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Castlevania: Symphony of the Night has long
stood tall among the most revered games of
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all time.
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Upon its release in 1997, fans were greeted
by a familiar - yet unfamiliar - scene.
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A whip-wielding descendant of the Belmont
clan, having scaled the clock tower, now marches
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on Count Dracula’s throne room to vanquish
the vampire lord once more.
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But who was Richter Belmont?
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And this final battle… which game was it
from?
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The answer to these questions lies in a 1993
Japan-only release called Akumajo Dracula
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X: Chi no Rondo - commonly known in the western
world as Castlevania: Rondo of Blood.
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For those who were aware of its existence,
Rondo was long coveted for its reputation
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as one of the best - if not THE best - in
the series.
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Since then, Rondo has received a handful of
worldwide releases on other platforms.
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These two games have continued to be intrinsically
intertwined, yet they could also hardly be
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more different - among the finest representatives
from two distinct branches of Castlevania
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gameplay.
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00:01:04,080 --> 00:01:09,729
The most recent Castlevania compilation - Castlevania
Requiem on the PlayStation 4 - may offer many
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00:01:09,729 --> 00:01:12,869
fans their first experience with either title.
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What is it about these games that make them
worth revisiting today?
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Let’s take a look at the original versions,
along with their various ports, remakes, and
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official emulations.
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[MUSIC: Principle by Matt McCheskey]
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[MUSIC]
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Rondo of Blood was released in Japan in 1993
for the PC Engine CD system add-on, further
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enhanced by requiring the Super System Card
to run the game, resulting in one of the most
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technically impressive titles on the console.
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The western version of the PC Engine hardware,
the TurboGrafx-16, did not sell nearly as
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well as its popular Japanese counterpart,
which probably played a role in Konami not
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releasing the game in North America.
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Rondo of Blood is in many ways a tribute to
the NES era of Castlevania, featuring familiar
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backgrounds, callbacks to old level designs,
redbook audio remixes, and even a boss rush
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comprised of bosses from the original game.
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But instead of feeling derivative, the game’s
carefully paced design, many branching paths
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that can lead to totally different levels,
and extravagant attention to detail creates
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the feeling of a wholly original game taking
place in a cohesive universe, rather than
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being nostalgic for nostalgia’s sake.
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Konami’s team had really figured out what
makes Castlevania work, and it’s obvious
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they put a lot of heart into the project.
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Rondo of Blood takes place in 1792 and stars
Richter Belmont alongside Maria Renard, a
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little girl from another vampire hunter family
who can attack with the help of various animals.
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Players looking for the classical hardcore
Castlevania challenge can play as Richter,
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who controls similarly to his forefathers
on the NES.
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If things get a bit too tough, Maria can be
unlocked by bringing a key to her cell in
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the second full level.
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Maria offers a more agile and diverse moveset
that inarguably makes the game considerably
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easier, but not so much as to make the challenge
entirely non-trivial.
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Maria’s battle style may seem a bit unusual
for classic Castlevania, but her double jump,
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slide, and quick attacks make for a real good
time.
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While official PC Engine video output options
are limited to RF or composite, depending
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on the model, a number of RGB mods and modless
RGB options exist for obtaining pristine analog
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output for use with RGB-compatible CRTs or
HDMI upscalers such as the OSSC or Framemeister.[a]
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Currently, the only mod-free solution for
higher quality video output on original hardware
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that also allows for the playing of CD games
is the Super SD System 3 by Terraonion, an
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00:04:10,750 --> 00:04:14,990
all-in-one flash media launcher and video
output solution.
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Unfortunately this does prevent you from connecting
a real CD add-on for using an original game
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disc - although due to Rondo of Blood’s
high import cost, many may not object to this
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approach.
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Richter Belmont was in fact brought to western
markets with Castlevania: Dracula X for the
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Super Nintendo in 1995.
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Also known as Castlevania: Vampire’s Kiss
in PAL regions, this late 16-bit generation
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release was not met with a great deal of enthusiasm,
however.
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Relatively low sales and low production resulted
in what is today one of the more rare and
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expensive Super Nintendo cartridges.
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Despite being sought after by collectors,
Dracula X is widely considered to be a far
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inferior game compared to Rondo of Blood.
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It’s a sort of reimagining of Richter’s
PC Engine adventure, occupying the same place
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in the series timeline, but playing out as
an entirely distinct game of its own, featuring
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original level design but many recycled sprites,
and completely new backgrounds with debatably
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less character.[b] The flame effect in the
opening level definitely gets your attention,
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but aside from a few bright spots, Dracula
X for the SNES feels like a product of little
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passion by its team.
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The lack of a playable Maria and fewer branching
paths makes for a less remarkable game that
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earns more of its difficulty from unpolished
design than genuine challenge.
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Even compared to Dracula X’s SNES predecessor,
the ambitious Super Castlevania IV from early
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in the system’s life, there’s just not
a lot of anything interesting going on here.
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Castlevania fans should absolutely give it
a try, but other than providing Nintendo fans
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with a rough facsimile of the Richter Belmont
experience, it does little else to justify
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its existence.
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And then came the watershed moment in the
Castlevania series history.
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Castlevania: Symphony of the Night.
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It’s nearly impossible for a popular series
to so drastically change its firmly established
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core gameplay and be so universally praised
in the process of doing so.
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Yet that is exactly what the Castlevania team
and assistant director Koji Igarashi managed
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to accomplish.
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What would have been a bottomless pit in any
other Castlevania now becomes another room
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to explore.
