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** Between 2001 and 2020, Apple released 16 different versions of [[Platform/{{macOS}} Mac OS X]], numbered 10.0 through 10.15. Some versions barely had any noticeable changes from their predecessor; Apple famously referred to 10.6 Snow Leopard as a maintenance release having "zero new features" compared to 10.5 Leopard. This was a subversion though, as many of these releases did make significant improvements or alterations to the OS. Still, it took until the release of macOS High Sierra in 2016 for Apple to rebrand the OS to simply [=macOS=], and internally the version number remained 10.x until 2020's Big Sur, when they finally released [=macOS=] 11, and new versions have incremented an entire number since then.

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** Between 2001 and 2020, Apple released 16 different versions of [[Platform/{{macOS}} Mac OS X]], numbered 10.0 through 10.15. Some While some of these versions barely had any few noticeable changes from their predecessor; Apple predecessors--Apple famously referred to 10.6 Snow Leopard as a maintenance release having "zero new features" compared to 10.5 Leopard. This was a subversion though, Leopard--most were subversions, as many of these releases did make significant improvements or alterations to the OS. Still, it took until the release of macOS High Sierra in 2016 for Apple to rebrand the OS to simply [=macOS=], and internally the version number remained 10.x until 2020's Big Sur, when they finally released [=macOS=] 11, and new versions have incremented an entire number since then.
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** At one point Lucas planned on converting all the films into 3-D, releasing them on an annual schedule. However, he only got as far as ''Film/ThePhantomMenace'' (which underperformed at the box office, likely due to 3-D rereleases, and [[UsefulNotes/ThreeDMovie the 3-D craze in general]], starting to go out of style) before he sold off Lucasfilm to Disney later that year, who opted instead to make a new sequel trilogy. [[labelnote:*]] The first sequel trilogy film, ''Film/TheForceAwakens'', came out in 2015, when the 3-D version of ''Film/ANewHope'' would have come out, which becomes HilariousInHindsight considering that a common complaint of ''TFA'' was the plot being too similar to that of ''ANH''.[[/labelnote]]

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** At one point Lucas planned on converting all the films into 3-D, releasing them on an annual schedule. However, he only got as far as ''Film/ThePhantomMenace'' (which underperformed at the box office, likely due to 3-D rereleases, and [[UsefulNotes/ThreeDMovie [[Platform/ThreeDMovie the 3-D craze in general]], starting to go out of style) before he sold off Lucasfilm to Disney later that year, who opted instead to make a new sequel trilogy. [[labelnote:*]] The first sequel trilogy film, ''Film/TheForceAwakens'', came out in 2015, when the 3-D version of ''Film/ANewHope'' would have come out, which becomes HilariousInHindsight considering that a common complaint of ''TFA'' was the plot being too similar to that of ''ANH''.[[/labelnote]]



* UsefulNotes/{{Java}} versions 1-8 are known as versions 1.0-1.8, though starting with Java 9, the major internal version number finally started matching the external version number.

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* UsefulNotes/{{Java}} MediaNotes/{{Java}} versions 1-8 are known as versions 1.0-1.8, though starting with Java 9, the major internal version number finally started matching the external version number.
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* ''VideoGame/UnderNightInBirth'' first came on the scene in September 2012, and instead of sequels to move the story forward all we got were revisions in the following years. The first revision was ''Exe:Late'' (2014) which rebalanced the roster and added in two more characters ([[TheBeastmaster Chaos]] and GuestFighter [[VideoGame/AkatsukiBlitzkampf Akatsuki]]). ''Exe:Late'' was ported to consoles the following year, with two more characters ([[TrapMaster Byakuya]] and [[BlowYouAway Nanase]]) added to the roster. And ''then'' ''Exe:Late[st]'' showed up mere months after the home ports of its predecessor, rebalancing the roster again and adding in one more character (Phonon, although [[CuteBruiser Mika]] would be added a year later). That was later ported to consoles in mid-2017 (early 2018 outside of Japan) and threw in two more characters ([[PlayingWithFire Wagner]] and [[BareFistedMonk Enkidu]]) and a prequel story mode for good measure. Early 2020 saw the advent of yet another update, this time to ''Exe:Late[cl-r]'' with one new character ([[AnIcePerson Londrekia]]), balance tweaks, new moves for the older characters, and nothing else.

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* ''VideoGame/UnderNightInBirth'' first came on the scene in September 2012, and instead of sequels to move the story forward all we got were revisions in the following years. The first revision was ''Exe:Late'' (2014) which rebalanced the roster and added in two more characters ([[TheBeastmaster Chaos]] and GuestFighter [[VideoGame/AkatsukiBlitzkampf Akatsuki]]). ''Exe:Late'' was ported to consoles the following year, with two more characters ([[TrapMaster Byakuya]] and [[BlowYouAway Nanase]]) added to the roster. And ''then'' ''Exe:Late[st]'' showed up mere months after the home ports of its predecessor, rebalancing the roster again and adding in one more character (Phonon, although [[CuteBruiser Mika]] would be added a year later). That was later ported to consoles in mid-2017 (early 2018 outside of Japan) and threw in two more characters ([[PlayingWithFire Wagner]] and [[BareFistedMonk Enkidu]]) and a prequel story mode for good measure. Early 2020 saw the advent of yet another update, this time to ''Exe:Late[cl-r]'' with one new character ([[AnIcePerson Londrekia]]), balance tweaks, new moves for the older characters, and nothing else. A proper sequel was finally announced in 2023 for a January 25th, 2024 release, nearly ''twelve years'' after the release of the original game.
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*** Some of the home versions are titled differently as well. The Super NES received a two-in-one compilation of ''Champion Edition'' and ''Hyper Fighting'' titled ''Street Fighter II Turbo'', taking its title from the Japanese version of ''Hyper Fighting'' (but without the apostrophe-like prime symbol they use to represent the word "Dash" over there), while the Sega Genesis counterpart of that same compilation is titled ''Street Fighter II: Special Champion Edition'' (otherwise known as ''Street Fighter II Dash Plus'' in Japanese). Then we got ''Street Fighter Collection'' and ''Street Fighter Collection 2'', a compilation of all five games for the UsefulNotes/PlayStation and Sega Saturn, although covered in reversed order (the first one has both ''Super'' games and a bonus disc with ''[[VideoGame/StreetFighterAlpha Alpha 2 Gold]]'', while the second contains the original three); ''Super Street Fighter II X for Matching Service'', an online-compatible version of ''Super Turbo'' for the Sega Dreamcast released only in Japan via mail order (making it one of the most sought after versions of the series); ''Super Street Fighter II Turbo Revival'', a [[PortingDisaster watered down]] UsefulNotes/GameBoyAdvance version of ''Super Turbo''; ''Hyper Street Fighter II: The Anniversary Edition'', a modified version of ''Super Turbo'' that allows players to use any character from the five different iterations of ''Street Fighter II''; and finally ''Super Street Fighter II Turbo HD Remix'', a remake of ''Super Turbo'' that replaces the original graphics and music with artwork by UDON and music remixes by Music/{{OverClocked ReMix}}. Even now, 25 years later and counting, Capcom is ''still'' willing to update this game: to mark the beginning of [[MilestoneCelebration the series' 30th-anniversary celebration]], January 2017 saw the announcement of ''Ultra Street Fighter II: The Final Challengers'' for the UsefulNotes/NintendoSwitch, which adds [[VideoGame/StreetFighterAlpha Evil Ryu]] and [[Anime/StreetFighterIITheAnimatedMovie Violent]] [[VideoGame/SNKVsCapcomSVCChaos Ken]] to the roster.
** ''VideoGame/StreetFighterAlpha'' (''Street Fighter Zero'' in Asian languages), the prequel game that followed ''II'', also got its own series of updates and pseudo-sequels. The original was immediately followed by ''Alpha 2'', which added alternate versions of certain characters for its North American release (namely Evil Ryu, EX Zangief, and EX Dhalsim). ''Alpha 2'' was then re-released in Asia with the Asian name ''Zero 2 Alpha'', which had all the extra characters from the North American release, plus "EX" versions of the rest of the ''Street Fighter II'' cast. ''Zero 2 Alpha'' was then ported to home consoles as ''Alpha 2 Gold'', which added an extra character to the mix: the Shadaloo version of Cammy (who previously appeared in ''VideoGame/XMenVsStreetFighter''), although she was initially only playable in the Versus and Training modes. Then ''Alpha 3'' came and the home versions of that game added even more characters (eventually bringing back the entire ''Street Fighter II'' roster). The Dreamcast version of ''Alpha 3'', subtitled ''Sakyo Dojo'', was [[RecursiveAdaptation backported]] to the arcade as ''Zero 3 Upper'' in Japanese, a title used for the later UsefulNotes/GameBoyAdvance version (''Alpha 3 Upper''), which added three characters from ''[[VideoGame/CapcomVsSNK2MarkOfTheMillennium Capcom vs. SNK 2]]'' (Maki, Yun, and Eagle). This all culminated with the UsefulNotes/PlayStationPortable version, ''Alpha 3 MAX'', which has all the extra characters from the previous versions, plus Ingrid (from ''VideoGame/CapcomFightingEvolution'') and giving them all arcade stories and endings when the [=GBA=] version didn't. This isn't even counting ''Street Fighter Alpha Anthology'', a compilation of the arcade version of the ''Alpha'' games, along with ''Alpha 2 Gold'', ''Alpha 3 Upper'', and a Versus/Training mode-only game titled ''Hyper Street Fighter Alpha'' that pits versions of nearly every character from all the above games (the characters who appear in the portable versions of ''Alpha 3'' weren't included). And the Japanese version of that (''Street Fighter Zero: Fighter's Generation'') not only includes the Japanese versions but the English ''Alpha 2'' so Japanese players could try Evil Ryu along with the Cammy-included version of ''Zero 2 Alpha'' (titled ''Zero 2 Alpha Dash'').
** ''VideoGame/StreetFighterIII'' was a bit more modest in its sequels compared to ''II'' and ''Alpha'', mainly due to its relative unpopularity at the time of its release. The original was titled ''Street Fighter III: New Generation'', which was followed by ''Street Fighter III 2nd Impact: Giant Attack'', and ''Street Fighter III 3rd Strike: Fight for the Future''. In terms of home versions, the first two were released exclusively for the Dreamcast in a two-in-one compilation titled ''Street Fighter III: Double Impact'', while ''3rd Strike'' got a stand-alone release for the Dreamcast, followed by UsefulNotes/PlayStation2 and Xbox ports which helped expose the series a bit, and a release on Xbox 360 and [=PlayStation=] 3 that added online play.
** The ''VideoGame/StreetFighterEX'' 3D spin-off series consisted of four arcade games (''EX'', ''EX Plus'', ''[=EX2=]'', and ''[=EX2=] Plus''), two [=PlayStation=] ports (''EX Plus Alpha'' and ''[=EX2=] Plus''), and a UsefulNotes/PlayStation2-exclusive final installment (''[=EX3=]'').

