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That's just one opinion, even by TV tropes standards.


A notion that's been left behind as video game consoles have increased in power and {{Video Arcade}}s themselves have faded into obscurity, this used to be the touchstone of any UsefulNotes/ArcadeGame conversion to home computer or console. An Arcade Perfect Port is a port of a video game that is touted to be indistinguishable from its source.

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A notion that's been left behind as video game consoles have increased in power and {{Video Arcade}}s themselves have faded into obscurity, power, this used to be the touchstone of any UsefulNotes/ArcadeGame conversion to home computer or console. An Arcade Perfect Port is a port of a video game that is touted to be indistinguishable from its source.
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I want to cut the Main redirect.


** Also, the UsefulNotes/SegaSaturn versions of various 2D arcade games, including ''VideoGame/SpaceHarrier'', ''OutRun'', ''VideoGame/BubbleBobble'', ''VideoGame/RainbowIslands'', and ''VideoGame/TheNewZealandStory''.

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** Also, the UsefulNotes/SegaSaturn versions of various 2D arcade games, including ''VideoGame/SpaceHarrier'', ''OutRun'', ''VideoGame/OutRun'', ''VideoGame/BubbleBobble'', ''VideoGame/RainbowIslands'', and ''VideoGame/TheNewZealandStory''.
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I want to cut the Main redirect.


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 {{Taito}} today follow this route).

to:

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 {{Taito}} Creator/{{Taito}} today follow this route).
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* According to Steven Levy's book ''Hackers'', legendary game developer John Harris created an Arcade Perfect Port of VideoGame/PacMan for the Atari800 while working for [[{{Sierra}} On-Line Systems]] in 1981. Sierra's boss, the equally legendary Ken Williams, took one look at the results and nixed the project on the grounds that it would invite a lawsuit, and demanded that Harris change the game enough to make it viably different from the original. Harris' initial reaction? Put sunglasses and Groucho Marx moustaches on the ghosts. Despite this, the eventual game that came from this, ''[[https://en.wikipedia.org/wiki/Jawbreaker_%28video_game%29 Jawbreaker]]'', was On-Line Systems major hit for that platform over the next year. Unfortunately, the port to the Apple II was [[PortingDisaster less than successful]].

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* According to Steven Levy's book ''Hackers'', legendary game developer John Harris created an Arcade Perfect Port of VideoGame/PacMan for the Atari800 while working for [[{{Sierra}} [[{{Creator/Sierra}} On-Line Systems]] in 1981. Sierra's boss, the equally legendary Ken Williams, took one look at the results and nixed the project on the grounds that it would invite a lawsuit, and demanded that Harris change the game enough to make it viably different from the original. Harris' initial reaction? Put sunglasses and Groucho Marx moustaches on the ghosts. Despite this, the eventual game that came from this, ''[[https://en.wikipedia.org/wiki/Jawbreaker_%28video_game%29 Jawbreaker]]'', was On-Line Systems major hit for that platform over the next year. Unfortunately, the port to the Apple II was [[PortingDisaster less than successful]].
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Splatterhouse was '88, not '86.


* The version of ''VideoGame/{{Splatterhouse}}'' included in [[VideoGameRemake the 2010 remake]] uses the original arcade version from 1986, and plays exactly like it. The game even uses credits as if the player is playing the game on the arcade cabinet. It was also released for PC in 2003/2004 in Japan by Mediakite, with graphical and audio quality identical to the arcade version, retains the two-player mode, and using virtual credits (up to a max of 9) to play the game.

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* The version of ''VideoGame/{{Splatterhouse}}'' included in [[VideoGameRemake the 2010 remake]] uses the original arcade version from 1986, 1988, and plays exactly like it. The game even uses credits as if the player is playing the game on the arcade cabinet. It was also released for PC in 2003/2004 in Japan by Mediakite, with graphical and audio quality identical to the arcade version, retains the two-player (alternating) mode, and using virtual credits (up to a max of 9) to play the game.
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* ''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 simplified and the boss monster AI had to be nerfed.

