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User:LostPainting
- As you can see, this is a PlayStation Black Disc. Track #1 contains computer data, so please, don't play it. But you probably won't listen to me anyway, will you?
Hello. I'm unable to contribute to actual datamining or digging through code, mostly just here to clean up random things I come across. Having a redlink as a userpage was bothering me, so here we are.
My favorite game series are Ace Attorney, Animal Crossing, Castlevania, Mother/EarthBound, and Panel de Pon. I have the Japanese comprehension of a 6 year old, so enough to understand small snippets of text, but not much else. I have a lot of experience as a wiki editor, but not on here. That's about it, I think.
Miscellaneous notes
I currently don't have a way to actually dig through code myself, so these are mere observations. No screenshots, either, but I could probably adjust my emulation setup to make it easier to get original-res screenshots. Maybe I'll clean up and document things more officially eventually.
SotN notes
- There... appear to be placeholder strings for the enemy data, for enemies dropping subweapons besides the Axe. This is normally not noticeable in regular gameplay, but I noticed this on multiple randomized runs. Usually Axe Knights have a chance of dropping Axes- but randomized, they can drop other subweapons. This shows up as untranslated text in their enemy data; ex: バイバル(サブ), ビブティ(サブ), and so on.
- I'm assuming this is not something the randomizer added- it's formatted the same as the Axe drop in the Japanese version (アックス(サブ)), for example.
- ...Not that I can dig around in the text myself to verify, though!
SotN version differences
I've heard people mention that the PS4/mobile ports are based on the PSP version, but I can't verify that for myself. If I'm remembering correctly, when I saw footage of the PS4 port, I noticed there seemed to be some kind of strange text error, with lots of missing punctuation at the end of sentences in cutscenes.
E3 prototype
Most of the text differences have been already documented (see: Kool-looking sunglasses), but here's some other stuff I noted.
- E3 prototype seems to have a problem displaying strings correctly in the load save screen- ex: "Black Marble Gallery" gets truncated to "Black Gallery", "Death Wing's Lair" to "Death Lair", and so on. Seems to be just for locations that are three words long.
- Duplicator is unlocked in the shop by default, without a Clear save file, strangely. Properly clearing the game does not unlock the sound test, nor does it unlock the original Japanese VA interviews, either.
- The sound test not unlocking was already noted, but I wondered if the interviews would unlock in their place. Nope!
- Some minor mechanic changes that were present in the final English release were already implemented. ex: Tombstones cast Curse, Archers do damage.
- Amusingly- you can enter the Floating Catacombs, but the exit in the loading zone has been removed, mirroring the behavior in the normal castle's Catacombs. Bring a library card!
Saturn
- There's a separate, new recording of Alucard scolding you for trying to put your CD into an audio player. He specifies that it's a Sega Saturn disc, instead of a PlayStation disc. You can hear this ingame by going into the sound test (VOICE 003).
- There's some new songs that are exclusive to the sound test, unused in regular gameplay, as far as I've been able to tell. Like Beginning (Jazz).
- I mean. ...Lots... of things. Lots of changes. This port's weird, but I think everyone knows that by now.
- Oh, note to self: Compare the original Japanese PS1 versions to the Saturn version at some point. Preferably 1.2 to Saturn? Some things feel off to me, but I can't tell if it's just like that or not.
PSP
I can't speak for the Japanese version of the PSP port, but there's some strange quirks.
- Tombstone and Archer were swapped back to their Japanese 1.0 behavior. ?
- The game over screen once again says "Let us go out the evening for pleasure." instead of "this evening".
- "Wood Carving Partita" is misspelled "Partitia" in the librarian's sound test.
- There's probably more weird typos, that was just one that stood out to me...
- You can, in fact, make Alucard say "So you are the one called Shaft?", if you talk to Richter before entering the inverse castle. Which was a thing new to the PSP port, since normally Alucard automatically immediately hops away to go frolic in the inverse castle.
- I think this is already noted on the PS1's unused sounds page. I just felt the need to make a note of it here. So you are the one called Shaft...
- Due to a lack of L2/R2, Mist is permanently mapped to holding down L and R. If I'm remembering right: it also doesn't function like a toggle like other versions, you have to continuously hold it down.