Castlevania: Symphony of the Night has long stood tall among the most revered games of all time. 恶魔城：月下夜想曲 长期以来在玩家们推崇的游戏中一直有着很高的地位
Upon its release in 1997, fans were greeted by a familiar - yet unfamiliar - scene. 在1997年公开后，粉丝们迎来了一个既熟悉而又陌生的场景
A whip-wielding descendant of the Belmont clan, having scaled the clock tower, now marches on Count Dracula’s throne room to vanquish the vampire lord once more. 一位提着鞭子的贝尔蒙特家族后裔正登上计时塔来到城主的玉座之间，再次将这位吸血鬼王封印
But who was Richter Belmont? 但这位里希特贝尔蒙特是谁？
And this final battle… which game was it from? 这场决战恶魔城之巅的战斗，又是从何而来？
The answer to these questions lies in a 1993 Japan-only release called Akumajo Dracula X: Chi no Rondo - commonly known in the western world as Castlevania: Rondo of Blood. 这些问题的答案都被留在了于1993年仅在日本发行的名为 悪魔城ドラキュラX 血の輪廻——后来欧美玩家通称为Castlevania: Rondo of Blood的这部作品中。
For those who were aware of its existence, Rondo was long coveted for its reputation as one of the best - if not THE best - in the series. 对于那些意识到它存在的人来说，血轮长期以来一直因其“如果不是最好，至少是系列顶尖之一”的赞誉而被这些玩家们所垂涎。
Since then, Rondo has received a handful of worldwide releases on other platforms. 在后来，血轮颁布了少量的其他平台上的全球版本。
These two games have continued to be intrinsically intertwined, yet they could also hardly be more different - among the finest representatives from two distinct branches of Castlevania gameplay. 这两款游戏在本质上似乎有着不可分割的联系，但也并非难以区分——他们都分别代表了恶魔城系列作品中两种最为优秀的玩法
The most recent Castlevania compilation - Castlevania Requiem on the PlayStation 4 - may offer many fans their first experience with either title. 最新推出的系列作品——PS4平台上的《恶魔城 安魂曲》，为不少粉丝们提供了一次接触这两款作品的体验
What is it about these games that make them worth revisiting today? 这些游戏在当今有什么值得重温的地方？
Let’s take a look at the original versions, along with their various ports, remakes, and official emulations. 让我们来审视下她们的原始版本，以及在多平台的移植，重制版和官方模拟器。
[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 enhanced by requiring the Super System Card to run the game, resulting in one of the most technically impressive titles on the console. 血之轮回于1993年在日本的PC Engine CD系统上发布，并且需要借助Super System Card来运行，造就了这款主机上的不朽名作
The western version of the PC Engine hardware, the TurboGrafx-16, did not sell nearly as well as its popular Japanese counterpart,which probably played a role in Konami not releasing the game in North America. 而美版的PC Engine硬件——TurboGrafx-16的销量远不如当时日本同类竞品，这可能成为了可乐妹放弃在北美颁布这款作品的一个导火索
Rondo of Blood is in many ways a tribute to the NES era of Castlevania, featuring familiar backgrounds, callbacks to old level designs, redbook audio remixes, and even a boss rush comprised of bosses from the original game. 血之轮回在很多方面都是在致敬NES的恶魔城系列，令人熟悉的场景，经典关卡设计的回味，重新混编的背景音乐，甚至许多boss挑战都沿用了旧作的角色。
But instead of feeling derivative, the game’s carefully paced design, many branching paths that can lead to totally different levels,and extravagant attention to detail creates the feeling of a wholly original game taking place in a cohesive universe, rather than being nostalgic for nostalgia’s sake. 但通过替代旧作一些原本的基调，游戏中精心设计的分支线路会使流程进入完全不同的关卡，以及在诸多细节的把控上让这部作品成为了系列中不可替代的经典，而并非单纯为了怀旧
Konami’s team had really figured out what makes Castlevania work, and it’s obvious they put a lot of heart into the project. 可乐妹的团队明确了恶魔城系列接下来的步调，并在这个项目中投入了更多的心血
Rondo of Blood takes place in 1792 and stars Richter Belmont alongside Maria Renard, a little girl from another vampire hunter family who can attack with the help of various animals. 血之轮回的故事发生在1792年，由里希特·贝尔蒙特和玛利亚·雷娜德一起出演——这位小女孩来自另一个吸血鬼猎人家族，可以在各种动物（圣兽）的帮助下进行攻击
Players looking for the classical hardcore Castlevania challenge can play as Richter,who controls similarly to his forefathers on the NES. 追求恶魔城素有的高难度挑战的玩家们可以使用里希特攻略，用起来跟NES上他家的祖先们一个味道
If things get a bit too tough, Maria can be unlocked by bringing a key to her cell in the second full level. 如果难以上手，在第二关中将钥匙带到地下水脉的牢房中可以解锁玛利亚
Maria offers a more agile and diverse moveset that inarguably makes the game considerably easier, but not so much as to make the challenge entirely non-trivial. 玛利亚良好的机动性以及多样的移动手段毫无疑问使得游戏简单了不少，但也并非毫无挑战性
Maria’s battle style may seem a bit unusual for classic Castlevania, but her double jump,slide, and quick attacks make for a real good time. 对于传统的恶魔城来说，玛丽亚的战斗风格似乎有点不寻常，但是她的二段跳，滑铲， 快速攻击用起来真的很爽快
While official PC Engine video output options are limited to RF or composite, depending on the model, a number of RGB mods and modless RGB options exist for obtaining pristine analog output for use with RGB-compatible CRTs or HDMI upscalers such as the OSSC or Framemeister. 虽然PC Engine主机上官方仅提供了RF或AV输出，但取决于不同主机型号，也提供了一系列改机或者非改机从而获取RGB源生模拟信号的手段，用于匹配兼容RGB的CRT显示设备，抑或是通过像OSSC和Framemeister这样的外设获取HDMI信号
Currently, the only mod-free solution for higher quality video output on original hardware that also allows for the playing of CD games is the Super SD System 3 by Terraonion, an all-in-one flash media launcher and video output solution. 目前，在原硬件上实现高质量视频输出并且可以玩CD游戏仅有一种不通过改机的办法，就是使用Terraonion的Super SD System 3一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 disc - although due to Rondo of Blood’s high import cost, many may not object to this approach. 不幸的是这样会导致无法连接原本的CD附加组件而不能使用光盘进行游戏，但由于血之轮回奇货可居，许多人并不反对这种做法
