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* ''VideoGame/CriminalCase'' has a subverted example. The player is considered to be an amazing detective by everyone they meet, whilst their partner, Jones, is called an idiot by everyone up to and including [[DaChief the Commissioner]]. As this is an html facebook game, Jones has to spend most of his screen time explaining the ramifications of the discoveries to the player, making his victimisation completely unwarranted. [[spoiler: After the Commissioner kills himself]], Jones is taken much more seriously by everyone and is sporting some [[LampshadeHanging cool stubble]]. Subverted in that the game hasn't changed its voice at all, but the character in universe has gotten a lot more respect by simply not shaving.
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* ''VideoGame/StreetFighterV'' took a long time to get rolling before it finally got its due. Released adopting a "live service" model that would be perpetually updated with free DLC over time (consciously by Capcom to avoid [[CapcomSequelStagnation their trademark sequel stagnation issues]]), the game's reputation got off on a very bad start as being [[ObviousBeta visibly incomplete]][[note]]It's widely believed the new title was rushed out as Capcom wanted to capitalize off online play and [[UsefulNotes/FightingGameCommunity the tournament scene]] ASAP[[/note]], lacking a robust roster and many offline features, as well as questionable new decisions like its new artstyle from [[VideoGame/StreetFighterIV its predecessor]], making it not seem like it was worth being sold at full price. Fortunately, Capcom made due on their promised long-term expansion plan, implementing many characters of new and old (to the point that ''V'' now has the largest playable ''Street Fighter'' roster to date by a significant margin), adding much-requested features like arcade modes, continuous gameplay improvements, and other goodies. Compare the reviews of its initial release version to the ''Arcade'' and ''Champion'' editions (each compiling all the content over the years), it's clear that it's had quite the transformation as now being a solid installment in the franchise.

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* ''VideoGame/StreetFighterV'' took a long time to get rolling before it finally got its due. Released adopting a "live service" model that would be perpetually updated with free DLC over time (consciously by Capcom to avoid [[CapcomSequelStagnation their trademark sequel stagnation issues]]), the game's reputation got off on a very bad start as being [[ObviousBeta visibly incomplete]][[note]]It's widely believed the new title was rushed out as Capcom wanted to capitalize off online play and [[UsefulNotes/FightingGameCommunity [[MediaNotes/FightingGameCommunity the tournament scene]] ASAP[[/note]], lacking a robust roster and many offline features, as well as questionable new decisions like its new artstyle from [[VideoGame/StreetFighterIV its predecessor]], making it not seem like it was worth being sold at full price. Fortunately, Capcom made due on their promised long-term expansion plan, implementing many characters of new and old (to the point that ''V'' now has the largest playable ''Street Fighter'' roster to date by a significant margin), adding much-requested features like arcade modes, continuous gameplay improvements, and other goodies. Compare the reviews of its initial release version to the ''Arcade'' and ''Champion'' editions (each compiling all the content over the years), it's clear that it's had quite the transformation as now being a solid installment in the franchise.
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* The Platform/GameBoy was this for Nintendo's handheld devices. Prior to the Game Boy, the UsefulNotes/GameAndWatch was Creator/{{Nintendo}}'s first piece of handheld hardware, and was a success by all means. However, each game was its own separate unit, and it was later overshadowed in the west by the runaway success of the Platform/NintendoEntertainmentSystem. Enter the Game Boy, which was more or less a portable NES (albeit without color, at least for [[Platform/GameBoyColor a decade]]), and ended up taking the world by storm with games like ''VideoGame/SuperMarioLand'', ''VideoGame/TheLegendOfZeldaLinksAwakening'', ''VideoGame/MetroidIIReturnOfSamus'', ''VideoGame/KirbysDreamLand'', ''VideoGame/{{Tetris}}'', and later on, ''VideoGame/PokemonRedAndBlue''. Its [[MadeOfIndestructium insane durability]] and lengthy battery life also helped, thus allowing for a proper gaming experience on the go. Ever since then, Nintendo's continued to build upon the success of the Game Boy with new handheld devices for each generation (and essentially conquering the handheld market to a near-monopoly, to the point that only the Platform/PlayStationPortable has so much has carved out its own niche since), eventually culminating in the first mainstream hybrid console, the Platform/NintendoSwitch.

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* The Platform/GameBoy was this for Nintendo's handheld devices. Prior to the Game Boy, the UsefulNotes/GameAndWatch Platform/GameAndWatch was Creator/{{Nintendo}}'s first piece of handheld hardware, and was a success by all means. However, each game was its own separate unit, and it was later overshadowed in the west by the runaway success of the Platform/NintendoEntertainmentSystem. Enter the Game Boy, which was more or less a portable NES (albeit without color, at least for [[Platform/GameBoyColor a decade]]), and ended up taking the world by storm with games like ''VideoGame/SuperMarioLand'', ''VideoGame/TheLegendOfZeldaLinksAwakening'', ''VideoGame/MetroidIIReturnOfSamus'', ''VideoGame/KirbysDreamLand'', ''VideoGame/{{Tetris}}'', and later on, ''VideoGame/PokemonRedAndBlue''. Its [[MadeOfIndestructium insane durability]] and lengthy battery life also helped, thus allowing for a proper gaming experience on the go. Ever since then, Nintendo's continued to build upon the success of the Game Boy with new handheld devices for each generation (and essentially conquering the handheld market to a near-monopoly, to the point that only the Platform/PlayStationPortable has so much has carved out its own niche since), eventually culminating in the first mainstream hybrid console, the Platform/NintendoSwitch.
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* The original ''VideoGame/KidIcarus'' and its sequel are not bad games, but they were far from major hits. They were mostly cited as ''VideoGame/Metroid1'' clones for having been made in the same engine. ''VideoGame/KidIcarusUprising'' is were the franchise develops its own personality, fleshed out Pit and Palutena as characters, and gave the world its own supporting cast and feel.

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* The original ''VideoGame/KidIcarus'' ''VideoGame/KidIcarus1986'' and its sequel ''VideoGame/KidIcarusOfMythsAndMonsters'' are not bad games, but they were far from major hits. They were mostly cited as ''VideoGame/Metroid1'' clones for having been made in the same engine. ''VideoGame/KidIcarusUprising'' is were the franchise develops its own personality, fleshed out Pit and Palutena as characters, and gave the world its own supporting cast and feel.
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Moving to Platform/ namespace.


* The original 1983 ''VideoGame/{{Bomberman}}'' game barely even resembled the later games in the series at all, while the 1985 version for the NES feels a little more familiar, but suffers from a slow pace and the levels being so ridiculously huge that actually finishing them can become a LuckBasedMission. The 1990 ''Bomberman'' game for the UsefulNotes/TurboGrafx16 is where the series evolved to the form it would take in most subsequent games, with ''VideoGame/Bomberman93'' and ''VideoGame/SuperBomberman'' being seen as where it really hit its stride.

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* The original 1983 ''VideoGame/{{Bomberman}}'' game barely even resembled the later games in the series at all, while the 1985 version for the NES feels a little more familiar, but suffers from a slow pace and the levels being so ridiculously huge that actually finishing them can become a LuckBasedMission. The 1990 ''Bomberman'' game for the UsefulNotes/TurboGrafx16 Platform/TurboGrafx16 is where the series evolved to the form it would take in most subsequent games, with ''VideoGame/Bomberman93'' and ''VideoGame/SuperBomberman'' being seen as where it really hit its stride.



* ''VideoGame/SuperRobotWars'' started off on the UsefulNotes/GameBoy with minimal HumongousMecha series, no pilots or plot. The [[VideoGame/SuperRobotWars2 next installment]] jumped to the UsefulNotes/SuperFamicom, yet had an ExcusePlot, while the [[VideoGame/SuperRobotWars3 third game]] started gags from the various series and pulling {{Retcon}}s for disliked plotlines. This continued on for a while as a fun MassivelyMultiplayerCrossover excuse using {{Mecha}}, but long-time fans will say the series hit its maturity with the ''VideoGame/SuperRobotWarsAlpha'' saga, kicking off the beginning of the complex plot-weaving between all series included rather than just having a lazy mash-up for an UltimateShowdownOfUltimateDestiny.

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* ''VideoGame/SuperRobotWars'' started off on the UsefulNotes/GameBoy Platform/GameBoy with minimal HumongousMecha series, no pilots or plot. The [[VideoGame/SuperRobotWars2 next installment]] jumped to the UsefulNotes/SuperFamicom, Platform/SuperFamicom, yet had an ExcusePlot, while the [[VideoGame/SuperRobotWars3 third game]] started gags from the various series and pulling {{Retcon}}s for disliked plotlines. This continued on for a while as a fun MassivelyMultiplayerCrossover excuse using {{Mecha}}, but long-time fans will say the series hit its maturity with the ''VideoGame/SuperRobotWarsAlpha'' saga, kicking off the beginning of the complex plot-weaving between all series included rather than just having a lazy mash-up for an UltimateShowdownOfUltimateDestiny.



