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** A [[https://castlevania.fandom.com/wiki/Castlevania:_The_Bloodletting#Interviews different]] ''Rondo of Blood'' sequel was in development circa 1994 for the UsefulNotes/Sega32X[[note]]incorrectly named ''Castlevania: The Bloodletting'' by fans, which may have been a [[WorkingTitle tentative title]] for ''Symphony of the Night'' as Konami [[https://castlevania.fandom.com/wiki/Talk:Castlevania:_The_Bloodletting#Castlevania:_The_Bloodletting_Promotional_Brochure_from_1995 attributed it]] to a [=PlayStation=] and Saturn title[[/note]], which would have featured different designs for Richter and an older Maria, as well as possibly a new rival character based on Richter's original design[[note]]the rival character is unconfirmed to have been designed for this game specifically, but the fact that the Sega 32X was developed by Sega of America and this character was said to appeal to overseas tastes makes it likely[[/note]]. All that is shown of the game is some spritework of these characters, with Richter's sprite being reworked into Fake Trevor. Several developers, including IGA, were reassigned to work on ''Symphony of the Night''.
** In a [[https://shmuplations.com/symphony/ 1997 developer interview]], IGA revealed that the initial plans for the story was to put it in the same setting as ''VideoGame/CastlevaniaBloodlines'', with the first idea being to include the final Belmont as your enemy and another idea being to reveal that Alucard dealt the [[FinishingMove finishing blow]] on Dracula instead of Quincy Morris. IGA also stated that much of the planned scenario had to be cut due to pacing issues, including characters such as Elizabeth Bartley from ''Bloodlines'' and Gilles de Rais, the latter of which would go on to appear in the [[UsefulNotes/Nintendo64 N64]] ''VideoGame/{{Castlevania|64}}'' and ''[[VideoGame/CastlevaniaLegacyOfDarkness Legacy of Darkness]]''. In another interview at the time, IGA suggests that the reason Alucard can use holy weapons despite being Dracula's son is because his mother Lisa may be descended of holy blood, which is a detail that isn't mentioned in the game.
** IGA also states in pgs. 126-127 of ''The Dracula X Chronicles''' [[http://www.vgmuseum.com/mrp/cv-rob/tdxc-guidebook.htm official Japanese guidebook]] that storage and time were also factors in cutting many things in the planned scenario. Maria's boss fight for the Holy Glasses was indeed intended for the [=PlayStation=] version, meaning that the recordings present in the Saturn and PSP versions were all reused from the original development. He also suggests that the unused ending where Maria becomes a monster (see DummiedOut above) was one of the ideas he had if Alucard defeated Richter despite being able to see Shaft's ball, but in the final game, there is no difference in the ending if Alucard defeats Richter with or without the Holy Glasses equipped, only if he obtained it or not. Additionally, according to [[https://tcrf.net/Akumajou_Dracula_X:_Gekka_no_Yasoukyoku_(Sega_Saturn)/Developer_Notes Saturn developer's notes by Yoshinori Suzuki]], this "Black Maria" had graphical assets with an entirely different set of attacks compared to what was used in the Saturn version.
** IGA revealed more during a [[https://www.youtube.com/watch?v=bqheYYeA4k4 "Devs Play" Special]] (times in notes). English narration was originally recorded for the prologue, but it was cut since it was considered absolutely terrible by the US PR people, though it was rewritten and re-recorded for the PSP version[[note]](25:09)[[/note]]. The reason the menu screen looks so bare and ungothic is because it is a PermanentPlaceholder that ended up in the final game due to time constraints, so IGA made sure that placeholders looked more polished as a rule in the future[[note]](28:32)[[/note]]. In the [=PlayStation=] English dub, Alucard originally let out a BigNO after Death takes his stuff, which even the Japanese developers realized was lame, so they scrambled through the recordings and found a "what?" clip that better fit the tone and asked if they can use it[[note]](35:39)[[/note]]. A special move called "Darkness Edge" was to be [[CombinationAttack used with the Sword familiar]], with lines recorded for each them preparing the attack and then shouting "Darkness Edge!" together, but the developers couldn't figure out how exactly the skill would work in the game[[note]](1:04:09)[[/note]]. Alucard would have had a bedroom maintained by a "Skeleton Carpenter" NPC who constructed more of the room over the course of the game and could decorate it with certain collectibles[[note]](1:06:27)[[/note]], which was to be located where the save room now is at the top of the Outer Wall[[note]](1:22:21 & 1:40:05)[[/note]]. An idea was toyed around of a skeleton candlelighter who relit any candles you broke in order and quickly ran away if approached, but if caught and beaten, then the candles would no longer be fixed between screen transitions[[note]](1:07:46)[[/note]]. The vase at the bottom of the Outer Wall was supposed to grow more and more roses over time[[note]](1:31:45)[[/note]]. Finally, Alucard's Nightmare almost didn't make the cut in time[[note]](2:03:43)[[/note]], and the Succubus' toplessness was more evident in-game[[note]](2:06:44)[[/note]].

to:

** A [[https://castlevania.fandom.com/wiki/Castlevania:_The_Bloodletting#Interviews different]] Another]] ''Rondo of Blood'' sequel was in development circa 1994 for the UsefulNotes/Sega32X[[note]]incorrectly named ''Castlevania: The Bloodletting'' by fans, which may have been a [[WorkingTitle tentative title]] for ''Symphony of the Night'' as Konami [[https://castlevania.fandom.com/wiki/Talk:Castlevania:_The_Bloodletting#Castlevania:_The_Bloodletting_Promotional_Brochure_from_1995 attributed it]] to a [=PlayStation=] and Saturn title[[/note]], which would have featured different designs for Richter and an older Maria, as well as possibly a new rival character based on Richter's original design[[note]]the rival character is unconfirmed to have been designed for this game specifically, but the fact that the Sega 32X was developed by Sega of America and this character was said to appeal to overseas tastes makes it likely[[/note]]. All that is shown of the game is some spritework of these characters, with Richter's sprite being reworked into Fake Trevor. characters. Several developers, including IGA, were reassigned to work on ''Symphony of the Night''.
Night'', and it is believed that Richter's sprite was reworked into Fake Trevor.
** In a [[https://shmuplations.com/symphony/ 1997 developer interview]], IGA revealed that the initial plans for the story was to put it in the same setting as ''VideoGame/CastlevaniaBloodlines'', with the first idea being to include the final Belmont as your enemy and another idea being to reveal that Alucard dealt the [[FinishingMove finishing blow]] on Dracula instead of Quincy Morris. IGA also stated that much of the planned scenario had to be cut due to pacing issues, including characters such as Elizabeth Bartley from ''Bloodlines'' and Gilles de Rais, the latter of which would go on to appear in the [[UsefulNotes/Nintendo64 N64]] ''VideoGame/{{Castlevania|64}}'' and ''[[VideoGame/CastlevaniaLegacyOfDarkness Legacy of Darkness]]''. In another interview at the time, IGA suggests suggested that the reason Alucard can use holy weapons despite being Dracula's son is because his mother Lisa may be descended of holy blood, which is a detail that isn't mentioned in the game.
** IGA also states stated in pgs. 126-127 of ''The Dracula X Chronicles''' [[http://www.vgmuseum.com/mrp/cv-rob/tdxc-guidebook.htm official Japanese guidebook]] that storage and time were also factors in cutting many things in the planned scenario. Maria's boss fight for the Holy Glasses was indeed intended for the [=PlayStation=] version, meaning that the recordings present in the Saturn and PSP versions were all reused from the original development. He also suggests that the unused ending where Maria becomes a monster (see DummiedOut above) was one of the ideas he had if Alucard defeated Richter despite being able to see Shaft's ball, but in the final game, there is no difference in the ending if Alucard defeats Richter with or without the Holy Glasses equipped, only if he obtained it or not. Additionally, according to [[https://tcrf.net/Akumajou_Dracula_X:_Gekka_no_Yasoukyoku_(Sega_Saturn)/Developer_Notes Saturn developer's notes by Yoshinori Suzuki]], this "Black Maria" had graphical assets with an entirely different set of attacks compared to what was used in the Saturn version.
** IGA revealed more during a [[https://www.youtube.com/watch?v=bqheYYeA4k4 "Devs Play" Special]] (times in notes). English narration was originally recorded for the prologue, but it was cut since it was considered absolutely terrible by the US PR people, though it was rewritten and re-recorded for the PSP version[[note]](25:09)[[/note]]. The reason the menu screen looks so bare and ungothic is because it is a PermanentPlaceholder that ended up in the final game due to time constraints, so IGA made sure that placeholders looked more polished as a rule in the future[[note]](28:32)[[/note]]. In the [=PlayStation=] English dub, Alucard originally let out a BigNO after when Death takes his stuff, which even the Japanese developers realized was lame, so they scrambled through the recordings and found a "what?" clip that better fit the tone and asked if they can use it[[note]](35:39)[[/note]]. A special move called "Darkness Edge" was to be [[CombinationAttack used with the Sword familiar]], with lines recorded for each them character preparing the attack and then shouting "Darkness Edge!" together, but the developers couldn't figure out how exactly the skill would work in the game[[note]](1:04:09)[[/note]]. Alucard would have had a bedroom maintained by a "Skeleton Carpenter" NPC who constructed more of the room over the course of the game and could decorate it with certain collectibles[[note]](1:06:27)[[/note]], which was to be located where the save room now is at the top of the Outer Wall[[note]](1:22:21 & 1:40:05)[[/note]]. An idea was toyed around of a skeleton candlelighter who relit any candles you broke in order and quickly ran away if approached, but if caught and beaten, then the candles would no longer be fixed between screen transitions[[note]](1:07:46)[[/note]]. The vase at the bottom of the Outer Wall was supposed to grow more and more roses over time[[note]](1:31:45)[[/note]]. Finally, Alucard's Nightmare almost didn't make the cut in time[[note]](2:03:43)[[/note]], and the Succubus' toplessness was more evident in-game[[note]](2:06:44)[[/note]].
Is there an issue? Send a MessageReason:
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** IGA revealed more during a [[https://www.youtube.com/watch?v=bqheYYeA4k4 "Devs Play" Special]] (times in notes). English narration was originally recorded for the prologue, but it was cut since it was considered absolutely terrible by the US PR people, though it was rewritten and re-recorded for the PSP version[[note]](25:09)[[/note]]. The reason the menu screen looks so bare and ungothic is because it is a PermanentPlaceholder that ended up in the final game due to time constraints, and IGA made sure that placeholders looked more polished as a rule in the future[[note]](28:32)[[/note]]. In the [=PlayStation=] English dub, Alucard originally let out a BigNO after Death takes his stuff, which even the Japanese developers realized was lame, so they scrambled through the recordings and found a "what?" clip that better fit the tone and asked if they can use it[[note]](35:39)[[/note]]. A special move called "Darkness Edge" was to be [[CombinationAttack used with the Sword familiar]], with lines recorded for each them preparing the attack and then shouting "Darkness Edge!" together, but the developers couldn't figure out how exactly the skill would work in the game[[note]](1:04:09)[[/note]]. Alucard would have had a bedroom maintained by a "Skeleton Carpenter" NPC who constructed more of the room over the course of the game and could decorate it with certain collectibles[[note]](1:06:27)[[/note]], which was to be located where the save room now is at the top of the Outer Wall[[note]](1:22:21 & 1:40:05)[[/note]]. An idea was toyed around of a skeleton candlelighter who relit any candles you broke in order and quickly ran away if approached, but if caught and beaten, then the candles would no longer be fixed between screen transitions[[note]](1:07:46)[[/note]]. The vase at the bottom of the Outer Wall was supposed to grow more and more roses over time[[note]](1:31:45)[[/note]]. Finally, Alucard's Nightmare almost didn't make the cut in time[[note]](2:03:43)[[/note]], and the Succubus' toplessness was more evident in-game[[note]](2:06:44)[[/note]].

