Archive for the ‘Turbografx-16/PC-Engine/CD’ Category
This year we celebrate more releases of Christmas time with special guests Rob “Trees” (@TreesLounge00), Shawn Freeman (@Freemandaddy5), and special guest Yomar “Yogi” (@Yogizilla). With a goal of 1991-1996, we only make it through the first half of 1994 but it’s a fun ride through the biggest titles of the 16-bit era. Merry Christmas everyone!
And as a bonus we have a special Christmas card from Jam:
This week Fred is joined by Allen (@tearsofafeather) to discuss the Castlevania franchise. As a fan of both this show and Castlevania, Allen assisted in talking about the vast adventures of the first six titles for the Belmont clan (Castlevania I-IV along with Rondo of Blood and Bloodlines). Join us in one of the most technologically advanced and entertaining horror action platformers ever released.
This week Fred is joined by Chip Cella of the B-Team and Derrick H of All Games and Dead Pixel Live fame to discuss how games used to come packaged. This includes the box, instructions, and a bunch of freebies we pay good money for today.
Opening Song – Joe Esposito You’re The Best
Closing Song – Iron Maiden Run to the Hills
This week Fred flies solo to discuss the short live but highly coveted niche console the Turbografx-16. With an 8-bit processor and a 16-bit graphics card this Japan-centric console by NEC only hung around for 4-5 years but has a cult following almost as intense as Sega. This episode covers its release, different versions, Japanese counterpart the PC Engine, and of course the expensive CD expansion and games.
It’s hard to believe, but the typical cartridge game began to phase out of gaming in 1995 when the new wave of consoles and the subsequent movement to disc-based media began. I’m sure plenty will be quick to point out that the N64 was a cartridge-based console, but I truly believe this decision was the result of Nintendo not wanting to give up the control over manufacturing and sordid history making a machine that read discs. This change happened 18 years ago, which means there is a significant number of gamers that are now in their early to mid 20s that have never played games on a cart. This is truly a shame because the versatility of cartridges is much more abundant than most people realize, but the crutch will always be that carts offer little storage for massive prices. In today’s lesson we will discuss what makes up a cartridge, benefits/setbacks, and how the cartridge was used to literally upgrade consoles for more than two decades.
Anatomy of a Cartridge
For the most part a cartridge is a plastic-encased board containing “read-only memory” or ROM data that has exposed pin connectors (male) that fit into a slot on the reading device (female). Since it’s a complete circuit board, multiple ROMs can be used to store data, which we will get to in a second, and allow for an expanse of memory based purely on the connected printed circuit board (PCB) and the device reading it. Of the most popular uses for ROM carts is software for computers that expands almost solely into gaming once game consoles begin to release. It was the dominant format for many microcomputers, mostly used outside of the United States, and almost all game consoles for two decades (mid 1970s to mid 1990s). Many believe that the use of a cartridge was due to no other decent format being available, but this is simply untrue. By the time carts were in use, programs/games could be loaded via floppy disc (5.25″), compact cassette tapes (not unlike audio cassettes), and removable circuit boards (think arcade machines). The decision to use cartridges was due to the fact that the memory was permanently stored in the chip and memory mapped into the system’s address space (ie: it was basically integrated into the machine). As a result data access was almost instant (no load times), the cart could be used for hardware expansion in addition to loading code, and due to the streamlined process it was very difficult to extract the code and thus safest for mass distribution of software. Unfortunately it was also quite expensive and thus storage space was expensive, not to mention that the code could never be altered or accessed, which made for difficulty with saving and loading.
The first console to use cartridges was the Fairchild Channel F, a game console that predates the Atari VCS/2600 by a year and featured many of the same aspects of the pop culture sensation. It is not as widely known due to the similarity of titles that were mostly archaic sports titles or educational material. Naturally in 1977 when Atari introduced the VCS with arcade ports and diverse addicting third party titles like Pitfall resulted in the streamline of the format. Due to the fact that the cartridge is an integrated part of the machine, Nintendo made heavy use of the cartridge to make both the Famicom and the NES capable of keeping up with changing times for quite a while. Not only that but some carts, especially in Japan where custom chips were allowed, were capable of acting as a game, a hardware upgrade, a save state, and an anti-piracy device all at once. This practice was pretty standard for most consoles that utilized carts until the aforementioned 32-bit era where expansions moved to actual hardware expansion ports and even the N64, which could lean on carts, used ports instead to expand the on-board RAM.
