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Replacing inaccurate terminology. NTSC and PAL refer solely to the broadcast standards and should never, ever be used to refer to regional video game releases.


** The Saturn port of ''King of Fighters '95'' didn't required either of the RAM expansions, but instead utilized a proprietary ROM cartridge meant to be played in conjunction with the CD-ROM, which had all the graphical data programmed into it. This renders the game incompatible with the Action Replay Plus, making the game playable on American consoles only through region modding. Thankfully ''[=KOF95=]'' did have a release in the PAL region.

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** The Saturn port of ''King of Fighters '95'' didn't required either of the RAM expansions, but instead utilized a proprietary ROM cartridge meant to be played in conjunction with the CD-ROM, which had all the graphical data programmed into it. This renders the game incompatible with the Action Replay Plus, making the game playable on American consoles only through region modding. Thankfully ''[=KOF95=]'' did have a release in the PAL region. Europe.
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After the release of the UsefulNotes/PlayStation, arcade board makers slowly began using consoles as their arcade platform over more powerful custom made boards (Creator/{{Capcom}}'s CP System III and Creator/{{Sega}}'s Model 3 were the last pure custom boards to be popular), making arcade perfect ports more common place. Now, all modern arcade boards either use a home console, such as the UsefulNotes/{{Wii}} for ''VideoGame/TatsunokoVsCapcom'' or UsefulNotes/PlayStation3 for ''[[{{VideoGame/Tekken}} Tekken 6]]'', or use PC components (boards from Creator/{{Sega}} or Creator/{{Taito}} today follow this route).

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After the release of the UsefulNotes/PlayStation, Platform/PlayStation, arcade board makers slowly began using consoles as their arcade platform over more powerful custom made boards (Creator/{{Capcom}}'s CP System III and Creator/{{Sega}}'s Model 3 were the last pure custom boards to be popular), making arcade perfect ports more common place. Now, all modern arcade boards either use a home console, such as the UsefulNotes/{{Wii}} Platform/{{Wii}} for ''VideoGame/TatsunokoVsCapcom'' or UsefulNotes/PlayStation3 Platform/PlayStation3 for ''[[{{VideoGame/Tekken}} Tekken 6]]'', or use PC components (boards from Creator/{{Sega}} or Creator/{{Taito}} today follow this route).



* The UsefulNotes/SharpX68000 computer, released in 1987, was the first home system to offer arcade-perfect ports, largely because it is a home computer designed similarly to an arcade machine. It served as a development machine for Capcom's CPS arcade systems, thus many Capcom games received arcade-perfect ports for the X68000.

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* The UsefulNotes/SharpX68000 Platform/SharpX68000 computer, released in 1987, was the first home system to offer arcade-perfect ports, largely because it is a home computer designed similarly to an arcade machine. It served as a development machine for Capcom's CPS arcade systems, thus many Capcom games received arcade-perfect ports for the X68000.



* All the games released for the UsefulNotes/NeoGeo (released 1990) are arcade-perfect ports, being as the home console has identical hardware to the Neo Geo arcade system. However, this being the 90's, back when console hardware was not on par with then-current arcade hardware, you were lucky to be able to even ''rent'' a Neo Geo console.
* The UsefulNotes/SegaSaturn and UsefulNotes/{{PlayStation}} feature equivalent arcade machines, the Sega STV and Namco System 11 (both downgraded from the Sega Model 2 and Namco System 22), respectively. This allowed arcade-perfect ports of games from those arcade systems to their equivalent home consoles.
** Also, the UsefulNotes/SegaSaturn versions of various 2D arcade games, including ''VideoGame/BubbleBobble'', ''VideoGame/BattleGaregga'', ''VideoGame/SpaceHarrier'', ''VideoGame/OutRun'', ''VideoGame/RainbowIslands'', and ''VideoGame/TheNewZealandStory''.
* The [[UsefulNotes/SegaDreamcast Dreamcast]], released in 1999, was built on the same hardware as Sega's Naomi arcade system, allowing perfect home ports of 3D arcade games for the first time, with most of the Naomi arcade games receiving arcade-perfect ports for the Dreamcast (for instance, ''VideoGame/CrazyTaxi'').