Richter Belmont was in fact brought to western markets with Castlevania: Dracula X for the Super Nintendo in 1995. 事实上，里希特·贝尔蒙特早在1995年就跟随超任上的Castlevania: Dracula X进入了西方市场
Also known as Castlevania: Vampire’s Kiss in PAL regions, this late 16-bit generation release was not met with a great deal of enthusiasm,however. 在PAL地区被玩家们所称为Castlevania: Vampire’s Kiss，然而这部16位时代后期的作品并没有引发足够的热潮
Relatively low sales and low production resulted in what is today one of the more rare and expensive Super Nintendo cartridges. 相对较低的出货与发行量导致这款作品在如今也成了超任卡带中高贵的代名词之一 （查阅了下最近ebay的成交记录，裸卡价格约160欧，盒说全则高达450欧以上）
Despite being sought after by collectors, Dracula X is widely considered to be a far inferior game compared to Rondo of Blood. 尽管被收藏家追捧，但Dracula X在系列中的地位被广泛认为是远不及血之轮回
It’s a sort of reimagining of Richter’s adventure, occupying the same place in the series timeline, but playing out as an entirely distinct game of its own, featuring original level design but many recycled sprites, and completely new backgrounds with debatably less character. 这作基本上是对PC Engine上里希特线路的重现，在系列的时间轴上有着同样的定位，作为一款完全独立的作品来说，仅仅保持原有的关卡设计，许多重复利用的贴图元素，以及一些新的背景和减少了玩家角色这样饱受争议的设定
[b] The flame effect in the opening level definitely gets your attention, but aside from a few bright spots, Dracula X for the SNES feels like a product of little passion by its team. 关卡开头部分的一些火焰特效肯定能引起你的注意，但除了少数乏善可陈的亮点之外，Dracula X对于SNES来说仅仅是设计团队余兴的产物
The lack of a playable Maria and fewer branching paths makes for a less remarkable game that earns more of its difficulty from unpolished design than genuine challenge. 无法使用玛利亚进行攻略，更少的分支线路，再加上由于部分设计上缺乏考虑使得连正常的挑战都变得更加困难，逐渐淡出了玩家们的视线
Even compared to Dracula X’s SNES predecessor, the ambitious Super Castlevania IV from early in the system’s life, there’s just not a lot of anything interesting going on here. 甚至比起Dracula X在SNES上的前作，诞生于这台主机初期的超级恶魔城IV的气势，已经显得平淡无奇了
Castlevania fans should absolutely give it a try, but other than providing Nintendo fans with a rough facsimile of the Richter Belmont experience, it does little else to justify its existence. 恶魔城的粉丝们或许值得一试，但对于一般玩家而言除了在任天堂的平台上粗略体验一下里希特·贝尔蒙特的这段经历，就真没有太多把玩的理由了
And then came the watershed moment in the Castlevania series history. 接下来迎来了恶魔城系列历史上的分水岭
Castlevania: Symphony of the Night. 恶魔城：月下夜想曲
It’s nearly impossible for a popular series to so drastically change its firmly established core gameplay and be so universally praised in the process of doing so. 一个受欢迎的系列作品通常来说很难改变其核心玩法，能在这样的转变中饱受赞誉更是几乎不可能的事
Yet that is exactly what the Castlevania team and assistant director Koji Igarashi managed to accomplish. 然而，这正是五十岚孝司及其带领的恶魔城团队所完成的壮举
What would have been a bottomless pit in any other Castlevania now becomes another room to explore. 在之前绝大部分的恶魔城作品中，曾经是无底洞的坑变成了可探索的区域
Revisit a difficult enemy after you’ve reached a higher level and upgraded your equipment to have a fighting chance. 曾经不可一世的敌人在你的角色等级和装备的提升后也更加易于挑战
A nonlinear interconnected castle that serves as essentially one gigantic level, along with RPG elements completely change what Castlevania is, but for most players that seemed to not matter because it just works so well. 一个非线性城堡所构成的巨大关卡，涵盖的RPG要素已经彻底改变了恶魔城原有的玩法，但对于大部分玩家来说无关紧要——只要好玩就行
While Rondo of Blood was the encapsulation of the series’ past greatness, Symphony of the Night was the start of something new and exciting. 如果说血之轮回是旧系列的集大成之作，那么月下夜想曲就是一个令人兴奋的新开端
It was satisfying in a fresh new way for longtime fans, while also making the series radically more accessible. 它全新的姿态取悦了大部分的老粉，同时也让这系列开始变得平易近人
[Game Audio] [游戏音频]
The plot and game visuals closely follow Rondo of Blood - it is after all, part of the Dracula X sub-series in Japan. 游戏的剧情与视觉效果与血之轮回紧密相连，毕竟它还算是作为Dracula X系列的续作在日本登场的
The story picks up 4 years after the end of Rondo, with the demon castle reappearing much sooner than expected, and Dracula’s son Alucard setting out to destroy his father. 故事发生在血轮之后的4年（1796），违章建筑出现得比预期早了太多，于是德古拉的儿子阿鲁卡多开始了坑爹之路
Symphony’s nonlinear design and particular control mechanics lend itself toward progressing through the game in unexpected ways. 月下的非线性流程设计和独特的探索机制使游戏能在许多意想不到的方式下进行
Some additional PlayStation version footage in this episode was provided by CarcinogenSDA, 这集由CarcinogenSDA提供了PS版游戏流程（YouTube评论栏附有观看链接）这帮家伙在无伤的情况下获得了所有魔导器并花式蹂躏boss们
Symphony of the Night’s enduring popularity has been further bolstered in recent years by its reputation as an entertaining speed run game. 近年来，月下夜想曲的各种娱乐性速通玩法让它获得了更进一步的支持
In the years following Symphony of the Night’s release, the Castlevania series would try on various other forms, but eventually the main series releases became dominated by this style of gameplay - called IGAvania for producer Koji Igarashi, but more popularly dubbed as “Metroidvania,” owing to the world design’s obvious similarities to the sprawling maps of the Metroid series. 在月下夜想曲发售后的几年中，恶魔城系列也在尝试其他不同的游戏模式，但发行的系列作品大多数被这种五十岚孝司式的IGAvania（イガヴァニア）模式所主导，更多被人们所熟知的称谓，则是在地图系统和世界架构上更为相似的“银河恶魔城”这种叫法