* ''Franchise/TheLegendOfZelda'' series grew a beard around ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past]]''; not that the previous two games were bad, but the number of {{Guide Dang It}}s decreased and it got a much more manageable difficulty. The beard remained just as thick with the following game, ''[[VideoGame/TheLegendOfZeldaLinksAwakening Link's Awakening]]'', which successfully converted the formula of ''A Link to the Past'' to something manageable on an [[UsefulNotes/GameBoy 8-bit handheld]]. Once ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'' was released, the beard was full and glorious.

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* ''Franchise/TheLegendOfZelda'' series grew a beard around ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past]]''; not that the previous two games were bad, but the number of {{Guide Dang It}}s decreased and it got a much more manageable difficulty. The beard remained just as thick with the following game, ''[[VideoGame/TheLegendOfZeldaLinksAwakening Link's Awakening]]'', which successfully converted the formula of ''A Link to the Past'' to something manageable on an [[UsefulNotes/GameBoy [[Platform/GameBoy 8-bit handheld]]. Once ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'' was released, the beard was full and glorious.



* The UsefulNotes/PlayStation3 started out as a laughing stock with a ridiculous 600-dollar price point, very few quality exclusive titles for well over a year after launch, and a fair amount of meme-generating idiocy (RealTimeWeaponChange, GiantEnemyCrab and AttackItsWeakPoint) by Sony's PR department. It was also notoriously difficult to make games for due to its highly-custom architecture, keeping away third-party support and [[PortingDisaster frequently interfering with those who stayed]]. Things began improving in 2008 with the release of ''VideoGame/MetalGearSolid4GunsOfThePatriots'', which demonstrated what the system was capable of. By holiday 2009, they had launched a new, slimmer model, dropped the price in half, and started a new campaign of genuinely funny advertisements featuring Sony's fake Vice President of Whatever-The-Hell-He-Wants-To-Be-VP-Of Kevin Butler. The fact that the [=PS3=] had finally developed a very respectable game lineup didn't hurt either. By the end of the generation, Sony managed to close the gap with Microsoft's Xbox 360, each with around 80 million units sold.
* The UsefulNotes/PlayStation4 is this for the brand overall. After the past two generations with increasingly frustrating-to-code-for hardware and an inflating ego that crashed down like the Hindenburg, Sony finally decided "hey, let's ask what the developers want". Not only did they win the developers over again, but Microsoft's less-than-stellar reveal of the UsefulNotes/XboxOne was heavily taken advantage of by Sony to win the gamers over at E3 as well. And it shows. At launch, the [=PlayStation 4=] was the fastest selling console ''in history.''
* The original UsefulNotes/{{Xbox}}, despite having graphical prowess and a decent lineup of games throughout its lifespan, had its sales pale in comparison to Sony's [=PS2=] juggernaut, which dominated the generation. Its successor, the UsefulNotes/Xbox360, improved upon its predecessor by by upping its user friendliness, which includes embracing the Xbox Live online gaming hub, adding an {{achievement system}} for rewarding certain in-game tasks, and redesigning the Xbox's infamously-huge controller to make it more ergonomic. And that's not mentioning taking advantage of Sony's disastrous E3 2006 with its lower pricepoint and greater lineup of games. Although the console suffered from the dreaded Red Ring of Death early in its lifespan, it ended the generation with around 80 millions units sold, quadrupling the sales of its predecessor.
* When the UsefulNotes/XboxOne was first revealed in early 2013, it was ridiculed by gamers and media alike for its restrictive DRM policies and a focus on Kinect and digital TV instead of gaming, which resulted in its competitor Sony taking the ball and running with it. In the next two years, MS managed to somewhat regain the goodwill of gamers by reversing its DRM policies, removing the mandatory Kinect requirement, dropping the price by $100, and reintroducing backward compatibility with its predecessor. A return to its core franchises such as ''Forza'' and ''Halo'', as well as new [=IPs=] such as ''VideoGame/SunsetOverdrive'' and ''VideoGame/OriAndTheBlindForest'', didn't hurt either.
* The UsefulNotes/GameBoy was this for Nintendo's handheld devices. Prior to the Game Boy, the UsefulNotes/GameAndWatch was Creator/{{Nintendo}}'s first piece of handheld hardware, and was a success by all means. However, each game was its own separate unit, and it was later overshadowed in the west by the runaway success of the UsefulNotes/NintendoEntertainmentSystem. Enter the Game Boy, which was more or less a portable NES (albeit without color, at least for [[UsefulNotes/GameBoyColor a decade]]), and ended up taking the world by storm with games like ''VideoGame/SuperMarioLand'', ''VideoGame/TheLegendOfZeldaLinksAwakening'', ''VideoGame/MetroidIIReturnOfSamus'', ''VideoGame/KirbysDreamLand'', ''VideoGame/{{Tetris}}'', and later on, ''VideoGame/PokemonRedAndBlue''. Its [[MadeOfIndestructium insane durability]] and lengthy battery life also helped, thus allowing for a proper gaming experience on the go. Ever since then, Nintendo's continued to build upon the success of the Game Boy with new handheld devices for each generation (and essentially conquering the handheld market to a near-monopoly, to the point that only the UsefulNotes/PlayStationPortable has so much has carved out its own niche since), eventually culminating in the first mainstream hybrid console, the UsefulNotes/NintendoSwitch.
* The UsefulNotes/SuperNintendoEntertainmentSystem, more colloquially as the SNES, is almost widely-considered to be even better than its predecessor, the UsefulNotes/NintendoEntertainmentSystem, and as one for Creator/{{Nintendo}} as a whole. The SNES was essentially a beefed-up NES in terms of power, while also coming with a controller that is not only considered to be better than the NES controller, but also one that introduced staples that would influence gaming controllers as a whole, such as the X and Y buttons, the shoulder buttons, and rounded edges instead of the rectangular NES controllers. And in terms of software, this is also where many of Nintendo's own franchises grew their own beards, with ''VideoGame/SuperMarioWorld'', ''VideoGame/DonkeyKongCountry'', ''VideoGame/TheLegendOfZeldaALinkToThePast'', ''VideoGame/SuperMetroid'', ''VideoGame/{{EarthBound|1994}}'', ''VideoGame/KirbySuperStar'', and ''VideoGame/FireEmblemGenealogyOfTheHolyWar'' all establishing conventions and norms that future installments of their respective franchises would follow, while Nintendo also introduced other mainstay franchises such as ''VideoGame/FZero'', ''Franchise/StarFox'', ''VideoGame/YoshisIsland'', and ''VideoGame/KillerInstinct'', and even non-Nintendo third party franchises saw their own beards being grown with games like ''VideoGame/MegaManX1'', ''VideoGame/SuperCastlevaniaIV'', ''VideoGame/FinalFantasyVI'', and ''VideoGame/StreetFighterII''.

