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These are the user uploaded subtitles that are being translated: 1 00:00:01,020 --> 00:00:05,850 Castlevania: Symphony of the Night has long stood tall among the most revered games of 2 00:00:05,850 --> 00:00:07,260 all time. 3 00:00:07,260 --> 00:00:12,800 Upon its release in 1997, fans were greeted by a familiar - yet unfamiliar - scene. 4 00:00:12,800 --> 00:00:17,540 A whip-wielding descendant of the Belmont clan, having scaled the clock tower, now marches 5 00:00:17,540 --> 00:00:22,220 on Count Dracula’s throne room to vanquish the vampire lord once more. 6 00:00:22,220 --> 00:00:24,630 But who was Richter Belmont? 7 00:00:24,630 --> 00:00:27,960 And this final battle… which game was it from? 8 00:00:27,960 --> 00:00:33,230 The answer to these questions lies in a 1993 Japan-only release called Akumajo Dracula 9 00:00:33,230 --> 00:00:39,510 X: Chi no Rondo - commonly known in the western world as Castlevania: Rondo of Blood. 10 00:00:39,510 --> 00:00:43,690 For those who were aware of its existence, Rondo was long coveted for its reputation 11 00:00:43,690 --> 00:00:47,470 as one of the best - if not THE best - in the series. 12 00:00:47,470 --> 00:00:53,000 Since then, Rondo has received a handful of worldwide releases on other platforms. 13 00:00:53,000 --> 00:00:57,620 These two games have continued to be intrinsically intertwined, yet they could also hardly be 14 00:00:57,620 --> 00:01:03,020 more different - among the finest representatives from two distinct branches of Castlevania 15 00:01:03,020 --> 00:01:04,080 gameplay. 16 00:01:04,080 --> 00:01:09,729 The most recent Castlevania compilation - Castlevania Requiem on the PlayStation 4 - may offer many 17 00:01:09,729 --> 00:01:12,869 fans their first experience with either title. 18 00:01:12,869 --> 00:01:16,240 What is it about these games that make them worth revisiting today? 19 00:01:16,240 --> 00:01:20,920 Let’s take a look at the original versions, along with their various ports, remakes, and 20 00:01:20,920 --> 00:01:23,600 official emulations. 21 00:01:23,700 --> 00:01:39,000 [MUSIC: Principle by Matt McCheskey] 22 00:01:40,000 --> 00:01:48,950 [MUSIC] 23 00:01:48,950 --> 00:01:55,490 Rondo of Blood was released in Japan in 1993 for the PC Engine CD system add-on, further 24 00:01:55,490 --> 00:02:00,139 enhanced by requiring the Super System Card to run the game, resulting in one of the most 25 00:02:00,139 --> 00:02:03,139 technically impressive titles on the console. 26 00:02:03,139 --> 00:02:08,169 The western version of the PC Engine hardware, the TurboGrafx-16, did not sell nearly as 27 00:02:08,169 --> 00:02:13,190 well as its popular Japanese counterpart, which probably played a role in Konami not 28 00:02:13,190 --> 00:02:15,870 releasing the game in North America. 29 00:02:15,870 --> 00:02:21,340 Rondo of Blood is in many ways a tribute to the NES era of Castlevania, featuring familiar 30 00:02:21,340 --> 00:02:26,270 backgrounds, callbacks to old level designs, redbook audio remixes, and even a boss rush 31 00:02:26,270 --> 00:02:29,360 comprised of bosses from the original game. 32 00:02:29,360 --> 00:02:33,670 But instead of feeling derivative, the game’s carefully paced design, many branching paths 33 00:02:33,670 --> 00:02:38,220 that can lead to totally different levels, and extravagant attention to detail creates 34 00:02:38,220 --> 00:02:43,890 the feeling of a wholly original game taking place in a cohesive universe, rather than 35 00:02:43,890 --> 00:02:46,300 being nostalgic for nostalgia’s sake. 36 00:02:46,300 --> 00:02:51,010 Konami’s team had really figured out what makes Castlevania work, and it’s obvious 37 00:02:51,010 --> 00:02:54,010 they put a lot of heart into the project. 