On PlayStation hardware, Symphony of the Night can be output with pristine RGB video. 在PS1上，可以使用原始RGB视频输出月下夜想曲。
When using backwards compatibility on PlayStation 2, component cables are also an option if your equipment is compatible with 240p over component. 通过PS2向下兼容的能力，如果你的设备能兼容240p也可以用AV线材输出复合视频
c] As for PlayStation 3, more on that a bit later. 至于PS3，我们稍后再聊
These three titles make up the Dracula X trinity. 三部不同的标题，其实只是了Dracula X的三重存在
But this is not the end. 但这还不算完
Numerous versions on other platforms have sought to bring Richter Belmont and Alucard to new audiences, but where do they succeed,and where do they stumble? 其他主机平台上的众多版本都试图用里希特·贝尔蒙特和阿鲁卡多来吸引新的受众，有些固然成功了，但也跌了不少跟头
[Midroll Break] [Midroll Break]
While Symphony of the Night was designed specifically for the Sony PlayStation, Konami’s Nagoya team ported the game over to the Sega Saturn for a 1998 release only in Japan. 虽然最初月下夜想曲宣称PS平台独占，但在1998年的时候被可乐妹名古屋的团队移植到了SS上，仅在日本地区发行
On paper, this sounds like an enviable version, with a number of exclusive perks, but there are also some very major problems. 表面上看来这款作品因其部分独占内容令人羡慕，但同时也存在不少问题
Perhaps the most notable addition to this port is the ability to play as an adult Maria who has a completely unique moveset and soundtrack. 这个版本最吸引人的部分应该就是可以使用具有独特玩法的成年玛利亚进行攻略和追加的曲目
However, unlike Maria’s mode in Rondo of Blood... this isn’t quite an easy mode. 但玛利亚不再像血之轮回中那么逆天
While Richter Mode must be unlocked in the PlayStation version, both Maria and Richter are playable from the start on Saturn which makes for a great way to jump in for those who have already played the PlayStation version. 有别于PS版必须通关后才能解锁里希特，SS版在游戏开始就可以使用这两名新角色，对于已经通关过PS版的玩家来说是个不错的设定
In addition, a few new areas were added to the castle, with new bosses and music. 此外，城中还增加了一些新的区域，boss和背景音乐
One such area can be accessed pretty early on, and honestly the high experience rate here kind of breaks the game. 比如像这样的地方在游戏初期就可以速刷经验，老实说有点破坏游戏平衡性
Despite these bonuses, the Saturn port is widely regarded as being a disappointment, with the game not being properly optimized to take full advantage of the Saturn’s powerful 2D hardware. 尽管有着以上新要素，但SS版由于缺乏优化而并没能够充分发挥主机其强大的2D能力，令大部分人略感失望
Extreme slowdown and an absence of transparency effects just scratch the surface. 严重的拖慢和半透明效果的缺失也不尽人意
The PlayStation version runs at 256 pixels wide, a mode that the Saturn simply doesn’t have. PS版运行的分辨率宽度为256像素，SS不包含这个模式
To fit the Saturn’s minimum horizontal resolution of 320 pixels, the game’s pixel art was pre-scaled, resulting in a jagged image that mangles every object and background in the game. 为了适应SS上320像素的最小水平分辨率，游戏的贴图被拉伸放大，参差不齐的图像导致了严重的锯齿和背景的变形
[d] 并[d]
The Saturn version is also marred by a 480i resolution in the pause menu, resulting in a switch from the 240p gameplay resolution that causes a significant delay in image re-sync when connected to digital upscalers. SS版在游戏中暂停菜单时也会遇到从240p切换480i分辨率问题，使用数字解码器会由于图像刷新同步而导致明显的延迟
This becomes especially problematic because in this version you can only access the castle map through the pause menu, rendering the game virtually unplayable unless you’re using a CRT. 由于SS版访问地图需要进入暂停菜单，除非你是使用CRT不然问题将变得尤为严重
The Japanese Saturn port of Symphony has become quite an expensive collector’s item, so steer clear unless you simply must own every version of the game… or if you’re prepping for a good old fashioned Saturn vs. PS1 argument. 日版SS的月下目前已是相当昂贵的收藏品，除非你是死忠要坚持收入囊中，抑或是要展开一场PS和SS孰优孰劣的争论
It wouldn’t be until 2007 - a decade after Symphony of the Night’s initial release - that a trio of new versions would appear to celebrate the game’s 10th anniversary. 直到2007年，为了庆祝月下夜想曲首发10周年纪念而颁布的新版本
First came an Xbox Live Arcade release for download on the Xbox 360 handled by Digital Eclipse, which is considered notable for increasing the Xbox Live Arcade file size limit. 首先是由Digital Eclipse提供的Xbox 360上的Xbox Live Arcade下载版，需要值得注意的是Xbox Live Arcade的下载文件大小限制
It is pretty unique and not bad at all for what it is - a highly desired PlayStation game emulated on an Xbox console, released in the early years of the HD generation. 在HD时代的早期来说，在Xbox主机上推出这么一款非常受欢迎的PS模拟游戏显得非常独特并颇有素质
That said, it is absolutely not perfect. 要说的话，肯定谈不上完美
The game defaults to an “Enhanced” mode that resembles a typical emulator smoothing filter, which we prefer to turn off.[e] Thisleaves the pixels sharp, but not quite uniform. 游戏默认的增强模式会开启一种类似于模拟器的平滑滤镜，我们建议将其关闭。这样会使像素变得锐利，但并不均匀
With the screen sizing option, it’s very difficult - perhaps impossible - to dial in an integer scale for even pixel sizing and perfectly smooth scrolling. 在调整屏幕大小的选项上，由于是使用类比摇杆拨动，导致几乎不可能准确的调整横纵比例
And unfortunately there is no way to turn off the nasty pillar box border… 不幸的是，也没有办法关闭令人不爽的边框
