Castlevania: Symphony of the Night has long stood tall among the most revered games of 恶魔城：夜晚的交响曲长期以来一直站在最受尊敬的游戏中
all time. 整天。
Upon its release in 1997, fans were greeted by a familiar - yet unfamiliar - scene. 在1997年上映后，粉丝们被一个熟悉但又不熟悉的场景所欢迎。
A whip-wielding descendant of the Belmont clan, having scaled the clock tower, now marches 贝尔蒙特氏族的一个持有鞭子的后裔，已经缩放了钟楼，现在正在游行
on Count Dracula’s throne room to vanquish the vampire lord once more. 德古拉伯爵的王座室再一次击败吸血鬼领主。
But who was Richter Belmont? 但是里希特贝尔蒙特是谁？
And this final battle… which game was it from? 这场最后的战斗......哪场比赛来自哪个？
The answer to these questions lies in a 1993 Japan-only release called Akumajo Dracula 这些问题的答案在于1993年仅在日本发行的名为Akumajo Dracula的版本
X: Chi no Rondo - commonly known in the western world as Castlevania: Rondo of Blood. X：Chi no Rondo - 在西方世界俗称恶魔城：血腥回旋曲。
For those who were aware of its existence, Rondo was long coveted for its reputation 对于那些意识到它存在的人来说，朗多长期以来一直因其声誉而垂涎
as one of the best - if not THE best - in the series. 作为系列中最好的 - 如果不是最好的 - 之一。
Since then, Rondo has received a handful of worldwide releases on other platforms. 从那以后，Rondo在其他平台上收到了少量的全球版本。
These two games have continued to be intrinsically intertwined, yet they could also hardly be 这两场比赛继续本质上交织在一起，但它们也很难
more different - among the finest representatives from two distinct branches of Castlevania 更多不同 - 来自恶魔城两个不同分支的最优秀的代表
gameplay. 游戏。
The most recent Castlevania compilation - Castlevania Requiem on the PlayStation 4 - may offer many 最新的恶魔城剧集 - PlayStation 4上的恶魔城安魂曲 - 可能会提供很多
fans their first experience with either title. 粉丝他们第一次体验任何一个冠军。
What is it about these games that make them worth revisiting today? 这些游戏有什么值得重新审视的？
Let’s take a look at the original versions, along with their various ports, remakes, and 让我们来看看原始版本，以及它们的各种端口，重拍和
official emulations. 官方模拟。
[MUSIC: Principle by Matt McCheskey] [音乐：Matt McCheskey的原则]
[MUSIC] [音乐]
Rondo of Blood was released in Japan in 1993 for the PC Engine CD system add-on, further Rondo of Blood于1993年在日本发布，用于PC Engine CD系统附加装置
enhanced by requiring the Super System Card to run the game, resulting in one of the most 通过要求超级系统卡运行游戏来增强，从而产生最大的一个
technically impressive titles on the console. 控制台上技术上令人印象深刻的标题
The western version of the PC Engine hardware, the TurboGrafx-16, did not sell nearly as 西部版的PC引擎硬件TurboGrafx-16几乎没有销售
well as its popular Japanese counterpart, which probably played a role in Konami not 以及其受欢迎的日本同行，它可能在科乐美中扮演了一个角色
releasing the game in North America. 在北美发布游戏。
Rondo of Blood is in many ways a tribute to the NES era of Castlevania, featuring familiar Rondo of Blood在很多方面都是为了纪念恶魔城的NES时代
backgrounds, callbacks to old level designs, redbook audio remixes, and even a boss rush 背景，旧级别设计的回调，红皮书音频混音，甚至老板热潮
comprised of bosses from the original game. 由原始游戏的老板组成。
But instead of feeling derivative, the game’s carefully paced design, many branching paths 但不是感觉衍生，而是游戏的精心设计，许多分支路径
that can lead to totally different levels, and extravagant attention to detail creates 这可能导致完全不同的层次，并且对细节的过度关注会产生
the feeling of a wholly original game taking place in a cohesive universe, rather than 一个完全原创游戏的感觉发生在一个有凝聚力的宇宙中，而不是
being nostalgic for nostalgia’s sake. 因为怀旧而怀旧。
Konami’s team had really figured out what makes Castlevania work, and it’s obvious Konami的团队确实弄清楚了什么使得恶魔城变得有效，而且很明显
they put a lot of heart into the project. 他们为这个项目投入了很多心。
Rondo of Blood takes place in 1792 and stars Richter Belmont alongside Maria Renard, a Rondo of Blood发生在1792年，并且里奇特贝尔蒙特和玛丽亚雷纳德一起出演
little girl from another vampire hunter family who can attack with the help of various animals. 来自另一个吸血鬼猎人家庭的小女孩，可以在各种动物的帮助下进行攻击。
Players looking for the classical hardcore Castlevania challenge can play as Richter, 寻找经典铁杆恶魔城挑战的玩家可以扮演里希特，
who controls similarly to his forefathers on the NES. 谁在NES上与他的祖先相似。
If things get a bit too tough, Maria can be unlocked by bringing a key to her cell in 如果事情变得有点过于强硬，玛丽亚可以通过将钥匙带到她的牢房来解锁
the second full level. 第二个完整级别。
Maria offers a more agile and diverse moveset that inarguably makes the game considerably 玛丽亚提供了更敏捷和多样化的移动设置，无可争议地使游戏变得更加重要
easier, but not so much as to make the challenge entirely non-trivial. 更容易，但不是让挑战完全不平凡。
Maria’s battle style may seem a bit unusual for classic Castlevania, but her double jump, 对于经典的恶魔城来说，玛丽亚的战斗风格似乎有点不寻常，但是她的双重跳跃，
slide, and quick attacks make for a real good time. 滑动，快速攻击使真正的美好时光。
While official PC Engine video output options are limited to RF or composite, depending 官方PC引擎视频输出选项仅限于RF或复合，具体取决于
on the model, a number of RGB mods and modless RGB options exist for obtaining pristine analog 在模型上，存在许多RGB模块和无模RGB选项以获得原始模拟
output for use with RGB-compatible CRTs or HDMI upscalers such as the OSSC or Framemeister.[a] 输出用于与RGB兼容的CRT或HDMI升频器，如OSSC或Framemeister。[a]
Currently, the only mod-free solution for higher quality video output on original hardware 目前，唯一的无模式解决方案可在原始硬件上实现更高质量的视频输出
that also allows for the playing of CD games is the Super SD System 3 by Terraonion, an 也允许玩CD游戏的是Terraonion的Super SD System 3
all-in-one flash media launcher and video output solution. 一体化闪存介质启动器和视频输出解决方案。
Unfortunately this does prevent you from connecting a real CD add-on for using an original game 不幸的是，这确实会阻止您连接真正的CD附加组件以使用原始游戏
disc - although due to Rondo of Blood’s high import cost, many may not object to this 光盘 - 虽然由于Rondo of Blood的高进口成本，许多人可能不会反对这一点
approach. 做法。
Richter Belmont was in fact brought to western markets with Castlevania: Dracula X for the 事实上，里希特贝尔蒙特（Richter Belmont）被带到了西方市场，其中包括恶魔城（Castlevania）：Dracula X