38 00:02:54,010 --> 00:03:00,350 Rondo of Blood takes place in 1792 and stars Richter Belmont alongside Maria Renard, a 39 00:03:00,350 --> 00:03:05,440 little girl from another vampire hunter family who can attack with the help of various animals. 40 00:03:05,440 --> 00:03:09,480 Players looking for the classical hardcore Castlevania challenge can play as Richter, 41 00:03:09,480 --> 00:03:13,010 who controls similarly to his forefathers on the NES. 42 00:03:13,010 --> 00:03:17,630 If things get a bit too tough, Maria can be unlocked by bringing a key to her cell in 43 00:03:17,630 --> 00:03:19,130 the second full level. 44 00:03:19,130 --> 00:03:25,120 Maria offers a more agile and diverse moveset that inarguably makes the game considerably 45 00:03:25,120 --> 00:03:29,490 easier, but not so much as to make the challenge entirely non-trivial. 46 00:03:29,490 --> 00:03:35,590 Maria’s battle style may seem a bit unusual for classic Castlevania, but her double jump, 47 00:03:35,590 --> 00:03:39,670 slide, and quick attacks make for a real good time. 48 00:03:39,670 --> 00:03:44,510 While official PC Engine video output options are limited to RF or composite, depending 49 00:03:44,510 --> 00:03:50,910 on the model, a number of RGB mods and modless RGB options exist for obtaining pristine analog 50 00:03:50,910 --> 00:03:58,390 output for use with RGB-compatible CRTs or HDMI upscalers such as the OSSC or Framemeister.[a] 51 00:03:58,390 --> 00:04:04,290 Currently, the only mod-free solution for higher quality video output on original hardware 52 00:04:04,290 --> 00:04:10,750 that also allows for the playing of CD games is the Super SD System 3 by Terraonion, an 53 00:04:10,750 --> 00:04:14,990 all-in-one flash media launcher and video output solution. 54 00:04:14,990 --> 00:04:19,819 Unfortunately this does prevent you from connecting a real CD add-on for using an original game 55 00:04:19,819 --> 00:04:25,180 disc - although due to Rondo of Blood’s high import cost, many may not object to this 56 00:04:25,180 --> 00:04:29,710 approach. 57 00:04:29,710 --> 00:04:34,380 Richter Belmont was in fact brought to western markets with Castlevania: Dracula X for the 58 00:04:34,380 --> 00:04:37,660 Super Nintendo in 1995. 59 00:04:37,660 --> 00:04:42,900 Also known as Castlevania: Vampire’s Kiss in PAL regions, this late 16-bit generation 60 00:04:42,900 --> 00:04:46,580 release was not met with a great deal of enthusiasm, however. 61 00:04:46,580 --> 00:04:51,230 Relatively low sales and low production resulted in what is today one of the more rare and 62 00:04:51,230 --> 00:04:54,259 expensive Super Nintendo cartridges. 63 00:04:54,259 --> 00:04:58,979 Despite being sought after by collectors, Dracula X is widely considered to be a far 64 00:04:58,979 --> 00:05:01,580 inferior game compared to Rondo of Blood. 65 00:05:01,580 --> 00:05:06,919 It’s a sort of reimagining of Richter’s PC Engine adventure, occupying the same place 66 00:05:06,919 --> 00:05:13,029 in the series timeline, but playing out as an entirely distinct game of its own, featuring 67 00:05:13,029 --> 00:05:18,389 original level design but many recycled sprites, and completely new backgrounds with debatably 68 00:05:18,389 --> 00:05:23,370 less character.[b] The flame effect in the opening level definitely gets your attention, 69 00:05:23,370 --> 00:05:29,110 but aside from a few bright spots, Dracula X for the SNES feels like a product of little 70 00:05:29,110 --> 00:05:31,180 passion by its team. 71 00:05:31,180 --> 00:05:36,389 The lack of a playable Maria and fewer branching paths makes for a less remarkable game that 72 00:05:36,389 --> 00:05:42,099 earns more of its difficulty from unpolished design than genuine challenge. 