unless you switch to a 4:3 analog output, which hey, it’s not 240p but at least it fills the screen correctly. 除非你切换成4:3模拟输出，虽然不是240p但至少能准确的铺满整个屏幕
There is some input lag and you might notice the occasional visual quirk. 依然会存在一些延迟，和偶然的画面花屏会引起注意
This version is in fact backwards compatible on Xbox One, although with no particular enhancements. 实际上这个版本也能通过Xbox One向下兼容，但并没有什么改进
The Xbox 360 release is far from the best way to play Symphony of the Night, but for many people it could be the most accessible version, and for them, it should serve as a perfectly acceptable means of experiencing one of the PlayStation’s most legendary titles.[f] 通过Xbox 360玩月下夜想曲固然不是最佳办法，但对大部分人来说这应该是最简单可行的，至少对他们来说完全可以接受通过这样的方式来体验PS上最具传奇色彩的作品之一
The PlayStation Store for PlayStation 3 offers a wealth of “PSone Classics” to download for reasonable prices, and Symphony of the Night was released for sale on the service in the summer of 2007. 在2007年夏季，随着PS3的商店推出经典PSone游戏下载的服务，月下夜想曲也以更加亲民的价格上线了
This is the original release running with the PS3’s tried and true PS1 emulation. 这是用PS3模拟运行的PS1原始版本
While PSone Classic downloads present with a slightly soft appearance, the original aspect ratio and artwork is represented respectfully, and some may even prefer the smoother look compared to razor sharp pixels. 虽然PSone Classic下载版在画面上呈现了一些柔化的效果，但原始的横纵比和画面表现都相当出色，甚至有些人比起原来那些锐利的像素块更喜欢现在平滑的效果
As with any emulated solution, you should expect some input lag, but the degree to which this is noticeable depends on your television and your own sensitivity to lag. 与其他任何模拟器类似，也存在输入上的延迟，但这种感受取决于你的电视和自身对延迟的敏感程度
Even though Sony stopped including PS2 backwards compatibility on PS3 systems in 2008, don’t forget that all PlayStation 3 consoles run PS1 discs through emulation - even the so-called “super slim” models. 尽管索尼在2008年停产了向下兼容PS2的PS3型号，但别忘了所有的PS3主机——包括超薄机在内的所有型号都能直接模拟运行PS1的光盘
This is interesting because certain PS1 discs, for reasons unknown to us, run on PS3 with ultra-sharp graphics in comparison to their downloaded counterparts. 有趣的是，某些PS1的光盘，不知为何在PS3上运行比起下载版呈现出更加清晰的画质
Symphony of the Night is one such disc. 月下夜想曲就是其中之一
At a glance, this may seem really cool, but the tradeoff is that this results in uneven pixel sizing, which may cause shimmering issues as the screen scrolls. 乍一看这样屌爆了，不过弊端是会导致像素块的大小不均衡，在画面滚动的时候出现闪屏的问题
The smoothing function in the system menu is your only option for fixing this, although it’s rather blurry. 系统菜单中的平滑功能是解决这个问题的唯一办法，可它实在是太糊了
One last curiosity when playing Symphony of the Night on PS3 - notice that while running the disc version, a dither pattern surrounds what is otherwise a very cool bloom effect as the moon in this area passes behind objects in the foreground. 最后说一个在PS3上玩月下夜想曲有趣的地方——在运行光盘版的这个场景中，月亮在前景的物体背后交替经过的时候会因抖动形成一个非常酷炫的光晕环绕效果
This glitch manifests with backwards compatibility on PS2 consoles as well, but the effect does render correctly when playing the PSone Classic download, making it overall the more accurate way to play on a PlayStation 3 console.[i] 这个小问题在PS2向下兼容的时候也比较明显，但在使用PSone Classic下载版时又表现出了正确的渲染效果，PS3主机上更是如此
Of course, many PSone Classic downloads can also be played on PlayStation Portable, PlayStation Vita, and PlayStation TV when approved for compatibility. 当然，通过良好的兼容性，许多PSone Classic的下载内容也可以在PSP,PSV以及PS TV上游玩
Luckily, Symphony of the Night plays on all three. 月下夜想曲很幸运的三个平台通吃
When using the original PS1 vertical resolution on a PSP screen, the game window appears quite small. 在PSP屏幕上使用原始PS1垂直分辨率时，游戏窗口显示相当小。
Luckily, the PSP offers surprisingly robust scaling capabilities, which can be accessed by hitting the PlayStation button after launching a PS1 title. 所幸PSP提供了令人惊讶的强大缩放功能，启动PS1的游戏标题后按下PS键即可进入
In addition to a few presets, an impressive custom sizing tool allows you to adjust the overscan area, centering, and fine-tune the aspect ratio to your liking. 除了一些预设选项外，用户可以根据自己的喜好用自定义大小调整工具来校准过扫描区，居中画面，以及微调横纵比。
The amazing part is that the scaling engine is such that the game maintains a crisp appearance no matter how you scale it, with no obvious unevenness or scaling artifacts. 神奇的是无论你怎么折腾，缩放引擎都能使游戏的画面保持清晰的外观，不会出现明显的不均匀或虚影
Symphony of the Night gets a top-notch showing on the PSP screen here. 月下夜想曲在PSP这块小小的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 PSone Classics. 后来支持PSP视频输出的硬件，针对PSone Classics的作品也有着一个相当酷炫的技巧
If you set the system to interlaced output, then boot a PSone Classic, you’ll get an authentic 240p resolution, just as if you were playing on a real PS1, and it won’t be small in the screen like normal PSP gameplay output. 如果将系统设置为隔行扫描输出，然后打开一款PSone Classic作品，将获得一个像是在实机上玩的标准240P分辨率画面，也不会像PSP屏幕上那么小了
This is an ideal signal for upscalers or CRTs, and is not possible on PS3. 这是个针对解码器和CRT的理想信号，但在PS3上行不通
It’s not quite as sharp as PS1 hardware, and there’s a bit of added dither on the PSP video output,[j] but when using a CRT, these issues aren’t very visible. 不像PS1那样锐利，偶尔也会带有一些抖动，但如果是用CRT显示的话这些问题几乎不太明显