ROM types and Special Chips
The oldest ROM type is Mast ROM, which refers to information stored permanently via integrated circuit when the chip is manufactured. The term “mask” refers to the masking pattern on the integrated circuit when it is created. This is the oldest form of ROM and definitely what went into the creation of Nintendo carts, which were manufactured by Nintendo and worked as a supplemental business to the license fees and cut of each unit sold on the NES. This is the cheapest way to get the most memory, however unless you have a mass production line the masking of the integrated circuits can be a costly endeavor and without the vast quality controls like Nintendo had one poorly made program or coding error can ruin an entire production. You can understand why Nintendo was so strict back in those days, especially because masked integrated circuits cannot, by their very nature, be re-written or reused. The up side is that there is little chance once successfully produced that the chip will suffer decay, failure, bit rot, and various other issues that can plague other ROM types, which is why you will see most classic carts last nearly forever (please note that the save battery memory is a different story). I know that this was the most common type in all Atari consoles, NES, Turbografx-16, and Sega Master System. Beyond that it is entirely possible that the SNES, Genesis, 32X, and portable consoles may have used other formats like Erasable Programmable ROMs (EPROM) that allowed you to reprogram chips with ultraviolet light or Electronically EPROMs (EEPROM) that allow you to erase and re-write electronically. There are generic PROMs that can be created with a ROM burner and remove the need to produce them like a mask ROM, but they are still one time use and were more for arcade and pinball repair, which may mean they can be found in Neo Geo carts. As for Jaguar and N64, I’m guessing EEPROMs, but there’s still a striking possibility that these companies known for mass production of carts since the 80s still made traditional mask ROM carts, especially with the lowering price of PROM and the relative high emulation/piracy of the late 90s. It has been said that PROM, EPROM, and EEPROM may have a higher chance of failure, but most carts don’t seem to have a problem no matter what is used and plenty of fixed arcades have had no problem whatsoever (especially because they can be wiped and reprogrammed). ROM chips typically varied in size from 2 kbit (not to be mistaken for the large 2 kbyte) that held roughly 256 bytes all the way up to the expensive 32 megabit chip that held 4 megabytes. This is why you saw statements on Street Fighter 2 that said things like “32 MBit Chip!” because it was touting massive storage space. Some games are rumored to have even larger ROM chips that compressed data and justified hefty price tags like Final Fantasy III launching for $80 in the US or Street Fighter Alpha 2 having load times on the SNES while data uncompressed. It was all par for the course when trying to get as much data on a cart as possible. I do believe that as RAM was integrated into consoles, like we saw on the N64, that compression and temporary storage allowed for more data to be stored for the larger 3D games of that console.
In addition there can be extra chips placed into the carts to allow all kinds of extra functionality, which basically means the carts acted as hardware upgrades. This makes sense when you think about the massive leaps between launch games and later releases. 2600 carts were pretty straightforward, but NES carts had a few extras like the anti-piracy NES10 chip that was required to be on the PCB in order for the NES to play (if it doesn’t detect this due to a loose connection you get the popular blinking console effect, which is the NES10 chip on the console rejecting the cart). Saving became a large feature as well, which led to almost all cart-based save states to be stored on Static Random Access Memory (SRAM), which was able to keep save data stored after power is cut (uncommon for RAM) provided that a small current still passed through. This is why a lithium button cell CR2032 battery is used in most cases and once that battery dies (typically around 20 years, but can go much longer) the SRAM no longer functions. To fix this, simply de-solder the dead battery from the SRAM leads and solder in a fresh battery to the leads. In Sonic 3 as well as a few others, Sega decided to use much more expensive non-volatile RAM (NVRAM), which was an early form of flash memory we have today and retains information after power is cut, which is why Sonic 3 carts should retain save data indefinitely.