73 00:05:42,099 --> 00:05:47,379 Even compared to Dracula X’s SNES predecessor, the ambitious Super Castlevania IV from early 74 00:05:47,379 --> 00:05:52,479 in the system’s life, there’s just not a lot of anything interesting going on here. 75 00:05:52,479 --> 00:05:57,009 Castlevania fans should absolutely give it a try, but other than providing Nintendo fans 76 00:05:57,009 --> 00:06:02,620 with a rough facsimile of the Richter Belmont experience, it does little else to justify 77 00:06:02,620 --> 00:06:08,050 its existence. 78 00:06:08,050 --> 00:06:12,110 And then came the watershed moment in the Castlevania series history. 79 00:06:12,110 --> 00:06:14,210 Castlevania: Symphony of the Night. 80 00:06:14,210 --> 00:06:20,039 It’s nearly impossible for a popular series to so drastically change its firmly established 81 00:06:20,039 --> 00:06:25,379 core gameplay and be so universally praised in the process of doing so. 82 00:06:25,379 --> 00:06:30,520 Yet that is exactly what the Castlevania team and assistant director Koji Igarashi managed 83 00:06:30,520 --> 00:06:31,909 to accomplish. 84 00:06:31,909 --> 00:06:36,169 What would have been a bottomless pit in any other Castlevania now becomes another room 85 00:06:36,169 --> 00:06:37,819 to explore. 86 00:06:37,819 --> 00:06:41,139 Revisit a difficult enemy after you’ve reached a higher level and upgraded your equipment 87 00:06:41,139 --> 00:06:42,620 to have a fighting chance. 88 00:06:42,620 --> 00:06:47,780 A nonlinear interconnected castle that serves as essentially one gigantic level, along with 89 00:06:47,780 --> 00:06:53,979 RPG elements completely change what Castlevania is, but for most players that seemed to not 90 00:06:53,979 --> 00:06:57,129 matter because it just works so well. 91 00:06:57,129 --> 00:07:01,259 While Rondo of Blood was the encapsulation of the series’ past greatness, Symphony 92 00:07:01,259 --> 00:07:04,270 of the Night was the start of something new and exciting. 93 00:07:04,270 --> 00:07:10,130 It was satisfying in a fresh new way for longtime fans, while also making the series radically 94 00:07:10,130 --> 00:07:14,169 more accessible. 95 00:07:14,169 --> 00:07:21,729 [Game Audio] 96 00:07:21,729 --> 00:07:28,150 The plot and game visuals closely follow Rondo of Blood - it is after all, part of the Dracula 97 00:07:28,150 --> 00:07:30,089 X sub-series in Japan. 98 00:07:30,089 --> 00:07:34,780 The story picks up 4 years after the end of Rondo, with the demon castle reappearing much 99 00:07:34,780 --> 00:07:40,180 sooner than expected, and Dracula’s son Alucard setting out to destroy his father. 100 00:07:40,180 --> 00:07:44,199 Symphony’s nonlinear design and particular control mechanics lend itself toward progressing 101 00:07:44,199 --> 00:07:46,759 through the game in unexpected ways. 102 00:07:46,759 --> 00:07:51,029 Some additional PlayStation version footage in this episode was provided by CarcinogenSDA, 103 00:07:51,029 --> 00:07:56,569 who recorded an impressive all bosses, all relics run while taking no damage. 104 00:07:56,569 --> 00:08:00,119 Symphony of the Night’s enduring popularity has been further bolstered in recent years 105 00:08:00,119 --> 00:08:03,119 by its reputation as an entertaining speed run game. 106 00:08:03,119 --> 00:08:06,900 In the years following Symphony of the Night’s release, the Castlevania series would try 107 00:08:06,900 --> 00:08:11,990 on various other forms, but eventually the main series releases became dominated by this 108 00:08:11,990 --> 00:08:19,159 style of gameplay - called IGAvania for producer Koji Igarashi, but more popularly dubbed as 109 00:08:19,159 --> 00:08:23,719 “Metroidvania,” owing to the world design’s obvious similarities to the sprawling maps 110 00:08:23,719 --> 00:08:25,809 of the Metroid series. 