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* ''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 simplified simplified, there's no sprite scaling, and the boss monster AI had to be nerfed.
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None


* According to Steven Levy's book ''Hackers'', legendary game developer John Harris created an Arcade Perfect Port of VideoGame/PacMan for the Atari800 while working for [[{{Sierra}} On-Line Systems]] in 1981. Sierra's boss, the equally legendary Ken Williams, took one look at the results and nixed the project on the grounds that it would invite a lawsuit, and demanded that Harris change the game enough to make it viably different from the original. Harris' initial reaction? Put sunglasses and Groucho Marx moustaches on the ghosts. Despite this, the eventual game that came from this, ''[[https://en.wikipedia.org/wiki/Jawbreaker_%28video_game%29 Jawbreaker]]'', was On-Line Systems major hit for that platform over the next year. Unfortunately, the port the Apple II was [[PortingDisaster less than successful]].

to:

* According to Steven Levy's book ''Hackers'', legendary game developer John Harris created an Arcade Perfect Port of VideoGame/PacMan for the Atari800 while working for [[{{Sierra}} On-Line Systems]] in 1981. Sierra's boss, the equally legendary Ken Williams, took one look at the results and nixed the project on the grounds that it would invite a lawsuit, and demanded that Harris change the game enough to make it viably different from the original. Harris' initial reaction? Put sunglasses and Groucho Marx moustaches on the ghosts. Despite this, the eventual game that came from this, ''[[https://en.wikipedia.org/wiki/Jawbreaker_%28video_game%29 Jawbreaker]]'', was On-Line Systems major hit for that platform over the next year. Unfortunately, the port to the Apple II was [[PortingDisaster less than successful]].
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* 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 often received arcade-perfect ports for the X68000.

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* 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 often received arcade-perfect ports for the X68000.

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* UsefulNotes/MegaDrive ''VideoGame/{{Strider}}, [[VideoGame/GhostsNGoblins Ghouls 'n Ghosts]]''
* While ''VideoGame/FinalFight CD'' for the Mega CD is not as arcade perfect as it is claimed to be (the graphics are less colorful, the music is remixed with no option for the original version and the attack speed of Cody and Guy are slower than in the arcade), but it did have not only all three characters (SNES owners were forced to buy a rare second version that was released in the US as a Blockbuster exclusive if they wanted Guy), but also the 2-Player co-op mode and the Industrial Area stage.
* Lots of UsefulNotes/SharpX68000 conversions: ''VideoGame/{{Parodius}}, VideoGame/FinalFight, VideoGame/StreetFighterII, VideoGame/GhostsNGoblins''.
* The {{PC Engine}} 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/MasterSystem, 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 [=HuCard=].

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* UsefulNotes/MegaDrive ''VideoGame/{{Strider}}, [[VideoGame/GhostsNGoblins Ghouls 'n Ghosts]]''
* While ''VideoGame/FinalFight CD'' for the Mega Sega CD is not as version of ''VideoGame/FinalFight'' features all six stages, the three playable characters and two-player co-op, it suffers from the player characters having slower attack speed compared to the arcade perfect as it version. This results in Cody's and Guy's infinite combos being practically impossible to pull off in this version, which is claimed a crucial technique used by expert players of the arcade version. Additionally there's a bug in the Sega CD version that causes Roxy or Poison to be (the graphics escape unharmed from Haggar's backdrop. Moreover, the colors are less colorful, muddier, the music soundtrack is remixed with no option for to play the original version original, and while the attack speed of Cody and Guy are slower than in enemy/item placement is mostly accurate, the arcade), but it did have not system can only all display up to four enemies at a time (which is a slight improvement over the three characters (SNES owners were forced to buy a rare second version that was released in enemies on the US as a Blockbuster exclusive if they wanted Guy), Super NES versions, but also a far cry from the 2-Player co-op mode and eight enemies on-screen on the Industrial Area stage.
* Lots of UsefulNotes/SharpX68000 conversions: ''VideoGame/{{Parodius}}, VideoGame/FinalFight, VideoGame/StreetFighterII, VideoGame/GhostsNGoblins''.
arcade).
* The {{PC Engine}} 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/MasterSystem, 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 [=HuCard=].card.
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** The three ''RaidenFighters'' games within the compilation ''Raiden Fighters Aces'' are also perfect, especially with the sound quality.[[note]]MAME has a couple sound flaws when running Raiden Fighters Jet, which are not present on this collection.[[/note]]

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** The three ''RaidenFighters'' ''VideoGame/RaidenFighters'' games within the compilation ''Raiden Fighters Aces'' are also perfect, especially with the sound quality.[[note]]MAME has a couple sound flaws when running Raiden Fighters Jet, which are not present on this collection.[[/note]]
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* The UsefulNotes/{{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.