As for expanding the functionality of a console, special chips could literally upgrade a console to allow it to do things it was never intended to do. In Japan the Famicom was allowed to have special chips put into its carts so companies could go crazy on internal development – due to no video game crash, Nintendo did not force Japanese development studios to manufacture carts through them like in the US. This explains the VRC6 chip in Akumajo Densetsu (Castlevania III) that allowed for extra channels on the Famicom’s unused sound port. In America Nintendo began releasing special Memory Management Controller (MMC) chips that allowed for some of the Japanese innovation to happen on the NES, albeit in a stripped form due to the different hardware profile of that console. Here are some of the popular chips:
- UNROM: Split the program data from a 32 kbit chip into two 16 kbit chips, one that stored the data and one that transferred data to RAM chip for faster loading and effects. This was seen early with impressive titles like Ikari Warriors and Mega Man and assisted in side scrolling of dynamic characters and certain effects.
- MMC1: Allowed for save games. In addition to having 16 or 32 kbit ROM programs, 4 and 8 kbit SRAM was integrated and powered with a button cell lithium battery. This was essential to getting Famicom Disk System titles that had save data to run on NES carts such as Legend of Zelda, Metroid, and Dragon Warrior. Although Metroid didn’t support saved checkpoints like the FDS version did, massive passwords allowed pre-stored save data.
- MMC2: Basically split a 32 kbit chip into a 24 kbit chip with two sets of 4kb banks for pre-loaded graphical data. It allowed more graphics to display on screen at once due to the additional banks being only referenced without assets in the main code. Only used for one game, Mike Tyson’s Punch-Out!! to load the massive sprite opponents.
- MMC3: This massively split the memory allocation and integrated a scanline IRQ counter to allow for certain assets to scroll while others remained stagnant. Necessary when keeping dynamic items like consistent scores, life bars, and more fixed on the screen and moving while a second “window” was performing more dynamic gameplay. Nintendo’s most popular chip and key in many large titles such as Mega Man 3 and Super Mario Bros. 3.
- MMC4: Utilized only in Japan for the Fire Emblem titles to create effects similar to the MMC2.
- MMC5: The biggest, most versatile, and most expensive chip Nintendo offered. Developers avoided it like the plague due to the high cost and reduced profit margin. This had several different memory allocations, IRQ counters both horizontally and vertically, allowed for very dynamic effects, and opened extra sound channels along with a 1KB of active RAM. Since Koei was almost the sole user and none of its MMC5 titles came out in America, the only title to really use it was Castlevania III to create a similar, but still inferior, version of the Famicom title in America. The MMC5 chip was so complex that almost all clone consoles do not support it and emulation took a long time to decipher integration of the ROM. For this reason alone Castlevania III was one of the few games you had to have original hardware to run. Emulation is currently no problem however clone systems that run actual carts still do not support the title.
- MMC6: This final mapper chip extended the size of SRAM over the MMC3 chip by 1KB, which allowed for the larger save files of Startropics and its sequel to save games.
There were more custom chips that did eventually show face in America, but these were the most common and basic chips. Nintendo would loosen their policy and generate several custom chips for the SNES as well allowing for all kinds of impressive hardware tricks. Some of those are as follows:
- DSP: The digital signal processor chip allowed for various 2D and 3D calculations in several iterations that allowed for asset conversion for older graphics techniques, rotation effects, raster effects, and mathematics that could all be performed independently on the cart instead of using the SNES. Popular games that used this rotation technique are Super Mario Kart and Pilotwings.
