While I ultimately enjoy the experience of playing Rondo of Blood over Dracula X, I can still appreciate the music from the Super Nintendo version. This led to new versions of every song on the soundtrack, including the aforementioned Opposing Bloodlines: Without Red Book Audio for sampling purposes, many songs had to be reworked to exclusively utilize the inherent samples and instrumentation of the Super Nintendo. In addition to the gameplay and design changes in Dracula X, the audio had to be configured to make use of the Super Nintendo’s sound hardware. Levels were redesigned, certain pathways were altered, cutscenes were removed, and the unlockable second character became a non-playable character to be rescued.
#Dracula x rondo of blood pc Pc
Titled Castlevania: Dracula X, this game featured similar graphics and level design to Rondo, but technological differences between the PC Engine and the Super Nintendo led to some drastic changes between the games. Two years later, Konami would release an alternate version of Rondo of Blood to the Super Nintendo. This meant that the game’s soundtrack could feature CD-level sampling along with the PC Engine’s onboard soundchip, leading to higher musical quality in songs like Opposing Bloodlines: In addition to the changes in gameplay, Rondo of Blood was the first Castlevania title to make use of Red Book Audio.
#Dracula x rondo of blood pc upgrade
This game was a massive upgrade from previous entries in the series featuring anime-style cutscenes, hidden and branching level pathways, multiple endings, and an unlockable second character. This year, we will take a look at another song from the Castlevania series that made its debut in two very different versions of a particular title.Ĭastlevania: Rondo of Blood was released on the PC Engine Super CD-ROM² System in Japan in October of 1993. Constant console hopping with franchises (you basically have to buy every console ever if you're a Castlevania fan to play them all).In the past, we used the Prelude track from Castlevania III to highlight the differences in audio and sound chips between the Famicom and the Nintendo Entertainment System. All those Parodius games and no Axeley sequel. Konami had already started getting frustrating. I convinced myself Vampire's Kiss/ADXX was good, and it is still decent. So yeah, it pissed me off back in the day. And there's basically no attention to detail at any point, unlike the detail packed first SNES game, ADX and X68k, which were packed with beautiful little touches. And it was clearly rushed, transitions between sections are completely random at times (outside to inside with no doors visible etc). They nailed the main sprite and some others, got the feel right, the chunky anime aesthetic is nicely captured in the background tiles, and they somehow managed to reproduce CD music with no loss of awesomeness, it's a pretty amazing music feat.īut Konami didn't spring for a decent sized cart, so it was stuck with crappy repetitive tiles, shit enemy animation, and quite bland, flat backgrounds at times.
Instead it was a rushed and chopped half-port. They made two Castlevania games for less powerful consoles, an amazing PCE game and a good Mega Drive game.īut while Rondo was pretty awesome, nobody had a PCE CD outside Japan except rich freaks, and we were all waiting for the big one, a killer fancy new CV on the console with the best graphics and sound.
IV was an early SNES game, and Konami had done crazy things on the SNES since (Axelay, Cybernator, Ultimate Parodius etc).
The worst part about Dracula XX/Vampire's Kiss is the wasted potential.