to:

** IGA revealed more during a [[https://www.youtube.com/watch?v=bqheYYeA4k4 "Devs Play" Special]] (times in notes). English narration was originally recorded for the prologue, but it was cut since it was considered absolutely terrible by the US PR people, though it was rewritten and re-recorded for the PSP version[[note]](25:09)[[/note]]. The reason the menu screen looks so bare and ungothic is because it is a PermanentPlaceholder that ended up in the final game due to time constraints, and so IGA made sure that placeholders looked more polished as a rule in the future[[note]](28:32)[[/note]]. In the [=PlayStation=] English dub, Alucard originally let out a BigNO after Death takes his stuff, which even the Japanese developers realized was lame, so they scrambled through the recordings and found a "what?" clip that better fit the tone and asked if they can use it[[note]](35:39)[[/note]]. A special move called "Darkness Edge" was to be [[CombinationAttack used with the Sword familiar]], with lines recorded for each them preparing the attack and then shouting "Darkness Edge!" together, but the developers couldn't figure out how exactly the skill would work in the game[[note]](1:04:09)[[/note]]. Alucard would have had a bedroom maintained by a "Skeleton Carpenter" NPC who constructed more of the room over the course of the game and could decorate it with certain collectibles[[note]](1:06:27)[[/note]], which was to be located where the save room now is at the top of the Outer Wall[[note]](1:22:21 & 1:40:05)[[/note]]. An idea was toyed around of a skeleton candlelighter who relit any candles you broke in order and quickly ran away if approached, but if caught and beaten, then the candles would no longer be fixed between screen transitions[[note]](1:07:46)[[/note]]. The vase at the bottom of the Outer Wall was supposed to grow more and more roses over time[[note]](1:31:45)[[/note]]. Finally, Alucard's Nightmare almost didn't make the cut in time[[note]](2:03:43)[[/note]], and the Succubus' toplessness was more evident in-game[[note]](2:06:44)[[/note]].
Is there an issue? Send a MessageReason:
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** IGA also states in pgs. 126-127 of ''The Dracula X Chronicles''' [[http://www.vgmuseum.com/mrp/cv-rob/tdxc-guidebook.htm official Japanese guidebook]] that storage and time were also factors in curring many things in the planned scenario. Maria's boss fight for the Holy Glasses was indeed intended for the [=PlayStation=] version, meaning that the recordings present in the Saturn and PSP versions were all reused from the original development. He also suggests that the unused ending where Maria becomes a monster (see DummiedOut above) was one of the ideas he had if Alucard defeated Richter despite being able to see Shaft's ball, but in the final game, there is no difference in the ending if Alucard defeats Richter with or without the Holy Glasses equipped, only if he obtained it or not. Additionally, according to [[https://tcrf.net/Akumajou_Dracula_X:_Gekka_no_Yasoukyoku_(Sega_Saturn)/Developer_Notes Saturn developer's notes by Yoshinori Suzuki]], this "Black Maria" had graphical assets with an entirely different set of attacks compared to what was used in the Saturn version.

to:

** IGA also states in pgs. 126-127 of ''The Dracula X Chronicles''' [[http://www.vgmuseum.com/mrp/cv-rob/tdxc-guidebook.htm official Japanese guidebook]] that storage and time were also factors in curring cutting many things in the planned scenario. Maria's boss fight for the Holy Glasses was indeed intended for the [=PlayStation=] version, meaning that the recordings present in the Saturn and PSP versions were all reused from the original development. He also suggests that the unused ending where Maria becomes a monster (see DummiedOut above) was one of the ideas he had if Alucard defeated Richter despite being able to see Shaft's ball, but in the final game, there is no difference in the ending if Alucard defeats Richter with or without the Holy Glasses equipped, only if he obtained it or not. Additionally, according to [[https://tcrf.net/Akumajou_Dracula_X:_Gekka_no_Yasoukyoku_(Sega_Saturn)/Developer_Notes Saturn developer's notes by Yoshinori Suzuki]], this "Black Maria" had graphical assets with an entirely different set of attacks compared to what was used in the Saturn version.
Is there an issue? Send a MessageReason:
None