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*** Some of the home versions are titled differently as well. The Super NES received a two-in-one compilation of ''Champion Edition'' and ''Hyper Fighting'' titled ''Street Fighter II Turbo'', taking its title from the Japanese version of ''Hyper Fighting'' (but without the apostrophe-like prime symbol they use to represent the word "Dash" over there), while the Sega Genesis counterpart of that same compilation is titled ''Street Fighter II: Special Champion Edition'' (otherwise known as ''Street Fighter II Dash Plus'' in Japanese). Then we got ''Street Fighter Collection'' and ''Street Fighter Collection 2'', a compilation of all five games for the UsefulNotes/PlayStation Platform/PlayStation and Sega Saturn, although covered in reversed order (the first one has both ''Super'' games and a bonus disc with ''[[VideoGame/StreetFighterAlpha Alpha 2 Gold]]'', while the second contains the original three); ''Super Street Fighter II X for Matching Service'', an online-compatible version of ''Super Turbo'' for the Sega Dreamcast released only in Japan via mail order (making it one of the most sought after versions of the series); ''Super Street Fighter II Turbo Revival'', a [[PortingDisaster watered down]] UsefulNotes/GameBoyAdvance Platform/GameBoyAdvance version of ''Super Turbo''; ''Hyper Street Fighter II: The Anniversary Edition'', a modified version of ''Super Turbo'' that allows players to use any character from the five different iterations of ''Street Fighter II''; and finally ''Super Street Fighter II Turbo HD Remix'', a remake of ''Super Turbo'' that replaces the original graphics and music with artwork by UDON and music remixes by Music/{{OverClocked ReMix}}. Even now, 25 years later and counting, Capcom is ''still'' willing to update this game: to mark the beginning of [[MilestoneCelebration the series' 30th-anniversary celebration]], January 2017 saw the announcement of ''Ultra Street Fighter II: The Final Challengers'' for the UsefulNotes/NintendoSwitch, Platform/NintendoSwitch, which adds [[VideoGame/StreetFighterAlpha Evil Ryu]] and [[Anime/StreetFighterIITheAnimatedMovie Violent]] [[VideoGame/SNKVsCapcomSVCChaos Ken]] to the roster.
** ''VideoGame/StreetFighterAlpha'' (''Street Fighter Zero'' in Asian languages), the prequel game that followed ''II'', also got its own series of updates and pseudo-sequels. The original was immediately followed by ''Alpha 2'', which added alternate versions of certain characters for its North American release (namely Evil Ryu, EX Zangief, and EX Dhalsim). ''Alpha 2'' was then re-released in Asia with the Asian name ''Zero 2 Alpha'', which had all the extra characters from the North American release, plus "EX" versions of the rest of the ''Street Fighter II'' cast. ''Zero 2 Alpha'' was then ported to home consoles as ''Alpha 2 Gold'', which added an extra character to the mix: the Shadaloo version of Cammy (who previously appeared in ''VideoGame/XMenVsStreetFighter''), although she was initially only playable in the Versus and Training modes. Then ''Alpha 3'' came and the home versions of that game added even more characters (eventually bringing back the entire ''Street Fighter II'' roster). The Dreamcast version of ''Alpha 3'', subtitled ''Sakyo Dojo'', was [[RecursiveAdaptation backported]] to the arcade as ''Zero 3 Upper'' in Japanese, a title used for the later UsefulNotes/GameBoyAdvance Platform/GameBoyAdvance version (''Alpha 3 Upper''), which added three characters from ''[[VideoGame/CapcomVsSNK2MarkOfTheMillennium Capcom vs. SNK 2]]'' (Maki, Yun, and Eagle). This all culminated with the UsefulNotes/PlayStationPortable Platform/PlayStationPortable version, ''Alpha 3 MAX'', which has all the extra characters from the previous versions, plus Ingrid (from ''VideoGame/CapcomFightingEvolution'') and giving them all arcade stories and endings when the [=GBA=] version didn't. This isn't even counting ''Street Fighter Alpha Anthology'', a compilation of the arcade version of the ''Alpha'' games, along with ''Alpha 2 Gold'', ''Alpha 3 Upper'', and a Versus/Training mode-only game titled ''Hyper Street Fighter Alpha'' that pits versions of nearly every character from all the above games (the characters who appear in the portable versions of ''Alpha 3'' weren't included). And the Japanese version of that (''Street Fighter Zero: Fighter's Generation'') not only includes the Japanese versions but the English ''Alpha 2'' so Japanese players could try Evil Ryu along with the Cammy-included version of ''Zero 2 Alpha'' (titled ''Zero 2 Alpha Dash'').
** ''VideoGame/StreetFighterIII'' was a bit more modest in its sequels compared to ''II'' and ''Alpha'', mainly due to its relative unpopularity at the time of its release. The original was titled ''Street Fighter III: New Generation'', which was followed by ''Street Fighter III 2nd Impact: Giant Attack'', and ''Street Fighter III 3rd Strike: Fight for the Future''. In terms of home versions, the first two were released exclusively for the Dreamcast in a two-in-one compilation titled ''Street Fighter III: Double Impact'', while ''3rd Strike'' got a stand-alone release for the Dreamcast, followed by UsefulNotes/PlayStation2 Platform/PlayStation2 and Xbox ports which helped expose the series a bit, and a release on Xbox 360 and [=PlayStation=] 3 that added online play.
** The ''VideoGame/StreetFighterEX'' 3D spin-off series consisted of four arcade games (''EX'', ''EX Plus'', ''[=EX2=]'', and ''[=EX2=] Plus''), two [=PlayStation=] ports (''EX Plus Alpha'' and ''[=EX2=] Plus''), and a UsefulNotes/PlayStation2-exclusive Platform/PlayStation2-exclusive final installment (''[=EX3=]'').



** At this point, development of the series was handed over to Bandai Namco, who announced ''Extreme Vs.'', a new iteration of the series that upgraded the graphics to UsefulNotes/PlayStation3-level (Capcom's iterations always used the [[UsefulNotes/SegaDreamcast Dreamcast]]-level NAOMI board) and boasted a complete overhaul of the gameplay engine. However, the ''[=ExVs=]'' sub-series quickly fell into this, between console ports and sequels (''Full Boost'', ''Maxi Boost'', and ''Maxi Boost ON'') which simply added to the game's roster while only making minor tweaks to the game engine. Then in early 2018 Bandai Namco announced ''Extreme Vs. 2''...
** Most recently, Bandai Namco announced an entirely new game simply titled ''Gundam Versus'' designed specifically for the UsefulNotes/PlayStation4 with no arcade release; as with ''[=ExVs=]'', this iteration boasts upgraded current-gen graphics [[note]]courtesy of the team that helped create the [[VideoGame/MetalGearSolidVThePhantomPain FOX Engine]][[/note]] and big changes to gameplay. However, for the most part, the game is still mostly just a [=PS4=] version of the ''[=ExVs=]'' games.

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** At this point, development of the series was handed over to Bandai Namco, who announced ''Extreme Vs.'', a new iteration of the series that upgraded the graphics to UsefulNotes/PlayStation3-level Platform/PlayStation3-level (Capcom's iterations always used the [[UsefulNotes/SegaDreamcast [[Platform/SegaDreamcast Dreamcast]]-level NAOMI board) and boasted a complete overhaul of the gameplay engine. However, the ''[=ExVs=]'' sub-series quickly fell into this, between console ports and sequels (''Full Boost'', ''Maxi Boost'', and ''Maxi Boost ON'') which simply added to the game's roster while only making minor tweaks to the game engine. Then in early 2018 Bandai Namco announced ''Extreme Vs. 2''...
** Most recently, Bandai Namco announced an entirely new game simply titled ''Gundam Versus'' designed specifically for the UsefulNotes/PlayStation4 Platform/PlayStation4 with no arcade release; as with ''[=ExVs=]'', this iteration boasts upgraded current-gen graphics [[note]]courtesy of the team that helped create the [[VideoGame/MetalGearSolidVThePhantomPain FOX Engine]][[/note]] and big changes to gameplay. However, for the most part, the game is still mostly just a [=PS4=] version of the ''[=ExVs=]'' games.



* The ''Franchise/AceAttorney'' series' first three games. The [[VisualNovel/PhoenixWrightAceAttorney trilogy]] was originally released on the GBA only in Japan. Years later, DS versions of all three games were made, [[RemadeForTheExport localized]], and released internationally. Other than remastered music, a larger screen resolution, and a bonus case in the first game which made use of the DS's new features, all three games were mostly the same. Later, all three games were made available on UsefulNotes/WiiWare, with the only notable difference being that the player can point the Wii Remote while shouting [[BigWordShout OBJECTION!]] But again, no significant differences. The trilogy was later released in one package on the iOS store (using a free-to-play model where the user must pay for each individual episode save for 1 and 2). This collection featured improved graphics, and many [[PortingDisaster problems]]. Then all three games were released on the 3DS as ''Phoenix Wright: Ace Attorney Trilogy''. The graphics were practically identical to the iOS versions, with the only difference being a slightly touched-up script. In 2016, ''VisualNovel/ApolloJusticeAceAttorney'' got its iOS version, followed by its 3DS version a year later. And then the original three games got a UsefulNotes/NintendoSwitch and UsefulNotes/PlayStation4 version as well. [[Administrivia/TropesAreTools A benefit from this trope is that all these titles are still on the market]], [[KeepCirculatingTheTapes well after their home consoles became outdated]].

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* The ''Franchise/AceAttorney'' series' first three games. The [[VisualNovel/PhoenixWrightAceAttorney trilogy]] was originally released on the GBA only in Japan. Years later, DS versions of all three games were made, [[RemadeForTheExport localized]], and released internationally. Other than remastered music, a larger screen resolution, and a bonus case in the first game which made use of the DS's new features, all three games were mostly the same. Later, all three games were made available on UsefulNotes/WiiWare, Platform/WiiWare, with the only notable difference being that the player can point the Wii Remote while shouting [[BigWordShout OBJECTION!]] But again, no significant differences. The trilogy was later released in one package on the iOS store (using a free-to-play model where the user must pay for each individual episode save for 1 and 2). This collection featured improved graphics, and many [[PortingDisaster problems]]. Then all three games were released on the 3DS as ''Phoenix Wright: Ace Attorney Trilogy''. The graphics were practically identical to the iOS versions, with the only difference being a slightly touched-up script. In 2016, ''VisualNovel/ApolloJusticeAceAttorney'' got its iOS version, followed by its 3DS version a year later. And then the original three games got a UsefulNotes/NintendoSwitch Platform/NintendoSwitch and UsefulNotes/PlayStation4 Platform/PlayStation4 version as well. [[Administrivia/TropesAreTools A benefit from this trope is that all these titles are still on the market]], [[KeepCirculatingTheTapes well after their home consoles became outdated]].



** January 2017 saw the announcement of a second update known as ''REV 2''. Aside from the usual character rebalancing (including a few new moves for the existing cast) and roster expansion (one of the "new" fighters being series veteran Baiken, PromotedToPlayable from NPC status in ''-REVELATOR-'' much like Johnny and Dizzy before her), ''REV 2'' features new story scenarios, such as story Episodes for Jam, Raven, Haehyun, and Dizzy (who lacked them in the previous iteration). The game was released in arcades at the end of March that year, followed by a retail release on consoles and PC two months later as both a downloadable add-on to the original ''-REVELATOR-'' and, [[NoExportForYou if you live in Japan]], a standalone physical and digital release for the UsefulNotes/PlayStation4.

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** January 2017 saw the announcement of a second update known as ''REV 2''. Aside from the usual character rebalancing (including a few new moves for the existing cast) and roster expansion (one of the "new" fighters being series veteran Baiken, PromotedToPlayable from NPC status in ''-REVELATOR-'' much like Johnny and Dizzy before her), ''REV 2'' features new story scenarios, such as story Episodes for Jam, Raven, Haehyun, and Dizzy (who lacked them in the previous iteration). The game was released in arcades at the end of March that year, followed by a retail release on consoles and PC two months later as both a downloadable add-on to the original ''-REVELATOR-'' and, [[NoExportForYou if you live in Japan]], a standalone physical and digital release for the UsefulNotes/PlayStation4.Platform/PlayStation4.



** And also, there's ''Dead or Alive Ultimate'', an UpdatedRerelease for Xbox with the first 2 games, both of them could be playable online on Xbox Live: the enhanced UsefulNotes/SegaSaturn version of ''[=DOA1=]'', and ''[=DOA2=]'' with the graphics of ''DOA Xtreme Beach Volleyball'', the gameplay of ''[=DOA3=]'' and the addition of Hitomi as a playable character, as well the FinalBoss Tengu as selectable.

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** And also, there's ''Dead or Alive Ultimate'', an UpdatedRerelease for Xbox with the first 2 games, both of them could be playable online on Xbox Live: the enhanced UsefulNotes/SegaSaturn Platform/SegaSaturn version of ''[=DOA1=]'', and ''[=DOA2=]'' with the graphics of ''DOA Xtreme Beach Volleyball'', the gameplay of ''[=DOA3=]'' and the addition of Hitomi as a playable character, as well the FinalBoss Tengu as selectable.