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* The UsefulNotes/PlayStation3 Platform/PlayStation3 started out as a laughing stock with a ridiculous 600-dollar price point, very few quality exclusive titles for well over a year after launch, and a fair amount of meme-generating idiocy (RealTimeWeaponChange, GiantEnemyCrab and AttackItsWeakPoint) by Sony's PR department. It was also notoriously difficult to make games for due to its highly-custom architecture, keeping away third-party support and [[PortingDisaster frequently interfering with those who stayed]]. Things began improving in 2008 with the release of ''VideoGame/MetalGearSolid4GunsOfThePatriots'', which demonstrated what the system was capable of. By holiday 2009, they had launched a new, slimmer model, dropped the price in half, and started a new campaign of genuinely funny advertisements featuring Sony's fake Vice President of Whatever-The-Hell-He-Wants-To-Be-VP-Of Kevin Butler. The fact that the [=PS3=] had finally developed a very respectable game lineup didn't hurt either. By the end of the generation, Sony managed to close the gap with Microsoft's Xbox 360, each with around 80 million units sold.
* The UsefulNotes/PlayStation4 Platform/PlayStation4 is this for the brand overall. After the past two generations with increasingly frustrating-to-code-for hardware and an inflating ego that crashed down like the Hindenburg, Sony finally decided "hey, let's ask what the developers want". Not only did they win the developers over again, but Microsoft's less-than-stellar reveal of the UsefulNotes/XboxOne Platform/XboxOne was heavily taken advantage of by Sony to win the gamers over at E3 as well. And it shows. At launch, the [=PlayStation 4=] was the fastest selling console ''in history.''
* The original UsefulNotes/{{Xbox}}, Platform/{{Xbox}}, despite having graphical prowess and a decent lineup of games throughout its lifespan, had its sales pale in comparison to Sony's [=PS2=] juggernaut, which dominated the generation. Its successor, the UsefulNotes/Xbox360, Platform/Xbox360, improved upon its predecessor by by upping its user friendliness, which includes embracing the Xbox Live online gaming hub, adding an {{achievement system}} for rewarding certain in-game tasks, and redesigning the Xbox's infamously-huge controller to make it more ergonomic. And that's not mentioning taking advantage of Sony's disastrous E3 2006 with its lower pricepoint and greater lineup of games. Although the console suffered from the dreaded Red Ring of Death early in its lifespan, it ended the generation with around 80 millions units sold, quadrupling the sales of its predecessor.
* When the UsefulNotes/XboxOne Platform/XboxOne was first revealed in early 2013, it was ridiculed by gamers and media alike for its restrictive DRM policies and a focus on Kinect and digital TV instead of gaming, which resulted in its competitor Sony taking the ball and running with it. In the next two years, MS managed to somewhat regain the goodwill of gamers by reversing its DRM policies, removing the mandatory Kinect requirement, dropping the price by $100, and reintroducing backward compatibility with its predecessor. A return to its core franchises such as ''Forza'' and ''Halo'', as well as new [=IPs=] such as ''VideoGame/SunsetOverdrive'' and ''VideoGame/OriAndTheBlindForest'', didn't hurt either.
* The UsefulNotes/GameBoy Platform/GameBoy was this for Nintendo's handheld devices. Prior to the Game Boy, the UsefulNotes/GameAndWatch was Creator/{{Nintendo}}'s first piece of handheld hardware, and was a success by all means. However, each game was its own separate unit, and it was later overshadowed in the west by the runaway success of the UsefulNotes/NintendoEntertainmentSystem. Platform/NintendoEntertainmentSystem. Enter the Game Boy, which was more or less a portable NES (albeit without color, at least for [[UsefulNotes/GameBoyColor [[Platform/GameBoyColor a decade]]), and ended up taking the world by storm with games like ''VideoGame/SuperMarioLand'', ''VideoGame/TheLegendOfZeldaLinksAwakening'', ''VideoGame/MetroidIIReturnOfSamus'', ''VideoGame/KirbysDreamLand'', ''VideoGame/{{Tetris}}'', and later on, ''VideoGame/PokemonRedAndBlue''. Its [[MadeOfIndestructium insane durability]] and lengthy battery life also helped, thus allowing for a proper gaming experience on the go. Ever since then, Nintendo's continued to build upon the success of the Game Boy with new handheld devices for each generation (and essentially conquering the handheld market to a near-monopoly, to the point that only the UsefulNotes/PlayStationPortable Platform/PlayStationPortable has so much has carved out its own niche since), eventually culminating in the first mainstream hybrid console, the UsefulNotes/NintendoSwitch.
Platform/NintendoSwitch.
* The UsefulNotes/SuperNintendoEntertainmentSystem, Platform/SuperNintendoEntertainmentSystem, more colloquially as the SNES, is almost widely-considered to be even better than its predecessor, the UsefulNotes/NintendoEntertainmentSystem, Platform/NintendoEntertainmentSystem, and as one for Creator/{{Nintendo}} as a whole. The SNES was essentially a beefed-up NES in terms of power, while also coming with a controller that is not only considered to be better than the NES controller, but also one that introduced staples that would influence gaming controllers as a whole, such as the X and Y buttons, the shoulder buttons, and rounded edges instead of the rectangular NES controllers. And in terms of software, this is also where many of Nintendo's own franchises grew their own beards, with ''VideoGame/SuperMarioWorld'', ''VideoGame/DonkeyKongCountry'', ''VideoGame/TheLegendOfZeldaALinkToThePast'', ''VideoGame/SuperMetroid'', ''VideoGame/{{EarthBound|1994}}'', ''VideoGame/KirbySuperStar'', and ''VideoGame/FireEmblemGenealogyOfTheHolyWar'' all establishing conventions and norms that future installments of their respective franchises would follow, while Nintendo also introduced other mainstay franchises such as ''VideoGame/FZero'', ''Franchise/StarFox'', ''VideoGame/YoshisIsland'', and ''VideoGame/KillerInstinct'', and even non-Nintendo third party franchises saw their own beards being grown with games like ''VideoGame/MegaManX1'', ''VideoGame/SuperCastlevaniaIV'', ''VideoGame/FinalFantasyVI'', and ''VideoGame/StreetFighterII''.
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** The first ''VideoGame/MarioParty'' game was a good game bogged down by some questionable design choices, most notably the "Control stick rotation" mini-games (which resulted in players actually injuring themselves). ''VideoGame/MarioParty2'' took what made the first game great and refined those ideas while adding several new elements to the series (items, duel and battle mini-games, more dynamic boards) that persist to this day.
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* ''VideoGame/BaldursGate'' to a certain extent. Although still a commercial success and critically acclaimed, the first game almost paled in comparison to the vast improvements in narration, interactions, level design, quest-writing, immersion and character development of the second game, which is regarded as one of the best and most influential [=RPGs=] of all times. Even now many veteran players actually started the saga by playing the sequel first, and only later the original game. Besides, of the two games, the sequel is the one which aged better from the point of view of graphics and UI, and its engine (an improved version of the first game) became the platform from which the Enhanced Editions were made (thus, the EE of the first game runs with the updated engine of the second game).

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* ''VideoGame/BaldursGate'' to a certain extent. Although still a commercial success and critically acclaimed, the first game almost paled in comparison to the vast improvements in narration, interactions, level design, quest-writing, immersion and character development of the second game, which is regarded as one of the best and most influential [=RPGs=] of all times. Even now many veteran players actually started the saga by playing the sequel first, and only later the original game. Besides, of the two games, the sequel is the one which aged better from the point of view of graphics and UI, and its engine (an improved version of the first game) became the platform from which the Enhanced Editions were made (thus, the EE of the first game runs with the updated engine of the second game). ''VideoGame/BaldursGateIII'' brought the series into the modern age, and while it's difficult to compare it with ''II'' due to the differences in engine, technology, and gameplay mechanics, it's universally regarded as a worthy successor.
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** ''Giants'' added voice acting to the Skylanders... and added some well-known actors to the list.

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** ''Giants'' ''VideoGame/SkylandersGiants'' added voice acting to the Skylanders... and added some well-known actors to the list.list, including Creator/TaraStrong as Flashwing, Creator/KevinMichaelRichardson as Tree Rex, Creator/SteveBlum as Chop Chop, etc..



** Around ''swap Force'', the levels started to become less linear and opened more up for exploration, hiding some of the hidden unlockables in much less obvious locations.
** ''Swap Force'' also started to vary the playstyle of the Skylanders. While still in rather simplistic and approachable for a younger audience, the Trap Team skylanders added {{Stance System}}s, {{Status Buff}}ers, and minion masters, further rewarding others who try and play certain Skylanders.
** ''Trap Team'' also updates the graphics for the new gen, while still making sure it's aesthetically gorgeous for people playing the game on previous gen systems.

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** Around ''swap Force'', ''VideoGame/SkylandersSwapForce'', the levels started to become less linear and opened more up for exploration, hiding some of the hidden unlockables in much less obvious locations.
** ''Swap Force'' also started to vary the playstyle of the Skylanders. While still in rather simplistic and approachable for a younger audience, the Trap Team skylanders Skylanders added {{Stance System}}s, {{Status Buff}}ers, and minion masters, further rewarding others who try and play certain Skylanders.
** ''Trap Team'' ''VideoGame/SkylandersTrapTeam'' also updates the graphics for the new gen, while still making sure it's aesthetically gorgeous for people playing the game on previous gen systems.