** A [[https://castlevania.fandom.com/wiki/Castlevania:_The_Bloodletting#Interviews different]] ''Rondo of Blood'' sequel was in development circa 1994 for the UsefulNotes/Sega32X[[note]]incorrectly named ''Castlevania: The Bloodletting'' by fans, which may have been a [[WorkingTitle tentative title]] for ''Symphony of the Night'' as Konami [[https://castlevania.fandom.com/wiki/Talk:Castlevania:_The_Bloodletting attributed it]] to a [=PlayStation=] and Saturn title[[/note]], which would have featured different designs for Richter and an older Maria, as well as possibly a new rival character based on Richter's original design[[note]]the rival character is unconfirmed to have been designed for this game specifically, but the fact that the Sega 32X was developed by Sega of America and this character was said to appeal to overseas tastes makes it likely[[/note]]. All that is shown of the game is some spritework of these characters, with Richter's sprite being reworked into Fake Trevor. Several developers, including IGA, were reassigned to work on ''Symphony of the Night''.

to:

** A [[https://castlevania.fandom.com/wiki/Castlevania:_The_Bloodletting#Interviews different]] ''Rondo of Blood'' sequel was in development circa 1994 for the UsefulNotes/Sega32X[[note]]incorrectly named ''Castlevania: The Bloodletting'' by fans, which may have been a [[WorkingTitle tentative title]] for ''Symphony of the Night'' as Konami [[https://castlevania.fandom.com/wiki/Talk:Castlevania:_The_Bloodletting com/wiki/Talk:Castlevania:_The_Bloodletting#Castlevania:_The_Bloodletting_Promotional_Brochure_from_1995 attributed it]] to a [=PlayStation=] and Saturn title[[/note]], which would have featured different designs for Richter and an older Maria, as well as possibly a new rival character based on Richter's original design[[note]]the rival character is unconfirmed to have been designed for this game specifically, but the fact that the Sega 32X was developed by Sega of America and this character was said to appeal to overseas tastes makes it likely[[/note]]. All that is shown of the game is some spritework of these characters, with Richter's sprite being reworked into Fake Trevor. Several developers, including IGA, were reassigned to work on ''Symphony of the Night''.

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** In the PSP[=/=][=PS4=] rerelease, both Dracula and Death are voiced by Creator/PatrickSeitz.

to:

** In the PSP[=/=][=PS4=] [[UsefulNotes/PlayStationPortable PSP]][=/=][[UsefulNotes/PlayStation4 PS4]] rerelease, both Dracula and Death are voiced by Creator/PatrickSeitz.



* CompletelyDifferentTitle: The game's original Japanese subtitle was ''Nocturne in the Moonlight''.
* CreatorBacklash: Takayuki Fuji, one of the game's musicians, [[https://twitter.com/Tak_Fujii/status/1236481421738311680 isn't fond of ''The Tragic Prince'']], as he neglected to tune his guitar before recording the cut of the song that ended up in the final game.
* DisownedAdaptation: ''Franchise/{{Castlevania}}'' producer Koji Igarashi wasn't very fond of the UsefulNotes/SegaSaturn port, which was developed by a different team (Konami Computer Entertainment Nagoya), as noted in the June 2007 issue of ''Play Magazine'':

to:

* CompletelyDifferentTitle: The game's original Japanese subtitle was translates to ''Nocturne in the Moonlight''.
* CreatorBacklash: Takayuki Fuji, one of the game's musicians, [[https://twitter.com/Tak_Fujii/status/1236481421738311680 isn't fond of ''The the cut of "The Tragic Prince'']], Prince" that ended up in the game]], as he neglected to tune his guitar before recording the cut of the song that ended up in the final game.
recording.
* DisownedAdaptation: ''Franchise/{{Castlevania}}'' producer Assistant director, programmer, and scenario writer Koji Igarashi wasn't very fond of the UsefulNotes/SegaSaturn port, which was developed by a different team (Konami Computer Entertainment Nagoya), as noted in the June 2007 issue of ''Play Magazine'':



* DuelingDubs: The PSP version vs. the original [=PS1=] version, which can be now found in the UsefulNotes/PlayStationStore.

to:

* DuelingDubs: The PSP version vs. the original [=PS1=] [[UsefulNotes/PlayStation PS1]] version, which can be now found in the UsefulNotes/PlayStationStore.[[UsefulNotes/PlayStationNetwork PlayStation Store]].



** There's a whole bunch of unused audio clips. Some are translated-but-not-used quotes that normally play over the GameOver screen in the Japanese version, some are mid-battle taunts, and a few are lines of dialogue for an unimplemented bad ending where Maria is possessed and/or transformed into a demon, much like Annette's alternate fate in ''Rondo of Blood'' remake, with Alucard lamenting her and Richter's deaths.

to:

** [[https://tcrf.net/Castlevania:_Symphony_of_the_Night_(PlayStation)/Unused_Voice_Clips There's a whole bunch of unused audio clips. clips.]] Some are translated-but-not-used quotes that normally play over the GameOver screen in the Japanese version, some are mid-battle taunts, and a few some are lines of alternate takes. Two particular fragments stand out. The first is extended dialog with Richter and Maria after saving the former, which is partially restored in the PSP[=/=][=PS4=] version by temporarily keeping them as [=NPCs=]. The other is dialogue for an unimplemented bad ending where Maria is possessed and/or transformed intervenes in the Richter fight only for Shaft's orb to then transform her into a demon, monster, much like Annette's alternate fate in ''Rondo ''VideoGame/CastlevaniaDraculaX'' and the ''[[VideoGame/CastlevaniaRondoOfBlood Rondo of Blood'' Blood]]'' remake, with Alucard lamenting her and Richter's deaths.