Playing in 240p with analog cables on a CRT via a PSP is one of the most authentic-feeling methods for playing Symphony of the Night if you no longer have a PS1 or PS2. 如果你没有PS1或者PS2实机，那么通过PSP的这种方式在CRT上以240P的分辨率玩月下夜想曲应该是能获得的最好体验了
PlayStation Vita offers nearly the same scaling options as PSP. PSV提供的缩放方式与PSP几乎是一样的
With bilinear filtering turned off, pixels do indeed look quite crisp on the Vita screen, 关闭双线性过滤后，VITA屏幕上的像素看起来确实很清晰
however this is not necessarily a great fit for Symphony due to its 256 wide horizontal resolution not matching up with the horizontal sizing, resulting in… you guessed it, uneven scaling. 但由于它256的水平分辨率与月下并不是非常匹配，你懂的，会导致一些不均匀的缩放
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，不过我还是感觉过于模糊了
Custom sizing is available here as well, but the forced touchscreen controls for setting it feel imprecise. 虽然也可以用自定义尺寸，但通过触屏来控制很难做到精确
The Vita’s settings are more flattering to 320 pixel wide games - a majority of the PS1 library - but the results for Symphony are acceptable enough. Vita的设置更适合PS1产品库中大部分320像素宽的游戏，不过月下的表现也算能够接受的
The Vita’s microconsole counterpart, the PlayStation TV, is a bit limited when it comes to PSone playback. Vita对应的外设PS TV在运行PS1游戏时会有一些受限
PSone games cannot run with the system set to 1080i, only 720p or 480p. PS1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 to be less pleasing than PSone Classics on PS3. 可惜的是没有相关视频设置的选项，而且柔化过后的图像看起来比PS3上的PSone Classics更加令人不爽
The aspect ratio is also a touch skinnier than it’s supposed to be. 横纵比也比预期的更加纤细了
We understand that Custom Firmware may offer additional options for PS1 games on PSTV, but that’s a bit beyond our scope for this episode. 我们也了解到自定义固件能够为PS TV上的PS1游戏提供额外的视频选项，不过这不是本集话题的范畴了
The final release of 2007 for Symphony of the Night hit in October in the form of The Dracula X Chronicles for PSP. 2007年最后一个版本的月下夜想曲收录在了PSP十月发售的Dracula X历代记中
The main draw here of course is a full 3D remake of Rondo of Blood - the game’s first official release outside Japan. 其中的重头戏毫无疑问是血之轮回的3D重制版，也是这部作品第一次在日本外的地区正式发行
By finding hidden items in this main mode, the original Rondo and Symphony can be unlocked. 在正篇中找到的隐藏道具可以解锁原版的血轮和月下
Remember that PSP video output normally does not take up very much of the screen. 要知道的是PSP输出的画面并没有占满整个屏幕
This can be circumvented with upscalers or some TV settings if available. 这问题可以通过解码器或某些视频设置来规避
In this case, we’ve scaled the image in editing to simulate what it could look like in an ideal scenario. 在这种情况下，重新编译的图像缩放成了一个较为理想的状态
This version of Symphony is no simple rip of the PS1 disc and certainly offers some items of interest for fans. 这个版本的月下也并非PS1光盘版的简单复刻，还为粉丝们提供了一些福利
The text is re-translated and voice over is performed by new actors. 游戏内的文本对白重新翻译，并有了新的配音
[Game Audio] [游戏音频]
It’s a pretty hard sell given the beloved infamy of the original dialogue. 对原作厨来讲，这可能挺难接受的
Maria Mode is back from the Saturn release, although she has to be unlocked after clearing the game and plays more like in Rondo of Blood compared to her Saturn incarnation. 玛利亚也可以在通关游戏后解锁了，她在这里的表现比起SS上的前身更像是血之轮回
However, some things are just a bit off, such as the sound effects, and vertical scrolling looks poor no matter which display mode is chosen - both sizes are pretty blurry. 不过某些地方还是点变味，例如音效，垂直卷动也是无论选择哪种显示模式，看起来都很模糊
It simply does not look as good as the PSone Classic version on the PSP screen, and the 240p video output trick is not possible in Dracula X Chronicles, which is too bad because the new features are certainly intriguing.[l] 简单说来就是不如PSP上的PSone Classic版本表现得那么好，加上之前240P输出的技巧不再适用于Dracula X历代记，虽然新内容也很吸引人但实在是太遗憾了
This would be the final release of Symphony of the Night for over a decade. 这大概算是月下夜想曲发售十年来的最终版本
It was now time for Rondo of Blood to shine. 现在该让血之轮回重新登场了
[Music] [音乐]
Despite being completely remade with with polygonal graphics and redone music, the PSP Dracula X Chronicles version of Rondo is very firmly based on the PC Engine original. 虽然是多边形重现的图像和重制的音乐，但PSP这款Dracula X历代记依然非常忠实的还原了PCE的版本
While I haven’t played each version of Rondo enough times to hone in on what specific alterations may exist, level design, enemy behavior, and controls are accurate enough to serve as a suitable replacement for the original experience. 虽然我还没足够时间来研究血轮现存每个版本的差异，不过这次的关卡设计，敌人表现以及操控性上都足以被视作一个原版的替代品
The biggest difference of course, are the 3D visuals versus the sprite-based original. 最大的区别则是3D视觉效果与基于点阵的原始效果
One disappointment for me is that the atmospheric lead-ups to many boss fights have now been replaced with generic cutscenes. 还有一点令我失望的地方是，原本许多boss战前挺有气氛的转场被普通的过场动画所取代了
One of my favorite things about the original version of Rondo are the special flourishes unique to various gameplay scenes, such as the beast crashing through the castle wall. 原版血轮中我挺中意的某些场景突发性事件的玩法，比如像蛮牛撞破城墙冲进来那一幕
It’s not as speedy and doesn’t have the same impact when these moments are replaced with a cutscene. 当这些地方被过场动画所取代后，一方面拖慢了游戏节奏，另一方面也并没有像原版那么具有冲击力