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* All the games released for the UsefulNotes/NeoGeo Platform/NeoGeo (released 1990) are arcade-perfect ports, being as the home console has identical hardware to the Neo Geo arcade system. However, this being the 90's, back when console hardware was not on par with then-current arcade hardware, you were lucky to be able to even ''rent'' a Neo Geo console.
* The UsefulNotes/SegaSaturn Platform/SegaSaturn and UsefulNotes/{{PlayStation}} Platform/PlayStation feature equivalent arcade machines, the Sega STV and Namco System 11 (both downgraded from the Sega Model 2 and Namco System 22), respectively. This allowed arcade-perfect ports of games from those arcade systems to their equivalent home consoles.
** Also, the UsefulNotes/SegaSaturn Platform/SegaSaturn versions of various 2D arcade games, including ''VideoGame/BubbleBobble'', ''VideoGame/BattleGaregga'', ''VideoGame/SpaceHarrier'', ''VideoGame/OutRun'', ''VideoGame/RainbowIslands'', and ''VideoGame/TheNewZealandStory''.
* The [[UsefulNotes/SegaDreamcast [[Platform/SegaDreamcast Dreamcast]], released in 1999, was built on the same hardware as Sega's Naomi arcade system, allowing perfect home ports of 3D arcade games for the first time, with most of the Naomi arcade games receiving arcade-perfect ports for the Dreamcast (for instance, ''VideoGame/CrazyTaxi'').



* For the UsefulNotes/SegaGenesis's 32X add-on, Creator/{{Sega}} released perfect versions of its arcade games ''VideoGame/AfterBurner II'' and ''VideoGame/SpaceHarrier''.
* Creator/{{Capcom}}'s CPS Changer, like the UsefulNotes/NeoGeo, was a luxury system designed to run games from actual arcade boards. The only game that had to be downgraded was ''[[VideoGame/StreetFighterAlpha Street Fighter Zero]]'', whose arcade version is run on the somewhat more powerful CPS-2 hardware.

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* For the UsefulNotes/SegaGenesis's Platform/SegaGenesis's 32X add-on, Creator/{{Sega}} released perfect versions of its arcade games ''VideoGame/AfterBurner II'' and ''VideoGame/SpaceHarrier''.
* Creator/{{Capcom}}'s CPS Changer, like the UsefulNotes/NeoGeo, Platform/NeoGeo, was a luxury system designed to run games from actual arcade boards. The only game that had to be downgraded was ''[[VideoGame/StreetFighterAlpha Street Fighter Zero]]'', whose arcade version is run on the somewhat more powerful CPS-2 hardware.



* ''VideoGame/AfterBurner Climax'' for Xbox 360 and UsefulNotes/{{PlayStation 3}}. Other than changing the aspect ratio to 16:9, it's just like the arcade version, even leaving in the "slightly de-throttle for a moment to maintain full throttle" glitch.

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* ''VideoGame/AfterBurner Climax'' for Xbox 360 and UsefulNotes/{{PlayStation 3}}.Platform/PlayStation3. Other than changing the aspect ratio to 16:9, it's just like the arcade version, even leaving in the "slightly de-throttle for a moment to maintain full throttle" glitch.



* The Sega Chihiro was built on UsefulNotes/{{Xbox}} hardware, allowing SEGA to create arcade-perfect ports from Chihiro games to the Xbox console. ''VideoGame/HouseOfTheDead III'' retained EVERYTHING from the arcade version, including the graphics and even MotionBlur and DepthOfField. ''VideoGame/OutRun 2'' was also a perfect port.
* ''VideoGame/DungeonsAndDragonsChroniclesOfMystara'', for the UsefulNotes/XBox360, UsefulNotes/PlayStation3, and UsefulNotes/WiiU, is another emulated compilation from the creators of ''Marvel Vs. Capcom Origins''. Thus, the games included, specifically ''Tower of Doom'' and ''Shadow Over Mystara'', run at the correct clockspeed and have nearly every arcade detail, with the only glitch being the removal of the LettingTheAirOutOfTheBand gag at the end of Stage 2. Moreover, it's the first home version of both games to feature the four-player mode from the arcade game (which the Sega Saturn port lacked).