* MarthDebutedInSmashBros: Shaft was cut out from the [[VideoGame/CastlevaniaDraculaX SNES version]] of ''VideoGame/CastlevaniaRondoOfBlood'' despite appearing in the original [[UsefulNotes/TurboGrafx16 PC Engine]] game (as ''Dracula X'' was a ReformulatedGame on account of the lower memory capacity of the SNES's cartridge format), so most players outside Japan first knew about him in this game.

to:

* MarthDebutedInSmashBros: Shaft was cut out from the [[VideoGame/CastlevaniaDraculaX SNES version]] of ''VideoGame/CastlevaniaRondoOfBlood'' ''Castlevania: Dracula X'', despite appearing in the original [[UsefulNotes/TurboGrafx16 PC Engine]] game (as ''Dracula X'' was a ReformulatedGame on account of the lower memory capacity of the SNES's [[UsefulNotes/SuperNintendoEntertainmentSystem SNES]]'s cartridge format), so most players outside Japan first knew about him in this game.



* SequelFirst: Unless you count the [[VideoGame/CastlevaniaDraculaX SNES version]] of ''VideoGame/CastlevaniaRondoOfBlood''.
* SleeperHit: The game initially didn't sell particularly well between being a 2D game in the emerging 3D era and the lack of advertising. Good word-of-mouth eventually made it successful, turning out to be one of the better-selling games in the ''Castlevania'' series.

to:

* SequelFirst: Unless you count the [[VideoGame/CastlevaniaDraculaX SNES version]] of ''VideoGame/CastlevaniaRondoOfBlood''.
''VideoGame/CastlevaniaDraculaX''.
* SleeperHit: The game initially didn't sell particularly well between being a 2D game in the emerging 3D era and the lack of advertising. Good word-of-mouth eventually made it successful, turning out to be one of the better-selling games in the ''Castlevania'' ''Franchise/{{Castlevania}}'' series.



** Unused voice acting featured in the sound files of the PS version reveals an unmade ending in which Maria becomes or is possessed by a demon, which is [[RefittedForSequel reused]] for the Lesser Vampire (a vampirized Annette not unlike the Carmilla-possessed Annette in ''Dracula X'') in the ''Rondo'' [[VideoGame/CastlevaniaTheDraculaXChronicles remake]]. According to developer's notes by Yoshinori Suzuki, this "Black Maria" had an entirely different set of graphics and attacks compared to what was used in the Saturn version.
** A port of the game was planned for the UsefulNotes/GameCom, but it was cancelled [[https://www.unseen64.net/2008/04/07/castlevania-symphony-of-the-night-gamecom-cancelled/ with only a few screenshots verifying its existence]].

to:

** Unused voice acting A [[https://castlevania.fandom.com/wiki/Castlevania:_The_Bloodletting#Interviews different]] ''Rondo of Blood'' sequel was in development circa 1994 for the UsefulNotes/Sega32X[[note]]incorrectly named ''Castlevania: The Bloodletting'' by fans, which may have been a [[WorkingTitle tentative title]] for ''Symphony of the Night'' as Konami [[https://castlevania.fandom.com/wiki/Talk:Castlevania:_The_Bloodletting attributed it]] to a [=PlayStation=] and Saturn title[[/note]], which would have featured different designs for Richter and an older Maria, as well as possibly a new rival character based on Richter's original design[[note]]the rival character is unconfirmed to have been designed for this game specifically, but the fact that the Sega 32X was developed by Sega of America and this character was said to appeal to overseas tastes makes it likely[[/note]]. All that is shown of the game is some spritework of these characters, with Richter's sprite being reworked into Fake Trevor. Several developers, including IGA, were reassigned to work on ''Symphony of the Night''.
** In a [[https://shmuplations.com/symphony/ 1997 developer interview]], IGA revealed that the initial plans for the story was to put it
in the sound files same setting as ''VideoGame/CastlevaniaBloodlines'', with the first idea being to include the final Belmont as your enemy and another idea being to reveal that Alucard dealt the [[FinishingMove finishing blow]] on Dracula instead of Quincy Morris. IGA also stated that much of the PS version reveals an unmade planned scenario had to be cut due to pacing issues, including characters such as Elizabeth Bartley from ''Bloodlines'' and Gilles de Rais, the latter of which would go on to appear in the [[UsefulNotes/Nintendo64 N64]] ''VideoGame/{{Castlevania|64}}'' and ''[[VideoGame/CastlevaniaLegacyOfDarkness Legacy of Darkness]]''. In another interview at the time, IGA suggests that the reason Alucard can use holy weapons despite being Dracula's son is because his mother Lisa may be descended of holy blood, which is a detail that isn't mentioned in the game.
** IGA also states in pgs. 126-127 of ''The Dracula X Chronicles''' [[http://www.vgmuseum.com/mrp/cv-rob/tdxc-guidebook.htm official Japanese guidebook]] that storage and time were also factors in curring many things in the planned scenario. Maria's boss fight for the Holy Glasses was indeed intended for the [=PlayStation=] version, meaning that the recordings present in the Saturn and PSP versions were all reused from the original development. He also suggests that the unused
ending in which where Maria becomes or is possessed by a demon, which is [[RefittedForSequel reused]] for monster (see DummiedOut above) was one of the Lesser Vampire (a vampirized Annette not unlike the Carmilla-possessed Annette in ''Dracula X'') ideas he had if Alucard defeated Richter despite being able to see Shaft's ball, but in the ''Rondo'' [[VideoGame/CastlevaniaTheDraculaXChronicles remake]]. According final game, there is no difference in the ending if Alucard defeats Richter with or without the Holy Glasses equipped, only if he obtained it or not. Additionally, according to [[https://tcrf.net/Akumajou_Dracula_X:_Gekka_no_Yasoukyoku_(Sega_Saturn)/Developer_Notes Saturn developer's notes by Yoshinori Suzuki, Suzuki]], this "Black Maria" had graphical assets with an entirely different set of graphics and attacks compared to what was used in the Saturn version.
** IGA revealed more during a [[https://www.youtube.com/watch?v=bqheYYeA4k4 "Devs Play" Special]] (times in notes). English narration was originally recorded for the prologue, but it was cut since it was considered absolutely terrible by the US PR people, though it was rewritten and re-recorded for the PSP version[[note]](25:09)[[/note]]. The reason the menu screen looks so bare and ungothic is because it is a PermanentPlaceholder that ended up in the final game due to time constraints, and IGA made sure that placeholders looked more polished as a rule in the future[[note]](28:32)[[/note]]. In the [=PlayStation=] English dub, Alucard originally let out a BigNO after Death takes his stuff, which even the Japanese developers realized was lame, so they scrambled through the recordings and found a "what?" clip that better fit the tone and asked if they can use it[[note]](35:39)[[/note]]. A port special move called "Darkness Edge" was to be [[CombinationAttack used with the Sword familiar]], with lines recorded for each them preparing the attack and then shouting "Darkness Edge!" together, but the developers couldn't figure out how exactly the skill would work in the game[[note]](1:04:09)[[/note]]. Alucard would have had a bedroom maintained by a "Skeleton Carpenter" NPC who constructed more of the room over the course of the game and could decorate it with certain collectibles[[note]](1:06:27)[[/note]], which was to be located where the save room now is at the top of the Outer Wall[[note]](1:22:21 & 1:40:05)[[/note]]. An idea was toyed around of a skeleton candlelighter who relit any candles you broke in order and quickly ran away if approached, but if caught and beaten, then the candles would no longer be fixed between screen transitions[[note]](1:07:46)[[/note]]. The vase at the bottom of the Outer Wall was supposed to grow more and more roses over time[[note]](1:31:45)[[/note]]. Finally, Alucard's Nightmare almost didn't make the cut in time[[note]](2:03:43)[[/note]], and the Succubus' toplessness was more evident in-game[[note]](2:06:44)[[/note]].
** A conversion
of the game was planned for the UsefulNotes/GameCom, but it was cancelled [[https://www.unseen64.net/2008/04/07/castlevania-symphony-of-the-night-gamecom-cancelled/ with only a few screenshots verifying its existence]].
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* FanNickname: "Holy Snorkel" - The Holy Symbol relic from ''Symphony of the Night'', which allows Alucard to survive underwater and happens to resemble a gold snorkel.
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** In the PSP/PS4 rerelease, both Dracula and Death are voiced by Creator/PatrickSeitz.

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** In the PSP/PS4 PSP[=/=][=PS4=] rerelease, both Dracula and Death are voiced by Creator/PatrickSeitz.
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** In the PSP/PS4 rerelease, both Dracula and Death are voiced by Creator/PatrickSeitz.
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* QuoteSource:
** OneWingedAngel
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* DuelingDubs: The PSP version vs. the original [=PS1=] version, which can be now found in the UsefulNotes/{{PlayStation Store}}.

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* DuelingDubs: The PSP version vs. the original [=PS1=] version, which can be now found in the UsefulNotes/{{PlayStation Store}}.UsefulNotes/PlayStationStore.
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* DummiedOut:
** In the [=PS1=] version, a glitch allows you to drop into a normally-inaccessible area with a save point. In the Saturn port, this can be opened normally and serves as the entrance to a Saturn-exclusive area. Also, Richter once had a taunt, a low kick, and a spinning kick that was eventually [[VideoGame/CastlevaniaPortraitOfRuin brought]] [[VideoGame/CastlevaniaHarmonyOfDespair back]].
** There's a whole bunch of unused audio clips. Some are translated-but-not-used quotes that normally play over the GameOver screen in the Japanese version, some are mid-battle taunts, and a few are lines of dialogue for an unimplemented bad ending where Maria is possessed and/or transformed into a demon, much like Annette's alternate fate in ''Rondo of Blood'' remake, with Alucard lamenting her and Richter's deaths.
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* InspirationForTheWork: Igarashi and the designers took a lot of cues from the ''VideoGame/TheLegendOfZelda'' games when making ''Symphony of the Night''. The game's exploration, backtracking, and the initial inability to explore the castle without the proper items and abilities all stem from this.

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By all account the game seems to have been successful.


* AcclaimedFlop: Despite its reputation as a classic, the original run of ''Symphony of the Night'' failed to sell over a million copies, thanks to being overshadowed by the trend of 3D polygonal games.


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* SleeperHit: The game initially didn't sell particularly well between being a 2D game in the emerging 3D era and the lack of advertising. Good word-of-mouth eventually made it successful, turning out to be one of the better-selling games in the ''Castlevania'' series.

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Game Mod is not Trivia.


