Symphony of the Night’s true ending requires discovering that the game is not half done at 100% castle completion. The castle inverts — flips upside down — and a second, identical castle must be explored to reach the actual final boss. The first castle’s percentage counter reaches 100% and suggests completion; the inverted castle resets it.
This structure was not widely known at release. Players who completed the game at 100%/base boss assumed they had finished it and moved on, missing an equal amount of content including some of the game’s most memorable areas and the canonical ending.
Konami built the percentage counter as a misdirection device. It accurately reflects the first castle’s completion; it says nothing about the second. Players who questioned the pacing of the base ending — who felt the final boss arrived too quickly relative to the game’s apparent scope — were the ones who discovered the inversion.
The inverted castle is harder than the first — enemy placements are redesigned for the vertical flip — and its final boss, Shaft, gives way to the true final boss Dracula with minimal transition. The game’s full experience is 200% castle exploration that labels itself 100% until you question the label.

The environmental storytelling in this game is on another level. Thanks for documenting it so clearly.
The detail work the devs put into areas most players never visit is what separates great games from good ones.