This version also runs at half the framerate - 30 frames per second as opposed to 60 - 这个版本也以原帧率的一半在运行 - 每秒30帧而不是60帧
although for a slow-scrolling game like Castlevania, it feels OK to me.[m] 尽管如此对于像恶魔城这样的慢速卷动的画面，我觉得是ok的
This remake is certainly a bit divisive, but in spite of its drawbacks I actually kinda like it and I think it’s fun having different visual takes on Richter and Maria’s adventure. 这个重制版虽然有所欠缺不过我还是挺中意的，在玛利亚和里希特各自的线路中，不一样的视觉效果也非常有趣
When it comes to playing this version as a download on PlayStation Vita, well, the Vita does a pretty incredible job of rendering PSP graphics due to a simple 2x scale for the PSP resolution to fill the Vita resolution. 在PSV上玩这部下载版时，Vita的分辨率正好是PSP的两倍，画面得以很好的填充，图像渲染方面也做得相当出色
It’s an excellent alternative to playing on a real PSP. 比起在PSP实机上玩这应该是最好的选择了
Unfortunately Dracula X Chronicles is not approved for compatibility with PlayStation TV, and PSP games on PSTV tend to be overly blurry anyway, although both issues can be circumvented with custom firmware. 遗憾的是Dracula X历代记与PS TV并不兼容，PSP游戏在PS TV上表现得过于模糊了，虽然这些问题都能通过自定义固件解决
The original version of Rondo contained in The Dracula X Chronicles suffers from the same issues as its Symphony version 包含在历代记中的原版血轮也跟月下一样遇到了同样的问题
forced borders and imprecise scaling no matter which screen size mode you use. 无论用什么屏幕尺寸模式，都会存在边框和不精确的缩放
Interestingly, a title screen was created in the style of the old Castlevania logo... 有趣的是，标题画面使用了旧恶魔城风格所展现的logo
English subtitles display for the German language opening… 再来段德味语音的开场动画配上英文字幕
[Game Audio] [游戏音频]
And an English dub now plays over the original PC Engine cutscenes instead of Japanese. PC Engine过场动画中的日语则替换为了英语
[Game Audio] [游戏音频]
This isn’t necessarily a terrible way to play Rondo, but it is probably the least desirable version overall.[n] 虽然这不是最糟糕的方式，但总的来说是很难让人满意的版本
Case in point: in 2010 Konami brought the PC Engine version of Rondo to the Wii Virtual Console as an import title for North America and Europe. 举个例子：2010年时可乐妹通过Wii的虚拟主机模拟器将PCE版的血轮带到了北美和欧洲
Actually, it was the last PC Engine or TurboGrafx Wii release in those regions. 实际上这些地区是最后才发行Wii上的PC Engine和TurboGrafx虚拟主机
When the Wii system is set for 480i, most Wii Virtual Console titles will output in their original 240p resolution, which is ideal for playing on a CRT or for the best image when using an upscaling device. 当Wii设置为480i时，大部分虚拟主机都会使用240p的原始分辨率输出，是非常适合用解码器在CRT设备上播放的
Earlier PC Engine titles on the Virtual Console do not work this way, and as a result are quite blurry, but luckily Rondo managed to avoid this fate.[o] PCE上的早期作品不能在虚拟主机上用这种方式工作，会导致画面相当模糊，所幸的是血轮逃过一劫
However, this overall improved presentation is not a straight upgrade. 但总体的提升并不是非常直接
Uneven horizontal sizing results in the dreaded scrolling shimmer, which is not an issue on other Virtual Console platforms. 不稳定的水平尺寸导致可怕的卷轴闪屏，这种问题在其他虚拟平台上还没出现过
This scaling problem seems to also be shared by other later TurboGrafx and PC Engine releases on the Wii. 这个缩放的问题在Wii之后发布的TurboGrafx和PC Engine的作品上也遗留了下来
The Wii release does have a few edits in common with the PSP release: the German intro is re-voiced for some reason, but is still German. 这个版本与PSP有不少共同之处：开场部分虽然不知为何重新配了音，但依然德味十足
[Game Audio] [游戏音频]
There are also one or two small visual tweaks, but the Wii release is otherwise largely unaltered, including the original Japanese cutscenes with no subtitles. 还有个别细微的图像调整，但Wii这个版本总体上基本保持了原汁原味，包括原本不带字幕的日语过场动画
[Game Audio] [游戏音频]
One area where emulation can improve upon the original hardware is of course load times 比起在实机上模拟器还有一个比较明显的提升是读盘时间
- my PC Engine CD unit and game disc seem to be in good shape, but there can still be a bit of an extended wait before the battle against Shaft. 我这台PCE的CD单元和游戏光盘状态都还不错，但在沙夫特的战斗前依然有少许的读盘等待时间
Thankfully, disruptive loads like this in the middle of a gameplay scene are generally uncommon.[p] 值得庆幸的是，在游戏进程中这样具有破坏连贯性的读盘非常少见
Despite some lag caused by the emulation, if 240p output is a big deal to you, this is one of the more authentic-feeling ways to play Rondo without access to a PC Engine or TurboGrafx. 尽管模拟器会造成一些延迟，但如果你坚持240P输出，那么这样玩PC Engine和TurboGrafx的血轮也很有实感
Although unfortunately, due to the closure of the Wii Shop Channel, legally obtaining this release is no longer possible. 但不幸的是随着Wii Shop Channel的关闭，已经无法再通过正常渠道获得这个版本
While the Super Nintendo Dracula X skipped the Wii, Konami did bring it to the Wii U. 超任的Dracula X虽然跳过了Wii，但可乐妹把它带到了Wii U上
We’re generally pretty happy with how SNES games are handled by the Wii U Virtual Console, with decent scaling and a correct aspect ratio. Wii U虚拟主机处理SNES游戏有着准确的缩放和宽高比，我们对此非常满意
The color, brightness levels, and soft but sharp-enough image are somewhat similar to the characteristics of a standard non-1CHIP SNES console.[ 颜色，亮度和柔和但足够清晰的图像跟非1CHIP的标准SNES主机有点类似
I was disappointed to notice a frame blending effect on the SNES Wii U Virtual Console while editing my recordings… 我在剪辑素材的时候发现了Wii U虚拟主机运行SNES时一个令人失望的帧混合效果 我很失望地注意到在编辑我的录音时，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 while playing the game. 虽然知道这可能是种抗癫痫的措施，不过老实说我自己在玩的时候从未注意过