* GameMod: A Chinese hacker was able to fix up many of the issues regarding the Saturn version, decreasing loading times among others.
** Another one based on the original [=PS1=] version eventually became ''too'' ambitious to be a hack, and is currently being worked on as a FanRemake rendered in Unity.



** A port of the game was planned for the UsefulNotes/GameCom, but it was cancelled [[https://www.unseen64.net/2008/04/07/castlevania-symphony-of-the-night-gamecom-cancelled/ with only a few screenshots verifying its existence]].

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** A port of the game was planned for the UsefulNotes/GameCom, but it was cancelled [[https://www.unseen64.net/2008/04/07/castlevania-symphony-of-the-night-gamecom-cancelled/ with only a few screenshots verifying its existence]].existence]].
----
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** Lisa and the Succubus are voiced by Creator/RicaFukami.

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** Lisa and the Succubus are voiced by Creator/RicaFukami.Creator/RikaFukami.
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* ActingForTwo:
** Maria's younger self and the fairies are both played by Creator/HekiruShiina.
** Richter Belmont and Shaft are voiced by Creator/KiyoyukiYanada.
** Lisa and the Succubus are voiced by Creator/RicaFukami.
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* TheOtherDarrin:
** Creator/KiyoyukiYanada voices Richter Belmont instead of Jin Horikawa.
** Creator/ChisaYokoyama plays Maria Renard instead of Yoko Teppozuka.
** Creator/NorioWakamoto voices Dracula instead of Creator/HiroyaIshimaru.
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** Another one based on the original [=PS1=] version eventually became ''too'' ambitious to be a hack, and is currently being worked on as a remaster rendered in Unity.

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** Another one based on the original [=PS1=] version eventually became ''too'' ambitious to be a hack, and is currently being worked on as a remaster FanRemake rendered in Unity.
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* AcclaimedFlop: Despite its reputation as a classic, the original run of ''Symphony of the Night'' failed to sell over a million copies, thanks to being overshadowed by the trend of 3D polygonal games.
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* CreatorBacklash: Takayuki Fuji, one of the game's musicians, [[https://twitter.com/Tak_Fujii/status/1236481421738311680 isn't fond of ''The Tragic Prince'']], as he neglected to tune his guitar before recording the cut of the song that ended up in the final game.
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* GameMod: A Chinese hacker was able to fix up many of the issues regarding the Saturn version, decreasing loading times among others.
** Another one based on the original [=PS1=] version eventually became ''too'' ambitious to be a hack, and is currently being worked on as a remaster rendered in Unity.

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* WhatCouldHaveBeen: Unused voice acting featured in the sound files of the PS version reveals an unmade ending in which Maria becomes or is possessed by a demon, which is [[RefittedForSequel reused]] for the Lesser Vampire (a vampirized Annette not unlike the Carmilla-possessed Annette in ''Dracula X'') in the ''Rondo'' [[VideoGame/CastlevaniaTheDraculaXChronicles remake]]. According to developer's notes by Yoshinori Suzuki, this "Black Maria" had an entirely different set of graphics and attacks compared to what was used in the Saturn version.

to:

* WhatCouldHaveBeen: WhatCouldHaveBeen:
**
Unused voice acting featured in the sound files of the PS version reveals an unmade ending in which Maria becomes or is possessed by a demon, which is [[RefittedForSequel reused]] for the Lesser Vampire (a vampirized Annette not unlike the Carmilla-possessed Annette in ''Dracula X'') in the ''Rondo'' [[VideoGame/CastlevaniaTheDraculaXChronicles remake]]. According to developer's notes by Yoshinori Suzuki, this "Black Maria" had an entirely different set of graphics and attacks compared to what was used in the Saturn version.version.
** A port of the game was planned for the UsefulNotes/GameCom, but it was cancelled [[https://www.unseen64.net/2008/04/07/castlevania-symphony-of-the-night-gamecom-cancelled/ with only a few screenshots verifying its existence]].
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Moving game-specific examples to their respective games

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* FanNickname: "Holy Snorkel" - The Holy Symbol relic from ''Symphony of the Night'', which allows Alucard to survive underwater and happens to resemble a gold snorkel.

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* MarthDebutedInSmashBros: Shaft was cut out from the [[VideoGame/CastlevaniaDraculaX SNES version]] of ''VideoGame/CastlevaniaRondoOfBlood'' (a ReformulatedGame at that) despite appearing in the original PC Engine game, so most players outside Japan first knew about him in this game.

to:

* MarthDebutedInSmashBros: Shaft was cut out from the [[VideoGame/CastlevaniaDraculaX SNES version]] of ''VideoGame/CastlevaniaRondoOfBlood'' (a ReformulatedGame at that) despite appearing in the original [[UsefulNotes/TurboGrafx16 PC Engine game, Engine]] game (as ''Dracula X'' was a ReformulatedGame on account of the lower memory capacity of the SNES's cartridge format), so most players outside Japan first knew about him in this game.



* WhatCouldHaveBeen: Unused voice acting featured in the sound files of the PS version reveals an unmade ending in which Maria becomes or is possessed by a demon, which is reused for the Annette Succubus in the ''Rondo'' remake. According to developer's notes by Yoshinori Suzuki, this "Black Maria" had an entirely different set of graphics and attacks compared to what was used in the Saturn version.

to:

* WhatCouldHaveBeen: Unused voice acting featured in the sound files of the PS version reveals an unmade ending in which Maria becomes or is possessed by a demon, which is reused [[RefittedForSequel reused]] for the Lesser Vampire (a vampirized Annette Succubus not unlike the Carmilla-possessed Annette in ''Dracula X'') in the ''Rondo'' remake.[[VideoGame/CastlevaniaTheDraculaXChronicles remake]]. According to developer's notes by Yoshinori Suzuki, this "Black Maria" had an entirely different set of graphics and attacks compared to what was used in the Saturn version.