** In ''Samurai Shodown'''s case, it was ''V'' that got the treatment; it was updated to ''V Special'', removed the two unplayable bosses Sankuro and Yumeji ([[MyFriendsAndZoidberg and]] [[SecretCharacter Poppy]]), [[PromotedToPlayable promoted Gaoh to playable]] and added in three previous bosses to the roster (Amakusa, Zankuro and Mizuki)[[note]]Coincidentally, it was also the last game to be made for the UsefulNotes/NeoGeo before SNK decided to retire it and jump ship to the Atomiswave arcade board for their games[[/note]]. There was also ''V Perfect'', in an example of WhatCouldHaveBeen, which would have tweaked everyone and fixed up whatever bugs were present in ''Special'' before SNK [[ScrewedByTheNetwork pulled the plug on the thing]] to focus on ''VI'', leaving it to linger in limbo until 2020 as part of a CompilationRerelease.

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** In ''Samurai Shodown'''s case, it was ''V'' that got the treatment; it was updated to ''V Special'', removed the two unplayable bosses Sankuro and Yumeji ([[MyFriendsAndZoidberg and]] [[SecretCharacter Poppy]]), [[PromotedToPlayable promoted Gaoh to playable]] and added in three previous bosses to the roster (Amakusa, Zankuro and Mizuki)[[note]]Coincidentally, it was also the last game to be made for the UsefulNotes/NeoGeo Platform/NeoGeo before SNK decided to retire it and jump ship to the Atomiswave arcade board for their games[[/note]]. There was also ''V Perfect'', in an example of WhatCouldHaveBeen, which would have tweaked everyone and fixed up whatever bugs were present in ''Special'' before SNK [[ScrewedByTheNetwork pulled the plug on the thing]] to focus on ''VI'', leaving it to linger in limbo until 2020 as part of a CompilationRerelease.



* ''VideoGame/LunarTheSilverStar'' and its sequel ''VideoGame/LunarEternalBlue'', originally released for the UsefulNotes/SegaCD, were remade for the UsefulNotes/SegaSaturn and UsefulNotes/PlayStation. The first game was remade again for the UsefulNotes/GameBoyAdvance and then for the PSP. The ''VideoGame/{{Lunar}}'' franchise has produced various side games, but no ''proper'' third installment yet, since ''Lunar: Dragon Song'' was a dull retread of much of the first game.

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* ''VideoGame/LunarTheSilverStar'' and its sequel ''VideoGame/LunarEternalBlue'', originally released for the UsefulNotes/SegaCD, Platform/SegaCD, were remade for the UsefulNotes/SegaSaturn Platform/SegaSaturn and UsefulNotes/PlayStation. Platform/PlayStation. The first game was remade again for the UsefulNotes/GameBoyAdvance Platform/GameBoyAdvance and then for the PSP. The ''VideoGame/{{Lunar}}'' franchise has produced various side games, but no ''proper'' third installment yet, since ''Lunar: Dragon Song'' was a dull retread of much of the first game.



* [[VideoGame/FinalFantasyI The original]] ''Franchise/FinalFantasy'' has been released on the NES, UsefulNotes/{{MSX}}2, UsefulNotes/WonderSwan Color, [=PlayStation=], Game Boy Advance, mobile phones, PSP, Virtual Console, [=PlayStation=] Network, iPhone, iPod Touch, and Steam. Each release has seen a handful of gameplay tweaks and a bonus dungeon or two, but the game is the same. With the exception of the Virtual Console release (overseas, it did get one in Japan), ''VideoGame/FinalFantasyII'' has seen a release on all of those platforms too, often bundled together with the first game. It too is the same game with a bonus dungeon added (unless you're playing the ''Pixel Remaster'' version).
* ''VideoGame/FinalFantasyIV'' has seen releases on the SNES, [=PlayStation=], UsefulNotes/WonderSwan Color, GBA, DS, Virtual Console, mobile phones, PSP, smartphones, and Steam. With the exception of the DS version (which itself later got an UpdatedRerelease for smartphones and Steam), which was a full 3D remake with a fully revamped battle system and several other differences instead of just a port, all of these releases are the same basic game with a handful of new features. The PSP version is similar to ''I'' and ''II'' on the same console graphically and includes the [[VideoGame/FinalFantasyIVTheAfterYears sequel]] as well as some new features.

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* [[VideoGame/FinalFantasyI The original]] ''Franchise/FinalFantasy'' has been released on the NES, UsefulNotes/{{MSX}}2, UsefulNotes/WonderSwan Platform/{{MSX}}2, Platform/WonderSwan Color, [=PlayStation=], Game Boy Advance, mobile phones, PSP, Virtual Console, [=PlayStation=] Network, iPhone, iPod Touch, and Steam. Each release has seen a handful of gameplay tweaks and a bonus dungeon or two, but the game is the same. With the exception of the Virtual Console release (overseas, it did get one in Japan), ''VideoGame/FinalFantasyII'' has seen a release on all of those platforms too, often bundled together with the first game. It too is the same game with a bonus dungeon added (unless you're playing the ''Pixel Remaster'' version).
* ''VideoGame/FinalFantasyIV'' has seen releases on the SNES, [=PlayStation=], UsefulNotes/WonderSwan Platform/WonderSwan Color, GBA, DS, Virtual Console, mobile phones, PSP, smartphones, and Steam. With the exception of the DS version (which itself later got an UpdatedRerelease for smartphones and Steam), which was a full 3D remake with a fully revamped battle system and several other differences instead of just a port, all of these releases are the same basic game with a handful of new features. The PSP version is similar to ''I'' and ''II'' on the same console graphically and includes the [[VideoGame/FinalFantasyIVTheAfterYears sequel]] as well as some new features.



* The ''Wayne Gretzky's 3D Hockey'' games on the UsefulNotes/Nintendo64. The original (released a couple months after the [=N64=]'s launch) is a fun but very flawed arcade-style hockey game. However, aside from improving the goalie A.I. (a common complaint about the original), ''Gretzky '98'' is the original game with updated rosters and... a green background in the menus. ''Olympic Hockey Nagano '98'' (which, to this day, is the only game to ever earn a [[http://www.ign.com/articles/1998/01/01/olympic-hockey-nagano-98 0.0 on [=IGN=]]]), released a mere ''two months'' after ''Gretzky '98'', is a direct copy of that game but with the various countries participating in the 1998 Winter Olymp

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* The ''Wayne Gretzky's 3D Hockey'' games on the UsefulNotes/Nintendo64.Platform/Nintendo64. The original (released a couple months after the [=N64=]'s launch) is a fun but very flawed arcade-style hockey game. However, aside from improving the goalie A.I. (a common complaint about the original), ''Gretzky '98'' is the original game with updated rosters and... a green background in the menus. ''Olympic Hockey Nagano '98'' (which, to this day, is the only game to ever earn a [[http://www.ign.com/articles/1998/01/01/olympic-hockey-nagano-98 0.0 on [=IGN=]]]), released a mere ''two months'' after ''Gretzky '98'', is a direct copy of that game but with the various countries participating in the 1998 Winter Olymp



* Happens with almost every title in the ''VideoGame/{{Raiden}}'' series, with the original getting ''Raiden Trad'' and ''Super Raiden'', and ''Raiden II'' getting ''DX''. ''Raiden IV'' seems to be getting this, since it was originally ported to the Xbox 360. The newest update, ''Raiden IV: Overkill'', was ported to PSN and PC/Steam, and then that was followed by ''Raiden IV x Mikado Remix'' for the UsefulNotes/NintendoSwitch. ''VideoGame/RaidenV'' was also this with the subtitle ''Director's Cut'', and was also ported to the [=PS4=] and PC/Steam.

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* Happens with almost every title in the ''VideoGame/{{Raiden}}'' series, with the original getting ''Raiden Trad'' and ''Super Raiden'', and ''Raiden II'' getting ''DX''. ''Raiden IV'' seems to be getting this, since it was originally ported to the Xbox 360. The newest update, ''Raiden IV: Overkill'', was ported to PSN and PC/Steam, and then that was followed by ''Raiden IV x Mikado Remix'' for the UsefulNotes/NintendoSwitch.Platform/NintendoSwitch. ''VideoGame/RaidenV'' was also this with the subtitle ''Director's Cut'', and was also ported to the [=PS4=] and PC/Steam.



* ''VideoGame/TheElderScrollsVSkyrim'' has joined the club. The original release was in 2011, with three [=DLCs=] following up. In 2013, they released the Legendary Edition, which is the bundle for the original game and all the DLC. In 2016, they released a graphically overhauled version, labelled the Special Edition, for all current gen consoles and PC. 2017 saw them announce a port of the Special Edition for the UsefulNotes/NintendoSwitch, as well as a port for [=PlayStation=] VR. All of this was done with no word on an ''Elder Scrolls VI'' - and even once there ''was'' word on a sixth game, we still got an Anniversary Edition of ''Skyrim'' to celebrate ten years since its original release first.

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* ''VideoGame/TheElderScrollsVSkyrim'' has joined the club. The original release was in 2011, with three [=DLCs=] following up. In 2013, they released the Legendary Edition, which is the bundle for the original game and all the DLC. In 2016, they released a graphically overhauled version, labelled the Special Edition, for all current gen consoles and PC. 2017 saw them announce a port of the Special Edition for the UsefulNotes/NintendoSwitch, Platform/NintendoSwitch, as well as a port for [=PlayStation=] VR. All of this was done with no word on an ''Elder Scrolls VI'' - and even once there ''was'' word on a sixth game, we still got an Anniversary Edition of ''Skyrim'' to celebrate ten years since its original release first.



* ''[[VideoGame/RType R-Type Final 3 Evolved]]'' to ''R-Type Final 2''. While it is indeed the same game, it includes a set of all-new levels exclusive for the UsefulNotes/PlayStation5.

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* ''[[VideoGame/RType R-Type Final 3 Evolved]]'' to ''R-Type Final 2''. While it is indeed the same game, it includes a set of all-new levels exclusive for the UsefulNotes/PlayStation5.Platform/PlayStation5.



** Between 2001 and 2020, Apple released 16 different versions of [[UsefulNotes/{{macOS}} Mac OS X]], numbered 10.0 through 10.15. Some versions barely had any noticeable changes from their predecessor; Apple famously referred to 10.6 Snow Leopard as a maintenance release having "zero new features" compared to 10.5 Leopard. This was a subversion though, as many of these releases did make significant improvements or alterations to the OS. Still, it took until the release of macOS High Sierra in 2016 for Apple to rebrand the OS to simply [=macOS=], and internally the version number remained 10.x until 2020's Big Sur, when they finally released [=macOS=] 11, and new versions have incremented an entire number since then.

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** Between 2001 and 2020, Apple released 16 different versions of [[UsefulNotes/{{macOS}} [[Platform/{{macOS}} Mac OS X]], numbered 10.0 through 10.15. Some versions barely had any noticeable changes from their predecessor; Apple famously referred to 10.6 Snow Leopard as a maintenance release having "zero new features" compared to 10.5 Leopard. This was a subversion though, as many of these releases did make significant improvements or alterations to the OS. Still, it took until the release of macOS High Sierra in 2016 for Apple to rebrand the OS to simply [=macOS=], and internally the version number remained 10.x until 2020's Big Sur, when they finally released [=macOS=] 11, and new versions have incremented an entire number since then.
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* The ''VideoGame/FZero'' series was slowly drifting into the trope, despite not having a lot of games released. The jump from the Super Nintendo iteration to the Nintendo 64 (''F-Zero X'') iteration introduced new mechanics such as [[CastFromHitPoints using one's own energy meter for a speed boost]], ramming other drivers, and more dynamic tracks. ''F-Zero GX/AX'' for the [=GameCube=] and arcades bumped up the visual fidelity and difficulty while keeping mostly everything else the same. The series on the Game Boy Advance at first followed more closely to the first game with some mechanics used in the 3D installments (justified in-universe by ''Maximum Velocity'' being an AlternateContinuity to ''X'' set TwentyMinutesIntoTheFuture from the original), but the games after (''GP Legend'' and ''Climax'', based upon TheAnimeOfTheGame) were more or less the same as the console iterations. Afterwards, the series went on hiatus with Creator/ShigeruMiyamoto stating that he wanted to avoid the stagnation by trying something different in the next game, but [[WritersBlock couldn't think of anything that could be added or changed to the series]]...Until 2023 and ''VideoGame/FZero99'', an online multiplayer {{battle royale game}} based on the original ''F-Zero''.