- Super FX: This was a supplemental CPU for performing graphics calculations that the SNES simply could not do. Think of it as an external graphics card for the 16-bit console, as it was a separate 16-bit CPU integrated into the cart. Since it had simpler duties than the SNES, the Super FX chip’s iterations were capable of 10.5 mhz and eventually 21 mhz of processing power, which blows past the 3.5 mhz processor of the SNES and allowed for the 3D rendering of titles like Starfox. Later updates allowed for support of larger ROM sizes (for a long time the game program had to be less than 8 mbit or 1 mbyte of data).
- Cx4: This chip was Capcom’s way of showing off rotational, polygonal, and wire-frame effects in the Megaman X series. While the first title used a traditional chip, Megaman X2 and X3 had special test screens and crazy title screens that to this day cannot work on cloned consoles, flash carts, or even later hardware emulation (like the Megaman X Collection on PS2/Gamecube). Of course the emulation community has successfully gotten this working on software-based ROMs.
- SA1: The Super Accelerator chip that independently worked with the SNES as a co-processor creating a faster 10 mhz clock speed over the 3.5 of the original hardware, faster RAM functionality, MMC capabilities (see the NES section above), data storage and compression options, and new region and piracy lock out protection. This chip was essential in certain impressive titles like Super Mario RPG! and Kirby’s Dream Land 3, which cannot currently be replicated on flash carts. Software emulation on both the openware PC scene and official Nintendo Virtual Console titles do support the chip.
There were several others that were utilized for specific function in addition to the Genesis having the Sega Virtual Processing (SVP) chip in Virtua Racing to make the most technically impressive 16-bit game ever created. Unfortunately it also cost $100 at initial launch, wasn’t impressive from a gameplay standard, and doesn’t work with any clone or flash carts out there. Emulation is possible but with varied results.
Well there you have it. A brief breakdown of the technical marvel that was the cartridge and the hardware benefits it provided. It’s almost difficult to imagine a world without load times, where data access is instantaneous (something even flash carts can’t currently do). While it wouldn’t be possible with the massive memory required today and the equally massive cost of manufacturing, there was a time where a few bits in a plastic case meant to world to each and every gamer.
Ports: NES (1989), Sega Master System (1990), DOS (1991), PC-Engine (Japan Only, 1992), Microcomputers (varies), PS2 (in Taito Legends, arcade version), Xbox (in Taito Legends, arcade version)
Digital Release? Yes – NES Version on Virtual Console (no light gun support, see below)
Operation Wolf is a game I can’t help but associate with Pizza Hut. Taito’s introduction and unique take on the light gun shooter flooded the American franchise so much in the late 80s that I can think of no other place I’ve actually played the game. Of course being a pizza franchise and not an arcade the difficulty was always cranked to the highest and I swear they timed the machine to play approximately half the time it took to cook a pizza so that families with two kids would each play one credit before the food was ready. This title brought more realism to the light gun shooter as you play a member of special forces diving behind enemy lines in Cuba to extract five hostages. Aside from the realistic violence of invading and destroying enemy encampments, this was the first light gun shooter to feature a plot and natural progression as well as a moving, scrolling stage instead of a fixed location. Did I mention it was addicting too?
Mind you, we are still back in 1987, where arcade games were more about providing a specialized challenge with amazing graphics instead of explicitly drinking as many quarters as you’ll offer. The cabinet had a large mounted Uzi machine gun that could only swivel slightly with forced feedback to emulate gunfire kickback, pretty nifty for games of that time. At first glance it seems like a spray & pray title, but as you run out of ammo, die, and get captured you begin to realize you might need a slight bit of strategy. If you die, even if you have another quarter in the machine, you will still need to complete the current level from scratch (although you will now have full ammo and life). Innocent people are thrown into the mix, which you should not shoot, and animals, which you should shoot, for bonus items. Early on there’s not much penalty (as I prove in the video below) for blasting civilians or missing a vulture flying overhead, but by the final levels your screen will have a literal 50/50 spread of civilians and enemies with these animals being mostly your only source of ammo and power. I only do one playthrough in the video, but in truth I replayed this game for a couple of hours of fun. Unlike other light gun shooters before it, this game was less about accuracy and more used the gun as a placeholder for an invisible reticule. This is why most home ports and conversions don’t suffer from controller porting and in truth this type of game has proven to be just as effective, if not more so, with a reticule and controller as opposed to a light gun (which I cover in the home ports below).