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* The Sega Chihiro was built on UsefulNotes/{{Xbox}} Platform/{{Xbox}} hardware, allowing SEGA to create arcade-perfect ports from Chihiro games to the Xbox console. ''VideoGame/HouseOfTheDead III'' retained EVERYTHING from the arcade version, including the graphics and even MotionBlur and DepthOfField. ''VideoGame/OutRun 2'' was also a perfect port.
* ''VideoGame/DungeonsAndDragonsChroniclesOfMystara'', for the UsefulNotes/XBox360, UsefulNotes/PlayStation3, Platform/XBox360, Platform/PlayStation3, and UsefulNotes/WiiU, Platform/WiiU, is another emulated compilation from the creators of ''Marvel Vs. Capcom Origins''. Thus, the games included, specifically ''Tower of Doom'' and ''Shadow Over Mystara'', run at the correct clockspeed and have nearly every arcade detail, with the only glitch being the removal of the LettingTheAirOutOfTheBand gag at the end of Stage 2. Moreover, it's the first home version of both games to feature the four-player mode from the arcade game (which the Sega Saturn port lacked).



* The UsefulNotes/SegaSaturn had a cartridge slot mainly used for the Backup Memory device. While it didn't get much use in the overseas market (outside the [=NetLink=] modem adapter), Sega released a couple of RAM expansion cartridges exclusively in Japan that turned it into a complete [=2D=] powerhouse capable of rendering ports of Neo-Geo and CP System II titles to near perfection. Namely a [=1 Megabit=] cartridge designed for SNK ports (such as the ''Franchise/TheKingOfFighters'' series and ''VideoGame/MetalSlug'') and a [=4 Megabit=] model designed for Capcom ports (such as ''X-Men vs. Street Fighter'' and ''Vampire Savior''). Contrast with the versions of those same games released for the original [=PlayStation=] (and the Neo-Geo CD for that matter), which were constrained by their platforms' lack of upgradability and suffered from long loading times and -- in the case of ''X-Men vs. Street Fighter'' -- gimped gameplay features.

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* The UsefulNotes/SegaSaturn Platform/SegaSaturn had a cartridge slot mainly used for the Backup Memory device. While it didn't get much use in the overseas market (outside the [=NetLink=] modem adapter), Sega released a couple of RAM expansion cartridges exclusively in Japan that turned it into a complete [=2D=] powerhouse capable of rendering ports of Neo-Geo and CP System II titles to near perfection. Namely a [=1 Megabit=] cartridge designed for SNK ports (such as the ''Franchise/TheKingOfFighters'' series and ''VideoGame/MetalSlug'') and a [=4 Megabit=] model designed for Capcom ports (such as ''X-Men vs. Street Fighter'' and ''Vampire Savior''). Contrast with the versions of those same games released for the original [=PlayStation=] (and the Neo-Geo CD for that matter), which were constrained by their platforms' lack of upgradability and suffered from long loading times and -- in the case of ''X-Men vs. Street Fighter'' -- gimped gameplay features.



* ''VideoGame/{{Darius}}burst Another Chronicle'' is an interesting case, especially the PC version, as that particular version supports dual monitors just like the original (while the UsefulNotes/PlayStation4 and UsefulNotes/PSVita versions are sadly stuck with letterboxed display). However, since Chronicle Mode in the arcade version relies on the participation of multiple players (due to having about 3,000 missions, which would be infeasible for a single player unless they are ''extremely'' dedicated), the consumer ports instead assign players to online "virtual cabinets", with players on a given cabinet all sharing the same Chronicle Mode progress.

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* ''VideoGame/{{Darius}}burst Another Chronicle'' is an interesting case, especially the PC version, as that particular version supports dual monitors just like the original (while the UsefulNotes/PlayStation4 Platform/PlayStation4 and UsefulNotes/PSVita Platform/PSVita versions are sadly stuck with letterboxed display). However, since Chronicle Mode in the arcade version relies on the participation of multiple players (due to having about 3,000 missions, which would be infeasible for a single player unless they are ''extremely'' dedicated), the consumer ports instead assign players to online "virtual cabinets", with players on a given cabinet all sharing the same Chronicle Mode progress.



