Uploaded October 2025 | Updated September 2026, 2 weeks ago
This is an arrangement of Michiru Yamane's "Dracula's Castle" theme from the PlayStation game Castlevania: Symphony of the Night. The audio was captured from a North American launch model SNES deck. The visuals were recorded from KuronekoSPC and synced to the audio in post.
I've been itching to do a Symphony of the Night track for a while now, but the idea of trying to capture any of the game's music on the SNES had me a bit intimidated. The music goes far beyond anything that the Super Nintendo's hardware was realistically capable of reproducing, and though it was probably a fool's errand to even try, I figured it was finally time to take a crack at it. In arranging this one, the biggest challenge was the dynamics. It took a lot of prodding, carving, and shoving to fit the essential elements into eight channels, but the SNES's FIR filter, while super useful, imposes some fairly harsh restrictions of its own, and when you're limited to 40-50K for sample data, you don't really have the luxury of duplicating instrument samples for the sake of mixing. With that said, I was pretty pleased with how it turned out in the end. I'd love to hear your thoughts on it, and thank you for listening!
(If you're trying to decipher what's going on in the video, channel 1 is the bass, 2 is the saw lead and 6 is echoing it, 3-5 are handling the guitars/strings/pads, and 7-8 are the drums.)
If you're interested, you can find more of my arrangements, including lots more Castlevania stuff, in this playlist: youtube.com/playlist?list=PL3gSj_kh1fHueSujqQR8xQQ84DWIjrU4F&si=9Z-nlmhb4r9uVZ7w
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NintendoComplete (nintendocomplete.com/) punches you in the face with in-depth reviews, screenshot archives, and music from classic 8-bit NES games!
This is an arrangement of Michiru Yamane's "Dracula's Castle" theme from the PlayStation game Castlevania: Symphony of the Night. The audio was captured from a North American launch model SNES deck. The visuals were recorded from KuronekoSPC and synced to the audio in post.
I've been itching to do a Symphony of the Night track for a while now, but the idea of trying to capture any of the game's music on the SNES had me a bit intimidated. The music goes far beyond anything that the Super Nintendo's hardware was realistically capable of reproducing, and though it was probably a fool's errand to even try, I figured it was finally time to take a crack at it. In arranging this one, the biggest challenge was the dynamics. It took a lot of prodding, carving, and shoving to fit the essential elements into eight channels, but the SNES's FIR filter, while super useful, imposes some fairly harsh restrictions of its own, and when you're limited to 40-50K for sample data, you don't really have the luxury of duplicating instrument samples for the sake of mixing. With that said, I was pretty pleased with how it turned out in the end. I'd love to hear your thoughts on it, and thank you for listening!
(If you're trying to decipher what's going on in the video, channel 1 is the bass, 2 is the saw lead and 6 is echoing it, 3-5 are handling the guitars/strings/pads, and 7-8 are the drums.)
If you're interested, you can find more of my arrangements, including lots more Castlevania stuff, in this playlist: youtube.com/playlist?list=PL3gSj_kh1fHueSujqQR8xQQ84DWIjrU4F&si=9Z-nlmhb4r9uVZ7w
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NintendoComplete (nintendocomplete.com/) punches you in the face with in-depth reviews, screenshot archives, and music from classic 8-bit NES games!









![Lorettas Portrait: Sherlock Holmes (SG-1000) Playthrough [English]
A playthrough of Segas 1987 adventure game for the Sega SG-1000, Lorettas Portrait: Sherlock Holmes (ロレッタの肖像 / Roretta no Shouzou).
For this video, I used Jamiras recently released English translation patch. You can find the patch at https://www.romhacking.net/translations/7526/
Loretta no Shouzou is a point-and-click detective adventure game for the SG-1000, the precursor to the Sega Master System. It was one of the SG-1000s final official releases (followed only by The Black Onyx), and weighing in at one megabit, it was notable for being the largest game ever produced for the console.
You are Sherlock Holmes, and youve been hired to investigate the theft of a painting from a local art gallery. As you poke around nineteenth century London questioning suspects and finding clues, it becomes apparent that the painting is just the tip of the iceberg, and you soon find yourself entangled in a high-stakes game of cat and mouse.
The game plays out like a PC adventure. You click on items to examine them, you interact with people and move between locations through a series of context-sensitive menus, and additional actions and places are made available as you uncover new information. Itll immediately feel familiar to anyone who has played Enixs Portopia no Satsujin Jiken or any of the MacVenture games.
What stuck out to me about Lorettas Portrait was how ambitious it was for an SG-1000 game. The machine wasnt designed to handle much beyond simple early 80s arcade-style shooters and platformers, and yet here we see a fully explorable city, full-screen background images, window overlays, boatloads of text, and a save system. As crude as the graphics and sound are, I cant help but be impressed by what Sega achieved with this cart.
No cheats were used during the recording of this video.
NintendoComplete (http://www.nintendocomplete.com/) punches you in the face with in-depth reviews, screenshot archives, and music from classic 8-bit NES games! Lorettas Portrait: Sherlock Holmes (SG-1000) Playthrough [English]](https://i.ytimg.com/vi/KhZcz5cAOiQ/mqdefault.jpg)