Operation Wolf was the next step in interactive game design at the arcades and had everything a kid looked for when plunking down 25-50 cents: a big cabinet with flashy accessories, lots of explosions, and even catchy music that anyone who’s played the game will recognize. It also gave way to a new type of light gun shooter that will later be used with some of my favorites like T2: The Arcade Game, Revolution X, and even the more recent Resident Evil Chronicles series on Wii and PS3.
Operation Wolf was released all over the place, and I mean that from a worldwide perspective as well as the number of consoles that received a port. There was, of course, an NES version that did what it could to bring the action home but aside from a visual downgrade the fact that only three enemies could be on a screen at once made the game feel rather vacant. You can use the Zapper in this version, but with the intended design for single bullets the change to automatic firing meant all you’d hear was the constant clicking of the Zapper’s trigger (although the heavy reduction of enemies seemed to balance this out). It got a little better on the Sega Master System, where this console definitely had more popularity in Europe than America. Graphics were improved slightly, more characters could appear on the screen, and even Light Phaser support, which had a much quieter click to the shooting of the trigger, but as with the NES version there’s a distracting amount of flicker and visual oddities when playing the game with a gun. Mind you, both of these versions improve slightly when you use the controller but in today’s market you can find much better ports for the same price. The US version on NES was ported to the Wii, but for whatever reason you can only use the controller and all light gun (or WiiMote) support is stripped, as with all other ported light gun games on the Virtual Console.
It was also ported to tons of microcomputers, also a European staple of the times, including the Amiga, Amstrad CPC, ZX Spectrum, Commodore 64, Atari ST, MSX, and even DOS. Aside from the DOS port, all of these versions looked incredibly similar depending on the era (C64/MSX vs. Amiga/ZX Spectrum). I’m sure there’s a European retro gaming site that is battling it out over which version had the better synth sound but I have little access to actual hardware of these titles and even littler interest in comparing the nitty gritty of each. With these versions your biggest problem is the lack of colors and the stuttered scrolling, which claims responsibility for most of my gripes with microcomputer ports. Still, the soundtrack is noticeably better than the 8-bit console ports and graphically the games are on par. You can use Magnum Light Phaser, which to me looked identical to the Master System Phaser, on the ZX Spectrum version with the same issues as any other light gun version of this game, but for the most part it’s all keyboard or controller. The DOS version sounds terrible but looks close enough to the arcade to be notable, I think it also features mouse support, but either way it’s a decent port. Finally there is the PC-Engine (Japanese Turbografx-16) version that stripped two levels, allowed you to select which level you wanted to play, and removed almost all game music. Graphically it looks nearly perfect, the game runs super smooth and seems to have no problem with many large sprites on screen, and with the built-in turbo on the gamepad it’s a great way to enjoy the game. Unfortunately I do feel there’s much lost to the plot and progression aspect of this game when you remove the mission structure and with no background music there are some eerily quiet times.
Operation Wolf was also brought to the Playstation 2 and Xbox in arcade-perfect ports as part of the Taito Legends Vol. 1 collection. Due to a unique form of coding this version is incompatible with the 360 backwards compatibility as well as any software backwards compatible PS3, however it still runs fine on a launch PS3 with actual PS2 hardware. Despite both consoles having light guns, the Guncon 2 on PS2 and whatever that light gun that came with House of the Dead III on Xbox was called, there was no support for them in this collection. I played through the Xbox version for the video below and felt that while there is a reticule on screen, the game is otherwise arcade perfect. I still had a huge smile on my face when I heard the build-up music followed by the very monotone “Operation Wolf!”
This week Fred flies solo to discuss the shoot-em-up (shmup) series Salamander, better known as Life Force in the United States. He discusses the various games from the arcade titles to the NES/Famicom port, to even the MSX and PC-Engine (Turbografx-16) ports. Additionally the connections to series Gradius are discussed and the various ways to play the games today. He also announces April’s game club title.