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!! Software Examples

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\n\n!! Software !!Software Examples



* The UsefulNotes/SuperNintendoEntertainmentSystem, more colloquially as the SNES, is almost widely-considered to be even better than its predecessor, the UsefulNotes/NintendoEntertainmentSystem, and as one for Creator/{{Nintendo}} as a whole. The SNES was essentially a beefed-up NES in terms of power, while also coming with a controller that is not only considered to be better than the NES controller, but also one that introduced staples that would influence gaming controllers as a whole, such as the X and Y buttons, the shoulder buttons, and rounded edges instead of the rectangular NES controllers. And in terms of software, this is also where many of Nintendo's own franchises grew their own beards, with ''VideoGame/SuperMarioWorld'', ''VideoGame/DonkeyKongCountry'', ''VideoGame/TheLegendOfZeldaALinkToThePast'', ''VideoGame/SuperMetroid'', ''VideoGame/{{EarthBound|1994}}'', ''VideoGame/KirbySuperStar'', and ''VideoGame/FireEmblemGenealogyOfTheHolyWar'' all establishing conventions and norms that future installments of their respective franchises would follow, while Nintendo also introduced other mainstay franchises such as ''VideoGame/FZero'', ''VideoGame/StarFox'', ''VideoGame/YoshisIsland'', and ''VideoGame/KillerInstinct'', and even non-Nintendo third party franchises saw their own beards being grown with games like ''VideoGame/MegaManX1'', ''VideoGame/SuperCastlevaniaIV'', ''VideoGame/FinalFantasyVI'', and ''VideoGame/StreetFighterII''.

to:

* The UsefulNotes/SuperNintendoEntertainmentSystem, more colloquially as the SNES, is almost widely-considered to be even better than its predecessor, the UsefulNotes/NintendoEntertainmentSystem, and as one for Creator/{{Nintendo}} as a whole. The SNES was essentially a beefed-up NES in terms of power, while also coming with a controller that is not only considered to be better than the NES controller, but also one that introduced staples that would influence gaming controllers as a whole, such as the X and Y buttons, the shoulder buttons, and rounded edges instead of the rectangular NES controllers. And in terms of software, this is also where many of Nintendo's own franchises grew their own beards, with ''VideoGame/SuperMarioWorld'', ''VideoGame/DonkeyKongCountry'', ''VideoGame/TheLegendOfZeldaALinkToThePast'', ''VideoGame/SuperMetroid'', ''VideoGame/{{EarthBound|1994}}'', ''VideoGame/KirbySuperStar'', and ''VideoGame/FireEmblemGenealogyOfTheHolyWar'' all establishing conventions and norms that future installments of their respective franchises would follow, while Nintendo also introduced other mainstay franchises such as ''VideoGame/FZero'', ''VideoGame/StarFox'', ''Franchise/StarFox'', ''VideoGame/YoshisIsland'', and ''VideoGame/KillerInstinct'', and even non-Nintendo third party franchises saw their own beards being grown with games like ''VideoGame/MegaManX1'', ''VideoGame/SuperCastlevaniaIV'', ''VideoGame/FinalFantasyVI'', and ''VideoGame/StreetFighterII''.
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** While the ''[[VideoGame/DragonQuestI first]]'' ''[[VideoGame/DragonQuestII two]]'' games weren't exactly ''un''popular by any means, ''VideoGame/DragonQuestIII'' was pretty much when the series became what it was today. It was the TropeCodifier of [=JRPGs=], and for that matter, most [=RPGs=] at the time. Video games that were well-received like ''VideoGame/DragonQuestVIII'' and ''VideoGame/DragonQuestIX'' would honestly ''not'' have been what they were without ''Dragon Quest III'' providing the building blocks. For that matter, ''Dragon Quest III'' was so popular that ''IX'' was somewhat of a GenreThrowback to ''III'', featuring the fully customisable party members (rather than pre-made characters) and a JobSystem most comparable to ''III''.

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** While the ''[[VideoGame/DragonQuestI first]]'' ''[[VideoGame/DragonQuestII two]]'' games weren't exactly ''un''popular by any means, ''VideoGame/DragonQuestIII'' was pretty much when the series became what it was today. It was the TropeCodifier of [=JRPGs=], and for that matter, most [=RPGs=] at the time. Video games that were well-received like ''VideoGame/DragonQuestVIII'' and ''VideoGame/DragonQuestIX'' would honestly ''not'' have been what they were without ''Dragon Quest III'' providing the building blocks. For that matter, ''Dragon Quest III'' was so popular that ''IX'' was somewhat of a GenreThrowback to ''III'', featuring the fully customisable party members (rather than pre-made characters) and a JobSystem most comparable to ''III''.



* ''VideoGame/UnchartedDrakesFortune'' is a solid action title with plenty of [[Franchise/IndianaJones Indy]]-like antics, a modern-day setting and its own unique fortune-hunting theme, but even the most die-hard ''Uncharted'' fan will concede that the controls feel kind of janky, the melee combat is restricted to combos, there's not enough weapon variation, and the all-important parkour segments feel very samey and tepid, lacking the bombastic and eye-catching setpieces the sequels would become beloved for. ''VideoGame/Uncharted2AmongThieves'' immediately blows all those problems away with a huge setpiece in its opening scene that demonstrates just how much the parkour alone has improved, not to mention the spectacle.

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* ''VideoGame/UnchartedDrakesFortune'' is a solid action title with plenty of [[Franchise/IndianaJones Indy]]-like antics, a modern-day setting and its own unique fortune-hunting theme, but even the most die-hard ''Uncharted'' fan will concede that the controls feel kind of janky, the melee combat is restricted to combos, there's not enough weapon variation, and the all-important parkour segments feel very samey and tepid, lacking the bombastic and eye-catching setpieces the sequels would become beloved for. ''VideoGame/Uncharted2AmongThieves'' immediately blows all those problems away with a huge setpiece in its opening scene that demonstrates just how much the parkour alone has improved, not to mention the spectacle.improved.



* The original UsefulNotes/{{Xbox}} is pretty much a PC in a box, and despite having graphical prowess and a decent lineup of games throughout its lifespan, its sales paled in comparison to Sony's [=PS2=] juggernaut, which dominated the generation. Its successor, the UsefulNotes/Xbox360, improved upon its predecessor by by upping its user friendliness, which includes embracing the Xbox Live online gaming hub, adding an {{achievement system}} for rewarding certain in-game tasks, and redesigning the Xbox's infamously-huge controller to make it more ergonomic. And that's not mentioning taking advantage of Sony's disastrous E3 2006 with its lower pricepoint and greater lineup of games. Although the console suffered from the dreaded Red Ring of Death early in its lifespan, it ended the generation with around 80 millions units sold, quadrupling the sales of its predecessor.

to:

* The original UsefulNotes/{{Xbox}} is pretty much a PC in a box, and UsefulNotes/{{Xbox}}, despite having graphical prowess and a decent lineup of games throughout its lifespan, had its sales paled pale in comparison to Sony's [=PS2=] juggernaut, which dominated the generation. Its successor, the UsefulNotes/Xbox360, improved upon its predecessor by by upping its user friendliness, which includes embracing the Xbox Live online gaming hub, adding an {{achievement system}} for rewarding certain in-game tasks, and redesigning the Xbox's infamously-huge controller to make it more ergonomic. And that's not mentioning taking advantage of Sony's disastrous E3 2006 with its lower pricepoint and greater lineup of games. Although the console suffered from the dreaded Red Ring of Death early in its lifespan, it ended the generation with around 80 millions units sold, quadrupling the sales of its predecessor.



* The UsefulNotes/SuperNintendoEntertainmentSystem, more colloquially as the SNES, is almost widely-considered to be even better than its predecessor, the UsefulNotes/NintendoEntertainmentSystem, and as one for Creator/{{Nintendo}} as a whole. The SNES was essentially a beefed-up NES in terms of power, while also coming with a controller that is not only considered to be better than the NES controller, but also one that introduced staples that would influence gaming controllers as a whole, such as the X and Y buttons, the shoulder buttons, and rounded edges instead of the rectangular NES controllers. Not to mention that in terms of software, this is also where many of Nintendo's own franchises grew their own beards, with ''VideoGame/SuperMarioWorld'', ''VideoGame/DonkeyKongCountry'', ''VideoGame/TheLegendOfZeldaALinkToThePast'', ''VideoGame/SuperMetroid'', ''VideoGame/{{EarthBound|1994}}'', ''VideoGame/KirbySuperStar'', and ''VideoGame/FireEmblemGenealogyOfTheHolyWar'' all establishing conventions and norms that future installments of their respective franchises would follow, while Nintendo also introduced other mainstay franchises such as ''VideoGame/FZero'', ''VideoGame/StarFox'', ''VideoGame/YoshisIsland'', and ''VideoGame/KillerInstinct'', and even non-Nintendo third party franchises saw their own beards being grown with games like ''VideoGame/MegaManX1'', ''VideoGame/SuperCastlevaniaIV'', ''VideoGame/FinalFantasyVI'', and ''VideoGame/StreetFighterII''.

to:

* The UsefulNotes/SuperNintendoEntertainmentSystem, more colloquially as the SNES, is almost widely-considered to be even better than its predecessor, the UsefulNotes/NintendoEntertainmentSystem, and as one for Creator/{{Nintendo}} as a whole. The SNES was essentially a beefed-up NES in terms of power, while also coming with a controller that is not only considered to be better than the NES controller, but also one that introduced staples that would influence gaming controllers as a whole, such as the X and Y buttons, the shoulder buttons, and rounded edges instead of the rectangular NES controllers. Not to mention that And in terms of software, this is also where many of Nintendo's own franchises grew their own beards, with ''VideoGame/SuperMarioWorld'', ''VideoGame/DonkeyKongCountry'', ''VideoGame/TheLegendOfZeldaALinkToThePast'', ''VideoGame/SuperMetroid'', ''VideoGame/{{EarthBound|1994}}'', ''VideoGame/KirbySuperStar'', and ''VideoGame/FireEmblemGenealogyOfTheHolyWar'' all establishing conventions and norms that future installments of their respective franchises would follow, while Nintendo also introduced other mainstay franchises such as ''VideoGame/FZero'', ''VideoGame/StarFox'', ''VideoGame/YoshisIsland'', and ''VideoGame/KillerInstinct'', and even non-Nintendo third party franchises saw their own beards being grown with games like ''VideoGame/MegaManX1'', ''VideoGame/SuperCastlevaniaIV'', ''VideoGame/FinalFantasyVI'', and ''VideoGame/StreetFighterII''.