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* The UsefulNotes/{{Dreamcast}}, [[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.


* ''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). PC players, however, were unfortunately shafted; see the TheyJustDidntCare entry on the ''Chronicles of Mystara'' page for more details.

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* ''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). PC players, however, were unfortunately shafted; see the TheyJustDidntCare entry on the ''Chronicles of Mystara'' page for more details.



* Many a CompilationRerelease says that their games are arcade perfect, due to the fact that they are emulated, and thus have all the nuances of the original. However, while some games are indeed perfect, some of them have a couple of emulation flaws that prevent them from being true examples of this trope. Sometimes, they are purely aesthetic with no impact on gameplay (such as a sprite being the wrong color, or the sound effects not being exactly the same). Other times, the problem affects gameplay, making the game either flawed yet still playable (for example, if a game has a bit more slowdown than it normally does) or a full on PortingDisaster if the developers [[TheyJustDidntCare didn't give a darn]].

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* Many a CompilationRerelease says that their games are arcade perfect, due to the fact that they are emulated, and thus have all the nuances of the original. However, while some games are indeed perfect, some of them have a couple of emulation flaws that prevent them from being true examples of this trope. Sometimes, they are purely aesthetic with no impact on gameplay (such as a sprite being the wrong color, or the sound effects not being exactly the same). Other times, the problem affects gameplay, making the game either flawed yet still playable (for example, if a game has a bit more slowdown than it normally does) or a full on PortingDisaster if the developers [[TheyJustDidntCare didn't give a darn]].darn.
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* ''VideoGame/AfterBurner Climax'' for Xbox 360 and {{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 {{PlayStation 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/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 simplified and the boss monster AI had to be nerfed.
Is there an issue? Send a MessageReason:
None


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 PlayStation3 for ''[[{{VideoGame/Tekken}} Tekken 6]]'', or use PC components (boards from Creator/{{Sega}} or {{Taito}} today follow this route).

to:

After the release of the UsefulNotes/{{PlayStation}}, 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 PlayStation3 UsefulNotes/PlayStation3 for ''[[{{VideoGame/Tekken}} Tekken 6]]'', or use PC components (boards from Creator/{{Sega}} or {{Taito}} today follow this route).



** 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, muffled audio and fixing [[GoodBadBug Good Bad Bugs]] essential for TournamentPlay.

to:

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



* ''VideoGame/DungeonsAndDragonsChroniclesOfMystara'', for the Xbox 360, Playstation 3, and 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). PC players, however, were unfortunately shafted; see the TheyJustDidntCare entry on the ''Chronicles of Mystara'' page for more details.

to:

* ''VideoGame/DungeonsAndDragonsChroniclesOfMystara'', for the Xbox 360, Playstation 3, UsefulNotes/XBox360, UsefulNotes/PlayStation3, and WiiU, 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). PC players, however, were unfortunately shafted; see the TheyJustDidntCare entry on the ''Chronicles of Mystara'' page for more details.



** ''III'' got a perfect port for the PC, especially since the arcade version ran on the PC-based Taito Type X hardware. The PS2 port is also fairly accurate.

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** ''III'' got a perfect port for the PC, especially since the arcade version ran on the PC-based Taito Type X hardware. The PS2 [=PS2=] port is also fairly accurate.
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* While ''VideoGame/FinalFight CD'' for the Mega CD is not as arcade perfect as it is claimed to be (the graphics are less colorful, the music is remixed with no option for the original version and the attack speed of Cody and Guy are slower than in the arcade), but it did have not only all three characters (SNES owners were forced to buy a rare second version that released in the US as a Blockbuster exclusive if they wanted Guy), but also the 2-Player co-op mode and the Industrial Area stage.

to:

* While ''VideoGame/FinalFight CD'' for the Mega CD is not as arcade perfect as it is claimed to be (the graphics are less colorful, the music is remixed with no option for the original version and the attack speed of Cody and Guy are slower than in the arcade), but it did have not only all three characters (SNES owners were forced to buy a rare second version that was released in the US as a Blockbuster exclusive if they wanted Guy), but also the 2-Player co-op mode and the Industrial Area stage.
Is there an issue? Send a MessageReason:
None


