Castlevania: Nocturne in the Moonlight
Game Overview
Ports of games are common enough -- the original Castlevania had several ports to the various computer systems, as well as a substantive re-imagining with Vampire KillerA loose port of Castlevania for the MSX2, this plaforming adventure took the bones of the original game but blended in minor exploration elements to create something different and interesting.. With the rousing success of Castlevania: Symphony of the NightReleased on the PlayStation in 1997, this game, while not hugely successful in the U.S. at the time, went on to become on the most beloved titles in the Castlevania series. in Japan, Konami took the opportunity to port the game from the PSX to another contemporary system at the time, the Sega Saturn. Titled the same as its PlayStation counterpart in Japan, Akumajo Dracula X: Gekka no Yasokyoku, translated as "Demon Castle Dracula X: Nocturne in the Moonlight", this edition of the game is known in Western circles as Castlevania: Nocturne in the Moonlight to differentiate it from the initial PlayStation release.
For various reasons, though, Nocturne in the Moonlight was a flawed port. The Saturn was not a compatible piece of hardware with the PSX so compromises had to be made for the game. Transparencies, for one, were not something the Saturn could reproduce, so various transparent effects from the original game were done with dithered sprites ("checkerboard" effects that end up looking pixelated). Some items that used transparency, such as the Invisibility Cloak, were replaced with other, functionally similar items that lacked the transparent effect entirely. Coloring was also off, making the game look subtly different, and not in a good way.
The aspect ratios for the two games were different, too. To compensate, the sprites were compressed, and then stretched to adjust for the different vertical and horizontal dimensions, leading the sprites to look fuzzier, more aliased, and less crisp. While it might have been better to redraw the sprites for this different system, the third-party that handled the port didn't have the resources to handle that level of work on the project, thus the reasoning for these compromises. Over all, these changes made the port feel inferior to its PlayStation progenitor.
Worse, though, was simply that the Saturn was not well-designed for 3D graphic effects. Although the PSX Symphony was a 2D game, it used the 3D engine of the underlying system to create many stylistic effects. These artistic flourishes, for whatever reason, were kept in the Saturn edition, but due to the limitations of the hardware they caused severe slowdown whenever the flourishes appeared on-screen (including in the single-screen save rooms). This was coupled with much longer load times for areas (and menus, and maps), which slowed down the entire pace of the game substantially.
For all of these reasons, the general opinion (among reviewers and fans) was that the game was a hobbled port of the original game; the Saturn was just not capable of being a PSX, and it showed. Even if the original release of Symphony of the Night had been a sales success in the U.S. (which it wasn't, not initially), it's doubtful this version of the game would have come overseas. Between it being a reviled port of a fantastic game, on top of the Saturn also not being a huge success in the U.S. and abroad (it did sell well in Japan, its home country, but that was about the only region that embraced it), it had almost chance of finding an audience in the United States. A port to the XBox would have been more feasible for the West, but the XBox wasn't at all popular in Japan. Thus, this port was doomed to remain a Japan-exclusive.
Even when re-releases of Symphony of the Night were developed for a worldwide audience, the Saturn version, and its many additions to the base game, was ignored in favor of crafting a new, and expanded, version of the PlayStation edition going forward.
Additions to Nocturne in the Moonlight:
Despite the flaws, there were some additions to the Saturn package that weren't a complete loss. For starters, two new areas were added to Nocturne in the Moonlight: the "Underground Gardens" (see: GardensA location generally depicted in the outer grounds of Castle Dracula. Marked by overgrown plantlife, this area often comes with dangerous flowers, bushes, and trees out to kill unsuspecting visitors.) and the "Cursed Prison". Although some have commented that the new areas weren't all that necessary, and that they barely added much to the overall game (even the game itself computed percentage based on the PSX game, so these new areas changed the basic exploration percentage of the game), they were welcome additions all the same. The Gardens attached to a secret, glitched area at the "Entrance" of the original game, and was presumably intended to be included in the original release. Meanwhile, the Cursed Prison was a set of hallways that connected the "Marble Gallery" and the "Caverns". It's a shortcut, basically, but considering the long load-times of the port, a welcome shortcut all the same.
The biggest feature, though, was the inclusion of Maria RenardA young heroine, and cousin to Richter Belmont, with the blood of the Belmont clan in her veins, Maria teams with Richter to fight back Dracula and the forces of darkness in the late 1700s. as a playable character. Maria played a big part in the original game, helping AlucardOne of three heroes recruited by Trevor Belmont on his quest to defeat Dracula, Alucard was the son of Dracula who turned from his fathers evil, battling against his cursed family line again and again. in his quest; here, she's granted expanded status. Interestingly, she plays differently here than in her previous appearance in Castlevania Dracula X: Rondo of BloodThe first adventure for Rochter Belmont, this game didn't originally make it to the West (instead seeing a SNES remake to replace it) as was considered something of a prized collector's item by fans., with an emphasis on martial arts over flinging birds and summoning animals. This would be rectified in the next version of the game, Castlevania: The Dracula X ChroniclesA remake of Castlevania Dracula X: Rondo of Blood which featured updated graphics, music, and some new gameplay elements. It also included classic versions of Rondo and Symphony of the Night (the latter of which had a new bonus Maria mode)., where her original game play style (of birds and animals) would be restored.
As a further bonus in this Saturn port, Alucard was forced to face off in battle with Maria, where she tests him before giving him a key quest item. Both unlockable characters, Maria and Richter BelmontRevealed first in Castlevania Dracula X: Rondo of Blood in Japan, and then Castlevania: Dracula X in the West, Richter is the Belmont hero of the late 1700s who worked with Maria Renard to bring down Dracula. (included again, as in the original version), are playable from the outset, too, and don't need to be unlocked. Richter also has a secret second outfit more in-line with his "villain" art from the promotional materials for the game.
Thankfully, although the Saturn port never came to the States, Maria's inclusion in the Dracula X Chronicles meant that the most essential feature of Nocturne in the Moonlight did get an international release (at least in some form).
Resources
- Box Art: JPN SAT [PDF]