111 00:08:25,809 --> 00:08:30,909 On PlayStation hardware, Symphony of the Night can be output with pristine RGB video. 112 00:08:30,909 --> 00:08:35,799 When using backwards compatibility on PlayStation 2, component cables are also an option if 113 00:08:35,799 --> 00:08:42,159 your equipment is compatible with 240p over component.[c] As for PlayStation 3, more on 114 00:08:42,159 --> 00:08:43,659 that a bit later. 115 00:08:43,659 --> 00:08:46,800 These three titles make up the Dracula X trinity. 116 00:08:46,800 --> 00:08:48,560 But this is not the end. 117 00:08:48,560 --> 00:08:52,550 Numerous versions on other platforms have sought to bring Richter Belmont and Alucard 118 00:08:52,550 --> 00:08:58,290 to new audiences, but where do they succeed, and where do they stumble? 119 00:08:58,290 --> 00:09:02,190 [Midroll Break] 120 00:09:02,190 --> 00:09:09,000 While Symphony of the Night was designed specifically for the Sony PlayStation, Konami’s Nagoya 121 00:09:09,000 --> 00:09:14,630 team ported the game over to the Sega Saturn for a 1998 release only in Japan. 122 00:09:14,630 --> 00:09:19,080 On paper, this sounds like an enviable version, with a number of exclusive perks, but there 123 00:09:19,080 --> 00:09:22,250 are also some very major problems. 124 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 125 00:09:26,650 --> 00:09:29,960 who has a completely unique moveset and soundtrack. 126 00:09:29,960 --> 00:09:35,210 However, unlike Maria’s mode in Rondo of Blood... this isn’t quite an easy mode. 127 00:09:35,210 --> 00:09:39,270 While Richter Mode must be unlocked in the PlayStation version, both Maria and Richter 128 00:09:39,270 --> 00:09:43,450 are playable from the start on Saturn which makes for a great way to jump in for those 129 00:09:43,450 --> 00:09:46,420 who have already played the PlayStation version. 130 00:09:46,420 --> 00:09:51,450 In addition, a few new areas were added to the castle, with new bosses and music. 131 00:09:51,450 --> 00:09:56,150 One such area can be accessed pretty early on, and honestly the high experience rate 132 00:09:56,150 --> 00:09:58,700 here kind of breaks the game. 133 00:09:58,700 --> 00:10:03,320 Despite these bonuses, the Saturn port is widely regarded as being a disappointment, 134 00:10:03,320 --> 00:10:07,450 with the game not being properly optimized to take full advantage of the Saturn’s powerful 135 00:10:07,450 --> 00:10:08,710 2D hardware. 136 00:10:08,710 --> 00:10:13,440 Extreme slowdown and an absence of transparency effects just scratch the surface. 137 00:10:13,440 --> 00:10:18,640 The PlayStation version runs at 256 pixels wide, a mode that the Saturn simply doesn’t 138 00:10:18,640 --> 00:10:19,640 have. 139 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 140 00:10:24,770 --> 00:10:30,411 pre-scaled, resulting in a jagged image that mangles every object and background in the 141 00:10:30,411 --> 00:10:31,411 game. 142 00:10:31,411 --> 00:10:32,411 [d] 143 00:10:32,411 --> 00:10:36,780 The Saturn version is also marred by a 480i resolution in the pause menu, resulting in 144 00:10:36,780 --> 00:10:42,340 a switch from the 240p gameplay resolution that causes a significant delay in image re-sync 145 00:10:42,340 --> 00:10:44,780 when connected to digital upscalers. 