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Revisit a difficult enemy after you’ve reached
a higher level and upgraded your equipment
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to have a fighting chance.
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A nonlinear interconnected castle that serves
as essentially one gigantic level, along with
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RPG elements completely change what Castlevania
is, but for most players that seemed to not
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matter because it just works so well.
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While Rondo of Blood was the encapsulation
of the series’ past greatness, Symphony
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of the Night was the start of something new
and exciting.
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It was satisfying in a fresh new way for longtime
fans, while also making the series radically
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more accessible.
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[Game Audio]
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The plot and game visuals closely follow Rondo
of Blood - it is after all, part of the Dracula
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X sub-series in Japan.
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The story picks up 4 years after the end of
Rondo, with the demon castle reappearing much
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sooner than expected, and Dracula’s son
Alucard setting out to destroy his father.
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Symphony’s nonlinear design and particular
control mechanics lend itself toward progressing
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through the game in unexpected ways.
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Some additional PlayStation version footage
in this episode was provided by CarcinogenSDA,
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who recorded an impressive all bosses, all
relics run while taking no damage.
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Symphony of the Night’s enduring popularity
has been further bolstered in recent years
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00:08:00,119 --> 00:08:03,119
by its reputation as an entertaining speed
run game.
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In the years following Symphony of the Night’s
release, the Castlevania series would try
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on various other forms, but eventually the
main series releases became dominated by this
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style of gameplay - called IGAvania for producer
Koji Igarashi, but more popularly dubbed as
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00:08:19,159 --> 00:08:23,719
“Metroidvania,” owing to the world design’s
obvious similarities to the sprawling maps
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of the Metroid series.
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00:08:25,809 --> 00:08:30,909
On PlayStation hardware, Symphony of the Night
can be output with pristine RGB video.
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When using backwards compatibility on PlayStation
2, component cables are also an option if
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00:08:35,799 --> 00:08:42,159
your equipment is compatible with 240p over
component.[c] As for PlayStation 3, more on
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that a bit later.
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These three titles make up the Dracula X trinity.
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But this is not the end.
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Numerous versions on other platforms have
sought to bring Richter Belmont and Alucard
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to new audiences, but where do they succeed,
and where do they stumble?
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[Midroll Break]
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While Symphony of the Night was designed specifically
for the Sony PlayStation, Konami’s Nagoya
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team ported the game over to the Sega Saturn
for a 1998 release only in Japan.
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On paper, this sounds like an enviable version,
with a number of exclusive perks, but there
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00:09:19,080 --> 00:09:22,250
are also some very major problems.
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00:09:22,250 --> 00:09:26,650
Perhaps the most notable addition to this
port is the ability to play as an adult Maria
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who has a completely unique moveset and soundtrack.
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However, unlike Maria’s mode in Rondo of
Blood... this isn’t quite an easy mode.
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While Richter Mode must be unlocked in the
PlayStation version, both Maria and Richter
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are playable from the start on Saturn which
makes for a great way to jump in for those
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00:09:43,450 --> 00:09:46,420
who have already played the PlayStation version.
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In addition, a few new areas were added to
the castle, with new bosses and music.
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One such area can be accessed pretty early
on, and honestly the high experience rate
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00:09:56,150 --> 00:09:58,700
here kind of breaks the game.
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00:09:58,700 --> 00:10:03,320
Despite these bonuses, the Saturn port is
widely regarded as being a disappointment,
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00:10:03,320 --> 00:10:07,450
with the game not being properly optimized
to take full advantage of the Saturn’s powerful
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2D hardware.
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00:10:08,710 --> 00:10:13,440
Extreme slowdown and an absence of transparency
effects just scratch the surface.
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00:10:13,440 --> 00:10:18,640
The PlayStation version runs at 256 pixels
wide, a mode that the Saturn simply doesn’t
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00:10:18,640 --> 00:10:19,640
have.
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00:10:19,640 --> 00:10:24,770
To fit the Saturn’s minimum horizontal resolution
of 320 pixels, the game’s pixel art was
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00:10:24,770 --> 00:10:30,411
pre-scaled, resulting in a jagged image that
mangles every object and background in the
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game.
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00:10:31,411 --> 00:10:32,411
[d]
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The Saturn version is also marred by a 480i
resolution in the pause menu, resulting in
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00:10:36,780 --> 00:10:42,340
a switch from the 240p gameplay resolution
that causes a significant delay in image re-sync
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when connected to digital upscalers.
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This becomes especially problematic because
in this version you can only access the castle
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00:10:48,940 --> 00:10:53,280
map through the pause menu, rendering the
game virtually unplayable unless you’re
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using a CRT.
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The Japanese Saturn port of Symphony has become
quite an expensive collector’s item, so
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steer clear unless you simply must own every
version of the game… or if you’re prepping
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for a good old fashioned Saturn vs. PS1 argument.
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It wouldn’t be until 2007 - a decade after
Symphony of the Night’s initial release
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- that a trio of new versions would appear
to celebrate the game’s 10th anniversary.
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00:11:21,670 --> 00:11:26,630
First came an Xbox Live Arcade release for
download on the Xbox 360 handled by Digital
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Eclipse, which is considered notable for increasing
the Xbox Live Arcade file size limit.
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00:11:31,820 --> 00:11:36,300
It is pretty unique and not bad at all for
what it is - a highly desired PlayStation
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game emulated on an Xbox console, released
in the early years of the HD generation.
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That said, it is absolutely not perfect.