Changed: 47

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* DuelingDubs: The PSP version vs. the original [=PS1=] version, which can be now found in the Playstation Store.
* MarthDebutedInSmashBros: Shaft was cut out from the [[VideoGame/CastlevaniaDraculaX SNES version]] of ''VideoGame/CastlevaniaRondoOfBlood'' despite appearing in the original PC Engine game, so most players outside Japan first knew about him in this game.

to:

* DuelingDubs: The PSP version vs. the original [=PS1=] version, which can be now found in the Playstation Store.
UsefulNotes/{{PlayStation Store}}.
* MarthDebutedInSmashBros: Shaft was cut out from the [[VideoGame/CastlevaniaDraculaX SNES version]] of ''VideoGame/CastlevaniaRondoOfBlood'' (a ReformulatedGame at that) despite appearing in the original PC Engine game, so most players outside Japan first knew about him in this game.

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Removed: 593

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* CompletelyDifferentTitle: The game's original Japanese subtitle was ''Nocturne in the Moonlight''.



* CompletelyDifferentTitle: The game's original Japanese subtitle was ''Nocturne in the Moonlight''.



* MarthDebutedInSmashBros: Shaft was cut out from the [[VideoGame/CastlevaniaDraculaX SNES version]] of ''VideoGame/CastlevaniaRondoOfBlood'' despite appearing in the original PC Engine game, so most players outside Japan first knew about him in this game.



* MarthDebutedInSmashBros: Shaft was cut out from the [[VideoGame/CastlevaniaDraculaX SNES version]] of ''VideoGame/CastlevaniaRondoOfBlood'' despite appearing in the original PC Engine game, so most players outside Japan first knew about him in this game.
* WhatCouldHaveBeen: Unused voice acting featured in the sound files of the PS version reveals an unmade ending in which Maria becomes or is possessed by a demon, which is reused for the Annette Succubus in the ''Rondo'' remake. According to developer's notes by Yoshinori Suzuki, this "Black Maria" had an entirely different set of graphics and attacks compared to what was used in the Saturn version.
* TheWikiRule: The [[http://castlevania.wikia.com/wiki/Castlevania_Wiki Castlevania Wiki]].

to:

* MarthDebutedInSmashBros: Shaft was cut out from the [[VideoGame/CastlevaniaDraculaX SNES version]] of ''VideoGame/CastlevaniaRondoOfBlood'' despite appearing in the original PC Engine game, so most players outside Japan first knew about him in this game.
* WhatCouldHaveBeen: Unused voice acting featured in the sound files of the PS version reveals an unmade ending in which Maria becomes or is possessed by a demon, which is reused for the Annette Succubus in the ''Rondo'' remake. According to developer's notes by Yoshinori Suzuki, this "Black Maria" had an entirely different set of graphics and attacks compared to what was used in the Saturn version.
* TheWikiRule: The [[http://castlevania.wikia.com/wiki/Castlevania_Wiki Castlevania Wiki]].
version.
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* CompletelyDifferentTitle: The game's original Japanese subtitle was ''Nocturne in the Moonlight''.
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* WhatCouldHaveBeen: Unused voice acting featured in the sound files of the PS version reveals an unmade ending in which Maria becomes or is possessed by a demon, which is reused for the Annette Succubus in the ''Rondo'' remake. According to developer's notes by Yoshinori Suzuki, this "Black Maria" had an entirely different set of graphics and attacks compared to what was used in the Saturn version.

to:

* WhatCouldHaveBeen: Unused voice acting featured in the sound files of the PS version reveals an unmade ending in which Maria becomes or is possessed by a demon, which is reused for the Annette Succubus in the ''Rondo'' remake. According to developer's notes by Yoshinori Suzuki, this "Black Maria" had an entirely different set of graphics and attacks compared to what was used in the Saturn version.version.
* TheWikiRule: The [[http://castlevania.wikia.com/wiki/Castlevania_Wiki Castlevania Wiki]].
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None


* WhatCouldHaveBeen: Unused voice acting featured in the sound files of the PS version reveals an unmade ending in which Maria becomes a demon, much like Annette did in ''Rondo''.

to:

* WhatCouldHaveBeen: Unused voice acting featured in the sound files of the PS version reveals an unmade ending in which Maria becomes or is possessed by a demon, much like which is reused for the Annette did Succubus in ''Rondo''.the ''Rondo'' remake. According to developer's notes by Yoshinori Suzuki, this "Black Maria" had an entirely different set of graphics and attacks compared to what was used in the Saturn version.
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None


* MarthDebutedInSmashBros : Shaft was cut out from the [[VideoGame/CastlevaniaDraculaX SNES version]] of ''VideoGame/CastlevaniaRondoOfBlood'' despite appearing in the original PC Engine game, so most players outside Japan first knew about him in this game.

to:

* MarthDebutedInSmashBros : MarthDebutedInSmashBros: Shaft was cut out from the [[VideoGame/CastlevaniaDraculaX SNES version]] of ''VideoGame/CastlevaniaRondoOfBlood'' despite appearing in the original PC Engine game, so most players outside Japan first knew about him in this game.

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