146 00:10:44,780 --> 00:10:48,940 This becomes especially problematic because in this version you can only access the castle 147 00:10:48,940 --> 00:10:53,280 map through the pause menu, rendering the game virtually unplayable unless you’re 148 00:10:53,280 --> 00:10:54,390 using a CRT. 149 00:10:54,390 --> 00:10:59,630 The Japanese Saturn port of Symphony has become quite an expensive collector’s item, so 150 00:10:59,630 --> 00:11:04,250 steer clear unless you simply must own every version of the game… or if you’re prepping 151 00:11:04,250 --> 00:11:07,610 for a good old fashioned Saturn vs. PS1 argument. 152 00:11:07,610 --> 00:11:12,491 It wouldn’t be until 2007 - a decade after Symphony of the Night’s initial release 153 00:11:12,491 --> 00:11:21,670 - that a trio of new versions would appear to celebrate the game’s 10th anniversary. 154 00:11:21,670 --> 00:11:26,630 First came an Xbox Live Arcade release for download on the Xbox 360 handled by Digital 155 00:11:26,630 --> 00:11:31,820 Eclipse, which is considered notable for increasing the Xbox Live Arcade file size limit. 156 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 157 00:11:36,300 --> 00:11:41,670 game emulated on an Xbox console, released in the early years of the HD generation. 158 00:11:41,670 --> 00:11:44,500 That said, it is absolutely not perfect. 159 00:11:44,500 --> 00:11:49,510 The game defaults to an “Enhanced” mode that resembles a typical emulator smoothing 160 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. 161 00:11:55,470 --> 00:11:59,550 With the screen sizing option, it’s very difficult - perhaps impossible - to dial in 162 00:11:59,550 --> 00:12:04,960 an integer scale for even pixel sizing and perfectly smooth scrolling. 163 00:12:04,960 --> 00:12:09,400 And unfortunately there is no way to turn off the nasty pillar box border… unless 164 00:12:09,400 --> 00:12:15,430 you switch to a 4:3 analog output, which hey, it’s not 240p but at least it fills the 165 00:12:15,430 --> 00:12:16,940 screen correctly. 166 00:12:16,940 --> 00:12:21,270 There is some input lag and you might notice the occasional visual quirk. 167 00:12:21,270 --> 00:12:26,780 This version is in fact backwards compatible on Xbox One, although with no particular enhancements. 168 00:12:26,780 --> 00:12:31,160 The Xbox 360 release is far from the best way to play Symphony of the Night, but for 169 00:12:31,160 --> 00:12:35,250 many people it could be the most accessible version, and for them, it should serve as 170 00:12:35,250 --> 00:12:39,940 a perfectly acceptable means of experiencing one of the PlayStation’s most legendary 171 00:12:39,940 --> 00:12:42,450 titles.[f] 172 00:12:42,450 --> 00:12:50,000 The PlayStation Store for PlayStation 3 offers a wealth of “PSone Classics” to download 173 00:12:50,000 --> 00:12:54,530 for reasonable prices, and Symphony of the Night was released for sale on the service 174 00:12:54,530 --> 00:12:56,870 in the summer of 2007. 175 00:12:56,870 --> 00:13:02,130 This is the original release running with the PS3’s tried and true PS1 emulation. 176 00:13:02,130 --> 00:13:06,910 While PSone Classic downloads present with a slightly soft appearance, the original aspect 177 00:13:06,910 --> 00:13:11,960 ratio and artwork is represented respectfully, and some may even prefer the smoother look 178 00:13:11,960 --> 00:13:17,040 compared to razor sharp pixels.[g] As with any emulated solution, you should expect some 179 00:13:17,040 --> 00:13:21,050 input lag, but the degree to which this is noticeable depends on your television and 180 00:13:21,050 --> 00:13:23,550 your own sensitivity to lag. 181 00:13:23,550 --> 00:13:29,340 Even though Sony stopped including PS2 backwards compatibility on PS3 systems in 2008, don’t 182 00:13:29,340 --> 00:13:35,300 forget that all PlayStation 3 consoles run PS1 discs through emulation - even the so-called 183 00:13:35,300 --> 00:13:36,850 “super slim” models. 