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* The ''VideoGame/FZero'' series was slowly drifting into the trope, despite not having a lot of games released. The jump from the Super Nintendo iteration (''VideoGame/FZero1990'') to the Nintendo 64 (''F-Zero X'') (''VideoGame/FZeroX'') iteration introduced new mechanics such as [[CastFromHitPoints using one's own energy meter for a speed boost]], ramming other drivers, and more dynamic tracks. ''F-Zero GX/AX'' ''VideoGame/FZeroGX'' for the [=GameCube=] and arcades bumped up the visual fidelity and difficulty while keeping mostly everything else the same. The series on the Game Boy Advance at first followed more closely to the first game with some mechanics used in the 3D installments (justified in-universe by ''Maximum Velocity'' ''VideoGame/FZeroMaximumVelocity'' being an AlternateContinuity to ''X'' set TwentyMinutesIntoTheFuture from the original), but the games after (''GP Legend'' (''VideoGame/FZeroGPLegend'' and ''Climax'', ''VideoGame/FZeroClimax'', based upon TheAnimeOfTheGame) were more or less the same as the console iterations. Afterwards, the series went on hiatus with Creator/ShigeruMiyamoto stating that he wanted to avoid the stagnation by trying something different in the next game, but [[WritersBlock couldn't think of anything that could be added or changed to the series]]...Until 2023 and ''VideoGame/FZero99'', an online multiplayer {{battle royale game}} based on the original ''F-Zero''.
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This is commonly [[SubvertedTrope subverted in the software industry]], where new versions of software will keep the same major version number even while introducing a host of new features and changes. A convention called [[https://semver.org/ Semantic Versioning]] dictates that the major version number of software should only be incremented when making breaking changes that render it incompatible with prior versions, so software that follows this practice and strives to maintain backwards compatibility will stick with the same major version number no matter how many new things it adds. This convention isn't universally followed, often due to marketing not wanting potential customers to think this trope is in effect. In some cases (such as those of Java and Windows) the external version number used in marketing is incremented but the internal version number is not.

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This is commonly [[SubvertedTrope subverted in the software industry]], where new versions of software will keep the same major version number even while introducing a host of new features and changes. A This is because of a convention called [[https://semver.org/ Semantic Versioning]] Versioning]], which dictates that the major version number of software should only be incremented when making breaking changes that render it incompatible with prior versions, so software versions. Software that follows this practice and strives to maintain backwards compatibility will stick with the same major version number no matter how many new things it adds. This convention isn't universally followed, often due to marketing not wanting potential customers to think this trope is in effect. In some cases (such as those of Java and Windows) the external version number used in marketing is incremented but the internal version number is not.
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This is commonly [[SubvertedTrope subverted in the software industry]], where new versions of software will keep the same major version number even while introducing a host of new features and changes. This is because of a convention in software development that the major version number of software should not be incremented except when making breaking changes that render it incompatible with prior versions, so new software that remains compatible with stuff meant for older versions of itself will retain the same major version number no matter how many new things it adds. This convention isn't universally followed, often due to marketing not wanting potential customers to think this trope is in effect. In some cases (such as those of Java and Windows) the version number used in marketing is incremented but the internal version number is not.

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This is commonly [[SubvertedTrope subverted in the software industry]], where new versions of software will keep the same major version number even while introducing a host of new features and changes. This is because of a A convention in software development called [[https://semver.org/ Semantic Versioning]] dictates that the major version number of software should not only be incremented except when making breaking changes that render it incompatible with prior versions, so new software that remains compatible follows this practice and strives to maintain backwards compatibility will stick with stuff meant for older versions of itself will retain the same major version number no matter how many new things it adds. This convention isn't universally followed, often due to marketing not wanting potential customers to think this trope is in effect. In some cases (such as those of Java and Windows) the external version number used in marketing is incremented but the internal version number is not.
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*** Even Capcom themselves are aware of it and parodied themselves when they titled a two-player ''Street Fighter''-themed puzzle game ''Super Puzzle Fighter II Turbo'' in 1996.
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** ''VideoGame/MarioParty'' hardly changed at all and went up and down in quality by the game in general, [[TropesAreTools after]] ''VideoGame/MarioParty2'' and ''VideoGame/MarioParty3'', which are widely considered to be [[EvenBetterSequel better than the original and significantly different]]. ''VideoGame/MarioParty4'' also was a massive step up in the graphical department compared to the [=N64=] installments, introducing the designs that ''Mario'' character still use to this day, and ''VideoGame/MarioParty8'' notably had the distinction of having its minigames controlled exclusively with motion controls, unlike the traditional control schemes used in all prior games. The board gameplay of both games remained mostly the same as prior installments, however. That is to say, even the better ones suffer from one simple issue: They are too similar to each other to justify buying more than one... then the ''VideoGame/MarioParty9'' changed the gameplay from players collecting stars, coins, and items, and participating in a minigame after every turn to collecting mini-stars, players traveling as one unit, and minigames only appearing when players land on certain spaces. [[TheyChangedItSoItSucks The fanbase disliked it]], and every other following game that experimented with the formula in the following years received equally polarizing reception. The trend was reversed with ''VideoGame/SuperMarioParty'' and ''VideoGame/MarioPartySuperstars'', which brought back the classic formula.
** ''VideoGame/MarioKart8'' was released on the Wii U in May 2014, got two waves of DLC in the next few months, then got a enhanced port on the Nintendo Switch under the name ''Mario Kart 8 Deluxe'' in April 2017 and then ''Deluxe'' got its own set of DLC called the "Booster Course Pass" with 48 additional courses released from March 2022 until the end of 2023. After almost a decade, ''8'' has yet to get a successor aside from the non-numbered mobile game ''VideoGame/MarioKartTour''.

to:

** ''VideoGame/MarioParty'' hardly changed at all and went up and down in quality by the game in general, [[TropesAreTools after]] ''VideoGame/MarioParty2'' and ''VideoGame/MarioParty3'', which are widely considered to be [[EvenBetterSequel better than the original and significantly different]]. ''VideoGame/MarioParty4'' also was a massive step up in the graphical department compared to the [=N64=] installments, introducing the designs that ''Mario'' character characters still use to this day, and ''VideoGame/MarioParty8'' notably had the distinction of having its minigames controlled exclusively with motion controls, unlike the traditional control schemes used in all prior games. The board gameplay of both games remained mostly the same as prior installments, however. That is to say, even the better ones suffer from one simple issue: They are too similar to each other to justify buying more than one... then the ''VideoGame/MarioParty9'' changed the gameplay from players collecting stars, coins, and items, and participating in a minigame after every turn to collecting mini-stars, players traveling as one unit, and minigames only appearing when players land on certain spaces. [[TheyChangedItSoItSucks The fanbase disliked it]], and every other following game that experimented with the formula in the following years received equally polarizing reception. The trend was reversed with ''VideoGame/SuperMarioParty'' and ''VideoGame/MarioPartySuperstars'', which brought back the classic formula.
** ''VideoGame/MarioKart8'' was released on the Wii U in May 2014, got two waves of DLC in the next few months, then got a enhanced port on the Nintendo Switch under the name ''Mario Kart 8 Deluxe'' in April 2017 and then ''Deluxe'' got its own set of DLC called the "Booster Course Pass" with 48 additional courses released from March 2022 until the end of 2023. After almost a decade, ''8'' has yet to get a successor aside from the non-numbered mobile game ''VideoGame/MarioKartTour''.''VideoGame/MarioKartTour'' (that also ended receiving new content in 2023) and the spin-off ''Mario Kart Live: Home Circuit''.

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* The ''VideoGame/GuitarHero'' series hasn't seen a significant gameplay change since ''Guitar Hero: World Tour'', which introduced full-band gameplay so that the franchise could compete with ''VideoGame/RockBand'', and has been pushing out constant [[MissionPackSequel song pack sequels]] ever since ''Guitar Hero: Rocks the 80s'' and ''Guitar Hero: Aerosmith'', the most JustForFun/{{egregious}} of which is most likely ''Guitar Hero: Smash Hits'', consisting entirely of songs from past ''Guitar Hero'' games, charted for full-band play with their original master tracks. So it's little surprise that Activision has officially [[FranchiseKiller terminated the franchise]].
** 2015's ''VideoGame/GuitarHeroLive'' finally makes a major gameplay change, stripping the controllers down to a newly-designed guitar and a microphone. Instead of 3D animation, the game used {{Live Action|Cutscene}} footage.

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* The ''VideoGame/GuitarHero'' series hasn't seen a significant gameplay change since ''Guitar Hero: World Tour'', which introduced full-band gameplay so that the franchise could compete with ''VideoGame/RockBand'', and has been pushing out constant [[MissionPackSequel song pack sequels]] ever since ''Guitar Hero: Rocks the 80s'' and ''Guitar Hero: Aerosmith'', the most JustForFun/{{egregious}} of which is most likely ''Guitar Hero: Smash Hits'', consisting entirely of songs from past ''Guitar Hero'' games, charted for full-band play with their original master tracks. So it's little surprise that Activision has officially [[FranchiseKiller terminated the franchise]].
**
franchise]]. 2015's ''VideoGame/GuitarHeroLive'' finally makes made a major gameplay change, stripping the controllers down to a newly-designed guitar and a microphone. Instead of 3D animation, the game used {{Live Action|Cutscene}} footage. Activision [[FranchiseKiller terminated the franchise]] [[{{Irony}} anyway]].



* The ''VideoGame/FZero'' series was slowly drifting into the trope, despite not having a lot of games released. The jump from the Super Nintendo iteration to the Nintendo 64 (''F-Zero X'') iteration introduced new mechanics such as [[CastFromHitPoints using one's own energy meter for a speed boost]], ramming other drivers, and more dynamic tracks. ''F-Zero GX/AX'' for the [=GameCube=] and arcades bumped up the visual fidelity and difficulty while keeping mostly everything else the same. The series on the Game Boy Advance at first followed more closely to the first game with some mechanics used in the 3D installments (justified in-universe by ''Maximum Velocity'' being an AlternateContinuity to ''X'' set TwentyMinutesIntoTheFuture from the original), but the games after (''GP Legend'' and ''Climax'', based upon TheAnimeOfTheGame) were more or less the same as the console iterations. Afterwards, the series went on hiatus with Creator/ShigeruMiyamoto stating that he wants to avoid the stagnation by trying something different in the next game, but [[WritersBlock he can't think of anything that could be added or changed to the series currently]].

to:

* The ''VideoGame/FZero'' series was slowly drifting into the trope, despite not having a lot of games released. The jump from the Super Nintendo iteration to the Nintendo 64 (''F-Zero X'') iteration introduced new mechanics such as [[CastFromHitPoints using one's own energy meter for a speed boost]], ramming other drivers, and more dynamic tracks. ''F-Zero GX/AX'' for the [=GameCube=] and arcades bumped up the visual fidelity and difficulty while keeping mostly everything else the same. The series on the Game Boy Advance at first followed more closely to the first game with some mechanics used in the 3D installments (justified in-universe by ''Maximum Velocity'' being an AlternateContinuity to ''X'' set TwentyMinutesIntoTheFuture from the original), but the games after (''GP Legend'' and ''Climax'', based upon TheAnimeOfTheGame) were more or less the same as the console iterations. Afterwards, the series went on hiatus with Creator/ShigeruMiyamoto stating that he wants wanted to avoid the stagnation by trying something different in the next game, but [[WritersBlock he can't couldn't think of anything that could be added or changed to the series currently]].series]]...Until 2023 and ''VideoGame/FZero99'', an online multiplayer {{battle royale game}} based on the original ''F-Zero''.
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None


** ''VideoGame/MarioParty'' hardly changed at all and went up and down in quality by the game in general, [[TropesAreTools after]] ''VideoGame/MarioParty2'' and ''VideoGame/MarioParty3'', which are widely considered to be [[EvenBetterSequel better than the original and significantly different]]. Even the better ones suffer from one simple issue: They are too similar to each other to justify buying more than one... then the ''VideoGame/MarioParty9'' changed the gameplay from players collecting stars, coins, and items, and participating in a minigame after every turn to collecting mini-stars, players traveling as one unit, and minigames only appearing when players land on certain spaces. [[TheyChangedItSoItSucks The fanbase disliked it]], and every other following game that experimented with the formula in the following years received equally polarizing reception. The trend was reversed with ''VideoGame/SuperMarioParty'' and ''VideoGame/MarioPartySuperstars'', which brought back the classic formula.