Super Nintendo in 1995. 超级任天堂在1995年。
Also known as Castlevania: Vampire’s Kiss in PAL regions, this late 16-bit generation 也称为恶魔城：吸血鬼在PAL地区的吻，这个16位后期
release was not met with a great deal of enthusiasm, however. 然而，释放没有得到很大的热情。
Relatively low sales and low production resulted in what is today one of the more rare and 相对较低的销量和低产量导致了今天更为罕见的产品之一
expensive Super Nintendo cartridges. 昂贵的超级任天堂墨盒。
Despite being sought after by collectors, Dracula X is widely considered to be a far 尽管被收藏家追捧，但Dracula X被广泛认为是远远不够的
inferior game compared to Rondo of Blood. 劣质游戏与Rondo of Blood相比。
It’s a sort of reimagining of Richter’s PC Engine adventure, occupying the same place 这是对里希特的PC引擎冒险的一种重新想象，占据了同一个地方
in the series timeline, but playing out as an entirely distinct game of its own, featuring 在系列时间轴中，但作为一个完全独特的游戏，特色
original level design but many recycled sprites, and completely new backgrounds with debatably 原始的水平设计，但许多回收的精灵，以及完全新的背景与可辩论
less character.[b] The flame effect in the opening level definitely gets your attention, 较少的性格。[b]开放水平的火焰效果肯定会引起你的注意，
but aside from a few bright spots, Dracula X for the SNES feels like a product of little 但除了一些亮点外，德拉库拉X对于SNES来说感觉就像是一个小小的产品
passion by its team. 团队的激情。
The lack of a playable Maria and fewer branching paths makes for a less remarkable game that 缺乏可玩的玛丽亚和较少的分支路径使得一个不太引人注目的游戏
earns more of its difficulty from unpolished design than genuine challenge. 从真正的挑战中获得更多的困难来自未经修饰的设计。
Even compared to Dracula X’s SNES predecessor, the ambitious Super Castlevania IV from early 甚至与德拉库拉X的SNES前身相比，雄心勃勃的超级恶魔城IV从早期开始
in the system’s life, there’s just not a lot of anything interesting going on here. 在系统的生活中，这里没有太多有趣的东西。
Castlevania fans should absolutely give it a try, but other than providing Nintendo fans 恶魔城粉丝应该绝对试一试，但除了提供任天堂粉丝之外
with a rough facsimile of the Richter Belmont experience, it does little else to justify 凭借里希特贝尔蒙特体验的粗略传真，它没有什么可以证明的
its existence. 它的存在。
And then came the watershed moment in the Castlevania series history. 然后是Castlevania系列历史上的分水岭时刻。
Castlevania: Symphony of the Night. 恶魔城：夜晚的交响曲。
It’s nearly impossible for a popular series to so drastically change its firmly established 一个受欢迎的系列几乎不可能彻底改变其坚定的立场
core gameplay and be so universally praised in the process of doing so. 核心游戏玩法并在此过程中受到普遍赞誉。
Yet that is exactly what the Castlevania team and assistant director Koji Igarashi managed 然而，这正是Castlevania团队和助理导演Koji Igarashi所管理的
to accomplish. 去完成。
What would have been a bottomless pit in any other Castlevania now becomes another room 在任何其他恶魔城中，本来会成为另一个房间的无底洞
to explore. 探索。
Revisit a difficult enemy after you’ve reached a higher level and upgraded your equipment 在达到更高级别并升级设备后再次访问一个困难的敌人
to have a fighting chance. 有机会。
A nonlinear interconnected castle that serves as essentially one gigantic level, along with 一个非线性互联城堡，基本上是一个巨大的水平，同时也是
RPG elements completely change what Castlevania is, but for most players that seemed to not RPG元素完全改变了恶魔城的含义，但对于大多数似乎没有的玩家来说
matter because it just works so well. 很重要，因为它运作得很好。
While Rondo of Blood was the encapsulation of the series’ past greatness, Symphony 虽然Rondo of Blood是该剧“过去的伟大，Symphony”的封装
of the Night was the start of something new and exciting. 夜晚是新事物和令人兴奋的事物的开始。
It was satisfying in a fresh new way for longtime fans, while also making the series radically 对于长时间的粉丝来说，这是一种全新的方式令人满意，同时也使这个系列产生了根本性的影响
more accessible. 更容易接近。
[Game Audio] [游戏音频]
The plot and game visuals closely follow Rondo of Blood - it is after all, part of the Dracula 情节和游戏视觉效果紧跟血腥回旋曲 - 它毕竟是德古拉的一部分
X sub-series in Japan. X子系列在日本。
The story picks up 4 years after the end of Rondo, with the demon castle reappearing much 这个故事在朗多结束4年后崛起，恶魔城堡重新出现
sooner than expected, and Dracula’s son Alucard setting out to destroy his father. 早于预期，德古拉的儿子阿卢卡开始摧毁他的父亲。
Symphony’s nonlinear design and particular control mechanics lend itself toward progressing Symphony的非线性设计和特殊的控制机制有助于实现进步
through the game in unexpected ways. 以意想不到的方式通过游戏。
Some additional PlayStation version footage in this episode was provided by CarcinogenSDA, CarcinogenSDA提供了本集中一些额外的PlayStation版本镜头，
who recorded an impressive all bosses, all relics run while taking no damage. 谁记录了令人印象深刻的所有老板，所有遗物在没有受到伤害的情况下运行。
Symphony of the Night’s enduring popularity has been further bolstered in recent years 近年来，“夜晚交响曲”的持久受欢迎程度得到了进一步提升
by its reputation as an entertaining speed run game. 凭借其作为娱乐速度游戏的声誉。
In the years following Symphony of the Night’s release, the Castlevania series would try 在“夜晚交响曲”发行后的几年中，“恶魔城”系列将尝试
on various other forms, but eventually the main series releases became dominated by this 在各种其他形式，但最终主要系列版本由此主导
style of gameplay - called IGAvania for producer Koji Igarashi, but more popularly dubbed as 游戏风格 - 为制作人Koji Igarashi称为IGAvania，但更受欢迎的是被称为
“Metroidvania,” owing to the world design’s obvious similarities to the sprawling maps “Metroidvania”，由于世界设计与庞大的地图明显相似
of the Metroid series. Metroid系列。
On PlayStation hardware, Symphony of the Night can be output with pristine RGB video. 在PlayStation硬件上，可以使用原始RGB视频输出夜间交响曲。
When using backwards compatibility on PlayStation 2, component cables are also an option if 在PlayStation 2上使用向后兼容性时，组件电缆也是一种选择
your equipment is compatible with 240p over component.[c] As for PlayStation 3, more on 您的设备与240p以上的组件兼容。[c]至于PlayStation 3，更多信息
that a bit later. 那稍后。
These three titles make up the Dracula X trinity. 这三个标题构成了Dracula X三位一体。
But this is not the end. 但这不是结束。