In addition, Dracula X was later released as a Virtual Console title for NEW 3DS systems, as Super Nintendo emulation is only available on the NEW line of systems. 此外，Dracula X在NEW 3DS的虚拟主机系统上发布，但超任的模拟器仅适用于NEW这个系列的产品线
We consider 3DS Virtual Console to also be quite solid overall, with the system’s 240 pixel vertical resolution being a perfect fit for SNES games, and the screen even has a sort of scanline appearance when 2D is off. 总的来说我们认为3DS的虚拟主机也很可靠，系统240像素的垂直分辨率完美贴合SNES游戏，2D效果关闭时甚至能呈现部分扫描线的效果
By default, a horizontal interpolation effect is used to stretch the game to a 4:3 aspect ratio, and it’s a pretty good implementation considering the screen’s low resolution. 默认下水平插件效果将游戏拉伸到4:3的高宽吧，在考虑到屏幕较低的分辨率的情况这其实能更好的实现
If you simply must have crisper pixels, Pixel Perfect mode removes the aspect ratio correction, but it’s technically a bit too skinny. 如果只是要更加清晰的图像，完美像素模式可以消除横纵比校正，但严格来说有点瘦过头了
Dracula X from the Super Nintendo may have not been the game people really wanted, but at least it’s there to try out. 超任的Dracula X也许不是大家真正期望的，不过至少还是值得一试
But now after a long hiatus, Rondo of Blood and Symphony of the Night have a new release - available for the first time in 4K. 不过在当前，经过一段长时间的沉寂后，血之轮回和月下夜想曲也首次迎来了它们的4K版本
Castlevania Requiem was released on October 26, 2018 for PlayStation 4, 8 years after Rondo on the Wii Virtual Console and 11 years after Symphony of the Night’s most recent appearance. 2018年10月26日恶魔城安魂曲在PS4上发布，血轮最后在Wii虚拟主机上出现已经过去了8年，月下夜想曲距离最后一次发行也已经过了11年
While we don’t want to make firm claims about the exact technology driving these versions, 虽然我们不想从技术的角度来苛求这个版本
the Requiem compilation is widely believed to be based on The Dracula X Chronicles, sadly minus the 3D remake. 可悲的是安魂曲被普遍认为是基于Dracula X编年史的复刻而并非3D重制
This is plausible, seeing as hackers have presented evidence that a handful of PS4 releases that appear to be HD remasters are in fact PSP versions with extra features hooked in over an emulation layer. 黑客们提供的一些证据也表明了这是真的，那些所谓的PS4上的HD重制版，实际上只是通过模拟器层面实现了部分额外功能的PSP版
If Sony’s PSP emulator is at work here, that would also explain the strange decision to not release Requiem on Xbox One, Switch, or PC. 如果大法的PSP模拟器能运行这个，那也能够解释安魂曲为何没在Xbox One, Switch, 和PC上发布了
A quick and dirty approach to running these games on PS4 could be the cause of various rough edges such as sound issues and saving and loading stutters. 在PS4上简单粗暴的运行这些游戏，导致了大量的瑕疵诸如声音问题和存取不畅等
Although the lack of slowdown when the Life Up item appears after a boss in Symphony does suggest extra performance headroom.[ 虽然月下中在boss战后掉落的Life Up道具不再有延迟，表明有了一定的上升空间
But performance is not necessarily improved across the board - check out this persistent screen tear in the first area of the burning town in Rondo. 但实际性能并未得到全面的提升——看看血轮第一关被残像余影干扰燃烧的城镇区域
This would totally ruin the game if it were visible on every screen. 如果在每个地方都能看到这种情况将会彻底毁了这款游戏
Or how about how the laggy background rendering visible in this scene where the mast position moves out of sync when scrolling vertically. 或是像这个场景中，垂直卷动时桅杆与背景渲染明显有不同步
That’s not parallax.. 这并非视觉差异
This also occurs on the PSP release, but not on original hardware or the Wii Virtual Console emulation, lending further credibility to the notion that Requiem is closely built around Dracula X Chronicles. 在PSP版上也有这个现象，但并不会出现在Wii的虚拟主机模拟器上，这进一步证实了安魂曲更接近Dracula X历代记的架构
In other respects, this is not necessarily a bad thing, if you like the PSP’s English dubs, or are interested in some of the PSP additions to Symphony. 在其他方面，如果你喜欢PSP版的英文对白，或是对月下的附加内容感兴趣的话，也并非全是坏事
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历代记没有的几个额外图形设置
yet essentially none of the new features are implemented correctly - not even close. 但基本上没有一项新功能能正确实现 - 趋近于无
The optional scanline overlay is nothing more than a basic layer over the entire screen 扫描线覆盖的选项仅仅只是给整块屏幕套上了一个图层
- even over the borders - and unbelievably, it doesn’t even line up correctly with the game’s pixel grid, regardless of which of the two screen size modes are chosen! - 甚至出现在了边框上 - 令人难以置信的是，它甚至没有正确排列游戏的像素网格，无论选择哪种屏幕尺寸模式
There’s also a simulated interlacing effect, which nevermind that that shouldn’t even exist for 240p games, the way the flicker is implemented isn’t even like real interlacing. 还有一种模拟隔行扫描效果，但它没意识到240P游戏本来不存在这种表现，闪烁实现的方式跟实际隔行扫描比起来太假了
And there’s the obligatory Smoothing feature which, well, that’s not to my taste anyway, so I’ll let you judge the quality of it for yourself. 另外还有个强制平滑的功能，不过这并不符合我的口味，你们也可以自行评判
The good news is that you can, at least, turn off the borders, unlike the PSP release. 好消息是你现在至少可以关闭边框了，这与PSP版本不同。
Even with the overall sense that accuracy wasn’t a top priority here, we’ve nonetheless found that these versions of Rondo and Symphony to play just fine, and they actually look very very good as long as you don’t use the botched graphics settings. 总的来说，精确度并非首要关注的，我们认为血轮的月下这两个版本玩起来也不错，只要别去折腾那些糟糕的图像设置，看起来就已经非常好了