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00:11:44,500 --> 00:11:49,510
The game defaults to an “Enhanced” mode
that resembles a typical emulator smoothing
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00:11:49,510 --> 00:11:55,470
filter, which we prefer to turn off.[e] This
leaves the pixels sharp, but not quite uniform.
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With the screen sizing option, it’s very
difficult - perhaps impossible - to dial in
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an integer scale for even pixel sizing and
perfectly smooth scrolling.
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00:12:04,960 --> 00:12:09,400
And unfortunately there is no way to turn
off the nasty pillar box border… unless
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you switch to a 4:3 analog output, which hey,
it’s not 240p but at least it fills the
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screen correctly.
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00:12:16,940 --> 00:12:21,270
There is some input lag and you might notice
the occasional visual quirk.
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This version is in fact backwards compatible
on Xbox One, although with no particular enhancements.
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The Xbox 360 release is far from the best
way to play Symphony of the Night, but for
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many people it could be the most accessible
version, and for them, it should serve as
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a perfectly acceptable means of experiencing
one of the PlayStation’s most legendary
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titles.[f]
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The PlayStation Store for PlayStation 3 offers
a wealth of “PSone Classics” to download
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for reasonable prices, and Symphony of the
Night was released for sale on the service
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in the summer of 2007.
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This is the original release running with
the PS3’s tried and true PS1 emulation.
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While PSone Classic downloads present with
a slightly soft appearance, the original aspect
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ratio and artwork is represented respectfully,
and some may even prefer the smoother look
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compared to razor sharp pixels.[g] As with
any emulated solution, you should expect some
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00:13:17,040 --> 00:13:21,050
input lag, but the degree to which this is
noticeable depends on your television and
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your own sensitivity to lag.
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00:13:23,550 --> 00:13:29,340
Even though Sony stopped including PS2 backwards
compatibility on PS3 systems in 2008, don’t
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forget that all PlayStation 3 consoles run
PS1 discs through emulation - even the so-called
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“super slim” models.
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00:13:36,850 --> 00:13:42,350
This is interesting because certain PS1 discs,
for reasons unknown to us, run on PS3 with
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ultra-sharp graphics in comparison to their
downloaded counterparts.
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Symphony of the Night is one such disc.
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At a glance, this may seem really cool, but
the tradeoff is that this results in uneven
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00:13:53,530 --> 00:13:58,380
pixel sizing,[h] which may cause shimmering
issues as the screen scrolls.
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00:13:58,380 --> 00:14:02,500
The smoothing function in the system menu
is your only option for fixing this, although
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00:14:02,500 --> 00:14:04,550
it’s rather blurry.
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00:14:04,550 --> 00:14:09,590
One last curiosity when playing Symphony of
the Night on PS3 - notice that while running
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the disc version, a dither pattern surrounds
what is otherwise a very cool bloom effect
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as the moon in this area passes behind objects
in the foreground.
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00:14:18,290 --> 00:14:23,760
This glitch manifests with backwards compatibility
on PS2 consoles as well, but the effect does
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00:14:23,760 --> 00:14:29,310
render correctly when playing the PSone Classic
download, making it overall the more accurate
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way to play on a PlayStation 3 console.[i]
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00:14:32,490 --> 00:14:37,240
Of course, many PSone Classic downloads can
also be played on PlayStation Portable, PlayStation
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00:14:37,240 --> 00:14:40,830
Vita, and PlayStation TV when approved for
compatibility.
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00:14:40,830 --> 00:14:44,510
Luckily, Symphony of the Night plays on all
three.
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When using the original PS1 vertical resolution
on a PSP screen, the game window appears quite
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00:14:50,600 --> 00:14:51,600
small.
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00:14:51,600 --> 00:14:56,350
Luckily, the PSP offers surprisingly robust
scaling capabilities, which can be accessed
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by hitting the PlayStation button after launching
a PS1 title.
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00:14:59,790 --> 00:15:04,020
In addition to a few presets, an impressive
custom sizing tool allows you to adjust the
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00:15:04,020 --> 00:15:09,240
overscan area, centering, and fine-tune the
aspect ratio to your liking.
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00:15:09,240 --> 00:15:13,650
The amazing part is that the scaling engine
is such that the game maintains a crisp appearance
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00:15:13,650 --> 00:15:18,930
no matter how you scale it, with no obvious
unevenness or scaling artifacts.
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00:15:18,930 --> 00:15:23,480
Symphony of the Night gets a top-notch showing
on the PSP screen here.
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00:15:23,480 --> 00:15:28,310
Later PSP hardware revisions support video
output, with a rather cool hidden trick for
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PSone Classics.
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If you set the system to interlaced output,
then boot a PSone Classic, you’ll get an
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00:15:34,330 --> 00:15:40,220
authentic 240p resolution, just as if you
were playing on a real PS1, and it won’t
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00:15:40,220 --> 00:15:44,350
be small in the screen like normal PSP gameplay
output.
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00:15:44,350 --> 00:15:50,120
This is an ideal signal for upscalers or CRTs,
and is not possible on PS3.
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00:15:50,120 --> 00:15:55,350
It’s not quite as sharp as PS1 hardware,
and there’s a bit of added dither on the
216
00:15:55,350 --> 00:16:00,910
PSP video output,[j] but when using a CRT,
these issues aren’t very visible.
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00:16:00,910 --> 00:16:06,470
Playing in 240p with analog cables on a CRT
via a PSP is one of the most authentic-feeling
218
00:16:06,470 --> 00:16:12,770
methods for playing Symphony of the Night
if you no longer have a PS1 or PS2.