Numerous versions on other platforms have sought to bring Richter Belmont and Alucard 其他平台上的众多版本都试图引入Richter Belmont和Alucard
to new audiences, but where do they succeed, and where do they stumble? 新的受众，但他们在哪里取得成功，他们在哪里绊倒？
[Midroll Break] [Midroll Break]
While Symphony of the Night was designed specifically for the Sony PlayStation, Konami’s Nagoya 虽然Symphony of the Night是专为Sony PlayStation设计的，Konami的名古屋
team ported the game over to the Sega Saturn for a 1998 release only in Japan. 团队将游戏移植到Sega Saturn，仅在日本发布1998年版本。
On paper, this sounds like an enviable version, with a number of exclusive perks, but there 在纸面上，这听起来像一个令人羡慕的版本，有许多独家特权，但在那里
are also some very major problems. 也是一些非常重要的问题。
Perhaps the most notable addition to this port is the ability to play as an adult Maria 也许这个港口最值得注意的就是能够像成年人一样玩玛丽亚
who has a completely unique moveset and soundtrack. 谁拥有完全独特的动作和配乐。
However, unlike Maria’s mode in Rondo of Blood... this isn’t quite an easy mode. 然而，不像玛丽亚在Rondo of Blood中的模式......这不是一个简单的模式。
While Richter Mode must be unlocked in the PlayStation version, both Maria and Richter 虽然必须在PlayStation版本中解锁Richter模式，但Maria和Richter都是如此
are playable from the start on Saturn which makes for a great way to jump in for those 从土星的开始可以玩，这是一个很好的方式来吸引那些
who have already played the PlayStation version. 谁已经玩过PlayStation版本。
In addition, a few new areas were added to the castle, with new bosses and music. 此外，城堡还增加了一些新的区域，包括新的老板和音乐。
One such area can be accessed pretty early on, and honestly the high experience rate 一个这样的区域可以很早就可以访问，老实说，高经验率
here kind of breaks the game. 这有点打破游戏。
Despite these bonuses, the Saturn port is widely regarded as being a disappointment, 尽管有这些奖金，土星港口被广泛认为是令人失望的，
with the game not being properly optimized to take full advantage of the Saturn’s powerful 游戏没有经过适当优化，以充分利用土星的强大功能
2D hardware. 2D硬件。
Extreme slowdown and an absence of transparency effects just scratch the surface. 极端减速和缺乏透明效果只会刮伤表面。
The PlayStation version runs at 256 pixels wide, a mode that the Saturn simply doesn’t PlayStation版本的运行宽度为256像素，这是土星根本没有的模式
have. 有。
To fit the Saturn’s minimum horizontal resolution of 320 pixels, the game’s pixel art was 为了适应土星的320像素的最小水平分辨率，游戏的像素艺术是
pre-scaled, resulting in a jagged image that mangles every object and background in the 预先缩放，导致锯齿状图像破坏了每个物体和背景
game. 游戏。
[d] 并[d]
The Saturn version is also marred by a 480i resolution in the pause menu, resulting in 土星版本在暂停菜单中也被480i分辨率破坏，导致
a switch from the 240p gameplay resolution that causes a significant delay in image re-sync 从240p游戏分辨率切换，导致图像重新同步显着延迟
when connected to digital upscalers. 当连接到数字升频器时。
This becomes especially problematic because in this version you can only access the castle 这变得尤其成问题，因为在此版本中您只能访问城堡
map through the pause menu, rendering the game virtually unplayable unless you’re 通过暂停菜单进行映射，使游戏几乎无法播放，除非你是
using a CRT. 使用CRT。
The Japanese Saturn port of Symphony has become quite an expensive collector’s item, so 日本土星的Symphony港口已成为相当昂贵的收藏品，所以
steer clear unless you simply must own every version of the game… or if you’re prepping 除非你只是必须拥有游戏的每个版本......或者如果你正在准备，否则要明确
for a good old fashioned Saturn vs. PS1 argument. 对于一个老式的土星与PS1的争论。
It wouldn’t be until 2007 - a decade after Symphony of the Night’s initial release 直到2007年 - “夜晚交响曲”的首次发行之后的十年
- that a trio of new versions would appear to celebrate the game’s 10th anniversary. - 三个新版本似乎将庆祝游戏十周年。
First came an Xbox Live Arcade release for download on the Xbox 360 handled by Digital 首先是由Xbox 360下载的Xbox Live Arcade版本，由Digital处理
Eclipse, which is considered notable for increasing the Xbox Live Arcade file size limit. Eclipse，被认为值得注意的是增加Xbox Live Arcade文件大小限制。
It is pretty unique and not bad at all for what it is - a highly desired PlayStation 它非常独特，并且一点都不差 - 一款非常受欢迎的PlayStation
game emulated on an Xbox console, released in the early years of the HD generation. 在HD一代早期发布的Xbox游戏机上模拟的游戏。
That said, it is absolutely not perfect. 那就是说，绝对不是完美的。
The game defaults to an “Enhanced” mode that resembles a typical emulator smoothing 游戏默认为“增强”模式，类似于典型的模拟器平滑
filter, which we prefer to turn off.[e] This leaves the pixels sharp, but not quite uniform. 滤镜，我们更喜欢关闭。[e]这使像素清晰，但不是很均匀。
With the screen sizing option, it’s very difficult - perhaps impossible - to dial in 使用屏幕大小选项，拨入是非常困难的 - 也许是不可能的
an integer scale for even pixel sizing and perfectly smooth scrolling. 整数刻度，用于均匀像素大小调整和完美平滑滚动。
And unfortunately there is no way to turn off the nasty pillar box border… unless 不幸的是，没有办法关闭令人讨厌的支柱​​边框...除非
you switch to a 4:3 analog output, which hey, it’s not 240p but at least it fills the 你切换到4：3模拟输出，嘿，它不是240p，但至少它填补了
screen correctly. 屏幕正确。
There is some input lag and you might notice the occasional visual quirk. 有一些输入滞后，你可能会注意到偶尔的视觉怪癖。
This version is in fact backwards compatible on Xbox One, although with no particular enhancements. 事实上，这个版本在Xbox One上向后兼容，但没有特别的增强功能。
The Xbox 360 release is far from the best way to play Symphony of the Night, but for Xbox 360的发布远不是播放夜晚交响曲的最佳方式，但对于
many people it could be the most accessible version, and for them, it should serve as 很多人，它可能是最容易访问的版本，对他们来说，它应该充当
a perfectly acceptable means of experiencing one of the PlayStation’s most legendary 体验PlayStation最具传奇色彩之一的完美可接受的手段
titles.[f] 标题。[F]
The PlayStation Store for PlayStation 3 offers a wealth of “PSone Classics” to download 适用于PlayStation 3的PlayStation Store提供丰富的“PSone Classics”供下载
for reasonable prices, and Symphony of the Night was released for sale on the service 以合理的价格，并在该服务上发布了Symphony of the Night
in the summer of 2007. 在2007年夏天。
