back of your head, all of it will start to make sense. The game just feels like something that has been hastily slapped together. For example, Mr P from the Castlevania realm points out the following in his review:
You won't even have to play more than two stages to realize how rushed the game truly is. It's almost as if when contemplating how to link the two games superficially, they made the strange decision to emulate Rondo's overall design in quick-fire clumps, like those you'll see in the generic castle halls of stage two and in the sword lord-filled halls of stage five. They wind up instead tying together several areas from Rondo that otherwise should have broken up into single stages, and this works to make the entire game's look and flow come off as incoherent and not well-planned. For example: You leave the base of a cavern, and now you're in ... a clock tower? Or you'll exit a catacomb from the left and enter a new one from ... the left? There should be a rhythm and a connection between stage areas, but, instead, there's no real fluidity, which the designers try to hide with truncated areas padded out and highlighted by a simple theme of zigzagging around and around.
There are more hints that possibly indicate there's an unfinished Castlevania game hidden behind what we actually got but I'll leave it at this for now.