The PS1 had 2MB of RAM and 1MB of VRAM
The SNES had 128KB of RAM and 64KB of VRAM (and that was shared between video and audio)
The game probably had more in RAM at a given time than the SNES had in total. Like I said, it would probably have to be heavily paired down to run
But then again, we somehow got a pretty good port of Street Fighter Alpha 3 on the GBA so I guess it might not be completely awful
Even with very impressive compression, devs are likely throwing out either a ton of enemies, or 50% of the animations. Keep in mind the loading rooms in SOTN also served to limit what animations and sprites had to be stored in RAM at that time. Expecting all of that in even the largest SNES cart (around 6-8MB I think for Tales of Phantasia) is a big ask.
It would not be the same experience it would be its own thing. it's like saying Dead rising on 360 and Wii are comparable (they are not).
Ok.. stop making sense and destroying my dream of a fictional faithful port of SoTN on the SNES
LOL .... I'd play an EGA SoTN any day of the week..
Yes, the storage limitations of cartridges would've been a tough problem to solve. But imagine you take out the 2nd loop with the inverted castle out of the equation, just have Alucard as the only playable character and tone down the CD audio quality of the music. Eliminate all of the voice acting. Maybe getting the biggest cart possible for the SNES back in 97 with smart compression could fit all of the 1st loop of the game intact.
Throw in the SFX2 chip to handle sprite and background scaling. Give it to the Top tier Konami team back then. What do you think era.. Does Konami of 1997 pull it off?
This occurred to me last night while playing the original Yoshi's Island and thinking that it could still be one of the most beautiful and technically impressive 2d pixel art game ever made. I wonder what good japanese devs could have done with the SFX2 chip in their hands and a budget.
The Snes couldn't even give a proper version of Rondo of Blood. Dracula X was decent enough but the Snes couldn't handle a proper Rondo port from a system that was less capable than the PSX.
They couldn't even get a faithful port of Rondo of Blood onto the SNES.
i'm sorry, i refuse to compromise on the SotN soundtrack. cd quality or hit the road
Yeah but you
Those are almost entirely design changes. They could have stuck much, much closer to the original, they just chose not to.
What they said. This is seriously not a litmus for how Rondo would have been on SNES, music aside. Hell, as it is there are a few tracks I actually prefer on the SNES because the arrangement is a bit better, IMO.
Yeah, but Super Castlevania IV is a pretty short game with terrible enemy animations and bland colors. It's a given that they could spare the space for decent audio samples. I can see why some people like SCIV's music, as it's definitely different from what you hear throughout most of the rest of the series, but SotN's soundtrack absolutely blows it out of the water. Frankly, I don't see how people can stand to go back to SNES audio, as so much of it is muffled, and even listening to that sample someone posted earlier in this thread doesn't allow me to fully know how bad SotN's soundtrack would be on SNES.I respect your take. I hate when someone alters anything with my favorite soundtracks... BUT.. Have you heard how awesome the Super Castlevania 4 music sounds on the SNES? I dare say that if the original SoTN was never made and instead we only got a SNES version.. the soundtrack would've still be praised and loved.
Without the exact damn music, it wouldn't be "faithful." So no.
There is a universe of different between the music of Super Mario World and the music of Symphony of the Night.- YouTube
Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube.youtu.be
Do you consider Super Mario World on the GBA a faithful port?
There is a universe of different between the music of Super Mario World and the music of Symphony of the Night.
Not a good example as they're technically different games and i doubt it has to do with limitations. Music in dracula x still sounds pretty dope.
Voice acting could have been possible, check out tales of phantasia , it even had a fully voiced anime style opening theme song:
pretty cool stuff!
I always wondered if Takara had ever asked SNK if they could try a KOF port to the SNES, given how some of their later ports like Fatal Fury Special were, and I'm certain it could have been done. But then we got those goddamned awesome GB ports from Takara (including arguably the best playing version of Toshinden >_>) and...
They were torn down some, sure, but they were still amazing for what they were coming from and going to. The fact we got SFA2, even as it is, is a damned feat. I would have gladly taken some compromises for that.Check the Art of Fighting 2 SFC port. The system could barely handle it and the ports of Fatal Fury Special and Samurai Shodown 2 were very compromised. Anything above that (Kof94, SamSho2, Fatal Fury 3, Savage Reign) would've been impossible on a SNES.
They were torn down some, sure, but they were still amazing for what they were coming from and going to. The fact we got SFA2, even as it is, is a damned feat. I would have gladly taken some compromises for that.
... and it would not have been 'faithful' without stretching the meaning of that word to the breaking point.
You can get an idea of what kind of cutbacks would have to be made by comparing Mega Man 8 to Rockman & Forte. Capcom managed to reuse a lot of the sprites and keep the overall visual aesthetic intact, but they sacrificed a lot in terms of animation fluidity, special case animations, effects detail, and object density to get there, and at a lower resolution besides. And that's coming from a game that wasn't really doing much with rotations or transparencies or 3D integration in the first place, the way SotN does.
Oh, it's a completely different game on the whole, it just borrows the vast majority of its spritework from MM8.Interesting.. didnt know Rockman & Forte was a Megan Man 8 downport. Still a gorgeous looking snes game though
To be fair, they didn't even try.
Why be fair about that?
That's like being unhappy that you didn't receive a burger when you ordered a pizza.
Definitely cut down but it could work.
Might sound a bit like this:
I dunno. If I ordered something named the same thing, I would be rather surprised that I got a pancake instead of beef wellington.That's like being unhappy that you didn't receive a burger when you ordered a pizza.
Granted they probably shouldn't have name that pizza the hamburg choice.
I dunno. If I ordered something named the same thing, I would be rather surprised that I got a pancake instead of beef wellington.
But doesn't surprise me that a game on a CD would need to make a lot of concessions to get crammed into a cart. I can't imagine that it would in any be easier to do that with SOTN which is an even more ambitious game technically.
I mean when you see how Rondo was and how they basically made a different game for the SNES.I dunno. If I ordered something named the same thing, I would be rather surprised that I got a pancake instead of beef wellington.
But doesn't surprise me that a game on a CD would need to make a lot of concessions to get crammed into a cart. I can't imagine that it would in any be easier to do that with SOTN which is an even more ambitious game technically.
GBA is actually significantly more powerful than SNES and it's not even close.Aria Of Sorrow on GBA (which is roughly comparable to an SNES) is pretty close.