219
00:16:12,770 --> 00:16:16,740
PlayStation Vita offers nearly the same scaling
options as PSP.
220
00:16:16,740 --> 00:16:21,720
With bilinear filtering turned off, pixels
do indeed look quite crisp on the Vita screen,
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00:16:21,720 --> 00:16:26,390
however this is not necessarily a great fit
for Symphony due to its 256 wide horizontal
222
00:16:26,390 --> 00:16:32,610
resolution not matching up with the horizontal
sizing, resulting in… you guessed it, uneven
223
00:16:32,610 --> 00:16:33,610
scaling.
224
00:16:33,610 --> 00:16:38,870
Bilinear filtering solves this issue, though
it feels blurrier to me than I’d prefer.
225
00:16:38,870 --> 00:16:42,750
Custom sizing is available here as well, but
the forced touchscreen controls for setting
226
00:16:42,750 --> 00:16:45,150
it feel imprecise.
227
00:16:45,150 --> 00:16:49,510
The Vita’s settings are more flattering
to 320 pixel wide games - a majority of the
228
00:16:49,510 --> 00:16:54,290
PS1 library - but the results for Symphony
are acceptable enough.
229
00:16:54,290 --> 00:16:59,310
The Vita’s microconsole counterpart, the
PlayStation TV, is a bit limited when it comes
230
00:16:59,310 --> 00:17:00,750
to PSone playback.
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00:17:00,750 --> 00:17:07,689
PSone games cannot run with the system set
to 1080i, only 720p or 480p.
232
00:17:07,689 --> 00:17:11,270
Unfortunately there are no video options to
speak of here and and I find the softer image
233
00:17:11,270 --> 00:17:17,490
to be less pleasing than PSone Classics on
PS3.[k] The aspect ratio is also a touch skinnier
234
00:17:17,490 --> 00:17:18,869
than it’s supposed to be.
235
00:17:18,869 --> 00:17:24,039
We understand that Custom Firmware may offer
additional options for PS1 games on PSTV,
236
00:17:24,040 --> 00:17:28,430
but that’s a bit beyond our scope for this
episode.
237
00:17:28,430 --> 00:17:35,680
The final release of 2007 for Symphony of
the Night hit in October in the form of The
238
00:17:35,680 --> 00:17:38,570
Dracula X Chronicles for PSP.
239
00:17:38,570 --> 00:17:43,351
The main draw here of course is a full 3D
remake of Rondo of Blood - the game’s first
240
00:17:43,351 --> 00:17:45,740
official release outside Japan.
241
00:17:45,740 --> 00:17:51,309
By finding hidden items in this main mode,
the original Rondo and Symphony can be unlocked.
242
00:17:51,309 --> 00:17:55,660
Remember that PSP video output normally does
not take up very much of the screen.
243
00:17:55,660 --> 00:17:59,510
This can be circumvented with upscalers or
some TV settings if available.
244
00:17:59,510 --> 00:18:03,420
In this case, we’ve scaled the image in
editing to simulate what it could look like
245
00:18:03,420 --> 00:18:05,450
in an ideal scenario.
246
00:18:05,450 --> 00:18:10,050
This version of Symphony is no simple rip
of the PS1 disc and certainly offers some
247
00:18:10,050 --> 00:18:12,060
items of interest for fans.
248
00:18:12,060 --> 00:18:25,430
The text is re-translated and voice over is
performed by new actors.
249
00:18:25,430 --> 00:18:45,750
[Game Audio]
250
00:18:45,750 --> 00:19:00,780
It’s a pretty hard sell given the beloved
infamy of the original dialogue.
251
00:19:00,780 --> 00:19:05,390
Maria Mode is back from the Saturn release,
although she has to be unlocked after clearing
252
00:19:05,390 --> 00:19:10,340
the game and plays more like in Rondo of Blood
compared to her Saturn incarnation.
253
00:19:10,340 --> 00:19:15,750
However, some things are just a bit off, such
as the sound effects, and vertical scrolling
254
00:19:15,750 --> 00:19:22,920
looks poor no matter which display mode is
chosen - both sizes are pretty blurry.
255
00:19:22,920 --> 00:19:28,470
It simply does not look as good as the PSone
Classic version on the PSP screen, and the
256
00:19:28,470 --> 00:19:34,500
240p video output trick is not possible in
Dracula X Chronicles, which is too bad because
257
00:19:34,500 --> 00:19:37,170
the new features are certainly intriguing.[l]
258
00:19:37,170 --> 00:19:41,390
This would be the final release of Symphony
of the Night for over a decade.
259
00:19:41,390 --> 00:19:48,380
It was now time for Rondo of Blood to shine.
260
00:19:48,380 --> 00:19:50,850
[Music]
261
00:19:50,850 --> 00:19:57,630
Despite being completely remade with with
polygonal graphics and redone music, the PSP
262
00:19:57,630 --> 00:20:03,230
Dracula X Chronicles version of Rondo is very
firmly based on the PC Engine original.
263
00:20:03,230 --> 00:20:08,260
While I haven’t played each version of Rondo
enough times to hone in on what specific alterations
264
00:20:08,260 --> 00:20:13,730
may exist, level design, enemy behavior, and
controls are accurate enough to serve as a
265
00:20:13,730 --> 00:20:16,760
suitable replacement for the original experience.
266
00:20:16,760 --> 00:20:21,540
The biggest difference of course, are the
3D visuals versus the sprite-based original.