* The UsefulNotes/PCEngine version of ''VideoGame/RType'' demonstrated the hardware capabilities of the platform with a pretty close conversion of the arcade original at a time when players were used to [[ReformulatedGame reworked ports]] of arcade games on the [[UsefulNotes/NintendoEntertainmentSystem NES]] and [[UsefulNotes/SegaMasterSystem Master System]], although the game had to be split into two [=HuCards=] during its initial release in Japan due to the limited ROM sizes available at the time. This was no longer an issue when the port was released in North America, as the [=TurboGrafx-16=] version contains the entire game in one card.

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* The UsefulNotes/PCEngine Platform/PCEngine version of ''VideoGame/RType'' demonstrated the hardware capabilities of the platform with a pretty close conversion of the arcade original at a time when players were used to [[ReformulatedGame reworked ports]] of arcade games on the [[UsefulNotes/NintendoEntertainmentSystem [[Platform/NintendoEntertainmentSystem NES]] and [[UsefulNotes/SegaMasterSystem [[Platform/SegaMasterSystem Master System]], although the game had to be split into two [=HuCards=] during its initial release in Japan due to the limited ROM sizes available at the time. This was no longer an issue when the port was released in North America, as the [=TurboGrafx-16=] version contains the entire game in one card.



* ''VideoGame/AlteredBeast1988'' claimed to be this when the Sega Genesis was still trying to market itself as the [[UsefulNotes/ConsoleWars Nintendo-killer]]. Setting aside the fact that the Genesis graphics and sound chip don't hold a candle to the arcade, several level layouts have been changed, there's no sprite scaling, and the gameplay was barely close enough to fool you until you went back and actually tried to play the arcade and got schooled. ''VideoGame/GoldenAxe'' was the same way, seeming highly accurate until you went back and tried to beat the arcade.

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* ''VideoGame/AlteredBeast1988'' claimed to be this when the Sega Genesis was still trying to market itself as the [[UsefulNotes/ConsoleWars [[MediaNotes/ConsoleWars Nintendo-killer]]. Setting aside the fact that the Genesis graphics and sound chip don't hold a candle to the arcade, several level layouts have been changed, there's no sprite scaling, and the gameplay was barely close enough to fool you until you went back and actually tried to play the arcade and got schooled. ''VideoGame/GoldenAxe'' was the same way, seeming highly accurate until you went back and tried to beat the arcade.
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* The UsefulNotes/FMTowns computer, released in 1989, features perfect ports for a handful of arcade games.

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* The UsefulNotes/FMTowns Platform/FMTowns computer, released in 1989, features perfect ports for a handful of arcade games.
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** In the same vein, Sammy's Atomiswave arcade hardware is just repurposed Dreamcast hardware. In 2020, the Dreamcast fan community released a collection of homebrew ports of Atomiswave games on the Dreamcast, most of which play exactly like they do on the intended hardware.

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** In the same vein, Sammy's Atomiswave arcade hardware is just repurposed Dreamcast hardware. In 2020, the Dreamcast fan community released a collection of homebrew ports of Atomiswave games on the Dreamcast, most of which play exactly like they do on the intended hardware.hardware (albeit to a fault, since they lack the UI expected of console games including official console ports of arcade games, which can be problematic for button rebinds for example).
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* Curious example: ''VideoGame/FZero GX'' is not a port. However it includes all the drivers and courses from the arcade version of the game, ''F-Zero AX'', which ran on the [=GameCube=] based Triforce hardware. But hidden deep inside the code is, in fact, the ''actual'' arcade game, complete with attract mode, instructions on how to play, and the arcade system rules (cheat devices like the Action Replay are able to tease this out and make it playable on [=GameCube=] hardware). So it seems like Amusement Vision (the developers) developed a single game then split the code by using a launcher to detect what hardware it was running on and only making accessible the features that are specific to each version of the game.