Seeing as both games are designed at 256 pixels wide, they were intended to be stretched by CRT televisions just a little bit to fill a 4:3 aspect - in other words, pixels should be a bit wider than they are tall, and that’s exactly what we’ve got here. 由于这两款游戏都是按256像素宽设计得，所以它们被CRT电视拉伸了一点以满足4:3的要求——换句话说，像素的宽度应该比高度略多一点，这正是我们现在看到的。
Looking at a standard PS4 running in 1080p, Rondo looks just fantastic whether you use “Normal” or “Full” sizing. 在标准版PS4下以1080P运行的血轮，无论用普通或是全屏尺寸看起来都挺不错
Interpolation is subtly engaged on both axes to soften pixel edges just enough to keep the overall impression sharp, while maintaining the appearance of pixel uniformity and a correct aspect. 在两个轴上巧妙地添加插值以软化像素边缘，使整体印象清晰，同时保持像素均匀性和准确的外观。
Check out how it compares to our gold standard of the Open Source Scan Converter, performing a comparable 4x scale on an RGB-modded PC Engine. 看看它跟我们的OSSC用RGB改机后的PC Engine 4x放大黄金标准比起来如何
“Full” mode fills the screen’s vertical space and seems to have no trade-offs in terms of sharpness or pixel integrity, leading us to believe there’s not much of any compelling reason to ever use the smaller picture. 全屏模式填充了屏幕的垂直空间，在清晰度和像素完整性方面似乎没有折衷的办法，让我们也觉得没理由去使用更小的图素
You’d think just doing it right like this would be standard, but this sort of ideal scaling is not to be taken for granted with retro re-releases. 或许你认同这种做法，但在怀旧复刻中这种思路的缩放并不是很理想
Both the “Normal” and “Full” sizing modes behave differently in Symphony than they do in Rondo, which doesn’t make much sense. 正常和全屏的尺寸模式在月下和血轮中的表现均有不用，似乎没什么意义
Interpolation is engaged on both axes in both modes, but again, the impact on overall sharpness is minimal. 在两种模式下，插值均在两个轴上进行，但对整体锐度的影响也是最小的
The “Normal” sizing for Symphony is a bit odd… rendering square-shaped pixels, which as you know, is not correct for a 256 pixel wide game. 月下中的正常比例有点奇怪，渲染呈现正方形的像素块，如你所知这在256像素宽的游戏中是不准确的
“Full” gives us slightly rectangular pixels and what we would consider to be a more proper aspect ratio, so this is the setting to use. 全屏为我们提供了较为矩形的像素块以及我们认为更合适的纵横比，建议用这种设置
Luckily, when played on a PS4 Pro, Castlevania Requiem does take advantage of 4K output, and it is indeed very crisp. 幸运的是，在PS4 Pro上游戏时，恶魔城安魂曲通过4K输出表现得非常清爽
In this configuration, all modes use some interpolation both horizontally and vertically, so just use larger screen sizing. 在这个配置下，所有模式都同时用了水平和垂直插值，尽管用大屏就行了
While this shouldn’t be a noteworthy perk for this collection, retro compilations and pixel-based games in general have not been particularly consistent in supporting 4K output on PS4 Pro, so it’s nice to see it here and it does look good.[x] 虽然这些福利有点无关痛痒，怀旧复刻和基于像素的游戏通常来说并非PS4 Pro上4K输出的重头戏，看到这次它表现得这么好我们也挺高兴的
Our input lag tests, while hardly scientific, lead us to believe that added latency over original hardware is around 2 to 3 frames. 检测延迟的办法虽然不够科学，但我们相信比起原始硬件上还是增加了大约2到3帧的延迟
For Symphony, this just barely edges out the 360 release. 对于月下来说，这只是勉强超越了360版
It’s important to acknowledge that all emulations will have some lag, but if you don’t notice, don’t worry about it. 关键是要承认所有的模拟手段都会造成一些延迟，如果你没注意到那也不用担心什么
One last notable thing to mention is that 3D backgrounds, objects, and rotation effects in Symphony of the Night render in high res… and it looks pretty neat. 最后值得一提的是，月下夜想曲中的3D背景、物体和旋转效果在高分辨率渲染下呈现来非常整洁的效果
The motion of polygonal objects may appear jerky because of the way points are plotted in the original coding, so the ultra high resolution doesn’t mask this very well. 由于原始编码中绘制路径点的方式不同，多边形对象的运动可能会显得不平稳，因此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 all the same.[y] 很难说这种方式是否更好，但看起来挺酷炫的
Rondo of Blood and Symphony of the Night are among the most beloved games of the 16 and 32 bit generations, so naturally any new release will be scrutinized from top to bottom 血之轮回和月下夜想曲是16位和32位时期最受欢迎的游戏作品之一，所以每次有新版本发布都会被重头到尾的剖析
- and we know full well there must be much more to examine here with every version than we’ve got time to showcase here. 我们也清楚，每个版本都还有许多东西值得考究但可惜没时间在这里一一交代了
But even through all the slowdown on Saturn, smudgey scaling on PSP, and bargain bin emulation on PS4, the soul of these games has continued to shine through. 即使SS上有拖慢，PSP诡异的缩放，以及PS4的廉价模拟器，都还是无法掩盖这些游戏耀眼的本质
The best re-release for Rondo - we’d say - is the Wii version, while Symphony plays great and looks great as a PSone Classic on PS3, PSP, and Vita. 对于血轮的再发行版本来说，我们认为Wii版是最好的，月下的话则是PS3, PSP, 和Vita的PSone Classic版
And you know, the PS4 Requiem is really sharp. 你也要知道，安魂曲在PS4非常清晰
For us it’s pretty tough to beat the original versions on original hardware, but it’s important to keep games like these accessible and available. 对于我们来说，要获得超过原版的体验确实很难，但能够简单上手的接触到这些作品也是非常重要的
Each version has its pros and cons, but the for Castlevania fans, the only wrong way to play Rondo of Blood and Symphony of the Night, is to not play them at all. 每个版本都有其优点和缺点，但对于恶魔城粉丝来说，唯一错误的方法体验血之轮回和月下夜想曲，大概是做一名云玩家吧
[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