267
00:20:21,540 --> 00:20:26,650
One disappointment for me is that the atmospheric
lead-ups to many boss fights have now been
268
00:20:26,650 --> 00:20:32,970
replaced with generic cutscenes.
269
00:20:32,970 --> 00:20:36,940
One of my favorite things about the original
version of Rondo are the special flourishes
270
00:20:36,940 --> 00:20:42,340
unique to various gameplay scenes, such as
the beast crashing through the castle wall.
271
00:20:42,340 --> 00:20:47,660
It’s not as speedy and doesn’t have the
same impact when these moments are replaced
272
00:20:47,660 --> 00:20:50,160
with a cutscene.
273
00:20:50,160 --> 00:20:55,400
This version also runs at half the framerate
- 30 frames per second as opposed to 60 - although
274
00:20:55,400 --> 00:21:01,490
for a slow-scrolling game like Castlevania,
it feels OK to me.[m] This remake is certainly
275
00:21:01,490 --> 00:21:05,710
a bit divisive, but in spite of its drawbacks
I actually kinda like it and I think it’s
276
00:21:05,710 --> 00:21:10,080
fun having different visual takes on Richter
and Maria’s adventure.
277
00:21:10,080 --> 00:21:13,970
When it comes to playing this version as a
download on PlayStation Vita, well, the Vita
278
00:21:13,970 --> 00:21:19,059
does a pretty incredible job of rendering
PSP graphics due to a simple 2x scale for
279
00:21:19,059 --> 00:21:21,760
the PSP resolution to fill the Vita resolution.
280
00:21:21,760 --> 00:21:26,560
It’s an excellent alternative to playing
on a real PSP.
281
00:21:26,560 --> 00:21:30,480
Unfortunately Dracula X Chronicles is not
approved for compatibility with PlayStation
282
00:21:30,480 --> 00:21:37,000
TV, and PSP games on PSTV tend to be overly
blurry anyway, although both issues can be
283
00:21:37,000 --> 00:21:42,390
circumvented with custom firmware.
284
00:21:42,390 --> 00:21:46,270
The original version of Rondo contained in
The Dracula X Chronicles suffers from the
285
00:21:46,270 --> 00:21:50,980
same issues as its Symphony version - forced
borders and imprecise scaling no matter which
286
00:21:50,980 --> 00:21:52,710
screen size mode you use.
287
00:21:52,710 --> 00:21:57,670
Interestingly, a title screen was created
in the style of the old Castlevania logo...
288
00:21:57,670 --> 00:22:02,610
English subtitles display for the German language
opening…
289
00:22:02,610 --> 00:22:06,950
[Game Audio]
290
00:22:06,950 --> 00:22:14,040
And an English dub now plays over the original
PC Engine cutscenes instead of Japanese.
291
00:22:14,040 --> 00:22:20,220
[Game Audio]
292
00:22:20,220 --> 00:22:24,890
This isn’t necessarily a terrible way to
play Rondo, but it is probably the least desirable
293
00:22:24,890 --> 00:22:27,150
version overall.[n]
294
00:22:27,150 --> 00:22:32,090
Case in point: in 2010 Konami brought the
PC Engine version of Rondo to the Wii Virtual
295
00:22:32,090 --> 00:22:35,510
Console as an import title for North America
and Europe.
296
00:22:35,510 --> 00:22:40,490
Actually, it was the last PC Engine or TurboGrafx
Wii release in those regions.
297
00:22:40,490 --> 00:22:45,150
When the Wii system is set for 480i, most
Wii Virtual Console titles will output in
298
00:22:45,150 --> 00:22:50,990
their original 240p resolution, which is ideal
for playing on a CRT or for the best image
299
00:22:50,990 --> 00:22:53,480
when using an upscaling device.
300
00:22:53,480 --> 00:22:58,050
Earlier PC Engine titles on the Virtual Console
do not work this way, and as a result are
301
00:22:58,050 --> 00:23:01,730
quite blurry, but luckily Rondo managed to
avoid this fate.[o]
302
00:23:01,730 --> 00:23:07,150
However, this overall improved presentation
is not a straight upgrade.
303
00:23:07,150 --> 00:23:12,170
Uneven horizontal sizing results in the dreaded
scrolling shimmer, which is not an issue on
304
00:23:12,170 --> 00:23:14,350
other Virtual Console platforms.
305
00:23:14,350 --> 00:23:18,990
This scaling problem seems to also be shared
by other later TurboGrafx and PC Engine releases
306
00:23:18,990 --> 00:23:20,240
on the Wii.
307
00:23:20,240 --> 00:23:24,970
The Wii release does have a few edits in common
with the PSP release: the German intro is
308
00:23:24,970 --> 00:23:33,870
re-voiced for some reason, but is still German.
309
00:23:33,870 --> 00:23:38,670
[Game Audio]
310
00:23:38,670 --> 00:23:46,309
There are also one or two small visual tweaks,
but the Wii release is otherwise largely unaltered,
311
00:23:46,309 --> 00:23:51,570
including the original Japanese cutscenes
with no subtitles.
312
00:23:51,570 --> 00:23:56,990
[Game Audio]
313
00:23:56,990 --> 00:24:01,090
One area where emulation can improve upon
the original hardware is of course load times
314
00:24:01,090 --> 00:24:06,230
- my PC Engine CD unit and game disc seem
to be in good shape, but there can still be
315
00:24:06,230 --> 00:24:09,470
a bit of an extended wait before the battle
against Shaft.