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* Curious example: ''VideoGame/FZero GX'' ''VideoGame/FZeroGX'' is not a port. However it includes all the drivers and courses from the arcade version of the game, ''F-Zero AX'', which ran on the [=GameCube=] based Triforce hardware. But hidden deep inside the code is, in fact, the ''actual'' arcade game, complete with attract mode, instructions on how to play, and the arcade system rules (cheat devices like the Action Replay are able to tease this out and make it playable on [=GameCube=] hardware). So it seems like Amusement Vision (the developers) developed a single game then split the code by using a launcher to detect what hardware it was running on and only making accessible the features that are specific to each version of the game.
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None


* The Sega Chihiro was built on UsefulNotes/{{Xbox}} hardware, allowing SEGA to create arcade-perfect ports from Chihiro games to the Xbox console. ''VideoGame/HouseOfTheDead III'' retained EVERYTHING from the arcade version, including the graphics and even [[RackFocus motion blur]] and DepthOfField. ''VideoGame/OutRun 2'' was also a perfect port.

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* The Sega Chihiro was built on UsefulNotes/{{Xbox}} hardware, allowing SEGA to create arcade-perfect ports from Chihiro games to the Xbox console. ''VideoGame/HouseOfTheDead III'' retained EVERYTHING from the arcade version, including the graphics and even [[RackFocus motion blur]] MotionBlur and DepthOfField. ''VideoGame/OutRun 2'' was also a perfect port.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/AlteredBeast'' claimed to be this when the Sega Genesis was still trying to market itself as the [[UsefulNotes/ConsoleWars Nintendo-killer]]. Setting aside the fact that the Genesis graphics and sound chip don't hold a candle to the arcade, several level layouts have been changed, there's no sprite scaling, and the gameplay was barely close enough to fool you until you went back and actually tried to play the arcade and got schooled. ''VideoGame/GoldenAxe'' was the same way, seeming highly accurate until you went back and tried to beat the arcade.

to:

* ''VideoGame/AlteredBeast'' ''VideoGame/AlteredBeast1988'' claimed to be this when the Sega Genesis was still trying to market itself as the [[UsefulNotes/ConsoleWars Nintendo-killer]]. Setting aside the fact that the Genesis graphics and sound chip don't hold a candle to the arcade, several level layouts have been changed, there's no sprite scaling, and the gameplay was barely close enough to fool you until you went back and actually tried to play the arcade and got schooled. ''VideoGame/GoldenAxe'' was the same way, seeming highly accurate until you went back and tried to beat the arcade.
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None


* The Sega Chihiro was built on UsefulNotes/{{Xbox}} hardware, allowing SEGA to create arcade-perfect ports from Chihiro games to the Xbox console. ''VideoGame/HouseOfTheDead III'' retained EVERYTHING from the arcade version, including the graphics and even motion blur and depth of field. ''VideoGame/OutRun 2'' was also a perfect port.

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* The Sega Chihiro was built on UsefulNotes/{{Xbox}} hardware, allowing SEGA to create arcade-perfect ports from Chihiro games to the Xbox console. ''VideoGame/HouseOfTheDead III'' retained EVERYTHING from the arcade version, including the graphics and even [[RackFocus motion blur blur]] and depth of field.DepthOfField. ''VideoGame/OutRun 2'' was also a perfect port.
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None


* The ''Ray'z Arcade Chronology'' collection by [=M2=] features arcade-accurate ports of ''[=RayForce=]'', ''[=RayStorm=]'', and ''[=RayCrisis=]'' along with HD remasters of the latter two games. Although these games in this collection feature the ability to swap music with their arranged versions and the option to disable the SmartBomb combo with ''[=RayStorm=]'' and ''[=RayCrisis=]'' one, none of the games in this collection feature any of the new additions or technical omissions seem from their home conversions.

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* The ''Ray'z Arcade Chronology'' collection by [=M2=] features arcade-accurate ports of ''[=RayForce=]'', ''[=RayStorm=]'', and ''[=RayCrisis=]'' along with HD remasters of the latter two games. Although these games in this collection feature the ability to swap music with their arranged versions and the option to disable the SmartBomb combo with ''[=RayStorm=]'' and ''[=RayCrisis=]'' one, none of the games in this collection feature any of the new additions or technical omissions seem seen from their home conversions.
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Added DiffLines:

* The ''Ray'z Arcade Chronology'' collection by [=M2=] features arcade-accurate ports of ''[=RayForce=]'', ''[=RayStorm=]'', and ''[=RayCrisis=]'' along with HD remasters of the latter two games. Although these games in this collection feature the ability to swap music with their arranged versions and the option to disable the SmartBomb combo with ''[=RayStorm=]'' and ''[=RayCrisis=]'' one, none of the games in this collection feature any of the new additions or technical omissions seem from their home conversions.
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Removed redundancy.