184 00:13:36,850 --> 00:13:42,350 This is interesting because certain PS1 discs, for reasons unknown to us, run on PS3 with 185 00:13:42,350 --> 00:13:46,350 ultra-sharp graphics in comparison to their downloaded counterparts. 186 00:13:46,350 --> 00:13:48,250 Symphony of the Night is one such disc. 187 00:13:48,250 --> 00:13:53,530 At a glance, this may seem really cool, but the tradeoff is that this results in uneven 188 00:13:53,530 --> 00:13:58,380 pixel sizing,[h] which may cause shimmering issues as the screen scrolls. 189 00:13:58,380 --> 00:14:02,500 The smoothing function in the system menu is your only option for fixing this, although 190 00:14:02,500 --> 00:14:04,550 it’s rather blurry. 191 00:14:04,550 --> 00:14:09,590 One last curiosity when playing Symphony of the Night on PS3 - notice that while running 192 00:14:09,590 --> 00:14:14,440 the disc version, a dither pattern surrounds what is otherwise a very cool bloom effect 193 00:14:14,440 --> 00:14:18,290 as the moon in this area passes behind objects in the foreground. 194 00:14:18,290 --> 00:14:23,760 This glitch manifests with backwards compatibility on PS2 consoles as well, but the effect does 195 00:14:23,760 --> 00:14:29,310 render correctly when playing the PSone Classic download, making it overall the more accurate 196 00:14:29,310 --> 00:14:32,490 way to play on a PlayStation 3 console.[i] 197 00:14:32,490 --> 00:14:37,240 Of course, many PSone Classic downloads can also be played on PlayStation Portable, PlayStation 198 00:14:37,240 --> 00:14:40,830 Vita, and PlayStation TV when approved for compatibility. 199 00:14:40,830 --> 00:14:44,510 Luckily, Symphony of the Night plays on all three. 200 00:14:44,510 --> 00:14:50,600 When using the original PS1 vertical resolution on a PSP screen, the game window appears quite 201 00:14:50,600 --> 00:14:51,600 small. 202 00:14:51,600 --> 00:14:56,350 Luckily, the PSP offers surprisingly robust scaling capabilities, which can be accessed 203 00:14:56,350 --> 00:14:59,790 by hitting the PlayStation button after launching a PS1 title. 204 00:14:59,790 --> 00:15:04,020 In addition to a few presets, an impressive custom sizing tool allows you to adjust the 205 00:15:04,020 --> 00:15:09,240 overscan area, centering, and fine-tune the aspect ratio to your liking. 206 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 207 00:15:13,650 --> 00:15:18,930 no matter how you scale it, with no obvious unevenness or scaling artifacts. 208 00:15:18,930 --> 00:15:23,480 Symphony of the Night gets a top-notch showing on the PSP screen here. 209 00:15:23,480 --> 00:15:28,310 Later PSP hardware revisions support video output, with a rather cool hidden trick for 210 00:15:28,310 --> 00:15:29,980 PSone Classics. 211 00:15:29,980 --> 00:15:34,330 If you set the system to interlaced output, then boot a PSone Classic, you’ll get an 212 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 213 00:15:40,220 --> 00:15:44,350 be small in the screen like normal PSP gameplay output. 214 00:15:44,350 --> 00:15:50,120 This is an ideal signal for upscalers or CRTs, and is not possible on PS3. 215 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. 217 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, 221 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. 231 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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