Developer: ICOM Simulations
Publisher: Sega (Sega/Mega-CD)
Instruction Manual: Not necessary
Played it as a child? Yes
Value: $5.99 (used) $11.99 (new) (pricecharting.com) – Price for Sega CD version only
Price: $5.00-$10.00 (used) N/A on US Version (new) on eBay
Other Releases: FM Towns (original release, Japan only), DOS/MAC, Commodore CDTV, Turbografx-16 CD
Digital Release? Yes – an updated version with better video quality released on PC, Mac OS X, and iPad in late Sept. 2012
Sherlock Holmes Consulting Detective is a bit of an anomaly in the realm of video games. Much like Myst, the game premiered on CD-based consoles and computers to show off the benefits of the new technology, but was much less of a game than it was an interactive form of media. A basic interface allowed the player to navigate various options and view content (mostly video) in order to solve one of the popular cases that originally appeared in the novel by the same name. To show off all of the fancy marvels of a multimedia CD-ROM title there was complete focus on showing off content rather than optimizing any aspect of the game for quick playing, resulting in a few simple actions taking ridiculous amounts of time to accomplish. I was recording gameplay videos for this article last night and it took more than 30 mins just to capture the “tutorial” that includes many icons, each with its own slow loading audio (no subtitles) background, and a video from Sherlock Holmes himself. It was so slow-paced and boring to capture, I made the executive decision that it would be even more boring to watch and scrapped the video. Don’t let this discourage you, especially with the re-releases likely having no load times, Sherlock Holmes Consulting Detective is a thought-provoking hybrid between the adventure genre and the full motion video (FMV) game.
You are given three mysteries in Volume 1, which was a pack-in for the first release of the Sega CD along with a 5-in-1 Collection that contained some of Sega’s biggest releases of the early 90s (and no Sonic game). Each mystery will take you at least 90 minutes to solve and that’s if you catch on to the well hidden clues and know your way around the basic features and functions of the game. If it’s your first time playing Sherlock Holmes, you’ll probably need to work your way through a case a few times with a confused look on your face before the intricacies of the game begin to reveal themselves. I know it sounds like I’m making excuses for this game, but back in 1992 this was the only thing we had other than Compton’s Interactive Encyclopedia so watching some British guys discuss a missing mummy was amazing to me. Having played it for about two hours yesterday, I found myself appreciating it for the dissection of Holmes’ classic cases and definitely enjoyed it more than I ever had as a child. Perhaps this game was an “adults” game long before video games could ever be considered as such – it should be pointed out that outside of America both Japan and Europe embraced games as a hobby for both adults and children and Sherlock Holmes had a stronger reception with the microcomputers that the US all but ignored. If you can get into the minds of the developer and be as thorough as possible there’s no reason you shouldn’t be able to solve each case, how long that takes you is the true variable (you can save your game and quit at any time).
Obviously the title must have been popular, at least in some region, because it was released on almost everything that could run a CD at the time and spawned two sequels Volume II and Volume III, each containing three more cases from the famous novel (although Sega/Mega CD did not get the third game). If you can listen to heavy British accents and grew up enjoying Encyclopedia Brown, Sherlock Holmes Consulting Detective can be an inexpensive and intriguing addition to your Sega CD library.
There were few places to appropriately take screen shots so like the video, I decided to scrap them. This is a game that looks referencial and boring but interacts like you would expect.