to:

** ''VideoGame/MarioParty'' hardly changed at all and went up and down in quality by the game in general, [[TropesAreTools after]] ''VideoGame/MarioParty2'' and ''VideoGame/MarioParty3'', which are widely considered to be [[EvenBetterSequel better than the original and significantly different]]. Even ''VideoGame/MarioParty4'' also was a massive step up in the graphical department compared to the [=N64=] installments, introducing the designs that ''Mario'' character still use to this day, and ''VideoGame/MarioParty8'' notably had the distinction of having its minigames controlled exclusively with motion controls, unlike the traditional control schemes used in all prior games. The board gameplay of both games remained mostly the same as prior installments, however. That is to say, even the better ones suffer from one simple issue: They are too similar to each other to justify buying more than one... then the ''VideoGame/MarioParty9'' changed the gameplay from players collecting stars, coins, and items, and participating in a minigame after every turn to collecting mini-stars, players traveling as one unit, and minigames only appearing when players land on certain spaces. [[TheyChangedItSoItSucks The fanbase disliked it]], and every other following game that experimented with the formula in the following years received equally polarizing reception. The trend was reversed with ''VideoGame/SuperMarioParty'' and ''VideoGame/MarioPartySuperstars'', which brought back the classic formula.
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* [[VideoGame/FinalFantasyI The original]] ''Franchise/FinalFantasy'' has been released on the NES, UsefulNotes/{{MSX}}2, UsefulNotes/WonderSwan Color, [=PlayStation=], Game Boy Advance, mobile phones, PSP, Wii Virtual Console, [=PlayStation=] Network, iPhone, iPod Touch, and Steam. Each release has seen a handful of gameplay tweaks and a bonus dungeon or two, but the game is the same. With the exception of the Wii release, ''VideoGame/FinalFantasyII'' has seen a release on all of those platforms too, often bundled together with the first game. It too is the same game with a bonus dungeon added (unless you're playing the ''Pixel Remaster'' version).
* ''VideoGame/FinalFantasyIV'' has seen releases on the SNES, [=PlayStation=], UsefulNotes/WonderSwan Color, GBA, DS, Wii Virtual Console, mobile phones, PSP, and Steam. With the exception of the DS version, which was a full 3D remake with a fully revamped battle system instead of just a port, all of these releases are the same basic game with a handful of new features. The PSP version is similar to ''I'' and ''II'' on the same console graphically and includes the [[VideoGame/FinalFantasyIVTheAfterYears sequel]] as well as some new features.

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* [[VideoGame/FinalFantasyI The original]] ''Franchise/FinalFantasy'' has been released on the NES, UsefulNotes/{{MSX}}2, UsefulNotes/WonderSwan Color, [=PlayStation=], Game Boy Advance, mobile phones, PSP, Wii Virtual Console, [=PlayStation=] Network, iPhone, iPod Touch, and Steam. Each release has seen a handful of gameplay tweaks and a bonus dungeon or two, but the game is the same. With the exception of the Wii release, Virtual Console release (overseas, it did get one in Japan), ''VideoGame/FinalFantasyII'' has seen a release on all of those platforms too, often bundled together with the first game. It too is the same game with a bonus dungeon added (unless you're playing the ''Pixel Remaster'' version).
* ''VideoGame/FinalFantasyIV'' has seen releases on the SNES, [=PlayStation=], UsefulNotes/WonderSwan Color, GBA, DS, Wii Virtual Console, mobile phones, PSP, smartphones, and Steam. With the exception of the DS version, version (which itself later got an UpdatedRerelease for smartphones and Steam), which was a full 3D remake with a fully revamped battle system and several other differences instead of just a port, all of these releases are the same basic game with a handful of new features. The PSP version is similar to ''I'' and ''II'' on the same console graphically and includes the [[VideoGame/FinalFantasyIVTheAfterYears sequel]] as well as some new features.



** The ''VideoGame/NewSuperMarioBros'' sub-series got hit with this, having extremely similar graphics and identical music tracks between all four series. It was even more pronounced from ''VideoGame/NewSuperMarioBrosWii'' onwards when Bowser and the Koopalings became the bosses for nearly all castles instead of original bosses. Granted, each of the ''New'' games introduced new power-ups, set pieces, and gimmicks, but the gameplay was mostly the same. ''VideoGame/NewSuperMarioBrosU'' stepped this up even further. First, there was the original game. Then there was ''VideoGame/NewSuperLuigiU'', a DLC expansion with a full game's worth of new levels and a new character; which was also sold as a standalone game. Then there was the CompilationRerelease that included both. And finally, there's ''New Super Mario Bros. U Deluxe'', which is ''New Mario U'' and ''New Luigi U'' plus an additional playable character.
** ''VideoGame/MarioParty'' hardly changed at all and went up and down in quality by the game in general. Even the better ones suffer from one simple issue: They are too similar to each other to justify buying more than one... then the ''VideoGame/MarioParty9'' changed the gameplay from players collecting stars, coins, and items, and participating in a minigame after every turn to collecting mini-stars, players traveling as one unit, and minigames only appearing when players land on certain spaces. [[TheyChangedItSoItSucks The fanbase disliked it]], and every other following game that experimented with the formula in the following years received equally polarizing reception. The trend was reversed with ''VideoGame/SuperMarioParty'' and ''VideoGame/MarioPartySuperstars'', which brought back the classic formula.
** ''VideoGame/MarioKart8'' was released on the Wii U in May 2014, got two waves of DLC in the next few months, then got a enhanced port on the Nintendo Switch under the name ''Mario Kart 8 Deluxe'' in April 2017 and then ''Deluxe'' got its own set of DLC called the "Booster Course Pass" with 48 additional courses released from March 2022 until the end of 2023. After almost a decade, ''8'' has yet to get a successor aside from the mobile game ''VideoGame/MarioKartTour''.

to:

** The ''VideoGame/NewSuperMarioBros'' sub-series got hit with this, having extremely similar graphics and identical music tracks VideoGameSettings between all four series. It games. The [[VideoGame/NewSuperMarioBros1 first game]] was even more pronounced from creative and original all around, introducing various new gameplay mechanics, enemies, bosses, power-ups, obstacles to the franchise. Then, ''VideoGame/NewSuperMarioBrosWii'' started reusing the art style and some VideoGameSettings from the [[VideoGame/NewSuperMarioBros1 original game]] but still had the extremely important addition of CoOpMultiplayer and various enemies and obstacles not in the original. It became much more pronounced onwards with the last two games, when ''Wii''[='s=] soundtrack started getting [[RecycledSoundtrack recycled]] and Bowser and the Koopalings became the bosses for nearly all castles (and when not, it's either Boom-Boom or the Reznors, and Kamek once) instead of the original bosses. bosses the first game had, and most enemies and obstacles were recycled from the first two games as well. Granted, each of the ''New'' games introduced new power-ups, set pieces, and gimmicks, gimmicks (''VideoGame/NewSuperMarioBros2'' introduced only ''one'' coin collection gimmick/power-up and [[MissionPackSequel absolutely nothing else]], however), but the gameplay was and VideoGameSettings were mostly the same. ''VideoGame/NewSuperMarioBrosU'' also stepped this up even further. First, there was the original game. Then there was ''VideoGame/NewSuperLuigiU'', a DLC expansion with a full game's worth of new levels and a new character; which was also sold as a standalone game. Then there was the CompilationRerelease that included both. And finally, there's ''New Super Mario Bros. U Deluxe'', which is ''New Mario U'' and ''New Luigi U'' plus an additional playable character.
** ''VideoGame/MarioParty'' hardly changed at all and went up and down in quality by the game in general.general, [[TropesAreTools after]] ''VideoGame/MarioParty2'' and ''VideoGame/MarioParty3'', which are widely considered to be [[EvenBetterSequel better than the original and significantly different]]. Even the better ones suffer from one simple issue: They are too similar to each other to justify buying more than one... then the ''VideoGame/MarioParty9'' changed the gameplay from players collecting stars, coins, and items, and participating in a minigame after every turn to collecting mini-stars, players traveling as one unit, and minigames only appearing when players land on certain spaces. [[TheyChangedItSoItSucks The fanbase disliked it]], and every other following game that experimented with the formula in the following years received equally polarizing reception. The trend was reversed with ''VideoGame/SuperMarioParty'' and ''VideoGame/MarioPartySuperstars'', which brought back the classic formula.
** ''VideoGame/MarioKart8'' was released on the Wii U in May 2014, got two waves of DLC in the next few months, then got a enhanced port on the Nintendo Switch under the name ''Mario Kart 8 Deluxe'' in April 2017 and then ''Deluxe'' got its own set of DLC called the "Booster Course Pass" with 48 additional courses released from March 2022 until the end of 2023. After almost a decade, ''8'' has yet to get a successor aside from the non-numbered mobile game ''VideoGame/MarioKartTour''.
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** There have really been only been five major [=iPhone=] revisions since the original: the 4, 5, 6, X and 12. After the original [=iPhone=], the [=3G=] and [=3GS=] models were relatively minor upgrades. The [=iPhone=] 4 was a major redesign, which was followed by the nearly identical [=4S=] model. The [=iPhone=] 5 was a major revision, followed the [=5C=], basically a re-housed 5 with a bright plastic shell, the [=5S=], which introduced a fingerprint sensor and more powerful processor but was largely the same phone, and the SE, which was a spec-bumped 5S. The redesigned [=iPhone=] 6 (as well as the larger sized 6 Plus) were followed by the spec-bumped 6S, while the 7 and 8 are use the same form factor and only have a few minor changes. The [=iPhone X=] was a major redesign, followed the similar 11. The 12 series received a notable redesign, followed by the similar 13 and 14 series. The [=iPhone=] 14 might be the biggest offender: it has the exact same design as the 13, and was the first non-budget [=iPhone=] model to reuse the processor from its predecessor.

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** There have really been only been five major [=iPhone=] revisions since the original: the 4, 5, 6, X and 12. After the original [=iPhone=], the [=3G=] and [=3GS=] models were relatively minor upgrades. The [=iPhone=] 4 was a major redesign, which was followed by the nearly identical [=4S=] model. The [=iPhone=] 5 was a major revision, followed the [=5C=], basically a re-housed 5 with a bright plastic shell, the [=5S=], which introduced a fingerprint sensor and more powerful processor but was largely the same phone, and the SE, which was a spec-bumped 5S. The redesigned [=iPhone=] 6 (as well as the larger sized 6 Plus) were followed by the spec-bumped 6S, while the 7 and 8 are use the same form factor and only have a few minor changes. The [=iPhone X=] was a major redesign, followed the similar 11. The 12 series received a notable redesign, followed by the similar 13 and 14 series. The [=iPhone=] 14 might be the biggest offender: it has the exact same design and processor as the 13, and was the first non-budget [=iPhone=] model to reuse the processor from its predecessor.
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None


** The most ostentatious and infamous example is easily ''VideoGame/StreetFighterII''. It began with ''Street Fighter II: The World Warrior'' in 1991. Rhen came ''Street Fighter II’: Champion Edition'' and ''Street Fighter II’: Hyper Fighting'', both in 1992; ''Super Street Fighter II: The New Challengers'' in 1993; and ''Super Street Fighter II Turbo: The Ultimate Championship'' (a.k.a. ''Super Street Fighter II X: The Grand Master Challenge'') in 1994. Four different derivatives of the original ''Street Fighter II'' in a span of three years, and that's just the official arcade releases (there were bootleg {{Game Mod}}s as well). Capcom never marketed these releases as full-fledged sequels, but updates and balance changes made largely in response to players discovering broken and unintended gameplay mechanics (a purely academic difference to home console players, who were expected to shell out another $50 to $60 for each new version before DLC and online patching became the norm). Almost all of said updates would appear in the ''[[CompilationRerelease 30th Anniversary Collection]]''.