This is the original release running with the PS3’s tried and true PS1 emulation. 这是PS3经过尝试的PS1仿真运行的原始版本。
While PSone Classic downloads present with a slightly soft appearance, the original aspect 而PSone Classic的下载呈现出略微柔和的外观，原始方面
ratio and artwork is represented respectfully, and some may even prefer the smoother look 比例和艺术品是尊重的，有些甚至可能更喜欢更平滑的外观
compared to razor sharp pixels.[g] As with any emulated solution, you should expect some 与剃刀锐利的像素相比。[g]与任何模拟解决方案一样，你应该期待一些
input lag, but the degree to which this is noticeable depends on your television and 输入滞后，但这种程度的显着取决于你的电视和电视
your own sensitivity to lag. 你自己对滞后的敏感性。
Even though Sony stopped including PS2 backwards compatibility on PS3 systems in 2008, don’t 尽管索尼在2008年停止将PS2向后兼容PS3系统，但请不要这样做
forget that all PlayStation 3 consoles run PS1 discs through emulation - even the so-called 忘记所有PlayStation 3游戏机通过仿真运行PS1光盘 - 即使是所谓的
“super slim” models. “超薄”模特。
This is interesting because certain PS1 discs, for reasons unknown to us, run on PS3 with 这很有趣，因为某些PS1光盘，由于我们不知道的原因，在PS3上运行
ultra-sharp graphics in comparison to their downloaded counterparts. 与下载的相比，超清晰的图形。
Symphony of the Night is one such disc. 夜晚的交响曲就是这样一张唱片。
At a glance, this may seem really cool, but the tradeoff is that this results in uneven 乍一看，这看起来真的很酷，但权衡的是，这会导致不均衡
pixel sizing,[h] which may cause shimmering issues as the screen scrolls. 像素大小调整，[h]可能会在屏幕滚动时引起闪烁问题。
The smoothing function in the system menu is your only option for fixing this, although 尽管如此，系统菜单中的平滑功能是解决此问题的唯一选择
it’s rather blurry. 它相当模糊。
One last curiosity when playing Symphony of the Night on PS3 - notice that while running 在PS3上演奏夜间交响乐时的最后一个好奇心 - 注意跑步时的情况
the disc version, a dither pattern surrounds what is otherwise a very cool bloom effect 光盘版本，抖动图案围绕着一个非常酷的绽放效果
as the moon in this area passes behind objects in the foreground. 因为这个区域的月亮在前景中的物体后面传递。
This glitch manifests with backwards compatibility on PS2 consoles as well, but the effect does 这个故障也体现在PS2控制台上的向后兼容性，但效果确实如此
render correctly when playing the PSone Classic download, making it overall the more accurate 在播放PSone Classic下载时正确渲染，使整体更准确
way to play on a PlayStation 3 console.[i] 在PlayStation 3游戏机上玩的方式。[i]
Of course, many PSone Classic downloads can also be played on PlayStation Portable, PlayStation 当然，许多PSone Classic下载也可以在PlayStation Portable，PlayStation上播放
Vita, and PlayStation TV when approved for compatibility. Vita和PlayStation TV获得兼容性认可。
Luckily, Symphony of the Night plays on all three. 幸运的是，“夜晚的交响曲”在这三个人中扮演。
When using the original PS1 vertical resolution on a PSP screen, the game window appears quite 在PSP屏幕上使用原始PS1垂直分辨率时，游戏窗口显示相当
small. 小。
Luckily, the PSP offers surprisingly robust scaling capabilities, which can be accessed 幸运的是，PSP提供了令人惊讶的强大扩展功能，可以访问
by hitting the PlayStation button after launching a PS1 title. 在启动PS1标题后按下PlayStation按钮。
In addition to a few presets, an impressive custom sizing tool allows you to adjust the 除了一些预设，一个令人印象深刻的自定义大小调整工具允许您调整
overscan area, centering, and fine-tune the aspect ratio to your liking. 过扫描区域，居中，并根据您的喜好微调纵横比。
The amazing part is that the scaling engine is such that the game maintains a crisp appearance 令人惊奇的是，缩放引擎使游戏保持清晰的外观
no matter how you scale it, with no obvious unevenness or scaling artifacts. 无论你如何缩放它，没有明显的不均匀或缩放伪像。
Symphony of the Night gets a top-notch showing on the PSP screen here. “夜晚交响曲”在这里的PSP屏幕上获得了一流的表现。
Later PSP hardware revisions support video output, with a rather cool hidden trick for 后来的PSP硬件版本支持视频输出，有一个相当酷的隐藏技巧
PSone Classics. PSone经典。
If you set the system to interlaced output, then boot a PSone Classic, you’ll get an 如果您将系统设置为隔行扫描输出，然后启动PSone Classic，您将得到一个
authentic 240p resolution, just as if you were playing on a real PS1, and it won’t 正宗的240p分辨率，就像你在真正的PS1上玩，而它不会
be small in the screen like normal PSP gameplay output. 像普通的PSP游戏输出一样小屏幕。
This is an ideal signal for upscalers or CRTs, and is not possible on PS3. 这是升频器或CRT的理想信号，在PS3上是不可能的。
It’s not quite as sharp as PS1 hardware, and there’s a bit of added dither on the 它不像PS1硬件那么尖锐，而且还有一些额外的抖动
PSP video output,[j] but when using a CRT, these issues aren’t very visible. PSP视频输出，[j]但使用CRT时，这些问题并不十分明显。
Playing in 240p with analog cables on a CRT via a PSP is one of the most authentic-feeling 通过PSP在CRT上使用模拟电缆以240p播放是最真实的感受之一
methods for playing Symphony of the Night if you no longer have a PS1 or PS2. 如果您不再拥有PS1或PS2，则可以播放夜间交响曲。
PlayStation Vita offers nearly the same scaling options as PSP. PlayStation Vita提供与PSP几乎相同的缩放选项。
With bilinear filtering turned off, pixels do indeed look quite crisp on the Vita screen, 关闭双线性滤波后，像素确实在Vita屏幕上看起来非常清晰，
however this is not necessarily a great fit for Symphony due to its 256 wide horizontal 然而，由于其256宽水平，这不一定非常适合Symphony
resolution not matching up with the horizontal sizing, resulting in… you guessed it, uneven 分辨率与水平尺寸不匹配，导致......你猜对了，不均匀
scaling. 缩放。
Bilinear filtering solves this issue, though it feels blurrier to me than I’d prefer. 双线性过滤解决了这个问题，虽然它比我更喜欢模糊。
Custom sizing is available here as well, but the forced touchscreen controls for setting 此处也提供自定义尺寸，但强制触摸屏控件可用于设置
it feel imprecise. 感觉不精确。
The Vita’s settings are more flattering to 320 pixel wide games - a majority of the Vita的设置更适合320像素宽的游戏 - 大多数
PS1 library - but the results for Symphony are acceptable enough. PS1库 - 但Symphony的结果是可以接受的。
The Vita’s microconsole counterpart, the PlayStation TV, is a bit limited when it comes Vita的微型电脑对应产品PlayStation TV虽然有点受限
to PSone playback. 到PSone播放。