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None


* The UsefulNotes/SuperNintendoEntertainmentSystem, more colloquially as the SNES, is almost widely-considered to be even better than its predecessor, the UsefulNotes/NintendoEntertainmentSystem, and as one for Creator/{{Nintendo}} as a whole. The SNES was essentially a beefed-up NES in terms of power, while also coming with a controller that is not only considered to be better than the NES controller, but also one that introduced staples that would influence gaming controllers as a whole, such as the X and Y buttons, the shoulder buttons, and rounded edges instead of the rectangular NES controllers. Not to mention that in terms of software, this is also where many of Nintendo's own franchises grew their own beards, with ''VideoGame/SuperMarioWorld'', ''VideoGame/DonkeyKongCountry'', ''VideoGame/TheLegendOfZeldaALinkToThePast'', ''VideoGame/SuperMetroid'', ''VideoGame/{{Earthbound}}'', ''VideoGame/KirbySuperStar'', and ''VideoGame/FireEmblemGenealogyOfTheHolyWar'' all establishing conventions and norms that future installments of their respective franchises would follow, while Nintendo also introduced other mainstay franchises such as ''VideoGame/FZero'', ''VideoGame/StarFox'', ''VideoGame/YoshisIsland'', and ''VideoGame/KillerInstinct'', and even non-Nintendo third party franchises saw their own beards being grown with games like ''VideoGame/MegaManX1'', ''VideoGame/SuperCastlevaniaIV'', ''VideoGame/FinalFantasyVI'', and ''VideoGame/StreetFighterII''.

to:

* The UsefulNotes/SuperNintendoEntertainmentSystem, more colloquially as the SNES, is almost widely-considered to be even better than its predecessor, the UsefulNotes/NintendoEntertainmentSystem, and as one for Creator/{{Nintendo}} as a whole. The SNES was essentially a beefed-up NES in terms of power, while also coming with a controller that is not only considered to be better than the NES controller, but also one that introduced staples that would influence gaming controllers as a whole, such as the X and Y buttons, the shoulder buttons, and rounded edges instead of the rectangular NES controllers. Not to mention that in terms of software, this is also where many of Nintendo's own franchises grew their own beards, with ''VideoGame/SuperMarioWorld'', ''VideoGame/DonkeyKongCountry'', ''VideoGame/TheLegendOfZeldaALinkToThePast'', ''VideoGame/SuperMetroid'', ''VideoGame/{{Earthbound}}'', ''VideoGame/{{EarthBound|1994}}'', ''VideoGame/KirbySuperStar'', and ''VideoGame/FireEmblemGenealogyOfTheHolyWar'' all establishing conventions and norms that future installments of their respective franchises would follow, while Nintendo also introduced other mainstay franchises such as ''VideoGame/FZero'', ''VideoGame/StarFox'', ''VideoGame/YoshisIsland'', and ''VideoGame/KillerInstinct'', and even non-Nintendo third party franchises saw their own beards being grown with games like ''VideoGame/MegaManX1'', ''VideoGame/SuperCastlevaniaIV'', ''VideoGame/FinalFantasyVI'', and ''VideoGame/StreetFighterII''.''VideoGame/StreetFighterII''.
----
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Disambiguate links


** You would be hard-pressed to find anyone who would speak ill of the original ''VideoGame/SuperMarioBros'' While opinions may be split over its immediate sequels ([[VideoGame/SuperMarioBrosTheLostLevels Japanese]] and [[VideoGame/SuperMarioBros2 Western]]), a large part of the fanbase agrees that ''VideoGame/SuperMarioBros3'' was when the series really hit its stride. And if not that, ''VideoGame/SuperMarioWorld''.

to:

** You would be hard-pressed to find anyone who would speak ill of the original ''VideoGame/SuperMarioBros'' ''[[VideoGame/SuperMarioBros1 Super Mario Bros.]]'' While opinions may be split over its immediate sequels ([[VideoGame/SuperMarioBrosTheLostLevels Japanese]] and [[VideoGame/SuperMarioBros2 Western]]), a large part of the fanbase agrees that ''VideoGame/SuperMarioBros3'' was when the series really hit its stride. And if not that, ''VideoGame/SuperMarioWorld''.



* The ''VideoGame/{{MOTHER}}'' trilogy. ''VideoGame/EarthBoundBeginnings'' was a good game in its own right, but had issues such as excessively frequent battles and [[DemonicSpiders overpowered enemies]]. ''VideoGame/EarthBound'' not only fixed that all up, but spruced things up in other ways, such as adding battle backgrounds and providing more creative enemies (both in name and design). It also added the much-beloved Rolling HP mechanic, which added an entirely new spin to battles as it allowed you to survive attacks that ''should'' have been fatal if you managed to end the battle or heal before it rolled to zero.

to:

* The ''VideoGame/{{MOTHER}}'' trilogy. ''VideoGame/EarthBoundBeginnings'' was a good game in its own right, but had issues such as excessively frequent battles and [[DemonicSpiders overpowered enemies]]. ''VideoGame/EarthBound'' ''VideoGame/{{EarthBound|1994}}'' not only fixed that all up, but spruced things up in other ways, such as adding battle backgrounds and providing more creative enemies (both in name and design). It also added the much-beloved Rolling HP mechanic, which added an entirely new spin to battles as it allowed you to survive attacks that ''should'' have been fatal if you managed to end the battle or heal before it rolled to zero.

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GTB can only happen once and is the first moment it changes to its current quality. RE is the first signs of improvement and SAM is the after the fact improvements as opposed to Slow Paced Beginning.


* ''Franchise/ResidentEvil'' has seen this a few different times:
** ''VideoGame/ResidentEvil2'', rather than having a B-Movie story like the first game, ended up having one of the most engaging plots in the series. Later, the first game was remade in 2002, doing a few Retcons and trying to connect it to the later installments which made it seem a lot less cheesy.
** ''VideoGame/ResidentEvil4'' was far, far less of a joke than the previous few games of the series due to the massive changes in controls, camera, setting, everything, and wound up winning Game of the Year at quite a few websites and magazines. The gameplay and puzzles were more acclaimed than in the UsefulNotes/PlayStation titles (which themselves weren't too bad).
** ''VideoGame/ResidentEvil7'' trims the action from the beard and puts bling on it, to a triumphant effect. By balancing the flow of limited weapons and increasingly resilient / horrifying enemies and returning to the roots of tight corners, tense boss chases, and strange puzzles, combined with the eighth generation's technology to build a realistic and disgusting horror setting, this game has effectively saved the Biohazard franchise.

to:

* ''Franchise/ResidentEvil'' has seen this a few different times:
**
''VideoGame/ResidentEvil2'', rather than having a B-Movie story like the first game, ended up having one of the most engaging plots in the series. Later, the first game was remade in 2002, doing a few Retcons and trying to connect it to the later installments which made it seem a lot less cheesy.
** ''VideoGame/ResidentEvil4'' was far, far less of a joke than the previous few games of the series due to the massive changes in controls, camera, setting, everything, and wound up winning Game of the Year at quite a few websites and magazines. The gameplay and puzzles were more acclaimed than in the UsefulNotes/PlayStation titles (which themselves weren't too bad).
** ''VideoGame/ResidentEvil7'' trims the action from the beard and puts bling on it, to a triumphant effect. By balancing the flow of limited weapons and increasingly resilient / horrifying enemies and returning to the roots of tight corners, tense boss chases, and strange puzzles, combined with the eighth generation's technology to build a realistic and disgusting horror setting, this game has effectively saved the Biohazard franchise.
cheesy.