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** The most ostentatious and infamous example is easily ''VideoGame/StreetFighterII''. It began with ''Street Fighter II: The World Warrior'' in 1991. Rhen Then came ''Street Fighter II’: Champion Edition'' and ''Street Fighter II’: Hyper Fighting'', both in 1992; ''Super Street Fighter II: The New Challengers'' in 1993; and ''Super Street Fighter II Turbo: The Ultimate Championship'' (a.k.a. ''Super Street Fighter II X: The Grand Master Challenge'') in 1994. Four different derivatives of the original ''Street Fighter II'' in a span of three years, and that's just the official arcade releases (there were bootleg {{Game Mod}}s as well). Capcom never marketed these releases as full-fledged sequels, but updates and balance changes made largely in response to players discovering broken and unintended gameplay mechanics (a purely academic difference to home console players, who were expected to shell out another $50 to $60 for each new version before DLC and online patching became the norm). Almost all of said updates would appear in the ''[[CompilationRerelease 30th Anniversary Collection]]''.
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Long Title has been disambiguated


** To wit, Capcom's infamy with this trope from ''Street Fighter'' alone has led to a recurrent trend among fans of creating [[LongTitle ridiculously long]], [[WordSaladTitle absurd-sounding]], [[ColonCancer subtitle-laden titles]] whenever a new title/update is announced because it's ''expected'' that Capcom's going to turn around and release another version of the game they just bought several months down the road. How affectionate the mocking is varies from person to person.

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** To wit, Capcom's infamy with this trope from ''Street Fighter'' alone has led to a recurrent trend among fans of creating [[LongTitle ridiculously long]], long, [[WordSaladTitle absurd-sounding]], [[ColonCancer subtitle-laden titles]] whenever a new title/update is announced because it's ''expected'' that Capcom's going to turn around and release another version of the game they just bought several months down the road. How affectionate the mocking is varies from person to person.
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U.S. game releases also pop up in Canada as well, so renaming every U.S. instance with North America or a similar equivalent. Other fixes.


*** Some of the home versions are titled differently as well. The Super NES received a two-in-one compilation of ''Champion Edition'' and ''Hyper Fighting'' titled ''Street Fighter II Turbo'', taking its title from the Japanese version of ''Hyper Fighting'' (but without the apostrophe-like prime symbol they use to represent the word "Dash" over there), while the Sega Genesis counterpart of that same compilation is titled ''Street Fighter II: Special Champion Edition'' (otherwise known as ''Street Fighter II Dash Plus'' in Japan). Then we got ''Street Fighter Collection'' and ''Street Fighter Collection 2'', a compilation of all five games for the UsefulNotes/PlayStation and Sega Saturn, although covered in reversed order (the first one has both ''Super'' games and a bonus disc with ''[[VideoGame/StreetFighterAlpha Alpha 2 Gold]]'', while the second contains the original three); ''Super Street Fighter II X for Matching Service'', an online-compatible version of ''Super Turbo'' for the Sega Dreamcast released only in Japan via mail order (making it one of the most sought after versions of the series); ''Super Street Fighter II Turbo Revival'', a [[PortingDisaster watered down]] UsefulNotes/GameBoyAdvance version of ''Super Turbo''; ''Hyper Street Fighter II: The Anniversary Edition'', a modified version of ''Super Turbo'' that allows players to use any character from the five different iterations of ''Street Fighter II''; and finally ''Super Street Fighter II Turbo HD Remix'', a remake of ''Super Turbo'' that replaces the original graphics and music with artwork by UDON and music remixes by Music/{{OverClocked ReMix}}. Even now, 25 years later and counting, Capcom is ''still'' willing to update this game: to mark the beginning of [[MilestoneCelebration the series' 30th-anniversary celebration]], January 2017 saw the announcement of ''Ultra Street Fighter II: The Final Challengers'' for the UsefulNotes/NintendoSwitch, which adds [[VideoGame/StreetFighterAlpha Evil Ryu]] and [[Anime/StreetFighterIITheAnimatedMovie Violent]] [[VideoGame/SNKVsCapcomSVCChaos Ken]] to the roster.
** ''VideoGame/StreetFighterAlpha'' (''Street Fighter Zero'' in Japan and Asia), the prequel game that followed ''II'', also got its own series of updates and pseudo-sequels. The original was immediately followed by ''Alpha 2'', which added alternate versions of certain characters for its U.S. release (namely Evil Ryu, EX Zangief, and EX Dhalsim). ''Alpha 2'' was then re-released in Japan and Asia as ''Zero 2 Alpha'', which had all the extra characters from the U.S. release, plus "EX" versions of the rest of the ''Street Fighter II'' cast. ''Zero 2 Alpha'' was then ported to home consoles as ''Alpha 2 Gold'', which added an extra character to the mix: the Shadaloo version of Cammy (who previously appeared in ''VideoGame/XMenVsStreetFighter''), although she was initially only playable in the Versus and Training modes. Then ''Alpha 3'' came and the home versions of that game added even more characters (eventually bringing back the entire ''Street Fighter II'' roster). The Dreamcast version of ''Alpha 3'', subtitled ''Sakyo Dojo'', was [[RecursiveAdaptation backported]] to the arcade as ''Zero 3 Upper'' in Japan, a title used for the later UsefulNotes/GameBoyAdvance port (''Alpha 3 Upper''), which added three characters from ''[[VideoGame/CapcomVsSNK2MarkOfTheMillennium Capcom vs. SNK 2]]'' (Maki, Yun, and Eagle). This all culminated with the UsefulNotes/PlayStationPortable version, ''Alpha 3 MAX'', which has all the extra characters from the previous versions, plus Ingrid (from ''VideoGame/CapcomFightingEvolution'') and giving them all arcade stories and endings when the [=GBA=] version didn't. This isn't even counting ''Street Fighter Alpha Anthology'', a compilation of the arcade version of the ''Alpha'' games, along with ''Alpha 2 Gold'', ''Alpha 3 Upper'', and a Versus/Training mode-only game titled ''Hyper Street Fighter Alpha'' that pits versions of nearly every character from all the above games (the characters who appear in the portable versions of ''Alpha 3'' weren't included). And the Japanese version of that (''Street Fighter Zero: Fighter's Generation'') not only includes the Japanese versions but the English ''Alpha 2'' so Japanese players could try Evil Ryu along with the Cammy-included version of ''Zero 2 Alpha'' (titled ''Zero 2 Alpha Dash'').

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*** Some of the home versions are titled differently as well. The Super NES received a two-in-one compilation of ''Champion Edition'' and ''Hyper Fighting'' titled ''Street Fighter II Turbo'', taking its title from the Japanese version of ''Hyper Fighting'' (but without the apostrophe-like prime symbol they use to represent the word "Dash" over there), while the Sega Genesis counterpart of that same compilation is titled ''Street Fighter II: Special Champion Edition'' (otherwise known as ''Street Fighter II Dash Plus'' in Japan).Japanese). Then we got ''Street Fighter Collection'' and ''Street Fighter Collection 2'', a compilation of all five games for the UsefulNotes/PlayStation and Sega Saturn, although covered in reversed order (the first one has both ''Super'' games and a bonus disc with ''[[VideoGame/StreetFighterAlpha Alpha 2 Gold]]'', while the second contains the original three); ''Super Street Fighter II X for Matching Service'', an online-compatible version of ''Super Turbo'' for the Sega Dreamcast released only in Japan via mail order (making it one of the most sought after versions of the series); ''Super Street Fighter II Turbo Revival'', a [[PortingDisaster watered down]] UsefulNotes/GameBoyAdvance version of ''Super Turbo''; ''Hyper Street Fighter II: The Anniversary Edition'', a modified version of ''Super Turbo'' that allows players to use any character from the five different iterations of ''Street Fighter II''; and finally ''Super Street Fighter II Turbo HD Remix'', a remake of ''Super Turbo'' that replaces the original graphics and music with artwork by UDON and music remixes by Music/{{OverClocked ReMix}}. Even now, 25 years later and counting, Capcom is ''still'' willing to update this game: to mark the beginning of [[MilestoneCelebration the series' 30th-anniversary celebration]], January 2017 saw the announcement of ''Ultra Street Fighter II: The Final Challengers'' for the UsefulNotes/NintendoSwitch, which adds [[VideoGame/StreetFighterAlpha Evil Ryu]] and [[Anime/StreetFighterIITheAnimatedMovie Violent]] [[VideoGame/SNKVsCapcomSVCChaos Ken]] to the roster.
** ''VideoGame/StreetFighterAlpha'' (''Street Fighter Zero'' in Japan and Asia), Asian languages), the prequel game that followed ''II'', also got its own series of updates and pseudo-sequels. The original was immediately followed by ''Alpha 2'', which added alternate versions of certain characters for its U.S. North American release (namely Evil Ryu, EX Zangief, and EX Dhalsim). ''Alpha 2'' was then re-released in Japan and Asia as with the Asian name ''Zero 2 Alpha'', which had all the extra characters from the U.S. North American release, plus "EX" versions of the rest of the ''Street Fighter II'' cast. ''Zero 2 Alpha'' was then ported to home consoles as ''Alpha 2 Gold'', which added an extra character to the mix: the Shadaloo version of Cammy (who previously appeared in ''VideoGame/XMenVsStreetFighter''), although she was initially only playable in the Versus and Training modes. Then ''Alpha 3'' came and the home versions of that game added even more characters (eventually bringing back the entire ''Street Fighter II'' roster). The Dreamcast version of ''Alpha 3'', subtitled ''Sakyo Dojo'', was [[RecursiveAdaptation backported]] to the arcade as ''Zero 3 Upper'' in Japan, Japanese, a title used for the later UsefulNotes/GameBoyAdvance port version (''Alpha 3 Upper''), which added three characters from ''[[VideoGame/CapcomVsSNK2MarkOfTheMillennium Capcom vs. SNK 2]]'' (Maki, Yun, and Eagle). This all culminated with the UsefulNotes/PlayStationPortable version, ''Alpha 3 MAX'', which has all the extra characters from the previous versions, plus Ingrid (from ''VideoGame/CapcomFightingEvolution'') and giving them all arcade stories and endings when the [=GBA=] version didn't. This isn't even counting ''Street Fighter Alpha Anthology'', a compilation of the arcade version of the ''Alpha'' games, along with ''Alpha 2 Gold'', ''Alpha 3 Upper'', and a Versus/Training mode-only game titled ''Hyper Street Fighter Alpha'' that pits versions of nearly every character from all the above games (the characters who appear in the portable versions of ''Alpha 3'' weren't included). And the Japanese version of that (''Street Fighter Zero: Fighter's Generation'') not only includes the Japanese versions but the English ''Alpha 2'' so Japanese players could try Evil Ryu along with the Cammy-included version of ''Zero 2 Alpha'' (titled ''Zero 2 Alpha Dash'').



