Poll of the Day > I've always wondered if Symphony of the Night was doable on SNES.

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Cotton_Eye_Joe
07/06/17 2:20:23 AM
#1:


Just cut the voice acting and replace the music with chiptunes.
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Miroku_of_Nite1
07/06/17 2:25:41 AM
#2:


Nah, it would be too big.
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TheWorstPoster
07/06/17 2:27:26 AM
#3:


They had to reformulate Castlevania: Rondo of Blood from the PC Engine to the SNES, and ended up being a completely different game altogether.

Symphony of the Night on the SNES would have been impossible.

What Konami should have done instead was port Rondo of Blood to the Sega CD.
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Lokarin
07/06/17 2:31:07 AM
#4:


Miroku_of_Nite1 posted...
Nah, it would be too big.


The map could easily fit, the SNES was very good at processing flat data - however, the map would have to be replaced almost entirely with tiles as opposed to pre-rendered art.

Compare games like Circle of the Moon which could easily be done on the SNES.

What else is on SotN so I can research more SNES specs
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RoboXgp89
07/06/17 2:31:11 AM
#5:


these people don't know what they're talking about
of course it would have been doable

there just would have been some slow down when there was more then four enemies on the screen
and obviously the sound track would have to be in WAV or something

if they recycled backgrounds in certain places the map would still be the same
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Lokarin
07/06/17 2:32:32 AM
#6:


RoboXgp89 posted...
four enemies


To be precise, more than 32 sub-sprites
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Mead
07/06/17 2:38:28 AM
#7:


but why
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RoboXgp89
07/06/17 2:39:42 AM
#8:


Mead posted...
but why


for the lolz obviously
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WhiskeyDisk
07/06/17 3:06:01 AM
#9:


You're missing a very obvious problem control-wise.

How would you handle the different transformations without R2 and L2?

Plus pulling off spells was hard enough on a dualshock, pretty sure the SNES dpad would destroy your hands trying to pull off Dark Metamorphosis.
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Foppe
07/06/17 5:30:45 AM
#10:


RoboXgp89 posted...
and obviously the sound track would have to be in WAV or something


The soundtrack in Wave should be bigger than the size of the Playstation version...

Anyway, Super Metroid had a pretty big map, so I guess it could be doable with some graphical downgrades.

WhiskeyDisk posted...
You're missing a very obvious problem control-wise.

How would you handle the different transformations without R2 and L2?

Plus pulling off spells was hard enough on a dualshock, pretty sure the SNES dpad would destroy your hands trying to pull off Dark Metamorphosis.


Map the transformation and spells different to fit the controller?
Up+R, Up+L, Down+R for transformations?
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WhiskeyDisk
07/06/17 11:39:48 AM
#11:


Foppe posted...
Map the transformation and spells different to fit the controller?
Up+R, Up+L, Down+R for transformations?


that's...a terrible idea. almost as bad as games like the original Batman game that made simple things like jumping unintuitive to figure out. half the point of transformations like fog and bat was the ability to use them on the fly. i would only imagine that combos like that would negatively impact how smoothly SotN played.
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Dikitain
07/06/17 11:51:27 AM
#12:


WhiskeyDisk posted...
You're missing a very obvious problem control-wise.

How would you handle the different transformations without R2 and L2?

Plus pulling off spells was hard enough on a dualshock, pretty sure the SNES dpad would destroy your hands trying to pull off Dark Metamorphosis.


They did it on the PSP, that doesn't have an R2 or L2 button.
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WhiskeyDisk
07/06/17 12:08:56 PM
#13:


Dikitain posted...
WhiskeyDisk posted...
You're missing a very obvious problem control-wise.

How would you handle the different transformations without R2 and L2?

Plus pulling off spells was hard enough on a dualshock, pretty sure the SNES dpad would destroy your hands trying to pull off Dark Metamorphosis.


They did it on the PSP, that doesn't have an R2 or L2 button.


first off, SotN was hidden inside an entirely different CV game as an easter egg. secondly, the PSP had a dpad and an analog nub. whichever directional you used to control Alucard, the other was mapped to the R2/L2 functions. the SNES controller only has the dpad so...there's that.
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Foppe
07/06/17 12:36:57 PM
#14:


WhiskeyDisk posted...
Foppe posted...
Map the transformation and spells different to fit the controller?
Up+R, Up+L, Down+R for transformations?


that's...a terrible idea. almost as bad as games like the original Batman game that made simple things like jumping unintuitive to figure out. half the point of transformations like fog and bat was the ability to use them on the fly. i would only imagine that combos like that would negatively impact how smoothly SotN played.