* ''VideoGame/DoubleDragon1'' was ported to the Sega Genesis in 1992 as an unlicensed port developed by Software Creations and published by Accolade via their Ballistics Software label. It was the closest port to the arcade game available at the time, compared to the heavily reworked 8-bit console ports that were released a few years prior and the home computer conversions by Binary Design that came out around the same period. However, it was still not exactly accurate. The backgrounds are completely different and while the sprites for the male characters are the same as the arcade (except for the head swapped bosses, who were turned into plain palette swaps), the female characters were redesigned a bit, with Marian (Billy's girlfriend) in particular getting an ugly redesign in the Genesis port. The backgrounds were completely changed and while the level designs are the same, the stage transitions after clearing a boss were cut. Mechanically, the controls are the same as the arcade version (thanks to the fact that the Genesis has three buttons as standard), but there is a bit of an input lag if the attack buttons are pressed too rapidly and Jeff (the Lee brothers palette swap enemy) has a tedency to abuse his hair grabs, something his arcade counterpart doesn't do as often, leading to cheap deaths.

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* ''VideoGame/DoubleDragon1'' was ported to the Sega Genesis in 1992 as an unlicensed port developed by Software Creations and published by Accolade via their Ballistics Software label. It was the closest port to the arcade game available at the time, compared to the heavily reworked 8-bit console ports that were released a few years prior and the home computer conversions by Binary Design that came out around the same period. However, it was still not exactly accurate. The backgrounds are completely different and while While the sprites for the male characters are the same as the arcade (except for the head swapped bosses, who were turned into plain palette swaps), the female characters were redesigned a bit, with Marian (Billy's girlfriend) in particular getting an ugly redesign in the Genesis port.redesign. The backgrounds were completely changed and while the level designs are the same, the stage transitions after clearing a boss were cut. Mechanically, the controls are the same as the arcade version (thanks to the fact that the Genesis has three buttons as standard), but there is a bit of an input lag if the attack buttons are pressed too rapidly and Jeff (the Lee brothers palette swap enemy) has a tedency to abuse his hair grabs, something his arcade counterpart doesn't do as often, leading to cheap deaths.
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* ''VideoGame/DaytonaUSA'' is an interesting case, in that the HD remake for arcades was designed to be as similar as possible to the old '90s version, including a severe case of pop-up at distances further than about one second from the front of the car. The modern hardware was more than capable of eliminating this pop-up but it was intentionally left in for the sake of parity.

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* ''VideoGame/DaytonaUSA'' is an interesting case, in that the HD remake for arcades was designed to be as similar as possible to the old '90s version, including a severe case of pop-up at distances further than about one second from the front of the car. The modern hardware was more than capable of eliminating this pop-up [[StylisticSuck but it was intentionally left in for the sake of parity.parity]].
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Wick swap


[[quoteright:350:[[VideoGame/MortalKombat2 https://static.tvtropes.org/pmwiki/pub/images/mortal_kombat_2_arcade_pc_comparison.png]]]]

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[[quoteright:350:[[VideoGame/MortalKombat2 [[quoteright:350:[[VideoGame/MortalKombatII https://static.tvtropes.org/pmwiki/pub/images/mortal_kombat_2_arcade_pc_comparison.png]]]]
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* The Sega CD port of ''VideoGame/FinalFight'' was the only console version that most closely matched the arcade game in terms of content at the time of its release. It has all the features that was cut from the earlier SNES port by Capcom, meaning that it has all six stages (including the Industrial Area stage with Rolento), 2-players co-op support and most importantly, it has all three characters without the need to buy a second version for Guy. Its flaws are much more apparent nowadays, particularly when it comes to the punching speed of Cody and Guy being much more slower than they were on the arcade, where it was possible to do infinite combos with either character by turning away during the third blow and then facing forward again to reset the animation pattern. The slower attack speed in this version makes it impossible to pull off this maneuver. Moreover, there's also a bug that causes a punching mark to appear when Haggar performs a backdrop on Roxy or Poison, cancelling the effect of the knockdown, allowing Roxy/Poison to quickly recover, which is quite problematic for Haggar players who rely on his backdrop for crowd control.