** ''VideoGame/StreetFighterIV'' (an interquel set between ''II'' and ''III'') was originally released for the arcades in Japan and Asia exclusively and then ported to home consoles. The home versions added six more characters to the roster. Then it got an update for the home consoles in the form of ''Super Street Fighter IV'' which added 10 more characters to the roster. ''Super Street Fighter IV'' was then ported to the arcades (and the home consoles as [[DownloadableContent DLC]] as ''Super Street Fighter IV: Arcade Edition''). Four more characters were added to the roster (Yun, Yang, Evil Ryu, and the introduction of Oni, who is an alternate form of Akuma). A [=3DS=] version was also released, titled ''Super Street Fighter IV: 3D Edition''. An update titled ''Super Street Fighter IV: Arcade Edition Ver. 2012'' was released as a downloadable patch in December 2011. Another balance update (''Ultra Street Fighter IV'') was released in 2014, with another 5 additional characters (four of them, Hugo, Poison, Elena, and Rolento, ported over from ''VideoGame/StreetFighterXTekken''). [[note]]Where it gets odd with this one is that, for the PC version, they just changed the name of the ''Arcade Edition'' to ''Ultra'' -- but you still have to actually ''buy'' ''Ultra''.[[/note]]

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** ''VideoGame/StreetFighterIV'' (an interquel set between ''II'' and ''III'') was originally released for the arcades in Japan and Asia exclusively and then ported to home consoles. The home versions added six more characters to the roster. Then it got an update for the home consoles in the form of ''Super Street Fighter IV'' which added 10 more characters to the roster. ''Super Street Fighter IV'' was then ported to the arcades (and the home consoles as [[DownloadableContent DLC]] as ''Super Street Fighter IV: Arcade Edition''). Four more characters were added to the roster (Yun, Yang, Evil Ryu, and the introduction of Oni, who is an alternate form of Akuma). A [=3DS=] version was also released, titled ''Super Street Fighter IV: 3D Edition''. An update titled ''Super Street Fighter IV: Arcade Edition Ver. 2012'' was released as a downloadable patch in December 2011. Another balance update (''Ultra Street Fighter IV'') was released in 2014, with another 5 additional characters (four of them, Hugo, Poison, Elena, and Rolento, ported over from ''VideoGame/StreetFighterXTekken''). [[note]]Where it gets odd with this one is that, for the PC version, they just changed the name of the ''Arcade Edition'' to ''Ultra'' -- but you still have to actually ''buy'' ''Ultra''.[[/note]]



* Capcom's ''VideoGame/{{Darkstalkers}}'' series went out with ''Vampire Savior 2'' and ''Vampire Hunter 2'', which despite being numbered like sequels were just minor rule and roster updates to the original ''Vampire Savior'', which was actually the third game in the series, following the original ''Darkstalkers'' (''Vampire'' in Japan) and ''Night Warriors'' (''Vampire Hunter'' in Japan). And then the characters from all three (''Vampire Savior'', ''Vampire Hunter 2'', and ''Vampire Savior 2'') were combined into a home release as ''Darkstalkers 3'' (which retained the ''Vampire Savior'' title in Japan). Another update was released for Dreamcast titled ''Vampire Chronicle for Matching Service'', which also allowed you to select from the different fighting styles of each game. Although the Dreamcast version was [[NoExportForYou released in Japan only]], a PSP port was made called ''Darkstalkers Chronicle: The Chaos Tower'' which added a new mode called The Tower where you pick a team of three characters and have to make it through with limited regenerating health. This version was released in America a week '''before''' the PSP was released in America. In the case of ''Night Warriors'', it borders between being an updated version of the original ''Darkstalkers'' and a sequel. The entire roster and stages are lifted straight from the first game, and the ending sequences are the same, but there are many rule changes from the first game to distinguish it as a separate game. That being said, Yoshinori Ono (producer of the ''Street Fighter IV'' series, among other titles) has been lobbying for a true sequel to ''Darkstalkers 3''. However, the series is currently on indefinite hiatus.

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* Capcom's ''VideoGame/{{Darkstalkers}}'' series went out with ''Vampire Savior 2'' and ''Vampire Hunter 2'', which despite being numbered like sequels were just minor rule and roster updates to the original ''Vampire Savior'', which was actually the third game in the series, following the original ''Darkstalkers'' (''Vampire'' in Japan) Japanese) and ''Night Warriors'' (''Vampire Hunter'' in Japan). Japanese). And then the characters from all three (''Vampire Savior'', ''Vampire Hunter 2'', and ''Vampire Savior 2'') were combined into a home release as ''Darkstalkers 3'' (which retained the ''Vampire Savior'' title in Japan).Japanese). Another update was released for Dreamcast titled ''Vampire Chronicle for Matching Service'', which also allowed you to select from the different fighting styles of each game. Although the Dreamcast version was [[NoExportForYou released in Japan only]], a PSP port was made called ''Darkstalkers Chronicle: The Chaos Tower'' which added a new mode called The Tower where you pick a team of three characters and have to make it through with limited regenerating health. This version was released in America a week '''before''' the PSP was released in America. In the case of ''Night Warriors'', it borders between being an updated version of the original ''Darkstalkers'' and a sequel. The entire roster and stages are lifted straight from the first game, and the ending sequences are the same, but there are many rule changes from the first game to distinguish it as a separate game. That being said, Yoshinori Ono (producer of the ''Street Fighter IV'' series, among other titles) has been lobbying for a true sequel to ''Darkstalkers 3''. However, the series is currently on indefinite hiatus.



* ''VideoGame/MonsterHunter'' fell victim to this during its first three generations. While each game adds new content, some games are nothing more than expansions. The 3 numbered games are set in different locations, with new monsters, new weapon types, and in ''Tri'''s case, some monsters and weapon types were taken out in favor of all new content. However, in the expansions, commonly given the subtitle "G" (in Japan) or a word starting with U (overseas), the biggest changes are to the weapon types to make them more balanced, and there are usually no more than a few new monsters that aren't just ''palette swaps''. The ''Freedom'' games improved over time in this regard: While ''[[VideoGame/MonsterHunter2004 Monster Hunter Freedom]]'' was merely a hybrid port of the original game and its G expansion, ''VideoGame/MonsterHunterFreedom2'' at least changed the setting and story and introduced some monsters so it didn't feel too much like a retread of the Japan-exclusive ''VideoGame/MonsterHunter2Dos''; and ''VideoGame/MonsterHunterPortable3rd'' is even more different from ''VideoGame/MonsterHunter3Tri'' despite still borrowing many monsters and stages from it. The stagnation was majorly addressed with the fourth generation, as both ''VideoGame/MonsterHunter4'' and is ''Freedom'' counterpart (''VideoGame/MonsterHunterGenerations'') introduce several novelties, mechanics and ideas that revamp the formula of the series while still keeping its essence, and their respective G-Rank expansions manage to bring several ideas on their own. The fifth generation eliminated the issue altogether, as not only did ''VideoGame/MonsterHunterWorld'' and ''VideoGame/MonsterHunterRise'' greatly overhaul the conventions of the series with improvements and additions, but their expansions were released directly as DownloadableContent, eliminating the need of having to acquire them as separate installments.

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* ''VideoGame/MonsterHunter'' fell victim to this during its first three generations. While each game adds new content, some games are nothing more than expansions. The 3 numbered games are set in different locations, with new monsters, new weapon types, and in ''Tri'''s case, some monsters and weapon types were taken out in favor of all new content. However, in the expansions, commonly given the subtitle "G" (in Japan) Japanese) or a word starting with U (overseas), the biggest changes are to the weapon types to make them more balanced, and there are usually no more than a few new monsters that aren't just ''palette swaps''. The ''Freedom'' games improved over time in this regard: While ''[[VideoGame/MonsterHunter2004 Monster Hunter Freedom]]'' was merely a hybrid port of the original game and its G expansion, ''VideoGame/MonsterHunterFreedom2'' at least changed the setting and story and introduced some monsters so it didn't feel too much like a retread of the Japan-exclusive ''VideoGame/MonsterHunter2Dos''; and ''VideoGame/MonsterHunterPortable3rd'' is even more different from ''VideoGame/MonsterHunter3Tri'' despite still borrowing many monsters and stages from it. The stagnation was majorly addressed with the fourth generation, as both ''VideoGame/MonsterHunter4'' and is ''Freedom'' counterpart (''VideoGame/MonsterHunterGenerations'') introduce several novelties, mechanics and ideas that revamp the formula of the series while still keeping its essence, and their respective G-Rank expansions manage to bring several ideas on their own. The fifth generation eliminated the issue altogether, as not only did ''VideoGame/MonsterHunterWorld'' and ''VideoGame/MonsterHunterRise'' greatly overhaul the conventions of the series with improvements and additions, but their expansions were released directly as DownloadableContent, eliminating the need of having to acquire them as separate installments.



* The ''Franchise/AceAttorney'' series' first three games. The [[VisualNovel/PhoenixWrightAceAttorney trilogy]] was originally released on the GBA only in Japan. Years later, DS versions of all three games were made, [[RemadeForTheExport localized]], and released internationally. Other than remastered music, a larger screen resolution, and a bonus case in the first game which made use of the DS's new features, all three games were mostly the same. Later, all three games were made available on UsefulNotes/WiiWare, with the only notable difference being that the player can point the Wiimote while shouting [[BigWordShout OBJECTION!]] But again, no significant differences. The trilogy was later released in one package on the iOS store (using a free-to-play model where the user must pay for each individual episode save for 1 and 2). This collection featured improved graphics, and many [[PortingDisaster problems]]. Then all three games were released on the 3DS as ''Phoenix Wright: Ace Attorney Trilogy''. The graphics were practically identical to the iOS versions, with the only difference being a slightly touched-up script. In 2016, ''VisualNovel/ApolloJusticeAceAttorney'' got its iOS version, followed by its 3DS version a year later. And then the original three games got a UsefulNotes/NintendoSwitch and UsefulNotes/PlayStation4 version as well. [[Administrivia/TropesAreTools A benefit from this trope is that all these titles are still on the market]], [[KeepCirculatingTheTapes well after their home consoles became outdated]].

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* The ''Franchise/AceAttorney'' series' first three games. The [[VisualNovel/PhoenixWrightAceAttorney trilogy]] was originally released on the GBA only in Japan. Years later, DS versions of all three games were made, [[RemadeForTheExport localized]], and released internationally. Other than remastered music, a larger screen resolution, and a bonus case in the first game which made use of the DS's new features, all three games were mostly the same. Later, all three games were made available on UsefulNotes/WiiWare, with the only notable difference being that the player can point the Wiimote Wii Remote while shouting [[BigWordShout OBJECTION!]] But again, no significant differences. The trilogy was later released in one package on the iOS store (using a free-to-play model where the user must pay for each individual episode save for 1 and 2). This collection featured improved graphics, and many [[PortingDisaster problems]]. Then all three games were released on the 3DS as ''Phoenix Wright: Ace Attorney Trilogy''. The graphics were practically identical to the iOS versions, with the only difference being a slightly touched-up script. In 2016, ''VisualNovel/ApolloJusticeAceAttorney'' got its iOS version, followed by its 3DS version a year later. And then the original three games got a UsefulNotes/NintendoSwitch and UsefulNotes/PlayStation4 version as well. [[Administrivia/TropesAreTools A benefit from this trope is that all these titles are still on the market]], [[KeepCirculatingTheTapes well after their home consoles became outdated]].



** In late May 2015, barely half a year out from ''Xrd''[='s=] console release in Japan and the United States, an update, ''Xrd -REVELATOR-'', was announced, featuring additional characters (including a returning Johnny, who was an [[NonPlayerCharacter NPC]] in ''-SIGN-''; Jam, Raven, and Dizzy would be added in future updates) and [[RemixedLevel new versions of pre-existing stages]] not unlike the various revisions to ''XX''. As with ''Accent Core Plus'', the story continues on from where ''-SIGN-'' left off.

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** In late May 2015, barely half a year out from ''Xrd''[='s=] console release in Japan and the United States, North America, an update, ''Xrd -REVELATOR-'', was announced, featuring additional characters (including a returning Johnny, who was an [[NonPlayerCharacter NPC]] in ''-SIGN-''; Jam, Raven, and Dizzy would be added in future updates) and [[RemixedLevel new versions of pre-existing stages]] not unlike the various revisions to ''XX''. As with ''Accent Core Plus'', the story continues on from where ''-SIGN-'' left off.



** Finally, Toei Animation and Funimation released the "Dragon Box" DVD set of ''Z'', which ''actually'' feature a new and superior film transfer in the original aspect ratio. Additionally, the Funimation release includes an English dub track with original Japanese music, a Japanese audio track with subtitles, and little to no censorship, representing the first and (so far) only time the full run of ''Z'' has been available on home video in the U.S. with no censorship and good picture quality. The only thing they're missing is an audio track with the Faulconer score, for those who have nostalgia for such things. The downsides? They started out being relatively expensive compared to the dirt-cheap Orange Bricks, and as a limited release, they went out of print and are now sometimes hard-to-find at a reasonable price. They were available concurrently with the Orange Bricks. Funimation hinted at plans to release the movies, ''Dragon Ball'', and ''GT'' in similar editions, but this never came to fruition.

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** Finally, Toei Animation and Funimation released the "Dragon Box" DVD set of ''Z'', which ''actually'' feature a new and superior film transfer in the original aspect ratio. Additionally, the Funimation release includes an English dub track with original Japanese music, a Japanese audio track with subtitles, and little to no censorship, representing the first and (so far) only time the full run of ''Z'' has been available on home video in the U.S. North America with no censorship and good picture quality. The only thing they're missing is an audio track with the Faulconer score, for those who have nostalgia for such things. The downsides? They started out being relatively expensive compared to the dirt-cheap Orange Bricks, and as a limited release, they went out of print and are now sometimes hard-to-find at a reasonable price. They were available concurrently with the Orange Bricks. Funimation hinted at plans to release the movies, ''Dragon Ball'', and ''GT'' in similar editions, but this never came to fruition.