PSone games cannot run with the system set to 1080i, only 720p or 480p. PSone游戏无法在系统设置为1080i的情况下运行，仅为720p或480p。
Unfortunately there are no video options to speak of here and and I find the softer image 不幸的是，这里没有可以看到的视频选项，而且我找到了更柔和的图像
to be less pleasing than PSone Classics on PS3.[k] The aspect ratio is also a touch skinnier 比PS3上的PSone Classics更不令人满意。[k]纵横比也是一个触感更瘦
than it’s supposed to be. 比它应该是的。
We understand that Custom Firmware may offer additional options for PS1 games on PSTV, 我们了解自定义固件可能会为PSTV上的PS1游戏提供额外选项，
but that’s a bit beyond our scope for this episode. 但这有点超出了本集的范围。
The final release of 2007 for Symphony of the Night hit in October in the form of The 2007年的最后一集“夜晚的交响曲”以The的形式出现
Dracula X Chronicles for PSP. 德拉库拉X为PSP编年史。
The main draw here of course is a full 3D remake of Rondo of Blood - the game’s first 这里的主要画面当然是Rondo of Blood的全3D翻拍 - 游戏的第一部
official release outside Japan. 日本以外正式发布。
By finding hidden items in this main mode, the original Rondo and Symphony can be unlocked. 通过在此主模式中查找隐藏项目，可以解锁原始的Rondo和Symphony。
Remember that PSP video output normally does not take up very much of the screen. 请记住，PSP视频输出通常不会占用很多屏幕。
This can be circumvented with upscalers or some TV settings if available. 这可以通过升级版或某些电视设置（如果可用）来规避。
In this case, we’ve scaled the image in editing to simulate what it could look like 在这种情况下，我们在编辑中缩放图像以模拟它的外观
in an ideal scenario. 在一个理想的情况下。
This version of Symphony is no simple rip of the PS1 disc and certainly offers some 这个版本的Symphony并不是简单的PS1光盘，当然也提供了一些
items of interest for fans. 粉丝感兴趣的项目。
The text is re-translated and voice over is performed by new actors. 文本被重新翻译，并且新演员执行配音。
[Game Audio] [游戏音频]
It’s a pretty hard sell given the beloved infamy of the original dialogue. 鉴于原始对话中心爱的耻辱，这是一个非常难卖的东西。
Maria Mode is back from the Saturn release, although she has to be unlocked after clearing 玛丽亚模式从土星释放回来，虽然她必须在清理后解锁
the game and plays more like in Rondo of Blood compared to her Saturn incarnation. 与她的土星化身相比，这款游戏更像是Rondo of Blood。
However, some things are just a bit off, such as the sound effects, and vertical scrolling 但是，有些东西只是有些偏离，例如声音效果和垂直滚动
looks poor no matter which display mode is chosen - both sizes are pretty blurry. 无论选择哪种显示模式，看起来都很差 - 两种尺寸都非常模糊。
It simply does not look as good as the PSone Classic version on the PSP screen, and the 它看起来不像PSP屏幕上的PSone Classic版本那么好
240p video output trick is not possible in Dracula X Chronicles, which is too bad because Dracula X Chronicles中不可能使用240p视频输出技巧，因为太糟糕了
the new features are certainly intriguing.[l] 新功能肯定是有趣的。[l]
This would be the final release of Symphony of the Night for over a decade. 十多年来，这将是“夜晚交响曲”的最终发行。
It was now time for Rondo of Blood to shine. 现在是Rondo of Blood发光的时候了。
[Music] [音乐]
Despite being completely remade with with polygonal graphics and redone music, the PSP 尽管使用多边形图形和重做音乐完全重制，PSP
Dracula X Chronicles version of Rondo is very firmly based on the PC Engine original. Dracula X Chronicles版本的Rondo非常坚定地基于PC Engine原创。
While I haven’t played each version of Rondo enough times to hone in on what specific alterations 虽然我没有足够时间玩Rondo的每个版本来磨练具体的改变
may exist, level design, enemy behavior, and controls are accurate enough to serve as a 可能存在，等级设计，敌人行为和控制准确到足以作为一个
suitable replacement for the original experience. 适合替代原始体验。
The biggest difference of course, are the 3D visuals versus the sprite-based original. 当然，最大的区别在于3D视觉效果与基于精灵的原创效果。
One disappointment for me is that the atmospheric lead-ups to many boss fights have now been 令我失望的是，现在许多老板打架的大气层引导
replaced with generic cutscenes. 替换为通用过场动画。
One of my favorite things about the original version of Rondo are the special flourishes 关于Rondo原始版本我最喜欢的一件事就是特别繁荣
unique to various gameplay scenes, such as the beast crashing through the castle wall. 各种游戏场景独有的，例如通过城堡墙撞击的野兽。
It’s not as speedy and doesn’t have the same impact when these moments are replaced 当这些时刻被替换时，它不是那么快，并且没有相同的影响
with a cutscene. 用过场动画。
This version also runs at half the framerate - 30 frames per second as opposed to 60 - although 这个版本也以帧速率的一半运行 - 每秒30帧而不是60帧 - 尽管如此
for a slow-scrolling game like Castlevania, it feels OK to me.[m] This remake is certainly 对于像Castlevania这样的慢速滚动游戏，对我来说感觉很好。[m]这个翻拍肯定是
a bit divisive, but in spite of its drawbacks I actually kinda like it and I think it’s 有点分裂，但尽管有它的缺点我实际上有点像它，我认为它
fun having different visual takes on Richter and Maria’s adventure. 在里希特和玛丽亚的冒险中有不同的视觉效果。
When it comes to playing this version as a download on PlayStation Vita, well, the Vita 当谈到在PlayStation Vita上播放这个版本时，瞧，Vita
does a pretty incredible job of rendering PSP graphics due to a simple 2x scale for 由于简单的2倍规模，它在渲染PSP图形方面做得非常出色
the PSP resolution to fill the Vita resolution. PSP决议填补了Vita分辨率。
It’s an excellent alternative to playing on a real PSP. 这是在真正的PSP上玩的绝佳选择。
Unfortunately Dracula X Chronicles is not approved for compatibility with PlayStation 遗憾的是，Dracula X Chronicles未获准与PlayStation兼容
TV, and PSP games on PSTV tend to be overly blurry anyway, although both issues can be 虽然两个问题都可以，但电视和PSTV上的PSP游戏往往过于模糊
circumvented with custom firmware. 绕过自定义固件。
The original version of Rondo contained in The Dracula X Chronicles suffers from the The Dracula X Chronicles中包含的Rondo原版受到了影响
same issues as its Symphony version - forced borders and imprecise scaling no matter which 与Symphony版本相同的问题 - 强制边界和不精确的缩放，无论哪个
screen size mode you use. 您使用的屏幕尺寸模式。
Interestingly, a title screen was created in the style of the old Castlevania logo... 有趣的是，标题屏幕是以旧的恶魔城标志的风格创建的......