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* The Sega CD port of ''VideoGame/FinalFight'' was the only console version that most closely matched the arcade game in terms of content at the time of its release. It has all the features that was cut from the earlier SNES port by Capcom, meaning that it has all six stages (including the Industrial Area stage with Rolento), 2-players co-op support and most importantly, it has all three characters without the need to buy a second version for Guy. Its flaws are much more apparent nowadays, particularly when it comes to the punching speed of Cody and Guy being much more slower than they were on the arcade, where it was possible to do infinite combos with either character by turning away during the third blow and then facing forward again to reset the animation pattern. The slower attack speed in this version makes it impossible to pull off this maneuver. Moreover, there's also a bug that causes a punching mark to appear when Haggar performs a backdrop on Roxy or Poison, cancelling the effect of the knockdown, allowing Roxy/Poison to quickly recover, which is quite problematic for Haggar players who rely on his backdrop for crowd control.
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* A rare thing to happen to the PC in the early [=90s=], the first three ''VideoGame/MortalKombat'' games was essentially an arcade perfect port. The only discrepancy was the music didn't sound the same, but this was a problem anyway on [=PCs=] during that time. What's more, an extremely rare CD-ROM version of the first game went further and even included all of the original music and sound effects. [[https://www.youtube.com/watch?v=0ROyGy3yhRc Here is a video that even compares the sound in both the floppy and CD versions]]

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* A rare thing to happen to the PC in the early [=90s=], the first three ''VideoGame/MortalKombat'' ''Franchise/MortalKombat'' games was essentially an arcade perfect port. The only discrepancy was the music didn't sound the same, but this was a problem anyway on [=PCs=] during that time. What's more, an extremely rare CD-ROM version of the first game went further and even included all of the original music and sound effects. [[https://www.youtube.com/watch?v=0ROyGy3yhRc Here is a video that even compares the sound in both the floppy and CD versions]]
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** The Dreamcast port of ''VideoGame/MarvelVsCapcom2'' was considered the definitive home port for a long time after (until the [=PS3=] and 360 port), with aftermarket prices for the game climbing into hundreds of dollars. Compare this to the [=PS2=] and Xbox ports, considered [[PortingDisaster Porting Disasters]] due to blurry graphics and muffled audio.

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** The Dreamcast port of ''VideoGame/MarvelVsCapcom2'' was considered the definitive home port for a long time after (until the [=PS3=] and 360 port), with aftermarket prices for the game climbing into hundreds of dollars. Compare this to the [=PS2=] and Xbox ports, considered [[PortingDisaster Porting Disasters]] due to blurry graphics and graphics, muffled audio.audio and removal of several GoodBadBugs essential for tournament play.



* A rare thing to happen to the PC in the early [=90s=], the first ''VideoGame/MortalKombat1'' game was essentially an arcade perfect port. The only discrepancy was the music didn't sound the same, but this was a problem anyway on [=PCs=] during that time. What's more, an extremely rare CD-ROM version of the game went further and even included all of the original music and sound effects. [[https://www.youtube.com/watch?v=0ROyGy3yhRc Here is a video that even compares the sound in both the floppy and CD versions]]

to:

* A rare thing to happen to the PC in the early [=90s=], the first ''VideoGame/MortalKombat1'' game three ''VideoGame/MortalKombat'' games was essentially an arcade perfect port. The only discrepancy was the music didn't sound the same, but this was a problem anyway on [=PCs=] during that time. What's more, an extremely rare CD-ROM version of the first game went further and even included all of the original music and sound effects. [[https://www.youtube.com/watch?v=0ROyGy3yhRc Here is a video that even compares the sound in both the floppy and CD versions]]

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