*** The well-regarded Latino Spanish dub of ''Anime/DragonBallZ'', which is two discs shy of a complete North American home video release but very difficult to track down, at least in the U.S.

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*** The well-regarded Latino Spanish dub of ''Anime/DragonBallZ'', which is two discs shy of a complete North American home video release but very difficult to track down, at least in the U.S.North America.



** The original workprint version (1982, 113 minutes) shown to audience test previews in Denver and Dallas in March 1982. It was also seen in 1990 and 1991 in Los Angeles and San Francisco as a Director's Cut without the approval of director Creator/RidleyScott. Negative responses to the test previews led to the modifications resulting in the U.S. theatrical version, while positive response to the showings in 1990 and 1991 pushed the studio to approve work on an official director's cut. It was re-released as part of the 5-disc Ultimate Edition in 2007.

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** The original workprint version (1982, 113 minutes) shown to audience test previews in Denver and Dallas in March 1982. It was also seen in 1990 and 1991 in Los Angeles and San Francisco as a Director's Cut without the approval of director Creator/RidleyScott. Negative responses to the test previews led to the modifications resulting in the U.S. North American theatrical version, while positive response to the showings in 1990 and 1991 pushed the studio to approve work on an official director's cut. It was re-released as part of the 5-disc Ultimate Edition in 2007.



** The U.S. theatrical version (1982, 116 minutes), known as the original version or Domestic Cut. This version remained unreleased on home video until 2007 when it was released on DVD as part of the five-disc Ultimate Edition.
** The International Cut (1982, 117 minutes,) also known as the "Criterion Edition" or uncut version, included more violent action scenes than the U.S. theatrical version. Although initially unavailable in the U.S. and distributed in Europe and Asia via theatrical and local Warner Home Video [=LaserDisc=] releases, it was later released on VHS and [=LaserDisc=] (the latter coming from Creator/TheCriterionCollection) in North America, and re-released in 1992 as a "10th Anniversary Edition".
** The U.S. broadcast version (1986, 114 minutes), the U.S. theatrical version edited for violence, profanity, and nudity by CBS to meet broadcast restrictions.

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** The U.S. North American theatrical version (1982, 116 minutes), known as the original version or Domestic Cut. This version remained unreleased on home video until 2007 when it was released on DVD as part of the five-disc Ultimate Edition.
** The International Cut (1982, 117 minutes,) also known as the "Criterion Edition" or uncut version, included more violent action scenes than the U.S. North American theatrical version. Although initially unavailable in the U.S. North America and distributed in Europe and Asia via theatrical and local Warner Home Video [=LaserDisc=] releases, it was later released on VHS and [=LaserDisc=] (the latter coming from Creator/TheCriterionCollection) in North America, and re-released in 1992 as a "10th Anniversary Edition".
** The U.S. North American broadcast version (1986, 114 minutes), the U.S. North American theatrical version edited for violence, profanity, and nudity by CBS to meet broadcast restrictions.



** Creator/RidleyScott's Final Cut (2007, 117 minutes), or the "25th Anniversary Edition", released by Warner Bros. theatrically on October 5, 2007, and subsequently released on DVD, HD DVD, and Blu-ray in December 2007 (U.K. December 3; U.S. December 18). This is the only version over which Creator/RidleyScott had complete artistic control as the Director's Cut was rushed and he was not directly in charge.

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** Creator/RidleyScott's Final Cut (2007, 117 minutes), or the "25th Anniversary Edition", released by Warner Bros. theatrically on October 5, 2007, and subsequently released on DVD, HD DVD, and Blu-ray in December 2007 (U.K. (UK and Ireland - December 3; U.S. North America - December 18). This is the only version over which Creator/RidleyScott had complete artistic control as the Director's Cut was rushed and he was not directly in charge.

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* ''VideoGame/DragonsDogma'' had new content released about a year after its initial launch. This release, known as ''Dragon's Dogma: Dark Arisen'', ended up in a situation similar to ''VideoGame/MarvelVsCapcom3'', as despite only adding one new area and making a variety of gameplay tweaks, it was exclusively released as an UpdatedRerelease at $40 even for existing owners. However, since the release of ''Dark Arisen'', the game was ported to multiple systems, and the ''Dark Arisen'' release was the only one available to them.
** The only other non-port installment in the franchise over the seven years between the initial release and the Switch port was ''Dragon's Dogma Online''. Despite being a completely new game ([[NoExportForYou that wasn't released outside of Japan]]), [[AlternateContinuity it takes place within a different continuity]]. [[WordOfGod The creators]] do not consider it the sequel they have wished to make since finishing the original.

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* ''VideoGame/DragonsDogma'' had new content released about a year after its initial launch. This release, known as ''Dragon's Dogma: Dark Arisen'', ended up in a situation similar to ''VideoGame/MarvelVsCapcom3'', as despite only adding one new area and making a variety of gameplay tweaks, it was exclusively released as an UpdatedRerelease at $40 even for existing owners. However, since the release of ''Dark Arisen'', the game was ported to multiple systems, and the ''Dark Arisen'' release was the only one available to them.
**
them. The only other non-port installment in the franchise over the seven years between the initial release and the Switch port was ''Dragon's Dogma Online''. Despite being a completely new game ([[NoExportForYou that wasn't released outside of Japan]]), [[AlternateContinuity it takes place within a different continuity]]. [[WordOfGod The creators]] do not consider it the sequel they have wished to make since finishing the original.



* According to an interview with Creator/KeijiInafune, Capcom's official policy for quite a while was that 70-80% of new games had to be sequels. Its unofficial but ''de facto'' policy was that ''only'' sequels would be developed.
** Adding to this is that he actually had to resort to a BatmanGambit to actually get ''VideoGame/LostPlanet'' and ''VideoGame/DeadRising'' made by [[CrazyEnoughToWork going so over budget on the "demos" for these games that Capcom would not dare cancel them]]. In fact, this trope is actually the reason why he quit Capcom.
* ''VideoGame/DeadRising'' slid into this first with the release of ''VideoGame/DeadRising2: Case Zero'', ''Dead Rising 2'', ''Dead Rising: Cast West'', and ''VideoGame/DeadRising2OffTheRecord'' all being released in a little over a year between the first and the last. ''Off the Record'' sees the reuse of the Fortune City setting, with an additional area, new weapon combinations, and [[AndNowForSomeoneCompletelyDifferent switching the protagonist]] to Frank West in a "WhatIf" scenario.
** Capcom went into [[SelfDeprecation full self-aware parody mode]] for their ''VideoGame/DeadRising3'' DLC announced at E3 2014, titled ''[[https://www.youtube.com/watch?v=N5Plhv_mPT4#t=1m7s Super Ultra Dead Rising 3 Arcade Remix Hyper Edition EX Plus Alpha.]]''

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* According to an interview with Creator/KeijiInafune, Capcom's official policy for quite a while was that 70-80% of new games had to be sequels. Its unofficial but ''de facto'' policy was that ''only'' sequels would be developed.
**
developed. Adding to this is that he actually had to resort to a BatmanGambit to actually get ''VideoGame/LostPlanet'' and ''VideoGame/DeadRising'' made by [[CrazyEnoughToWork going so over budget on the "demos" for these games that Capcom would not dare cancel them]]. In fact, this trope is actually the reason why he quit Capcom.
* ''VideoGame/DeadRising'' slid into this first with the release of ''VideoGame/DeadRising2: Case Zero'', ''Dead Rising 2'', ''Dead Rising: Cast West'', and ''VideoGame/DeadRising2OffTheRecord'' all being released in a little over a year between the first and the last. ''Off the Record'' sees the reuse of the Fortune City setting, with an additional area, new weapon combinations, and [[AndNowForSomeoneCompletelyDifferent switching the protagonist]] to Frank West in a "WhatIf" scenario.
**
scenario. Capcom went into [[SelfDeprecation full self-aware parody mode]] for their ''VideoGame/DeadRising3'' DLC announced at E3 2014, titled ''[[https://www.youtube.com/watch?v=N5Plhv_mPT4#t=1m7s Super Ultra Dead Rising 3 Arcade Remix Hyper Edition EX Plus Alpha.]]''
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None


* ''VideoGame/MeltyBlood'' was first released in 2002 as a DoujinSoft product, which was by far the rarest and jankiest version of the game. 2004 came ''Re-ACT'', which polished up the gameplay, added two new characters, revamped moveset for many old ones, and an Arcade story, which had a revision patch in ''Re-ACT Final Tuned''. The game then started getting released in the arcades with ''Act Cadenza'' and then ''Act Cadenza Version B'' for PC and consoles, which added two more characters but took out the original's VisualNovel story mode and added censorship. ''Actress Again'' then came out in 2007 and added five more fighters (including GuestFighter [[LightNovel/TheGardenOfSinners Shiki Ryougi]]) and three different styles and variations for ''every'' character, and then -- for a time -- finally ended on ''Actress Again Current Code'' in 2010, with one more new character with a few patches down the line (the last version which was ''exclusive'' to a [[LimitedSpecialCollectorsUltimateEdition Blu-Ray collector's edition box set for a different product]] at first). Then, [[SequelGap in 2021]], ''Melty Blood'' unexpectedly saw a revival with ''Type Lumina'', which actually averts the trope by being a ContinuityReboot set in a WhatIf path of the ''VisualNovel/{{Tsukihime}}'' remake that released earlier that year in addition to scaling back the roster to 13 (new characters included).

to:

* ''VideoGame/MeltyBlood'' was first released in 2002 as a DoujinSoft product, which was by far the rarest and jankiest version of the game. 2004 came ''Re-ACT'', which polished up the gameplay, added two new characters, revamped moveset for many old ones, and an Arcade story, which had a revision patch in ''Re-ACT Final Tuned''. The game then started getting released in the arcades with ''Act Cadenza'' and then ''Act Cadenza Version B'' for PC and consoles, which added two more characters but took out the original's VisualNovel story mode and added censorship. ''Actress Again'' then came out in 2007 and added five more fighters (including GuestFighter [[LightNovel/TheGardenOfSinners [[Literature/TheGardenOfSinners Shiki Ryougi]]) and three different styles and variations for ''every'' character, and then -- for a time -- finally ended on ''Actress Again Current Code'' in 2010, with one more new character with a few patches down the line (the last version which was ''exclusive'' to a [[LimitedSpecialCollectorsUltimateEdition Blu-Ray collector's edition box set for a different product]] at first). Then, [[SequelGap in 2021]], ''Melty Blood'' unexpectedly saw a revival with ''Type Lumina'', which actually averts the trope by being a ContinuityReboot set in a WhatIf path of the ''VisualNovel/{{Tsukihime}}'' remake that released earlier that year in addition to scaling back the roster to 13 (new characters included).
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** ''VideoGame/MarioParty'' hardly changed at all and went up and down in quality by the game in general. Even the better ones suffer from one simple issue: They are too similar to each other to justify buying more than one... then the ''VideoGame/MarioParty9'' changed the gameplay from players collecting stars, coins, and items, and participating in a minigame after every turn to collecting mini-stars, players traveling as one unit, and minigames only appearing when players land on certain spaces. [[TheyChangedItSoItSucks The fanbase disliked it]], and every other following game that experimented with the formula in the following years received equally polarizing reception. The trend was reversed with ''VideoGame/SuperMarioParty'' and ''Mario Party Superstars'', which brought back the classic formula.

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** ''VideoGame/MarioParty'' hardly changed at all and went up and down in quality by the game in general. Even the better ones suffer from one simple issue: They are too similar to each other to justify buying more than one... then the ''VideoGame/MarioParty9'' changed the gameplay from players collecting stars, coins, and items, and participating in a minigame after every turn to collecting mini-stars, players traveling as one unit, and minigames only appearing when players land on certain spaces. [[TheyChangedItSoItSucks The fanbase disliked it]], and every other following game that experimented with the formula in the following years received equally polarizing reception. The trend was reversed with ''VideoGame/SuperMarioParty'' and ''Mario Party Superstars'', ''VideoGame/MarioPartySuperstars'', which brought back the classic formula.
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* ''[[VideoGame/RType R-Type Final 3 Evolved]]'' to ''R-Type Final 2''. While it is indeed the same game, it includes a set of all-new levels exclusive for the UsefulNotes/PlayStation5.

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