* ''VideoGame/SamAndMaxFreelancePolice'':
** Season One grew the beard with ''Abraham Lincoln Must Die''. It's no coincidence that this is the episode that's given out for free (for good reasons).
** Season Two is widely considered to be much, much better than Season One, due to having harder puzzles, more variation in locations, more unique episodes, a much more coherent story arc involving most of the supporting cast and [[spoiler:killing off [[TheScrappy the Soda Poppers]].]]
** The Devil's Playhouse (Season Three) is also this. A [[DarkerAndEdgier darker]], much tighter storyline spoofing the works of H.P. Lovecraft and ''Franchise/TheTwilightZone'', with top-notch writing, acting and humor. Max gaining some rather fun psychic powers and [[spoiler: The Soda Poppers staying dead]] certainly helped too.

to:

* ''VideoGame/SamAndMaxFreelancePolice'':
** Season One grew the beard with ''Abraham Lincoln Must Die''. It's no coincidence that this is the episode that's given out for free (for good reasons).
**
''VideoGame/SamAndMaxFreelancePolice'': Season Two is widely considered to be much, much better than Season One, due to having harder puzzles, more variation in locations, more unique episodes, a much more coherent story arc involving most of the supporting cast and [[spoiler:killing off [[TheScrappy the Soda Poppers]].]]
** The Devil's Playhouse (Season Three) is also this. A [[DarkerAndEdgier darker]], much tighter storyline spoofing the works of H.P. Lovecraft and ''Franchise/TheTwilightZone'', with top-notch writing, acting and humor. Max gaining some rather fun psychic powers and [[spoiler: The Soda Poppers staying dead]] certainly helped too.
]]
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None


** Concerning the ''Mario Kart'' spinoff, ''VideoGame/SuperMarioKart'' is still highly regarded for a first installment, but its flat-circuits, non-reusable item tiles and oversensitive controls can repel the most casual players. ''VideoGame/MarioKart64'', on the other hand, is where the modern ''Mario Kart'' formula really begins to take shape: this establishes many of the common series tropes like reusable item boxes, 16 tracks per game at four per grand prix, the eight mainstay characters, drift boosting, less sensitive and touchy controls, and the item rebalancing that would soon become the expected item roster at the minimum in each game (minus the five bananas being reduced to three).

to:

** Concerning the ''Mario Kart'' spinoff, ''VideoGame/MarioKart'' spinoff games, ''VideoGame/SuperMarioKart'' is still highly regarded for a first installment, but its flat-circuits, non-reusable item tiles and oversensitive controls can repel the most casual players. ''VideoGame/MarioKart64'', on the other hand, is where the modern ''Mario Kart'' formula really begins to take shape: this establishes many of the common series tropes like reusable item boxes, 16 tracks per game at four per grand prix, the eight mainstay characters, drift boosting, less sensitive and touchy controls, and the item rebalancing that would soon become the expected item roster at the minimum in each game (minus the five bananas being reduced to three).

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None


* While the original ''[[VideoGame/SonicTheHedgehog1 Sonic the Hedgehog]]'' is almost universally regarded as a classic, many of the Zones suffered from extremely slow pacing and some questionable design choices (particularly [[LethalLavaLand Marble Zone]] and [[DownTheDrain Labyrinth Zone]]), made all the more jarring by the game's stated emphasis being on ''speed''. ''VideoGame/SonicTheHedgehog2'' improved on these issues somewhat (though the later Zones started to show signs of the old problems), but most fans agree that ''VideoGame/SonicTheHedgehog3'' was the point where the 2D games finally hit the perfect balance of speed and exploration, making it one of the most beloved games in the entire franchise.
* The 3D ''Franchise/SonicTheHedgehog'' games. In the mind of critics and many if not most fans, ''VideoGame/SonicUnleashed'' finally introduced a successful 3D formula in the form of its daytime stages, though [[UnexpectedGameplayChange its night stages]] [[ScrappyMechanic were poorly received]]. Then came ''VideoGame/SonicColors'', which was a critical and commercial success for keeping the formula of the day stages (albeit with less emphasis on speed and action) and adding a twist to it in the form of Wisps. And then ''VideoGame/SonicGenerations'' came out, which stuck closer to the more fast-paced ''Unleashed'' version of the formula, while adding an alternate mode that mimics the gameplay of the classic 2D games.

to:

* ''Franchise/SonicTheHedgehog'':
**
While the original ''[[VideoGame/SonicTheHedgehog1 Sonic the Hedgehog]]'' is almost universally regarded as a classic, many of the Zones suffered from extremely slow pacing and some questionable design choices (particularly [[LethalLavaLand Marble Zone]] and [[DownTheDrain Labyrinth Zone]]), made all the more jarring by the game's stated emphasis being on ''speed''. ''VideoGame/SonicTheHedgehog2'' improved on these issues somewhat (though the later Zones started to show signs of the old problems), but most fans agree that ''VideoGame/SonicTheHedgehog3'' was the point where the 2D games finally hit the perfect balance of speed and exploration, making it one of the most beloved games in the entire franchise.
* ** The 3D ''Franchise/SonicTheHedgehog'' games. In the mind of critics and many if not most fans, ''VideoGame/SonicUnleashed'' finally introduced a successful 3D formula in the form of its daytime stages, though [[UnexpectedGameplayChange its night stages]] [[ScrappyMechanic were poorly received]]. Then came ''VideoGame/SonicColors'', which was a critical and commercial success for keeping the formula of the day stages (albeit with less emphasis on speed and action) and adding a twist to it in the form of Wisps. And then ''VideoGame/SonicGenerations'' came out, which stuck closer to the more fast-paced ''Unleashed'' version of the formula, while adding an alternate mode that mimics the gameplay of the classic 2D games.



* You would be hard-pressed to find anyone who would speak ill of the original ''VideoGame/SuperMarioBros'' While opinions may be split over its immediate sequels ([[VideoGame/SuperMarioBrosTheLostLevels Japanese]] and [[VideoGame/SuperMarioBros2 Western]]), a large part of the fanbase agrees that ''VideoGame/SuperMarioBros3'' was when the series really hit its stride. And if not that, ''VideoGame/SuperMarioWorld''.

to:

* ''Franchise/SuperMarioBros'':
**
You would be hard-pressed to find anyone who would speak ill of the original ''VideoGame/SuperMarioBros'' While opinions may be split over its immediate sequels ([[VideoGame/SuperMarioBrosTheLostLevels Japanese]] and [[VideoGame/SuperMarioBros2 Western]]), a large part of the fanbase agrees that ''VideoGame/SuperMarioBros3'' was when the series really hit its stride. And if not that, ''VideoGame/SuperMarioWorld''.''VideoGame/SuperMarioWorld''.
** Concerning the ''Mario Kart'' spinoff, ''VideoGame/SuperMarioKart'' is still highly regarded for a first installment, but its flat-circuits, non-reusable item tiles and oversensitive controls can repel the most casual players. ''VideoGame/MarioKart64'', on the other hand, is where the modern ''Mario Kart'' formula really begins to take shape: this establishes many of the common series tropes like reusable item boxes, 16 tracks per game at four per grand prix, the eight mainstay characters, drift boosting, less sensitive and touchy controls, and the item rebalancing that would soon become the expected item roster at the minimum in each game (minus the five bananas being reduced to three).



* For most ''VideoGame/WarioLand'' fans, ''VideoGame/WarioLandII'' (the second Game Boy title, not the [[VideoGame/VirtualBoyWarioLand Virtual Boy one]]) did this, as the series gameplay diverged significantly from that of the ''Mario'' series and actually started developing its own identity with things like the transformations. Which of the [[VideoGame/WarioLand3 next]] [[VideoGame/WarioLand4 two]] games is better, on the other hand, seems to be dependent on the player.

to:

* For most ''VideoGame/WarioLand'' fans, ''VideoGame/WarioLandII'' (the second Game Boy title, not the [[VideoGame/VirtualBoyWarioLand Virtual Boy one]]) did this, as the series gameplay diverged significantly from that of the ''Mario'' series and actually started developing its own identity with things like the transformations. Which of the [[VideoGame/WarioLand3 next]] [[VideoGame/WarioLand4 two]] games is better, on the other hand, seems to be dependent depend on the player.
Is there an issue? Send a MessageReason:
Natter. And even if it wasn't, an example being "older" than another doesn't grant a license for improper indentation


** [[OlderThanTheyThink Before that, however]], it had a moment with the release of ''Super Robot Wars 4''. Previously, the games were about as well known as the average Banpresto crossover (the fact that you probably haven't heard of any Banpresto crossovers unrelated to ''SRW'' should be telling) and sold very poorly. ''4'' was going to be the last game in the budding franchise, but the new mechanics it introduced turned out to be smash hits, getting the franchise a massive fanbase. ''4'' was so well liked, in fact, that it got two {{Updated Rerelease}}s - and the latter of these, ''F/Final'', has essentially everything ''Alpha 1'' does except animations.
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While I don't disagree, this is essentially natter (see "Conversation In The Main Page")


** Still, there is one thing that the first game does better: the sense of wandering aimlessly around in the wilderness with a party made of rookies, trying to discover what's beyond that tree or what you will find inside that cave.