316
00:24:09,470 --> 00:24:13,370
Thankfully, disruptive loads like this in
the middle of a gameplay scene are generally
317
00:24:13,370 --> 00:24:14,510
uncommon.[p]
318
00:24:14,510 --> 00:24:19,250
Despite some lag caused by the emulation,
if 240p output is a big deal to you, this
319
00:24:19,250 --> 00:24:23,500
is one of the more authentic-feeling ways
to play Rondo without access to a PC Engine
320
00:24:23,500 --> 00:24:25,140
or TurboGrafx.
321
00:24:25,140 --> 00:24:29,160
Although unfortunately, due to the closure
of the Wii Shop Channel, legally obtaining
322
00:24:29,160 --> 00:24:34,340
this release is no longer possible.
323
00:24:34,340 --> 00:24:39,600
While the Super Nintendo Dracula X skipped
the Wii, Konami did bring it to the Wii U.
324
00:24:39,600 --> 00:24:44,540
We’re generally pretty happy with how SNES
games are handled by the Wii U Virtual Console,
325
00:24:44,540 --> 00:24:47,600
with decent scaling and a correct aspect ratio.
326
00:24:47,600 --> 00:24:52,549
The color, brightness levels, and soft but
sharp-enough image are somewhat similar to
327
00:24:52,549 --> 00:24:58,252
the characteristics of a standard non-1CHIP
SNES console.[q] I was disappointed to notice
328
00:24:58,252 --> 00:25:03,550
a frame blending effect on the SNES Wii U
Virtual Console while editing my recordings…
329
00:25:03,550 --> 00:25:08,360
although this is probably an anti-epilepsy
measure of sorts and to be fair I never noticed
330
00:25:08,360 --> 00:25:10,299
while playing the game.
331
00:25:10,299 --> 00:25:16,460
In addition, Dracula X was later released
as a Virtual Console title for NEW 3DS systems,
332
00:25:16,460 --> 00:25:21,110
as Super Nintendo emulation is only available
on the NEW line of systems.
333
00:25:21,110 --> 00:25:25,840
We consider 3DS Virtual Console to also be
quite solid overall, with the system’s 240
334
00:25:25,840 --> 00:25:30,630
pixel vertical resolution being a perfect
fit for SNES games, and the screen even has
335
00:25:30,630 --> 00:25:33,850
a sort of scanline appearance when 2D is off.
336
00:25:33,850 --> 00:25:38,130
By default, a horizontal interpolation effect
is used to stretch the game to a 4:3 aspect
337
00:25:38,130 --> 00:25:42,380
ratio, and it’s a pretty good implementation
considering the screen’s low resolution.
338
00:25:42,380 --> 00:25:47,680
If you simply must have crisper pixels, Pixel
Perfect mode removes the aspect ratio correction,
339
00:25:47,680 --> 00:25:50,610
but it’s technically a bit too skinny.[r]
340
00:25:50,610 --> 00:25:54,880
Dracula X from the Super Nintendo may have
not been the game people really wanted, but
341
00:25:54,880 --> 00:25:56,420
at least it’s there to try out.
342
00:25:56,420 --> 00:26:01,680
But now after a long hiatus, Rondo of Blood
and Symphony of the Night have a new release
343
00:26:01,680 --> 00:26:08,810
- available for the first time in 4K.
344
00:26:08,810 --> 00:26:14,660
Castlevania Requiem was released on October
26, 2018 for PlayStation 4, 8 years after
345
00:26:14,660 --> 00:26:19,370
Rondo on the Wii Virtual Console and 11 years
after Symphony of the Night’s most recent
346
00:26:19,370 --> 00:26:20,370
appearance.
347
00:26:20,370 --> 00:26:24,700
While we don’t want to make firm claims
about the exact technology driving these versions,
348
00:26:24,700 --> 00:26:30,380
the Requiem compilation is widely believed
to be based on The Dracula X Chronicles, sadly
349
00:26:30,380 --> 00:26:32,260
minus the 3D remake.
350
00:26:32,260 --> 00:26:37,060
This is plausible, seeing as hackers have
presented evidence that a handful of PS4 releases
351
00:26:37,060 --> 00:26:42,500
that appear to be HD remasters are in fact
PSP versions with extra features hooked in
352
00:26:42,500 --> 00:26:44,150
over an emulation layer.
353
00:26:44,150 --> 00:26:48,820
If Sony’s PSP emulator is at work here,
that would also explain the strange decision
354
00:26:48,820 --> 00:26:52,130
to not release Requiem on Xbox One, Switch,
or PC.
355
00:26:52,130 --> 00:26:56,470
A quick and dirty approach to running these
games on PS4 could be the cause of various
356
00:26:56,470 --> 00:27:04,840
rough edges such as sound issues and saving
and loading stutters.
357
00:27:04,840 --> 00:27:08,930
Although the lack of slowdown when the Life
Up item appears after a boss in Symphony does
358
00:27:08,930 --> 00:27:14,460
suggest extra performance headroom.[s] But
performance is not necessarily improved across
359
00:27:14,460 --> 00:27:18,600
the board - check out this persistent screen
tear in the first area of the burning town
360
00:27:18,600 --> 00:27:19,600
in Rondo.
361
00:27:19,600 --> 00:27:23,320
This would totally ruin the game if it were
visible on every screen.
362
00:27:23,320 --> 00:27:27,640
Or how about how the laggy background rendering
visible in this scene where the mast position
363
00:27:27,640 --> 00:27:29,890
moves out of sync when scrolling vertically.