English subtitles display for the German language opening… 德语开头的英文字幕显示...
[Game Audio] [游戏音频]
And an English dub now plays over the original PC Engine cutscenes instead of Japanese. 英语配音现在播放原始的PC引擎过场动画而不是日语。
[Game Audio] [游戏音频]
This isn’t necessarily a terrible way to play Rondo, but it is probably the least desirable 这不一定是玩Rondo的可怕方式，但它可能是最不可取的
version overall.[n] 版本整体。[n]
Case in point: in 2010 Konami brought the PC Engine version of Rondo to the Wii Virtual 举个例子：2010年，Konami将Rondo的PC引擎版本带到了Wii Virtual
Console as an import title for North America and Europe. 控制台作为北美和欧洲的进口标题。
Actually, it was the last PC Engine or TurboGrafx Wii release in those regions. 实际上，这是这些地区最新的PC Engine或TurboGrafx Wii版本。
When the Wii system is set for 480i, most Wii Virtual Console titles will output in 当Wii系统设置为480i时，大多数Wii虚拟控制台标题将输出
their original 240p resolution, which is ideal for playing on a CRT or for the best image 它们最初的240p分辨率，非常适合在CRT上播放或获得最佳图像
when using an upscaling device. 使用升级设备时
Earlier PC Engine titles on the Virtual Console do not work this way, and as a result are 虚拟控制台上的早期PC引擎标题不能以这种方式工作，因此也是如此
quite blurry, but luckily Rondo managed to avoid this fate.[o] 相当模糊，但幸运的是Rondo设法避免了这种命运。[o]
However, this overall improved presentation is not a straight upgrade. 但是，这种整体改进的演示并非直接升级。
Uneven horizontal sizing results in the dreaded scrolling shimmer, which is not an issue on 不均匀的水平尺寸导致可怕的滚动闪光，这不是问题
other Virtual Console platforms. 其他虚拟控制台平台。
This scaling problem seems to also be shared by other later TurboGrafx and PC Engine releases 这个扩展问题似乎也被其他后来的TurboGrafx和PC Engine版本共享
on the Wii. 在Wii上。
The Wii release does have a few edits in common with the PSP release: the German intro is Wii版本确实与PSP版本有一些共同的编辑：德语介绍是
re-voiced for some reason, but is still German. 由于某种原因重新表达，但仍然是德国人。
[Game Audio] [游戏音频]
There are also one or two small visual tweaks, but the Wii release is otherwise largely unaltered, 还有一两个小的视觉调整，但Wii版本基本上没有改变，
including the original Japanese cutscenes with no subtitles. 包括没有字幕的原始日本过场动画。
[Game Audio] [游戏音频]
One area where emulation can improve upon the original hardware is of course load times 模拟可以在原始硬件上进行改进的一个领域当然是加载时间
- my PC Engine CD unit and game disc seem to be in good shape, but there can still be - 我的PC引擎CD单元和游戏光盘似乎状态良好，但仍然可以
a bit of an extended wait before the battle against Shaft. 在与Shaft的战斗之前有点延长等待。
Thankfully, disruptive loads like this in the middle of a gameplay scene are generally 值得庆幸的是，在游戏场景中间这样的破坏性负载通常是
uncommon.[p] 少见。[P]
Despite some lag caused by the emulation, if 240p output is a big deal to you, this 尽管仿真造成一些滞后，如果240p输出对你来说是个大问题，那么
is one of the more authentic-feeling ways to play Rondo without access to a PC Engine 是一种更真实的方式来玩Rondo无法访问PC引擎
or TurboGrafx. 或TurboGrafx。
Although unfortunately, due to the closure of the Wii Shop Channel, legally obtaining 虽然不幸的是，由于Wii Shop Channel的关闭，合法获得
this release is no longer possible. 此版本不再可能。
While the Super Nintendo Dracula X skipped the Wii, Konami did bring it to the Wii U. 当超级任天堂Dracula X跳过Wii时，Konami确实将它带到了Wii U.
We’re generally pretty happy with how SNES games are handled by the Wii U Virtual Console, 我们对Wii U虚拟控制台处理SNES游戏的方式非常满意，
with decent scaling and a correct aspect ratio. 具有良好的缩放和正确的宽高比。
The color, brightness levels, and soft but sharp-enough image are somewhat similar to 颜色，亮度级别和柔和但足够锐利的图像有点类似
the characteristics of a standard non-1CHIP SNES console.[q] I was disappointed to notice 标准非1CHIP SNES控制台的特点。[q]我很失望地注意到
a frame blending effect on the SNES Wii U Virtual Console while editing my recordings… 在编辑我的录音时，SNES Wii U虚拟控制台上的帧混合效果......
although this is probably an anti-epilepsy measure of sorts and to be fair I never noticed 虽然这可能是各种各样的反癫痫措施，但公平地说我从未注意到
while playing the game. 在玩游戏时。
In addition, Dracula X was later released as a Virtual Console title for NEW 3DS systems, 此外，Dracula X后来作为NEW 3DS系统的虚拟控制台标题发布，
as Super Nintendo emulation is only available on the NEW line of systems. 因为Super Nintendo仿真仅适用于NEW系列系统。
We consider 3DS Virtual Console to also be quite solid overall, with the system’s 240 我们认为3DS虚拟控制台整体也非常稳固，系统为240
pixel vertical resolution being a perfect fit for SNES games, and the screen even has 像素垂直分辨率非常适合SNES游戏，屏幕甚至可以
a sort of scanline appearance when 2D is off. 2D关闭时的一种扫描线外观。
By default, a horizontal interpolation effect is used to stretch the game to a 4:3 aspect 默认情况下，使用水平插值效果将游戏拉伸到4：3的宽高比
ratio, and it’s a pretty good implementation considering the screen’s low resolution. 考虑到屏幕的低分辨率，这是一个非常好的实现。
If you simply must have crisper pixels, Pixel Perfect mode removes the aspect ratio correction, 如果您必须拥有更清晰的像素，Pixel Perfect模式将删除宽高比校正，
but it’s technically a bit too skinny.[r] 但它在技术上有点太瘦了。[r]
Dracula X from the Super Nintendo may have not been the game people really wanted, but 来自超级任天堂的德古拉X可能不是人们真正想要的游戏，但是
at least it’s there to try out. 至少它在那里尝试。
But now after a long hiatus, Rondo of Blood and Symphony of the Night have a new release 但是经过长时间的中断后，“血腥回旋曲”和“夜晚的交响曲”有了新的发布
- available for the first time in 4K. - 首次以4K格式推出。
Castlevania Requiem was released on October 26, 2018 for PlayStation 4, 8 years after Castlevania Requiem于2018年10月26日发布，8年后PlayStation 4发布