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When the series first starts to solidify its quality, so can only happen once. Win Back The Crowd is for regaining quality after losing it.


* ''VideoGame/RakenzarnTales''
** Version 1.1 was playable, but it wasn't anything standout among crossover fangames and was almost needlessly hard. Version 1.2 moved it in the right direction by softening the difficulty to a reasonable level, adding more meaningful character interactions, new secrets and making choices and your CharacterAlignment have real consequences. Version 2.1 continued this even further by striking a fine balance for character growth and enemy strength while adding more significant choices and game-altering events for added replayability.
** After the reboots of v3 and v4 nullified the plot progression and quality improvements, v4.1.1 got things back on track by refining the battle system and getting back to advancing the story with a new alternate protagonist and diverging plotlines.

to:

* ''VideoGame/RakenzarnTales''
**
''VideoGame/RakenzarnTales'': Version 1.1 was playable, but it wasn't anything standout among crossover fangames and was almost needlessly hard. Version 1.2 moved it in the right direction by softening the difficulty to a reasonable level, adding more meaningful character interactions, new secrets and making choices and your CharacterAlignment have real consequences. Version 2.1 continued this even further by striking a fine balance for character growth and enemy strength while adding more significant choices and game-altering events for added replayability.
** After the reboots of v3 and v4 nullified the plot progression and quality improvements, v4.1.1 got things back on track by refining the battle system and getting back to advancing the story with a new alternate protagonist and diverging plotlines.
replayability.

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None


* Version 1.1 of ''VideoGame/RakenzarnTales'' was playable, but it wasn't anything standout among crossover fangames and was almost needlessly hard. Version 1.2 moved it in the right direction by softening the difficulty to a reasonable level, adding more meaningful character interaction, new secrets and making choices and your CharacterAlignment have real consequences. Version 2.1 continued this even further by striking a fine balance for character growth and enemy strength while adding more significant choices and game-altering events for added replayability.

to:

* *''VideoGame/RakenzarnTales''
**
Version 1.1 of ''VideoGame/RakenzarnTales'' was playable, but it wasn't anything standout among crossover fangames and was almost needlessly hard. Version 1.2 moved it in the right direction by softening the difficulty to a reasonable level, adding more meaningful character interaction, interactions, new secrets and making choices and your CharacterAlignment have real consequences. Version 2.1 continued this even further by striking a fine balance for character growth and enemy strength while adding more significant choices and game-altering events for added replayability.replayability.
** After the reboots of v3 and v4 nullified the plot progression and quality improvements, v4.1.1 got things back on track by refining the battle system and getting back to advancing the story with a new alternate protagonist and diverging plotlines.
Is there an issue? Send a MessageReason:
None


* ''Franchise/{{Pokemon}}'': While the original ''VideoGame/PokemonRedAndBlue'' were were very popular and successful, they suffered from basic, unbalanced, and [[GameBreakingBug glitchy]] gameplay and the multiplayer and trading aspect limited by the need for physical meeting and accessories, contributing to the original Pokémon craze waning after Generation I. Each subsequent game added features and/or fixed the flaws[[note]]''[[UpdatedRerelease Yellow]]'' fixed the worst of the bugs. ''VideoGame/PokemonGoldAndSilver'' fixed the unbalanced gameplay with various change and [[ElementalRockPaperScissors new types]] plus many new features (color graphics, breeding, and the InUniverseGameClock. ''[[UpdatedRerelease Crystal]]'' added the option to play as a girl, Move Tutors and the Battle Tower. ''VideoGame/PokemonRubyAndSapphire'' introduced Abilities which added a layer of strategy. ''[[UpdatedRerelease FireRed and LeafGreen]]'' introduced wireless accessories.[[/note]] with ''VideoGame/PokemonDiamondAndPearl''' being seen as the point the beard fully grew in. The built-in wireless and online functionality eliminated the hurdle in trading and multiplayer by letting it happen anytime/anywhere, the latter combined with the physical/special split[[note]]in previous generations moves would run off of physical or special attack based off of their typing, which prevented many Pokémon from being effective as as they couldn't effectively utilize same-type attack bonus or good moves that fit their stats[[/note]] perfecting the gameplay formula causing competitive play to take off. It also introduced a stronger story, which ''[[UpdatedRerelease Platinum]]'' would improve along with hammering out minor technical issues. These won over enough old and new fans that ''Pokémon'' [[{{Pun}} evolved]] into the CashCowFranchise it is today.

to:

* ''Franchise/{{Pokemon}}'': While the original ''VideoGame/PokemonRedAndBlue'' were were very popular and successful, they suffered from basic, unbalanced, and [[GameBreakingBug glitchy]] gameplay and the multiplayer and trading aspect limited by the need for physical meeting and accessories, contributing to the original Pokémon craze waning after Generation I. Each subsequent game added features and/or fixed the flaws[[note]]''[[UpdatedRerelease Yellow]]'' fixed the worst of the bugs. ''VideoGame/PokemonGoldAndSilver'' fixed the unbalanced gameplay with various change and [[ElementalRockPaperScissors new types]] plus many new features (color graphics, breeding, and the InUniverseGameClock. ''[[UpdatedRerelease Crystal]]'' added the option to play as a girl, Move Tutors and the Battle Tower. ''VideoGame/PokemonRubyAndSapphire'' introduced Abilities which added a layer of strategy. ''[[UpdatedRerelease FireRed and LeafGreen]]'' introduced wireless accessories.[[/note]] with ''VideoGame/PokemonDiamondAndPearl''' ''VideoGame/PokemonDiamondAndPearl'' being seen as the point the beard fully grew in. The built-in wireless and online functionality eliminated the hurdle in trading and multiplayer by letting it happen anytime/anywhere, the latter combined with the physical/special split[[note]]in previous generations moves would run off of physical or special attack based off of their typing, which prevented many Pokémon from being effective as as they couldn't effectively utilize same-type attack bonus or good moves that fit their stats[[/note]] perfecting the gameplay formula causing competitive play to take off. It also introduced a stronger story, which ''[[UpdatedRerelease Platinum]]'' would improve along with hammering out minor technical issues. These won over enough old and new fans that ''Pokémon'' [[{{Pun}} evolved]] into the CashCowFranchise it is today.
Is there an issue? Send a MessageReason:
None


* ''Franchise/{{Pokemon}}'': While the original ''VideoGame/PokemonRedAndBlue'' were were very popular and successful, they suffered from basic, unbalanced, and [[GameBreakingBug glitchy]] gameplay and the multiplayer and trading aspect limited by the need for physical meeting and accessories, contributing to the original Pokémon craze waning after Generation I. Each subsequent game added features and/or fixed the flaws[[note]]''[[UpdatedRerelease Yellow]]'' fixed the worst of the bugs. ''VideoGame/PokemonGoldAndSilver'' fixed the unbalanced gameplay with various change and [[ElementalRockPaperScissors new types]] plus many new features (color graphics, breeding, and the InUniverseGameClock. ''[[UpdatedRerelease Crystal]]'' added the option to play as a girl, Move Tutors and the Battle Tower. ''VideoGame/PokemonRubyAndSapphire'' introduced Abilities which added a layer of strategy. ''[[UpdatedRerelease FireRed and LeafGreen]] introduced wireless accessories.[[/note]] with ''VideoGame/PokemonDiamondAndPearl''' being seen as the point the beard fully grew in. The built-in wireless and online functionality eliminated the hurdle in trading and multiplayer by letting it happen anytime/anywhere, the latter combined with the physical/special split[[note]]in previous generations moves would run off of physical or special attack based off of their typing, which prevented many Pokémon from being effective as as they couldn't effectively utilize same-type attack bonus or good moves that fit their stats[[/note]] perfecting the gameplay formula causing competitive play to take off. It also introduced a stronger story, which ''[[UpdatedRerelease Platinum]]'' would improve along with hammering out minor technical issues. These won over enough old and new fans that ''Pokémon'' [[{{Pun}} evolved]] into the CashCowFranchise it is today.

to:

* ''Franchise/{{Pokemon}}'': While the original ''VideoGame/PokemonRedAndBlue'' were were very popular and successful, they suffered from basic, unbalanced, and [[GameBreakingBug glitchy]] gameplay and the multiplayer and trading aspect limited by the need for physical meeting and accessories, contributing to the original Pokémon craze waning after Generation I. Each subsequent game added features and/or fixed the flaws[[note]]''[[UpdatedRerelease Yellow]]'' fixed the worst of the bugs. ''VideoGame/PokemonGoldAndSilver'' fixed the unbalanced gameplay with various change and [[ElementalRockPaperScissors new types]] plus many new features (color graphics, breeding, and the InUniverseGameClock. ''[[UpdatedRerelease Crystal]]'' added the option to play as a girl, Move Tutors and the Battle Tower. ''VideoGame/PokemonRubyAndSapphire'' introduced Abilities which added a layer of strategy. ''[[UpdatedRerelease FireRed and LeafGreen]] LeafGreen]]'' introduced wireless accessories.[[/note]] with ''VideoGame/PokemonDiamondAndPearl''' being seen as the point the beard fully grew in. The built-in wireless and online functionality eliminated the hurdle in trading and multiplayer by letting it happen anytime/anywhere, the latter combined with the physical/special split[[note]]in previous generations moves would run off of physical or special attack based off of their typing, which prevented many Pokémon from being effective as as they couldn't effectively utilize same-type attack bonus or good moves that fit their stats[[/note]] perfecting the gameplay formula causing competitive play to take off. It also introduced a stronger story, which ''[[UpdatedRerelease Platinum]]'' would improve along with hammering out minor technical issues. These won over enough old and new fans that ''Pokémon'' [[{{Pun}} evolved]] into the CashCowFranchise it is today.
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* ''Franchise/{{Pokemon}}'': While the original ''VideoGame/PokemonRedAndBlue'' were were very popular and successful, they suffered from basic, unbalanced, and [[GameBreakingBug glitchy]] gameplay and the multiplayer and trading aspect limited by the need for physical meeting and accessories, contributing to the original Pokémon craze waning after Generation I. Each subsequent game added features and/or fixed the flaws[[note]]''[[UpdatedRerelease Yellow]]'' fixed the worst of the bugs. ''VideoGame/PokemonGoldAndSilver'' fixed the unbalanced gameplay with various change and [[ElementalRockPaperScissors new types]] plus many new features (color graphics, breeding, and the InUniverseGameClock. ''[[UpdatedRerelease Crystal]]'' added the option to play as a girl, Move Tutors and the Battle Tower. ''VideoGame/PokemonRubyAndSapphire'' introduced Abilities which added a layer of strategy. ''[[UpdatedRerelease FireRed and LeafGreen]] introduced wireless accessories.[[/note]] with ''VideoGame/PokemonDiamondAndPearl''being seen as the point the beard fully grew in. The built-in wireless and online functionality eliminated the hurdle in trading and multiplayer by letting it happen anytime/anywhere, the latter combined with the physical/special split[[note]]in previous generations moves would run off of physical or special attack based off of their typing, which prevented many Pokémon from being effective as as they couldn't effectively utilize same-type attack bonus or good moves that fit their stats[[/note]] perfecting the gameplay formula causing competitive play to take off. It also introduced a stronger story, which ''[[UpdatedRerelease Platinum]]'' would improve along with hammering out minor technical issues. These won over enough old and new fans that ''Pokémon'' [[{{Pun}} evolved]] into the CashCowFranchise it is today.

to:

* ''Franchise/{{Pokemon}}'': While the original ''VideoGame/PokemonRedAndBlue'' were were very popular and successful, they suffered from basic, unbalanced, and [[GameBreakingBug glitchy]] gameplay and the multiplayer and trading aspect limited by the need for physical meeting and accessories, contributing to the original Pokémon craze waning after Generation I. Each subsequent game added features and/or fixed the flaws[[note]]''[[UpdatedRerelease Yellow]]'' fixed the worst of the bugs. ''VideoGame/PokemonGoldAndSilver'' fixed the unbalanced gameplay with various change and [[ElementalRockPaperScissors new types]] plus many new features (color graphics, breeding, and the InUniverseGameClock. ''[[UpdatedRerelease Crystal]]'' added the option to play as a girl, Move Tutors and the Battle Tower. ''VideoGame/PokemonRubyAndSapphire'' introduced Abilities which added a layer of strategy. ''[[UpdatedRerelease FireRed and LeafGreen]] introduced wireless accessories.[[/note]] with ''VideoGame/PokemonDiamondAndPearl''being ''VideoGame/PokemonDiamondAndPearl''' being seen as the point the beard fully grew in. The built-in wireless and online functionality eliminated the hurdle in trading and multiplayer by letting it happen anytime/anywhere, the latter combined with the physical/special split[[note]]in previous generations moves would run off of physical or special attack based off of their typing, which prevented many Pokémon from being effective as as they couldn't effectively utilize same-type attack bonus or good moves that fit their stats[[/note]] perfecting the gameplay formula causing competitive play to take off. It also introduced a stronger story, which ''[[UpdatedRerelease Platinum]]'' would improve along with hammering out minor technical issues. These won over enough old and new fans that ''Pokémon'' [[{{Pun}} evolved]] into the CashCowFranchise it is today.
Is there an issue? Send a MessageReason:
None


* ''Franchise/{{Pokemon}}'': While the original ''VideoGame/PokemonRedAndBlue'' were were very popular and successful, they suffered from basic, unbalanced, and [[GameBreakingBug glitchy]] gameplay and the multiplay and trading aspect limited by the need for physical meeting and accessories, contributing to the original Pokémon craze waning after Generation I. Each subsequent game added features and/or fixed the flaws[[note]]''[[UpdatedRerelease Yellow]]'' fixed the worst of the bugs. ''VideoGame/PokemonGoldAndSilver'' fixed the unbalanced gameplay with various change and [[ElementalRockPaperScissors new types]] plus many new features (color graphics, breeding, and the InUniverseGameClock. ''[[UpdatedRerelease Crystal]]'' added the option to play as a girl, Move Tutors and the Battle Tower. ''VideoGame/PokemonRubyAndSapphire'' introduced Abilities which added a layer of strategy. ''[[UpdatedRerelease FireRed and LeafGreen]] introduced wireless accessories.[[/note]] with ''VideoGame/PokemonDiamondAndPearl''being seen as the point the beard fully grew in. The built-in wireless and online functionality eliminated the hurdle in trading and multiplayer by letting it happen anytime/anywhere, the latter combined with the physical/special split[[note]]in previous generations moves would run off of physical or special attack based off of their typing, which prevented many Pokémon from being effective as as they couldn't effectively utilize same-type attack bonus or good moves that fit their stats[[/note]] perfecting the gameplay formula causing competitive play to take off. It also introduced a stronger story, which ''[[UpdatedRerelease Platinum]]'' would improve along with hammering out minor technical issues. These won over enough old and new fans that ''Pokémon'' [[{{Pun}} evolved]] into the CashCowFranchise it is today.

to:

* ''Franchise/{{Pokemon}}'': While the original ''VideoGame/PokemonRedAndBlue'' were were very popular and successful, they suffered from basic, unbalanced, and [[GameBreakingBug glitchy]] gameplay and the multiplay multiplayer and trading aspect limited by the need for physical meeting and accessories, contributing to the original Pokémon craze waning after Generation I. Each subsequent game added features and/or fixed the flaws[[note]]''[[UpdatedRerelease Yellow]]'' fixed the worst of the bugs. ''VideoGame/PokemonGoldAndSilver'' fixed the unbalanced gameplay with various change and [[ElementalRockPaperScissors new types]] plus many new features (color graphics, breeding, and the InUniverseGameClock. ''[[UpdatedRerelease Crystal]]'' added the option to play as a girl, Move Tutors and the Battle Tower. ''VideoGame/PokemonRubyAndSapphire'' introduced Abilities which added a layer of strategy. ''[[UpdatedRerelease FireRed and LeafGreen]] introduced wireless accessories.[[/note]] with ''VideoGame/PokemonDiamondAndPearl''being seen as the point the beard fully grew in. The built-in wireless and online functionality eliminated the hurdle in trading and multiplayer by letting it happen anytime/anywhere, the latter combined with the physical/special split[[note]]in previous generations moves would run off of physical or special attack based off of their typing, which prevented many Pokémon from being effective as as they couldn't effectively utilize same-type attack bonus or good moves that fit their stats[[/note]] perfecting the gameplay formula causing competitive play to take off. It also introduced a stronger story, which ''[[UpdatedRerelease Platinum]]'' would improve along with hammering out minor technical issues. These won over enough old and new fans that ''Pokémon'' [[{{Pun}} evolved]] into the CashCowFranchise it is today.

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