* The {{PC Engine}} 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/MasterSystem, although the game had to be split into two [=HuCards=] during its initial release in Japan due to the limited ROM size available at the time. The U.S. version for the [=TurboGrafx-16=] was contained in one [=HuCard=], while Japan later got a full port in the form of ''R-Type Complete'' in Super CD-ROM[[superscript:2]] format.

to:

* The {{PC Engine}} 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/MasterSystem, although the game had to be split into two [=HuCards=] during its initial release in Japan due to the limited ROM size sizes available at the time. The U.S. version for This was no longer an issue when the port was released in North America, as the [=TurboGrafx-16=] was contained version contains the entire game in one [=HuCard=], while Japan later got a full port in the form of ''R-Type Complete'' in Super CD-ROM[[superscript:2]] format.[=HuCard=].
Is there an issue? Send a MessageReason:
None


* While ''VideoGame/FinalFight CD'' for the Mega CD is not as arcade perfect as it is claimed to be (the graphics are less colorful, the music is remixed with no option for the original version and the attack speed of Cody and Guy are slower than in the arcade), but it did have not only all three characters (SNES owners were forced to buy a second version of the game if they wanted Guy), but also the 2-Player co-op mode and the Industrial Area stage.

to:

* While ''VideoGame/FinalFight CD'' for the Mega CD is not as arcade perfect as it is claimed to be (the graphics are less colorful, the music is remixed with no option for the original version and the attack speed of Cody and Guy are slower than in the arcade), but it did have not only all three characters (SNES owners were forced to buy a rare second version of that released in the game US as a Blockbuster exclusive if they wanted Guy), but also the 2-Player co-op mode and the Industrial Area stage.



* PCEngine R-Type. Not actually, particularly as they had to split it into two separate games, but it was a showcase for the next generation of consoles.

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* PCEngine R-Type. Not actually, particularly as they The {{PC Engine}} 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/MasterSystem, although the game had to be split it into two separate games, but it was a showcase [=HuCards=] during its initial release in Japan due to the limited ROM size available at the time. The U.S. version for the next generation [=TurboGrafx-16=] was contained in one [=HuCard=], while Japan later got a full port in the form of consoles.''R-Type Complete'' in Super CD-ROM[[superscript:2]] format.
Is there an issue? Send a MessageReason:
None


A notion that's been left behind as video game consoles have increased in power and [[VideoArcade Video Arcades]] themselves have faded into obscurity, this used to be the touchstone of any {{Arcade}} conversion to home computer or console. An ArcadePerfectPort is a port of a video game that is touted to be indistinguishable from its source.

to:

A notion that's been left behind as video game consoles have increased in power and [[VideoArcade Video Arcades]] {{Video Arcade}}s themselves have faded into obscurity, this used to be the touchstone of any {{Arcade}} UsefulNotes/ArcadeGame conversion to home computer or console. An ArcadePerfectPort Arcade Perfect Port is a port of a video game that is touted to be indistinguishable from its source.



* According to Steven Levy's book ''Hackers'', legendary game developer John Harris created an ArcadePerfectPort of VideoGame/PacMan for the Atari800 while working for [[{{Sierra}} On-Line Systems]] in 1981. Sierra's boss, the equally legendary Ken Williams, took one look at the results and nixed the project on the grounds that it would invite a lawsuit, and demanded that Harris change the game enough to make it viably different from the original. Harris' initial reaction? Put sunglasses and Groucho Marx moustaches on the ghosts. Despite this, the eventual game that came from this, ''[[https://en.wikipedia.org/wiki/Jawbreaker_%28video_game%29 Jawbreaker]]'', was On-Line Systems major hit for that platform over the next year. Unfortunately, the port the Apple II was [[PortingDisaster less than successful]].

to:

* According to Steven Levy's book ''Hackers'', legendary game developer John Harris created an ArcadePerfectPort Arcade Perfect Port of VideoGame/PacMan for the Atari800 while working for [[{{Sierra}} On-Line Systems]] in 1981. Sierra's boss, the equally legendary Ken Williams, took one look at the results and nixed the project on the grounds that it would invite a lawsuit, and demanded that Harris change the game enough to make it viably different from the original. Harris' initial reaction? Put sunglasses and Groucho Marx moustaches on the ghosts. Despite this, the eventual game that came from this, ''[[https://en.wikipedia.org/wiki/Jawbreaker_%28video_game%29 Jawbreaker]]'', was On-Line Systems major hit for that platform over the next year. Unfortunately, the port the Apple II was [[PortingDisaster less than successful]].
Is there an issue? Send a MessageReason:
None