Rondo on the Wii Virtual Console and 11 years after Symphony of the Night’s most recent Wii虚拟控制台上的Rondo和夜间交响曲最近的11年之后
appearance. 出现。
While we don’t want to make firm claims about the exact technology driving these versions, 虽然我们不想对驱动这些版本的确切技术做出坚定的声明，
the Requiem compilation is widely believed to be based on The Dracula X Chronicles, sadly 可悲的是，安魂曲的编辑被广泛认为是基于The Dracula X Chronicles
minus the 3D remake. 减去3D翻拍。
This is plausible, seeing as hackers have presented evidence that a handful of PS4 releases 这似乎是合理的，因为黑客已经提供了一些PS4发布的证据
that appear to be HD remasters are in fact PSP versions with extra features hooked in 看起来像HD remasters实际上是PSP版本，附加了额外的功能
over an emulation layer. 在仿真层上。
If Sony’s PSP emulator is at work here, that would also explain the strange decision 如果索尼的PSP模拟器在这里工作，那也可以解释这个奇怪的决定
to not release Requiem on Xbox One, Switch, or PC. 不在Xbox One，Switch或PC上发布Requiem。
A quick and dirty approach to running these games on PS4 could be the cause of various 在PS4上运行这些游戏的快速而肮脏的方法可能是各种各样的原因
rough edges such as sound issues and saving and loading stutters. 粗糙的边缘，如声音问题和保存和加载口吃。
Although the lack of slowdown when the Life Up item appears after a boss in Symphony does 虽然Life Up项目出现在Symphony的老板之后没有减速
suggest extra performance headroom.[s] But performance is not necessarily improved across 建议额外的性能扩展空间。[s]但性能不一定会提高
the board - check out this persistent screen tear in the first area of the burning town 董事会 - 查看燃烧城镇第一区的持续屏幕撕裂情况
in Rondo. 在朗多。
This would totally ruin the game if it were visible on every screen. 如果它在每个屏幕上都可见，这将彻底毁掉游戏。
Or how about how the laggy background rendering visible in this scene where the mast position 或者如何在这个场景中桅杆位置的滞后背景渲染可见
moves out of sync when scrolling vertically. 垂直滚动时移动不同步。
That’s not parallax.. 那不是视差..
This also occurs on the PSP release, but not on original hardware or the Wii Virtual Console 这也发生在PSP版本上，但不在原始硬件或Wii虚拟控制台上
emulation, lending further credibility to the notion that Requiem is closely built around 仿效，进一步提高了安魂曲的精心构思
Dracula X Chronicles.[t] In other respects, this is not necessarily a bad thing, if you 德古拉X历代志。[t]在其他方面，如果你这不一定是坏事
like the PSP’s English dubs, or are interested in some of the PSP additions to Symphony. 比如PSP的英文配音，或者对Symphony的一些PSP增加感兴趣。
Some will surely call this the definitive edition. 有些人肯定会称之为最终版本。
Requiem does offer several additional graphical settings that Dracula X Chronicles does not… 安魂曲确实提供了Dracula X Chronicles没有的几个额外的图形设置......
yet essentially none of the new features are implemented correctly - not even close. 但基本上没有一项新功能得到正确实施 - 甚至没有。
The optional scanline overlay is nothing more than a basic layer over the entire screen 可选的扫描线覆盖仅仅是整个屏幕上的基本层
- even over the borders - and unbelievably, it doesn’t even line up correctly with the - 甚至在边界上 - 令人难以置信的是，它甚至没有正确排列
game’s pixel grid, regardless of which of the two screen size modes are chosen![u] There’s 游戏的像素网格，无论选择哪种屏幕尺寸模式！[u]有
also a simulated interlacing effect, which nevermind that that shouldn’t even exist 也是一种模拟的交织效果，它永远不会存在甚至不存在
for 240p games, the way the flicker is implemented isn’t even like real interlacing. 对于240p游戏，实现闪烁的方式甚至不像真正的隔行扫描。
And there’s the obligatory Smoothing feature which, well, that’s not to my taste anyway, 并且有强制性的平滑功能，嗯，这不符合我的口味，
so I’ll let you judge the quality of it for yourself.[v] The good news is that you 所以我会让你自己判断它的质量。[v]好消息是你
can, at least, turn off the borders, unlike the PSP release. 至少可以关闭边界，这与PSP版本不同。
Even with the overall sense that accuracy wasn’t a top priority here, we’ve nonetheless 即使总体意义上说准确性不是最重要的，但我们仍然如此
found that these versions of Rondo and Symphony to play just fine, and they actually look 发现这些版本的Rondo和Symphony发挥得很好，他们实际上看起来
very very good as long as you don’t use the botched graphics settings. 只要你不使用拙劣的图形设置，非常好。
Seeing as both games are designed at 256 pixels wide, they were intended to be stretched by 看到两款游戏都设计为256像素宽，它们的目的是为了延伸
CRT televisions just a little bit to fill a 4:3 aspect - in other words, pixels should CRT电视只需要一点点填充4：3的方面 - 换句话说，像素应该
be a bit wider than they are tall, and that’s exactly what we’ve got here. 比他们高一点宽，这正是我们在这里得到的。
Looking at a standard PS4 running in 1080p, Rondo looks just fantastic whether you use 看一下以1080p运行的标准PS4，无论你使用Rondo看起来都很棒
“Normal” or “Full” sizing. “正常”或“完整”尺寸。
Interpolation is subtly engaged on both axes to soften pixel edges just enough to keep 在两个轴上巧妙地插入插值以软化像素边缘，足以保持
the overall impression sharp, while maintaining the appearance of pixel uniformity and a correct 整体印象锐利，同时保持像素均匀性和正确的外观
aspect. 方面。
Check out how it compares to our gold standard of the Open Source Scan Converter, performing 看看它与我们的开源扫描转换器的黄金标准相比如何
a comparable 4x scale on an RGB-modded PC Engine. 在RGB模型的PC引擎上具有可比的4倍比例。
“Full” mode fills the screen’s vertical space and seems to have no trade-offs in terms “完整”模式填满了屏幕的垂直空间，似乎没有权衡取舍
of sharpness or pixel integrity, leading us to believe there’s not much of any compelling 锐度或像素完整性，让我们相信没有任何引人注目的东西
reason to ever use the smaller picture. 有理由使用较小的图片。
You’d think just doing it right like this would be standard, but this sort of ideal 你认为这样做是正确的，这是标准的，但这种理想
scaling is not to be taken for granted with retro re-releases. 复古重新发布不会将缩放视为理所当然。