364
00:27:29,890 --> 00:27:31,870
That’s not parallax..
365
00:27:31,870 --> 00:27:37,080
This also occurs on the PSP release, but not
on original hardware or the Wii Virtual Console
366
00:27:37,080 --> 00:27:41,020
emulation, lending further credibility to
the notion that Requiem is closely built around
367
00:27:41,020 --> 00:27:45,790
Dracula X Chronicles.[t] In other respects,
this is not necessarily a bad thing, if you
368
00:27:45,790 --> 00:27:50,980
like the PSP’s English dubs, or are interested
in some of the PSP additions to Symphony.
369
00:27:50,980 --> 00:27:54,320
Some will surely call this the definitive
edition.
370
00:27:54,320 --> 00:27:59,400
Requiem does offer several additional graphical
settings that Dracula X Chronicles does not…
371
00:27:59,400 --> 00:28:04,290
yet essentially none of the new features are
implemented correctly - not even close.
372
00:28:04,290 --> 00:28:08,950
The optional scanline overlay is nothing more
than a basic layer over the entire screen
373
00:28:08,950 --> 00:28:13,700
- even over the borders - and unbelievably,
it doesn’t even line up correctly with the
374
00:28:13,700 --> 00:28:19,240
game’s pixel grid, regardless of which of
the two screen size modes are chosen![u] There’s
375
00:28:19,240 --> 00:28:23,620
also a simulated interlacing effect, which
nevermind that that shouldn’t even exist
376
00:28:23,620 --> 00:28:29,500
for 240p games, the way the flicker is implemented
isn’t even like real interlacing.
377
00:28:29,500 --> 00:28:33,559
And there’s the obligatory Smoothing feature
which, well, that’s not to my taste anyway,
378
00:28:33,559 --> 00:28:37,660
so I’ll let you judge the quality of it
for yourself.[v] The good news is that you
379
00:28:37,660 --> 00:28:45,710
can, at least, turn off the borders, unlike
the PSP release.
380
00:28:45,710 --> 00:28:50,460
Even with the overall sense that accuracy
wasn’t a top priority here, we’ve nonetheless
381
00:28:50,460 --> 00:28:54,790
found that these versions of Rondo and Symphony
to play just fine, and they actually look
382
00:28:54,790 --> 00:28:59,000
very very good as long as you don’t use
the botched graphics settings.
383
00:28:59,000 --> 00:29:03,590
Seeing as both games are designed at 256 pixels
wide, they were intended to be stretched by
384
00:29:03,590 --> 00:29:08,360
CRT televisions just a little bit to fill
a 4:3 aspect - in other words, pixels should
385
00:29:08,360 --> 00:29:12,790
be a bit wider than they are tall, and that’s
exactly what we’ve got here.
386
00:29:12,790 --> 00:29:18,690
Looking at a standard PS4 running in 1080p,
Rondo looks just fantastic whether you use
387
00:29:18,690 --> 00:29:21,080
“Normal” or “Full” sizing.
388
00:29:21,080 --> 00:29:25,060
Interpolation is subtly engaged on both axes
to soften pixel edges just enough to keep
389
00:29:25,060 --> 00:29:29,850
the overall impression sharp, while maintaining
the appearance of pixel uniformity and a correct
390
00:29:29,850 --> 00:29:30,850
aspect.
391
00:29:30,850 --> 00:29:35,169
Check out how it compares to our gold standard
of the Open Source Scan Converter, performing
392
00:29:35,169 --> 00:29:39,790
a comparable 4x scale on an RGB-modded PC
Engine.
393
00:29:39,790 --> 00:29:44,620
“Full” mode fills the screen’s vertical
space and seems to have no trade-offs in terms
394
00:29:44,620 --> 00:29:49,750
of sharpness or pixel integrity, leading us
to believe there’s not much of any compelling
395
00:29:49,750 --> 00:29:52,820
reason to ever use the smaller picture.
396
00:29:52,820 --> 00:29:57,200
You’d think just doing it right like this
would be standard, but this sort of ideal
397
00:29:57,200 --> 00:30:01,760
scaling is not to be taken for granted with
retro re-releases.
398
00:30:01,760 --> 00:30:05,110
Both the “Normal” and “Full” sizing
modes behave differently in Symphony than
399
00:30:05,110 --> 00:30:08,980
they do in Rondo, which doesn’t make much
sense.
400
00:30:08,980 --> 00:30:13,090
Interpolation is engaged on both axes in both
modes, but again, the impact on overall sharpness
401
00:30:13,090 --> 00:30:14,210
is minimal.
402
00:30:14,210 --> 00:30:18,530
The “Normal” sizing for Symphony is a
bit odd… rendering square-shaped pixels,
403
00:30:18,530 --> 00:30:22,330
which as you know, is not correct for a 256
pixel wide game.
404
00:30:22,330 --> 00:30:27,410
“Full” gives us slightly rectangular pixels[w]
and what we would consider to be a more proper
405
00:30:27,410 --> 00:30:30,870
aspect ratio, so this is the setting to use.
406
00:30:30,870 --> 00:30:36,890
Luckily, when played on a PS4 Pro, Castlevania
Requiem does take advantage of 4K output,
407
00:30:36,890 --> 00:30:38,890
and it is indeed very crisp.
408
00:30:38,890 --> 00:30:43,260
In this configuration, all modes use some
interpolation both horizontally and vertically,
409
00:30:43,260 --> 00:30:45,870
so just use larger screen sizing.
