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Many tracks have incorrect volumes, resulting in quiet drums and buried secondary instruments among other issues. Many of the effects applied by Cybersound at playtime in the Dreamcast version are missing or badly simulated on Legends, resulting in instruments that tail-off to silence unnaturally and other weird oddities like slightly off pitch instruments at times. It originally used the Cybersound wavetable synth/sound engine for music playback, but when they were porting it as Legends they ended up using the MuseX audio engine. Musically, a major cause of the sparse sound isn't the disc space (as tight a fit as it was), but not porting the music properly to the GameCube hardware. Drachma's Excavation Arm is one of the most visible examples of this, as its colored Moon Stone in the center clips and tears very badly with the rest of the weapon's model as camera perspective on Drachma moves in battle. This can be seen on some doors and door frames when you exit a building, as it clips where the door and frame meet (try it on Dyne's house at ground level of Pirate Isle). The modifier volume shadows and (weirdly enough) point-mipmapping from the original release are still present.ĭue to a less accurate z-buffer (24-bit integer instead of 32-bit floating of the PowerVR), polygons that are really close to one another may clip and tear into one another. Graphically, the game sports mild improvements to character models, most noticeably adding individual fingers to the designs. Random encounters occur less frequently and load considerably faster than the Dreamcast version, and EXP offered per battle is adjusted to compensate. The "Fallen Pirate" rank was added for the bounty missions. Also, Legend now has completely different conditions. There have been a few changes to the system, including the special ranks between King of Rogues and Legend. 1.6 Moon Hamachou and The Angel of Death.