Pressing Up+R cant be done on the fly?
How do you hold the controller?
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WhiskeyDisk
07/06/17 12:39:55 PM
#15:


Foppe posted...
WhiskeyDisk posted...
Foppe posted...
Map the transformation and spells different to fit the controller?
Up+R, Up+L, Down+R for transformations?


that's...a terrible idea. almost as bad as games like the original Batman game that made simple things like jumping unintuitive to figure out. half the point of transformations like fog and bat was the ability to use them on the fly. i would only imagine that combos like that would negatively impact how smoothly SotN played.


Pressing Up+R cant be done on the fly?
How do you hold the controller?



Try doing that while jumping and attacking anything that flies.
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Dikitain
07/06/17 1:05:10 PM
#16:


WhiskeyDisk posted...
Foppe posted...
WhiskeyDisk posted...
Foppe posted...
Map the transformation and spells different to fit the controller?
Up+R, Up+L, Down+R for transformations?


that's...a terrible idea. almost as bad as games like the original Batman game that made simple things like jumping unintuitive to figure out. half the point of transformations like fog and bat was the ability to use them on the fly. i would only imagine that combos like that would negatively impact how smoothly SotN played.


Pressing Up+R cant be done on the fly?
How do you hold the controller?



Try doing that while jumping and attacking anything that flies.

That is still only pressing 3 buttons at once, not all that difficult.
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pedro45
07/06/17 1:46:33 PM
#17:


look at the port to the Saturn. that was a system that could have improved that game.

so, yes, doable; same functional and amazing game, no.
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ernieforss
07/06/17 2:07:26 PM
#18:


i think it would be do able if they take out the 3d enemies.. maybe if they used the fx chip it would be passable. there was only like 3 of them anyway.
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Zareth
07/06/17 2:45:56 PM
#19:


Alucard would have like 1/4 of the frames of animation and would look janky as fuck when he runs.
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WhiskeyDisk
07/06/17 3:23:24 PM
#20:


Dikitain posted...
WhiskeyDisk posted...
Foppe posted...
WhiskeyDisk posted...
Foppe posted...
Map the transformation and spells different to fit the controller?
Up+R, Up+L, Down+R for transformations?


that's...a terrible idea. almost as bad as games like the original Batman game that made simple things like jumping unintuitive to figure out. half the point of transformations like fog and bat was the ability to use them on the fly. i would only imagine that combos like that would negatively impact how smoothly SotN played.


Pressing Up+R cant be done on the fly?
How do you hold the controller?



Try doing that while jumping and attacking anything that flies.

That is still only pressing 3 buttons at once, not all that difficult.


You're not thinking about what would actually happen using those inputs if that's what you think. Plus, how many simultaneous inputs and button chords was the SNES controller even capable of?

Then what are you going to do about Alucard's back-dash?

Part of what made SotN and the other Castleroids special was the fluidity of combat and flexibility in combat the MCs had over the more traditional Castlevania games. We may as well try and theorize what a 16 bit version of DMC or God of War would play like but at best you'd get some janky Bionic Commando or Battletoads level of interface screw (yes, I know those we're 8 bit titles but you'd end up with the same level of stunted frame animation and lack of frame cancels, etc). Those games were designed for a certain control scheme and any amount of screwing with something as basic as those mechanics would make it a very different game.
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Foppe
07/06/17 5:17:47 PM
#21:


The backdash is mapped to L?
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RoboXgp89
07/07/17 4:23:11 AM
#22:


playstation fanboyism lol
they know 90% of their good games started with nintendo, they just don't want to admit it
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Cotton_Eye_Joe
07/07/17 4:26:52 AM
#23:


Mead posted...
but why

They were still making games for SNES when SOTN came out.
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Foppe
07/07/17 4:38:21 AM
#24:


To be fair, cant the Snes games released after SOTN becounted on one hand?
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RoboXgp89
07/07/17 4:39:20 AM
#25:


not the japanese ones
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I_Abibde
07/07/17 8:06:19 AM
#26:


"What is a man?!"

*comes out sounding like blip-blop-blip*
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RoboXgp89
07/07/17 8:56:00 AM
#27:


I_Abibde posted...
"What is a man?!"

*comes out sounding like blip-blop-blip*


in starfox the annoncer actually says "good luck"
it's a sound byte but still really audible unlike the gameboy color
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Foppe
07/07/17 9:50:35 AM
#28:


They also speak at the start of Tales of Phantasia.
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Warrax
07/07/17 11:07:14 AM
#29:


It would have been possible but forget the videos and the music. Reversed castle might not be possible if it require twice the memory.
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Foppe
07/07/17 11:34:28 AM
#30:


I started to figure out which Snes game that got the biggest maps when I suddenly thought of something.
The Super Mario World levels got one hell a lot of screens, can it be that the combined maps of SMW are bigger than the SOTN map?
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