410
00:30:45,870 --> 00:30:50,340
While this shouldn’t be a noteworthy perk
for this collection, retro compilations and
411
00:30:50,340 --> 00:30:55,020
pixel-based games in general have not been
particularly consistent in supporting 4K output
412
00:30:55,020 --> 00:30:59,630
on PS4 Pro, so it’s nice to see it here
and it does look good.[x]
413
00:30:59,630 --> 00:31:04,620
Our input lag tests, while hardly scientific,
lead us to believe that added latency over
414
00:31:04,620 --> 00:31:07,970
original hardware is around 2 to 3 frames.
415
00:31:07,970 --> 00:31:11,560
For Symphony, this just barely edges out the
360 release.
416
00:31:11,560 --> 00:31:16,350
It’s important to acknowledge that all emulations
will have some lag, but if you don’t notice,
417
00:31:16,350 --> 00:31:18,420
don’t worry about it.
418
00:31:18,420 --> 00:31:22,740
One last notable thing to mention is that
3D backgrounds, objects, and rotation effects
419
00:31:22,740 --> 00:31:26,740
in Symphony of the Night render in high res…
and it looks pretty neat.
420
00:31:26,740 --> 00:31:31,360
The motion of polygonal objects may appear
jerky because of the way points are plotted
421
00:31:31,360 --> 00:31:36,280
in the original coding, so the ultra high
resolution doesn’t mask this very well.
422
00:31:36,280 --> 00:31:39,720
It’s hard to say whether it’s better this
way, but it’s a pretty cool thing to see
423
00:31:39,720 --> 00:31:42,830
all the same.[y]
424
00:31:42,830 --> 00:31:47,510
Rondo of Blood and Symphony of the Night are
among the most beloved games of the 16 and
425
00:31:47,510 --> 00:31:53,050
32 bit generations, so naturally any new release
will be scrutinized from top to bottom - and
426
00:31:53,050 --> 00:31:57,669
we know full well there must be much more
to examine here with every version than we’ve
427
00:31:57,669 --> 00:31:59,730
got time to showcase here.
428
00:31:59,730 --> 00:32:05,590
But even through all the slowdown on Saturn,
smudgey scaling on PSP, and bargain bin emulation
429
00:32:05,590 --> 00:32:10,030
on PS4, the soul of these games has continued
to shine through.
430
00:32:10,030 --> 00:32:14,280
The best re-release for Rondo - we’d say
- is the Wii version, while Symphony plays
431
00:32:14,280 --> 00:32:19,330
great and looks great as a PSone Classic on
PS3, PSP, and Vita.
432
00:32:19,330 --> 00:32:22,750
And you know, the PS4 Requiem is really sharp.
433
00:32:22,750 --> 00:32:27,920
For us it’s pretty tough to beat the original
versions on original hardware, but it’s
434
00:32:27,920 --> 00:32:31,050
important to keep games like these accessible
and available.
435
00:32:31,050 --> 00:32:37,080
Each version has its pros and cons, but the
for Castlevania fans, the only wrong way to
436
00:32:37,080 --> 00:32:41,100
play Rondo of Blood and Symphony of the Night,
is to not play them at all.
437
00:32:41,100 --> 00:32:42,520
[a]Composite vs. RGB
[b]✓ PCE RGB vs. SNES RGB
438
00:32:42,520 --> 00:32:44,100
[c]PS1 RGB vs. PS2 Component
[d]Two PS1 vs. Saturn comparisons
439
00:32:44,100 --> 00:32:45,520
[e]360 "Enhanced" ON vs. "Enhanced" OFF
[f]PS1 vs. 360
440
00:32:45,520 --> 00:32:47,090
[g]PS1 vs. PS3
[h]PS1 vs. PS3 disc vs. PS3 download
441
00:32:47,090 --> 00:32:49,140
[i]✓ PS1 vs. PS2 vs. PS3 disc vs. PS3 download
[j]PS1 vs. PSP
442
00:32:49,140 --> 00:32:50,870
[k]PS3 download vs. PSTV
[l]PS1 vs. PSP download vs. PSP DCX
443
00:32:50,870 --> 00:32:51,870
[m]PCE vs. PSP video
444
00:32:51,870 --> 00:32:52,870
PCE dragon vs. PSP dragon
445
00:32:52,870 --> 00:32:53,870
PCE behemoth vs. PSP behemoth
446
00:32:53,870 --> 00:32:55,290
PCE long walk vs. PSP long walk
[n]PCE vs. PSP Normal vs. PSP Full
447
00:32:55,290 --> 00:32:56,290
[o]PCE vs. Wii
448
00:32:56,290 --> 00:32:57,490
Dragon's Curse Wii vs. Rondo Wii
[p]PCE Load vs. Wii Load
449
00:32:57,490 --> 00:32:59,700
[q]✓ SNES vs. Wii U
[r]SNES vs. Wii U vs. 3DS vs. 3DS PP
450
00:32:59,700 --> 00:33:01,270
[s]PS1 vs. PS4
[t]PCE vs. PSP vs. Wii vs. PS4
451
00:33:01,270 --> 00:33:03,320
[u]OSSC scanlines vs. PS4 Normal vs. PS4 Full
[v]Smoothing off vs. Smoothing on
452
00:33:03,320 --> 00:33:05,530
[w]SotN Normal vs. SotN Full
[x]OSSC 5x vs. 1080p PS4 Rondo vs. 4K PS4
453
00:33:05,530 --> 00:33:06,320
Rondo
[y]PS1 vs. PS4 4K
47182
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