* ''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 "virtual cabinets", with players on a given cabinet all sharing the same Chronicle Mode progress.

to:

* ''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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None


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 PlayStation3 for ''[[{{Tekken}} Tekken 6]]'', or use PC components (boards from Creator/{{Sega}} or {{Taito}} today follow this route).

to:

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 PlayStation3 for ''[[{{Tekken}} ''[[{{VideoGame/Tekken}} Tekken 6]]'', or use PC components (boards from Creator/{{Sega}} or {{Taito}} today follow this route).
Is there an issue? Send a MessageReason:
None


** The Dreamcast port of ''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, muffled audio and fixing [[GoodBadBug Good Bad Bugs]] essential for TournamentPlay.

to:

** The Dreamcast port of ''MarvelVsCapcom2'' ''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, muffled audio and fixing [[GoodBadBug Good Bad Bugs]] essential for TournamentPlay.
Is there an issue? Send a MessageReason:
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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 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 "virtual cabinets", with players on a given cabinet all sharing the same Chronicle Mode progress.
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* Being arcade perfect is a point of contention for the re-release of ''Vampire Savior'' included in ''VideoGame/{{Darkstalkers}} Resurrection''. Purists are happy that the game is supposed to be an arcade perfect port. However, fans who grew up with the PSX version are disappointed since it lacks the extra characters added to that version.

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* Being arcade perfect is a point of contention for the re-release of ''Vampire Savior'' included in ''VideoGame/{{Darkstalkers}} Resurrection''. Purists are happy that the game is supposed to be an arcade perfect port. However, fans who grew up with the PSX PS version are disappointed since it lacks the extra characters and gameplay features added to that version.
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* Lots of SharpX68000 conversions: ''VideoGame/{{Parodius}}, VideoGame/FinalFight, VideoGame/StreetFighterII, VideoGame/GhostsNGoblins''.

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* Lots of SharpX68000 UsefulNotes/SharpX68000 conversions: ''VideoGame/{{Parodius}}, VideoGame/FinalFight, VideoGame/StreetFighterII, VideoGame/GhostsNGoblins''.
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* All the games released for the 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.

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* All the games released for the NeoGeo 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.



* Creator/{{Capcom}}'s CPS Changer, like the 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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* Creator/{{Capcom}}'s CPS Changer, like the NeoGeo, 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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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 {{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 PlayStation3 for ''[[{{Tekken}} Tekken 6]]'', or use PC components (boards from Creator/{{Sega}} or {{Taito}} today follow this route).

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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 {{Sega}}'s 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 PlayStation3 for ''[[{{Tekken}} Tekken 6]]'', or use PC components (boards from Creator/{{Sega}} or {{Taito}} today follow this route).



* For the UsefulNotes/SegaGenesis's 32X add-on, {{Sega}} released perfect versions of its arcade games ''VideoGame/AfterBurner II'', ''VideoGame/SpaceHarrier'' and ''StarWarsArcade''.

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* For the UsefulNotes/SegaGenesis's 32X add-on, {{Sega}} Creator/{{Sega}} released perfect versions of its arcade games ''VideoGame/AfterBurner II'', ''VideoGame/SpaceHarrier'' and ''StarWarsArcade''.



* The 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 ''VideoGame/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 SegaSaturn 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 ''VideoGame/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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* MegaDrive ''VideoGame/{{Strider}}, [[VideoGame/GhostsNGoblins Ghouls 'n Ghosts]]''

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* MegaDrive UsefulNotes/MegaDrive ''VideoGame/{{Strider}}, [[VideoGame/GhostsNGoblins Ghouls 'n Ghosts]]''
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* Both the RType and RType II ports are perfect in the R-Types compilation, aside from some loading screens, a transparent HUD, and a higher frame rate.

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* Both the RType ''VideoGame/RType'' and RType II ''R-Type II'' ports are perfect in the R-Types compilation, aside from some loading screens, a transparent HUD, and a higher frame rate.

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