Both the “Normal” and “Full” sizing modes behave differently in Symphony than “正常”和“完全”大小调整模式在Symphony中的行为都不同
they do in Rondo, which doesn’t make much sense. 他们在朗多做的，这没什么意义。
Interpolation is engaged on both axes in both modes, but again, the impact on overall sharpness 在两种模式下，插补均在两个轴上进行，但同样也会影响整体锐度
is minimal. 很小。
The “Normal” sizing for Symphony is a bit odd… rendering square-shaped pixels, Symphony的“正常”尺寸有点奇怪...渲染方形像素，
which as you know, is not correct for a 256 pixel wide game. 如你所知，对于256像素宽的游戏来说，这是不正确的。
“Full” gives us slightly rectangular pixels[w] and what we would consider to be a more proper “Full”为我们提供了略微矩形的像素[w]以及我们认为更合适的像素
aspect ratio, so this is the setting to use. 宽高比，所以这是要使用的设置。
Luckily, when played on a PS4 Pro, Castlevania Requiem does take advantage of 4K output, 幸运的是，当在PS4 Pro上播放时，Castlevania Requiem确实利用了4K输出，
and it is indeed very crisp. 它确实非常清脆。
In this configuration, all modes use some interpolation both horizontally and vertically, 在此配置中，所有模式都使用水平和垂直插值，
so just use larger screen sizing. 所以只需使用更大的屏幕尺寸。
While this shouldn’t be a noteworthy perk for this collection, retro compilations and 虽然这不应该是这个系列，复古编辑和
pixel-based games in general have not been particularly consistent in supporting 4K output 基于像素的游戏通常在支持4K输出方面并不是特别一致
on PS4 Pro, so it’s nice to see it here and it does look good.[x] 在PS4 Pro上，所以很高兴在这里看到它并且看起来确实很好。[x]
Our input lag tests, while hardly scientific, lead us to believe that added latency over 我们的输入滞后测试虽然不科学，但却让我们相信增加了延迟
original hardware is around 2 to 3 frames. 原始硬件大约2至3帧。
For Symphony, this just barely edges out the 360 release. 对于Symphony来说，这只是勉强超越360版本。
It’s important to acknowledge that all emulations will have some lag, but if you don’t notice, 重要的是要承认所有仿真都会有一些滞后，但如果你没有注意到，
don’t worry about it. 别担心。
One last notable thing to mention is that 3D backgrounds, objects, and rotation effects 最后值得一提的是3D背景，物体和旋转效果
in Symphony of the Night render in high res… and it looks pretty neat. 在夜晚的交响曲中呈现出高分辨率......它看起来非常整洁。
The motion of polygonal objects may appear jerky because of the way points are plotted 由于绘制点的方式，多边形对象的运动可能显得不稳定
in the original coding, so the ultra high resolution doesn’t mask this very well. 在原始编码中，所以超高分辨率并不能很好地掩盖这一点。
It’s hard to say whether it’s better this way, but it’s a pretty cool thing to see 很难说这种方式是否更好，但看起来很酷
all the same.[y] 都一样。[y]
Rondo of Blood and Symphony of the Night are among the most beloved games of the 16 and Rondo of the Blood和Night of Symphony of the Night是16和16中最受欢迎的游戏之一
32 bit generations, so naturally any new release will be scrutinized from top to bottom - and 32位代，所以任何新版本自然会从上到下仔细审查 - 和
we know full well there must be much more to examine here with every version than we’ve 我们完全清楚，每个版本都必须有更多的东西来检查
got time to showcase here. 有时间在这里展示。
But even through all the slowdown on Saturn, smudgey scaling on PSP, and bargain bin emulation 但即便通过土星的所有放缓，PSP的污点扩大，以及讨价还价的模仿
on PS4, the soul of these games has continued to shine through. 在PS4上，这些游戏的灵魂不断闪耀。
The best re-release for Rondo - we’d say - is the Wii version, while Symphony plays 对于Rondo来说，最好的重新发布 - 我们会说 - 是Wii版本，而Symphony则是
great and looks great as a PSone Classic on PS3, PSP, and Vita. 很棒，在PS3，PSP和Vita上作为PSone Classic看起来很棒。
And you know, the PS4 Requiem is really sharp. 你知道，PS4安魂曲非常敏锐。
For us it’s pretty tough to beat the original versions on original hardware, but it’s 对于我们来说，在原始硬件上击败原始版本非常困难，但它确实如此
important to keep games like these accessible and available. 保持这些游戏的可访问性和可用性非常重要。
Each version has its pros and cons, but the for Castlevania fans, the only wrong way to 每个版本都有其优点和缺点，但对于恶魔城粉丝来说，这是唯一错误的方法
play Rondo of Blood and Symphony of the Night, is to not play them at all. 玩Rondo of Blood和Symphony of the Night，就​​是不玩它们。
[a]Composite vs. RGB [b]✓ PCE RGB vs. SNES RGB [a]复合与RGB [b]✓PCERGB与SNES RGB
[c]PS1 RGB vs. PS2 Component [d]Two PS1 vs. Saturn comparisons [c] PS1 RGB与PS2分量[d]两次PS1与土星的比较
[e]360 "Enhanced" ON vs. "Enhanced" OFF [f]PS1 vs. 360 [e] 360“增强”ON与“增强”OFF [f] PS1与360
[g]PS1 vs. PS3 [h]PS1 vs. PS3 disc vs. PS3 download [g] PS1与PS3 [h] PS1与PS3光盘对比PS3下载
[i]✓ PS1 vs. PS2 vs. PS3 disc vs. PS3 download [j]PS1 vs. PSP [i]✓PS1与PS2对比PS3光盘与PS3下载[j] PS1与PSP
[k]PS3 download vs. PSTV [l]PS1 vs. PSP download vs. PSP DCX [k] PS3下载与PSTV [l] PS1对比PSP下载与PSP DCX
[m]PCE vs. PSP video [m] PCE与PSP视频
PCE dragon vs. PSP dragon PCE龙与PSP龙
PCE behemoth vs. PSP behemoth PCE庞然大战与PSP庞然大物
PCE long walk vs. PSP long walk [n]PCE vs. PSP Normal vs. PSP Full PCE漫步与PSP长距离[n] PCE与PSP正常与PSP Full相比
[o]PCE vs. Wii [o] PCE vs. Wii
Dragon's Curse Wii vs. Rondo Wii [p]PCE Load vs. Wii Load Dragon's Curse Wii vs. Rondo Wii [p] PCE负载与Wii负载
[q]✓ SNES vs. Wii U [r]SNES vs. Wii U vs. 3DS vs. 3DS PP [q]✓SNES与Wii U [r] SNES vs. Wii U vs. 3DS vs. 3DS PP
[s]PS1 vs. PS4 [t]PCE vs. PSP vs. Wii vs. PS4 [s] PS1 vs. PS4 [t] PCE vs. PSP vs. Wii vs. PS4
[u]OSSC scanlines vs. PS4 Normal vs. PS4 Full [v]Smoothing off vs. Smoothing on [u] OSSC扫描线与PS4正常与PS4完全[v]平滑关闭与平滑打开
[w]SotN Normal vs. SotN Full [x]OSSC 5x vs. 1080p PS4 Rondo vs. 4K PS4 [W] SotN Normal vs. SotN Full [x] OSSC 5x vs. 1080p PS4 Rondo vs. 4K PS4
Rondo [y]PS1 vs. PS4 4K Rondo [y] PS1 vs. PS4 4K