Console: PC-Engine CD (Japan)
Japanese Title: Akumajo Dracula X: Chi No Rondo - English Translation: Devil’s Castle Dracula X: Rondo of Blood
Instruction Manual: Not necessary – Link
Played it as a child? No
Value: $83.00(used) Unknown – this usually indicates none have ever been sold (new) (pricecharting.com)
Price: $90-$120 (used) N/A (new) on eBay
Digital Release? Yes – Virtual Console and remake on Dracula X Chronicles (PSP) – $9.00 (VC), $15.00 (PSP) digitally
Akumajo Dracula X: Chi No Rondo is one of those games that you either know about or you don’t. As a side story to the series, appearing on the PC-Engine CD no less, I don’t think Konami ever intended the game to be popular but what it does for the Castlevania formula is worth noting. Rondo of Blood (as it is known in English) follows Richter Belmont, a descendent of Simon and Trevor, in a side story where he seeks out Dracula to recover his girlfriend Annette. It takes place in Germany, I think (I’ve never played the game in English), and the cutscenes even contain German dialogue with Japanese subtitles. Thanks to the RAM and CD format of this title, it also features amazing sound design and an anime-like style. Oh yeah, and until recently it was never released outside of Japan.
When you first start playing the game, it comes off as just another hodgepodge Castlevania game that fuses aspects of all the previous titles into one new hybrid, just like Super Castlevania IV. It isn’t until the third level (although technically Stage 2 because there’s a prologue) that you start to discover this game is different from previous iterations. There are secrets all over the place, from ledges you can’t seem to reach or locked doors that most first time players won’t have the key to. Levels vary in length depending on the player because although you start the level in the same place, there are often multiple ways to complete a level. You can even find and unlock Maria, a handmaiden, early on in the game and she becomes a playable character. As many have noted it begins concept that would later become Symphony of the Night and spawn the controversially named MetroidVania string of titles. I think what strikes Rondo of Blood as the best title in the series is that it can be enjoyed by fans of both the linear titles and those who prefer the new massive map exploration (ie: MetroidVania) iterations. Without a doubt, it’s a game that should be played, especially at the ridiculously low price and amazing emulation on the Wii Virtual Console – this was a title no one ever guessed we’d receive.
Innovation in level design isn’t the only significance of this game. Due to its almost non-existent localization, this title is the only chance most American’s have to see things like dripping blood, topless female enemies, and plenty of religious iconography like crosses, all of which had been previously censored in Nintendo’s US localization process. The gameplay is sharp and responsive, which is necessary to tackle some of the brutal later levels that are a testament to both platforming and battle. In this newer title Richter cannot whip in several directions like Simon could on the SNES, and the feature would never again find itself into a Castlevania title – you can speculate on whether Konami felt it broke gameplay or if it was in there just to show off Simon swinging from his whip on an SNES launch title. Boss battles almost require that you have played the original games and can respond to the patterns of new bosses as both will make an appearence and can kill you quickly. By the time you reach Dracula you’ll already be tired, only to battle this brutal boss in a nightmare scenario that only exists in Castlevania. Not only that, this was the first game that included saving, which is intact in all re-released US ports, so the game can be finished if you have enough time and patience. Even longtime series producer Koji Igarashi started his career working side jobs on this title (he gets a special thanks in the credits). Rondo of Blood truly had it all, I just can’t figure out why Konami kept it so tightly out of our hands.
I guess if you’re Konami you can attest that the game we got here, Castlevania Dracula X (known as Vampire’s Kiss in Europe) on the SNES was supposed to be our version of Rondo of Blood but the two couldn’t be more different. Konami completely redesigned the anime art style to more of a gritty realistic feel parallel to Super Castlevania IV. Many of the sets the levels took place on were replaced completely and the level design became completely linear, forgoing the exploratory nature of the original. Maria can be found, but she is not playable afterward. Furthermore, the final battle with Dracula is quite a bit easier and features a pathetic ending. In Japan the port was called Akumajo Dracula XX because it was supposed to be sort of a remix of the original and critics panned it both here and overseas for being a pathetic attempt to port the original. That’s not to say Dracula X is all that bad, it just pales in comparison to the glory that is Rondo of Blood.
This title is more for the big time gaming nerds, classic collectors, and fans of all that is Castlevania. Then again, at $9 I can’t see why you wouldn’t want to give this one a try, if only because it blows away many modern games and definitely withstands the test of time. If you’re still not convinced or interested to see it in action, I’ve done a brief video playthrough below: