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** While the Platform/SegaSaturn port of ''VideoGame/Sonic3DBlast'' changed very little of the actual gameplay or visuals compared to the [[Platform/SegaGenesis Mega Drive/Genesis]] version, it was able to take advantage of the Saturn's more advanced sound capabilities to ''amazing'' effect. Compare [[https://www.youtube.com/watch?v=JpprlLkFycI the Genesis version of Rusty Ruin Zone's theme]] to [[https://www.youtube.com/watch?v=uVVb8hOyQnQ the Saturn version of the same stage]].

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** While the Platform/SegaSaturn port of ''VideoGame/Sonic3DBlast'' changed very little of the actual gameplay or visuals compared to the [[Platform/SegaGenesis Mega Drive/Genesis]] version, it was able to take advantage of the Saturn's more advanced sound capabilities to ''amazing'' effect. Compare [[https://www.youtube.com/watch?v=JpprlLkFycI the Genesis version of Rusty Ruin Zone's theme]] to [[https://www.youtube.com/watch?v=uVVb8hOyQnQ the Saturn version of the same stage]]. The Saturn version also has more involved Special Stages compared to the Genesis version's.
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** While the Platform/SegaSaturn port of ''VideoGame/Sonic3DBlast'' changed very little of the actual gameplay or visuals compared to the [[Platform/SegaGenesis Mega Drive/Genesis]] version, it was able to take advantage of the Saturn's more advanced sound capabilities to ''amazing'' effect. Compare the Genesis version of Rusty Ruin Zone's theme[[https://www.youtube.com/watch?v=JpprlLkFycI]] to the Saturn version of the same stage[[https://www.youtube.com/watch?v=uVVb8hOyQnQ]].

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** While the Platform/SegaSaturn port of ''VideoGame/Sonic3DBlast'' changed very little of the actual gameplay or visuals compared to the [[Platform/SegaGenesis Mega Drive/Genesis]] version, it was able to take advantage of the Saturn's more advanced sound capabilities to ''amazing'' effect. Compare the Genesis version of Rusty Ruin Zone's theme[[https://www.[[https://www.youtube.com/watch?v=JpprlLkFycI]] to com/watch?v=JpprlLkFycI the Saturn Genesis version of the same stage[[https://www.Rusty Ruin Zone's theme]] to [[https://www.youtube.com/watch?v=uVVb8hOyQnQ]].com/watch?v=uVVb8hOyQnQ the Saturn version of the same stage]].
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In the case of emulators, the ''entire console itself'' is essentially ported to another platform. While emulation usually introduces problems of its own (such as requiring the host system to be several times more powerful than the original), it can also improve upon the performance of the original console's hardware. For consoles that originally used optical media, the use of virtual drives can reduce load times dramatically. Modern [[UsefulNotes/GraphicsProcessingUnit GPUs]] can easily outperform those of the Platform/Nintendo64 and Platform/PlayStation, which means that emulation for their games can be rendered in much higher resolutions than the original consoles were capable of while elimating texture warping and geometry issues prevelant on those consoles. Save states can even be used to bypass SaveGameLimits. The issue of battery life for handheld systems can also be circumvented by playing them on a home system. Of course, emulation itself (barring official examples such as the Platform/VirtualConsole and [=PlayStation=] Classics) is a pretty controversial subject, and while emulators themselves are perfectly legal, the ownership and use of downloaded [=ROMs=], ISO files, [=BIOSes=], etc. are a rather murky gray area.

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In the case of emulators, the ''entire console itself'' is essentially ported to another platform. While emulation usually introduces problems of its own (such as requiring the host system to be several times more powerful than the original), it can also improve upon the performance of the original console's hardware. For consoles that originally used optical media, the use of virtual drives can reduce load times dramatically. Modern [[UsefulNotes/GraphicsProcessingUnit [[MediaNotes/GraphicsProcessingUnit GPUs]] can easily outperform those of the Platform/Nintendo64 and Platform/PlayStation, which means that emulation for their games can be rendered in much higher resolutions than the original consoles were capable of while elimating texture warping and geometry issues prevelant on those consoles. Save states can even be used to bypass SaveGameLimits. The issue of battery life for handheld systems can also be circumvented by playing them on a home system. Of course, emulation itself (barring official examples such as the Platform/VirtualConsole and [=PlayStation=] Classics) is a pretty controversial subject, and while emulators themselves are perfectly legal, the ownership and use of downloaded [=ROMs=], ISO files, [=BIOSes=], etc. are a rather murky gray area.
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** The Xbox versions of ''VideoGame/GrandTheftAutoIII'' and ''[[VideoGame/GrandTheftAutoViceCity Vice City]]'' (both released in 2004 as the ''Grand Theft Auto: Double Pack'') were also praised for their number of significant graphical improvements (more so than the PC ports), such as improved character models, textures and lighting, as well as the ability to play custom music from the console's hard drive, which the [=PlayStation=] 2 version couldn't do. These visual enhancements were less apparent on the Xbox port of ''[[VideoGame/GrandTheftAutoSanAndreas San Andreas]]'', looking identical to the PC port, but the custom soundtrack feature was still intact.

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** The Xbox versions of ''VideoGame/GrandTheftAutoIII'' and ''[[VideoGame/GrandTheftAutoViceCity Vice City]]'' (both released in 2004 as the ''Grand Theft Auto: Double Pack'') were also praised for their number of significant graphical improvements (more so than the PC ports), such as improved character models, textures and lighting, as well as the ability to play custom music from the console's hard drive, which the [=PlayStation=] 2 version couldn't do. [[note]]They were also praised by many for swapping the controls around to take advantage of the Xbox controller having triggers instead of shoulder buttons, though this is obviously a matter of personal preference.[[/note]] These visual enhancements were less apparent on the Xbox port of ''[[VideoGame/GrandTheftAutoSanAndreas San Andreas]]'', looking identical to the PC port, but the custom soundtrack feature was still intact.
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** Shockingly the Platform/AtariJaguar port turned out really well, probably because it's the only one of the cartridge ports made by Creator/IdSoftware. There is one minor hiccup though: thanks to the [[ObviousBeta overly complicated and poorly documented]] architecture of the Jaguar this port has ''no music'' during gameplay at all. However it's actually the basis for many of the ports below (including the [=PlayStation=] one) and is considered a must-have for any Jaguar owner, so it's worth listing here.
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** While the Platform/SegaSaturn port of ''VideoGame/Sonic3DBlast'' changed very little of the actual gameplay or visuals compared to the [[Platform/SegaGenesis Mega Drive/Genesis]] version, it was able to take advantage of the Saturn's more advanced sound capabilities to ''amazing'' effect. Compare the Genesis version of Rusty Ruin Zone's theme[[https://www.youtube.com/watch?v=JpprlLkFycI]] to the Saturn version of the same stage[[https://www.youtube.com/watch?v=uVVb8hOyQnQ]].
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** Similarly, the NES version of ''VideoGame/BionicCommando'' completely [[AdaptationDisplacement displaced]] the arcade original, which was relatively mediocre.

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** Similarly, the NES version of ''VideoGame/BionicCommando'' ''VideoGame/BionicCommando1988'' completely [[AdaptationDisplacement displaced]] the arcade original, which was relatively mediocre.
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* Nixxes Software's [=PC=] ports of ''VideoGame/{{Horizon}}'' ''[[VideoGame/HorizonZeroDawn Zero Dawn]]'' and ''[[VideoGame/HorizonForbiddenWest Forbidden West]]'', ''[[VideoGame/SpiderManPS4 Marvel's Spider-Man Remastered]]'' and ''[[VideoGame/SpiderManMilesMorales Miles Morales]]'', as well for ''VideoGame/RatchetAndClankRiftApart'' shown performance and optimization by matching or better than the home consoles ([=PS4=] and [=PS5=]), and even with older machines for lower settings than the home consoles. ''Rift Apart'' and ''Forbidden West'' also utilized [=DirectStorage=] [=API=] to keep the instantaneous loads like the [=PS5=] or faster with the [=Gen4=] [=NVME=] setup.

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* Nixxes Software's [=PC=] ports of ''VideoGame/{{Horizon}}'' ''[[VideoGame/HorizonZeroDawn Zero Dawn]]'' and ''[[VideoGame/HorizonForbiddenWest Forbidden West]]'', ''[[VideoGame/SpiderManPS4 Marvel's Spider-Man Remastered]]'' and ''[[VideoGame/SpiderManMilesMorales Miles Morales]]'', as well for ''VideoGame/RatchetAndClankRiftApart'' shown porting quality performance and optimization by matching or better higher the hardware specs than the home consoles ([=PS4=] and [=PS5=]), and even with older machines ''older machines'' for lower settings than the home consoles.settings. ''Rift Apart'' and ''Forbidden West'' also utilized [=DirectStorage=] [=API=] to keep the instantaneous loads like the [=PS5=] or faster with the [=Gen4=] [=NVME=] setup.
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Added example(s) Nixxes Software deserves the spot of the worthy wait for PS Studios games.

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* Nixxes Software's [=PC=] ports of ''VideoGame/{{Horizon}}'' ''[[VideoGame/HorizonZeroDawn Zero Dawn]]'' and ''[[VideoGame/HorizonForbiddenWest Forbidden West]]'', ''[[VideoGame/SpiderManPS4 Marvel's Spider-Man Remastered]]'' and ''[[VideoGame/SpiderManMilesMorales Miles Morales]]'', as well for ''VideoGame/RatchetAndClankRiftApart'' shown performance and optimization by matching or better than the home consoles ([=PS4=] and [=PS5=]), and even with older machines for lower settings than the home consoles. ''Rift Apart'' and ''Forbidden West'' also utilized [=DirectStorage=] [=API=] to keep the instantaneous loads like the [=PS5=] or faster with the [=Gen4=] [=NVME=] setup.
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Minor fixes. 1) Games released in the US also tend to release in Canada (and maybe Mexico or South America). 2) NTSC and PAL are used solely to refer to the old broadcast standards and never in reference to any regional video game release.


** Though the original Japanese version of ''VideoGame/ZeldaIITheAdventureOfLink'' had animated overworld map tiles thanks to being on the Platform/{{Famicom}} Disk System, when it came time to port it to the Platform/NintendoEntertainmentSystem for the UsefulNotes/{{USA}} it got a ''lot'' of quality of life improvements. Some of the more obnoxious sound effects were addressed like Barba's constant roaring was removed and the shrill sound of the text was swapped with a soft typewriter sound, the boss battle music was extended to a longer loop, the rematch with Jermafenser was replaced with a new boss Gooma, the [[ContinuingIsPainful cruel mechanic]] of dropping all your stats to match your lowest one on a GameOver[[note]]For example, if you had 5 attack, 4 magic, and 3 life, on GameOver all of your stats would be dropped to 3[[/note]] was outright removed, a better Game Over screen was added, a lot of sprites were tweaked to look better, items could be picked up by simply touching them rather than striking them with the sword, and extra NPC sprites were added to give more variety to towns.

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** Though the original Japanese version of ''VideoGame/ZeldaIITheAdventureOfLink'' had animated overworld map tiles thanks to being on the Platform/{{Famicom}} Disk System, when it came time to port it to the Platform/NintendoEntertainmentSystem for the UsefulNotes/{{USA}} North America and Europe, it got a ''lot'' of quality of life improvements. Some of the more obnoxious sound effects were addressed like Barba's constant roaring was removed and the shrill sound of the text was swapped with a soft typewriter sound, the boss battle music was extended to a longer loop, the rematch with Jermafenser was replaced with a new boss Gooma, the [[ContinuingIsPainful cruel mechanic]] of dropping all your stats to match your lowest one on a GameOver[[note]]For example, if you had 5 attack, 4 magic, and 3 life, on GameOver all of your stats would be dropped to 3[[/note]] was outright removed, a better Game Over screen was added, a lot of sprites were tweaked to look better, items could be picked up by simply touching them rather than striking them with the sword, and extra NPC sprites were added to give more variety to towns.



* The Platform/PlayStation version of ''[[VideoGame/PsychicForce Psychic Force 2012]]'', titled ''Psychic Force 2'', despite having downgraded visuals from the arcade and Dreamcast version, it features new modes to play around with, including a Psy Expand mode that features RPGElements that allows players to customize each characters' moveset, and restored Sonia, Brad, and Genma as playable characters. Like the [=PlayStation=] port of its predecessor, ''Psychic Force 2012'' also got an AnimeThemeSong [[https://www.youtube.com/watch?v=5MwMaBkbKDc opening]] by Hironobu Kageyama, one of Music/JAMProject's founding members. Although never released in North America, it did however see an English release in PAL territories.

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* The Platform/PlayStation version of ''[[VideoGame/PsychicForce Psychic Force 2012]]'', titled ''Psychic Force 2'', despite having downgraded visuals from the arcade and Dreamcast version, it features new modes to play around with, including a Psy Expand mode that features RPGElements that allows players to customize each characters' moveset, and restored Sonia, Brad, and Genma as playable characters. Like the [=PlayStation=] port of its predecessor, ''Psychic Force 2012'' also got an AnimeThemeSong [[https://www.youtube.com/watch?v=5MwMaBkbKDc opening]] by Hironobu Kageyama, one of Music/JAMProject's founding members. Although never released in North America, it did however see an English release in PAL territories.Europe.



** When Super Mario Advance 4: VideoGame/SuperMarioBros3 was localized in the US, only 12 e-Reader levels were released for it before the E-Reader was discontinued (Europe [[NoExportForYou didn't get any E-Reader cards for the game]]...until the Wii U Virtual Console version added savestates and made the formerly DummiedOut E-Reader levels accessible, including the Japan-only levels.

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** When Super Mario Advance 4: VideoGame/SuperMarioBros3 was localized released in the US, North America, only 12 e-Reader levels were released for it before the E-Reader was discontinued (Europe [[NoExportForYou didn't get any E-Reader cards for the game]]...until the Wii U Virtual Console version added savestates Restore Points and made the formerly DummiedOut E-Reader levels accessible, including the Japan-only levels. levels.
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* The Steam versions of the ''VideoGame/BulletHellMonday'' trilogy feature extra gadgets and the choice to use mouse controls (thus emulating the touchscreen controls of the mobile versions), as well more traditional keyboard and controller controls, or even some combination of the three. And with a Steam Deck, they're just as portable as the mobile releases! The port of the original game gets a UI and visuals that match that of the later games giving it a more polished look and feel, and ''Black'' goes above and beyond being a simple port, adding back Homing and Search after they were excluded from the mobile versions, bringing back Extra Mode (and thus allowing for Extra runs with all six SP abilities available at once), and [[spoiler:adding five new stages after completing the Black set of stages]].
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* The PC version of ''VideoGame/DisneysAladdinInNasirasRevenge'' adds analog stick support and greatly reduces loading times, resulting in a less clunky experience than the original [=PS1=] version.
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* ''[[VideoGame/TraumaCenter Trauma Center: Second Opinion]]'' for the Nintendo Wii was more of remake of ''Under the Knife'' for the Nintendo DS, but it introduced a new control scheme that solved the issue of switching tools quickly. The art was redone for both gameplay and characters. While the last chapter of the story was reduced to a cutscene, another chapter was added at the end as well as a parallel running chapter with unique gimmicks, such as taking advantage of the motion controls the Wii Remote offers.

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* ''[[VideoGame/TraumaCenter ''[[VideoGame/TraumaCenterAtlus Trauma Center: Second Opinion]]'' for the Nintendo Wii was more of remake of ''Under the Knife'' for the Nintendo DS, but it introduced a new control scheme that solved the issue of switching tools quickly. The art was redone for both gameplay and characters. While the last chapter of the story was reduced to a cutscene, another chapter was added at the end as well as a parallel running chapter with unique gimmicks, such as taking advantage of the motion controls the Wii Remote offers.
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* ''[[VideoGame/{{Croixleur}} Cröixleur Σ]]'' received an enhanced port for the Platform/PlayStation4 and [[Platform/PlayStationVita Vita]], boasting revamped graphics, a new soundtrack, two more playable characters, an expanded story, new gameplay modes, the ability to dress up the girls in different outfits and accessories that can give them various buffs (some of which were DLC), local co-op multiplayer, and in the case of the Japanese [=PS4=] version, the ability to communicate with the girls in VR. It would later see a port on the [[Platform/NintendoSwitch Switch]] and PC as the ''Deluxe Edition'' (to differentiate itself from its previous versions on PC), which comes bundled with all of the game's [=DLCs=] from the [=PlayStation=] 4 and Vita versions; the former also recreates the Japanese-exclusive VR features through the Switch's gyro controls, while the latter supports a wide range of PC-compatible controllers (with the option for matching button prompts), but is sadly missing the co-op multiplayer features and VR support whiling introducing a bug in the Dungeon Mode that makes it almost impossible to complete unless played offline.

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* ''[[VideoGame/{{Croixleur}} Cröixleur Σ]]'' received an enhanced port for the Platform/PlayStation4 and [[Platform/PlayStationVita Vita]], boasting revamped graphics, a new soundtrack, two more playable characters, an expanded story, new gameplay modes, the ability to dress up the girls in different outfits and accessories that can give them various buffs (some of which were DLC), local co-op multiplayer, and in the case of the Japanese [=PS4=] version, the ability to communicate with the girls in VR. It would later see a port on the [[Platform/NintendoSwitch Switch]] and PC as the ''Deluxe Edition'' (to differentiate itself from its previous versions on PC), which comes bundled with all of the game's [=DLCs=] from the [=PlayStation=] 4 and Vita versions; the former also recreates the Japanese-exclusive VR features through the Switch's gyro controls, while the latter supports a wide range of PC-compatible controllers (with the option for matching button prompts), but the PC version is also sadly missing the co-op multiplayer features and VR support whiling while introducing a bug in the Dungeon Mode that makes it almost impossible to complete unless played offline.
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*** The [[Platform/SegaSaturn Saturn]] port was surprisingly competent considering the Saturn's notorious handicap with 3D, featuring all of the content of the original version and much more accurate level geometry than the concurrent Nintendo 64 port. It also has four secret levels not found in any other versions. Part of what makes it such a good port is that it's not even using the original ''Quake'' [[UsefulNotes/GameEngine engine]] - the game was actually based on Lobotomy Software's own Slavedriver engine, also used in ''VideoGame/PowerSlave'' and the ''VideoGame/DukeNukem 3D'' port, which could take proper advantage of the Saturn's specs.

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*** The [[Platform/SegaSaturn Saturn]] port was surprisingly competent considering the Saturn's notorious handicap with 3D, featuring all of the content of the original version and much more accurate level geometry than the concurrent Nintendo 64 port. It also has four secret levels not found in any other versions. Part of what makes it such a good port is that it's not even using the original ''Quake'' [[UsefulNotes/GameEngine [[MediaNotes/GameEngine engine]] - the game was actually based on Lobotomy Software's own Slavedriver engine, also used in ''VideoGame/PowerSlave'' and the ''VideoGame/DukeNukem 3D'' port, which could take proper advantage of the Saturn's specs.



* The Platform/PhilipsCDi, [[Platform/ThreeDOInteractiveMultiplayer 3DO]] and [=PlayStation=] ports of ''VideoGame/BrainDead13'' have higher video qualities than the MS-DOS, Windows, Platform/AtariJaguar, and Sega Saturn ports, though the former first three each have two [=CDs=] instead of one; but only the UsefulNotes/{{iOS|Games}} port, which does not require any [=CDs=], has a higher video resolution that surpasses all of the earlier versions. Also, the 3DO port has two versions of Disc 1: the original one, and "Version 1.1", which fixes a bug that would sometimes cause a crash in Vivi's Salon in the original release. The [=iOS=] port did the same in December 2010 by upgrading its version from 1.0 to 1.1, which added support for [=iOS=] 3.0 and 4.2 and fixed various bugs.

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* The Platform/PhilipsCDi, [[Platform/ThreeDOInteractiveMultiplayer 3DO]] and [=PlayStation=] ports of ''VideoGame/BrainDead13'' have higher video qualities than the MS-DOS, Windows, Platform/AtariJaguar, and Sega Saturn ports, though the former first three each have two [=CDs=] instead of one; but only the UsefulNotes/{{iOS|Games}} Platform/{{iOS|Games}} port, which does not require any [=CDs=], has a higher video resolution that surpasses all of the earlier versions. Also, the 3DO port has two versions of Disc 1: the original one, and "Version 1.1", which fixes a bug that would sometimes cause a crash in Vivi's Salon in the original release. The [=iOS=] port did the same in December 2010 by upgrading its version from 1.0 to 1.1, which added support for [=iOS=] 3.0 and 4.2 and fixed various bugs.
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Trope was cut/disambiguated due to cleanup


* This is prevalent in visual novel industry, usually when a game gets an anime version. Besides releasing the game to another console, changes can include entirely new stories and characters and, almost always, [[BleachedUnderpants removal of sex scenes]]. Some older classics usually get a fully voiced edition, the best kind of premium content people's wish to be found in this genre. Some rare cases, like ''VisualNovel/LittleBusters (Ecstacy)'' get a reversed-BleachedUnderpants rerelease.

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* This is prevalent in visual novel industry, usually when a game gets an anime version. Besides releasing the game to another console, changes can include entirely new stories and characters and, almost always, [[BleachedUnderpants [[SelfCensoredRelease removal of sex scenes]]. Some older classics usually get a fully voiced edition, the best kind of premium content people's wish to be found in this genre. Some rare cases, like ''VisualNovel/LittleBusters (Ecstacy)'' get a reversed-BleachedUnderpants an adult rerelease.

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* The first three ''Franchise/TombRaider'' games from the Core Design era were ported to modern systems in February 2024 as a remaster with many upgrades, improvements, and other additions; players can toggle between the updated graphics and the original graphics, controls can be set between modern (movement based on ''VideoGame/TombRaiderLegend'' and onwards) or the original tank controls, native widescreen support was added the games can go up to 4K resolution in 60 FPS (the original graphics mode is locked to 30 FPS), a photo mode to take creative snapshots during gameplay, and the games also include the expansion packs from the PC versions that were never released on consoles. The PC version of the remaster makes it very easy to play the classic games without needing to fiddle with mods and other settings to get them to work properly.

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* The first three ''Franchise/TombRaider'' games from the Core Design era were ported to modern systems in February 2024 as a remaster with many upgrades, improvements, and other additions; players additions:
** The games run in native widescreen and also runs in 60 FPS on consoles while the PC version has its framerate matching the monitor's. The games
can toggle also run on modern PC hardware without the need of mods or other tools to get the games running smoothly.
** Controls can be switched
between the updated graphics and the original graphics, classic tank controls can be set between and modern (movement controls that are based on the ''VideoGame/TombRaiderLegend'' and onwards) or line of games. Likewise, the original tank controls, native widescreen support was added the games can go up to 4K resolution in 60 FPS (the original graphics mode is locked to 30 FPS), a photo mode to take creative snapshots during gameplay, can be switched on the fly between the new modern graphics and the games also include the retro graphics.
** The
expansion packs from were made available to play on console for the very first time.
** Some of Lara's moves were updated and retrofitted; Lara's ability to pull a 180 flip while jumping forward or backward was added to the first game. Lara's ability to jump out of tight crawlspaces going forwards was an ability she had in ''VideoGame/TombRaiderChronicles'', which was added to the remastered version of the third game.
** Players can save whenever they want and can make multiple save files just like
the PC versions that had in the past. The number of save slots were never released on consoles. The PC version of also greatly increased.
** UI elements like
the remaster makes it very easy to play health bar and the classic games without needing to fiddle with mods and other settings to get them to work properly.text will stay the same size no matter what your screen's resolution is in, unlike the original PC versions where the UI would greatly shrink down if played on a high resolution screen. Subtitles were also added.
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* The first three ''Franchise/TombRaider'' games from the Core Design era were ported to modern systems in February 2024 as a remaster with many upgrades, improvements, and other additions; players can toggle between the updated graphics and the original graphics, controls can be set between modern (movement based on ''VideoGame/TombRaiderLegend'' and onwards) or the original tank controls, native widescreen support was added the games can go up to 4K resolution in 60 FPS (the original graphics mode is locked to 30 FPS), a photo mode to take creative snapshots during gameplay, and the games also include the expansion packs from the PC versions that were never released on consoles. The PC version of the remaster makes it very easy to play the classic games without needing to fiddle with mods and other settings to get them to work properly.

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* ''[[VideoGame/{{Croixleur}} Cröixleur Σ]]'' received an enhanced port for the Platform/PlayStation4 and [[Platform/PlayStationVita Vita]], boasting revamped graphics, a new soundtrack, two more playable characters, an expanded story, new gameplay modes, the ability to dress up the girls in different outfits and accessories that can give them various buffs (some of which were DLC), local co-op multiplayer, and in the case of the Japanese [=PS4=] version, the ability to communicate with the girls in VR. It would later see a port on the [[Platform/NintendoSwitch Switch]] and PC as the ''Deluxe Edition'' (to differenciate itself from its previous versions on PC), the latter of which is sadly missing the co-op multiplayer features but does include all of the [=DLCs=] from the [=PS4=] and Vita versions.

to:

* ''[[VideoGame/{{Croixleur}} Cröixleur Σ]]'' received an enhanced port for the Platform/PlayStation4 and [[Platform/PlayStationVita Vita]], boasting revamped graphics, a new soundtrack, two more playable characters, an expanded story, new gameplay modes, the ability to dress up the girls in different outfits and accessories that can give them various buffs (some of which were DLC), local co-op multiplayer, and in the case of the Japanese [=PS4=] version, the ability to communicate with the girls in VR. It would later see a port on the [[Platform/NintendoSwitch Switch]] and PC as the ''Deluxe Edition'' (to differenciate differentiate itself from its previous versions on PC), which comes bundled with all of the game's [=DLCs=] from the [=PlayStation=] 4 and Vita versions; the former also recreates the Japanese-exclusive VR features through the Switch's gyro controls, while the latter supports a wide range of which PC-compatible controllers (with the option for matching button prompts), but is sadly missing the co-op multiplayer features but does include all of and VR support whiling introducing a bug in the [=DLCs=] from the [=PS4=] and Vita versions.Dungeon Mode that makes it almost impossible to complete unless played offline.



* ''VideoGame/AzureStrikerGunvolt: Striker Pack'' for the Nintendo Switch and [=PlayStation=] 4 are easily the definitive versions of both games as they feature HD cutscene artworks, portraits, and skill cut-ins, runs at 60 FPS, bundles all [=DLCs=] for ''Azure Striker Gunvolt 2'', backports many of the improvements from the sequel into the first game, includes the new Easy and Hard modes from the Steam port, and redesigns the menu and UI to take advantage of a single screen. The games was later ported to Xbox One with all the same enhancements.

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* ''VideoGame/AzureStrikerGunvolt: Striker Pack'' for the Nintendo Switch and [=PlayStation=] 4 are easily the definitive versions of both games as they feature HD cutscene artworks, portraits, and skill cut-ins, runs at 60 FPS, bundles all [=DLCs=] for ''Azure Striker Gunvolt 2'', backports many of the improvements from the sequel into the first game, includes the new Easy and Hard modes from the Steam port, and redesigns the menu and UI to take advantage of a single screen. The games was were later ported to the Xbox One with all the same enhancements.



** The mobile re-release of ''VideoGame/SonicTheHedgehog1'' runs in native widescreen, high definition and full 60 frames per second, with Tails and Knuckles as playable characters, a toggle-able spin dash, a TimeTrial mode and a seventh Special Stage to unlock each character's SuperMode.
** ''[[VideoGame/SonicTheHedgehog2 Sonic 2]]'' got the same treatment, with a BossRush mode, expanded multiplayer and [[spoiler:a recreation of the infamous Hidden Palace Zone.]]
** Likewise, ''VideoGame/SonicTheHedgehogCD'' got a similar treatment for its 2011 digital release on Xbox 360, [=PS3=], Steam, and mobile devices. The heavily compressed, 64-color animated cutscenes from the Platform/SegaCD original were replaced with their full versions, it uses a brand new engine made by Christian "Taxman" Whitehead (which would also later be used for the mobile ports of the first two ''Sonic'' games) that fixed numerous bugs from the original version, features Tails as an unlockable playable character, an option to use the Genesis-style spin dash, and also an option to choose between American and Japanese soundtracks.

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** The mobile re-release of ''VideoGame/SonicTheHedgehog1'' runs in native widescreen, high definition and full 60 frames per second, with Tails and Knuckles as playable characters, a toggle-able spin dash, a TimeTrial mode and a seventh Special Stage to unlock each character's SuperMode.
** ''[[VideoGame/SonicTheHedgehog2 Sonic 2]]'' got the same treatment, with a BossRush mode, expanded multiplayer and [[spoiler:a recreation of the infamous Hidden Palace Zone.]]
** Likewise,
''VideoGame/SonicTheHedgehogCD'' got a similar treatment for its was re-released on mobile devices in 2011 digital release on and later brought to Xbox 360, [=PS3=], Steam, [=PlayStation=] 3, and mobile devices. PC via Steam in 2012. The heavily compressed, 64-color animated cutscenes from the Platform/SegaCD original were replaced with their full quality versions, it uses a brand new engine made by Christian "Taxman" Whitehead (which would also later be used for the mobile ports of the first two ''Sonic'' games) that fixed numerous bugs from the original version, supports widescreen visuals without stretching the image, a new save system, features Tails as an unlockable playable character, an option to use the Genesis-style spin dash, and also an option to choose between American and Japanese soundtracks.soundtracks.
** The mobile re-releases of ''VideoGame/SonicTheHedgehog1'' and ''VideoGame/SonicTheHedgehog2'' got a similar treatment in 2013, boasting widescreen visuals while running at full 60 frames per second, remastered higher quality versions of the Genesis music, added Tails and Knuckles as playable characters, implemented a save system similar to the Retro Engine version of ''Sonic CD'', a toggle-able spin dash, a TimeTrial mode, and added a seventh Special Stage in the first game to unlock each character's SuperMode while the second game features a BossRush mode with an expanded multiplayer [[spoiler:and a recreation of the infamous Hidden Palace Zone and its prototype version]].
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** The 2019 re-release of ''VideoGame/Doom3'' by Panic Button (the same team behind the aforementioned Switch port of ''DOOM (2016)'') for [=PlayStation=] 4, Xbox One, and Nintendo Switch, although is based on the ''BFG Edition'', offers an experience that is comparable to playing the game on PC at its highest graphical settings, running a consistent 60FPS across all systems at 1080p on base [=PlayStation=] 4 and Xbox One systems and 4K on [=PlayStation=] 4 Pro and Xbox One X. This version of ''Doom 3'' also restores the environmental darkness from the original game and improved the game's loading times compared to the previous generation releases of ''BFG Edition''. The Switch version, however, does suffer from some performance issues but it can be mitigated by lowering the FOV and disabling flashlight shadows. It was later re-released for PC through Bethesda.net, Xbox Store for Windows 10/11, and Epic Games Store, but it is missing the multiplayer features similarly to the GOG.com release of ''BFG Edition'' and the developer console was completely removed.
** The 2020 re-release of ''VideoGame/Doom64'' for PC, [=PlayStation=] 4, Xbox One and Switch, done by Creator/NightdiveStudios, is easily the best version of the game. The original game is presented in full, with the original visuals perfectly recreated in HD widescreen, including the N64's unique solution to texture filtering, although you can opt to disable texture filtering altogether to give the game a look akin to the first two games. The frame-rate has been greatly increased (originally 30 FPS with dips in performance, now a locked 60 FPS on consoles and able to achieve up to '''1000 FPS''' on PC, although it could be capped to 30 FPS like in the original), various options including a FOV slider and anti-aliasing options, gyroscope aiming on Switch, rumble support for controllers, and seven brand-new levels, including one that ties the events of the game with those of ''VideoGame/DoomEternal''. The Xbox One version of the game also has two interesting traits: the ability to use Mouse & Keyboard, and being the only game on the console that runs above 1080p on the Xbox One S model, and rendering instead at 1440p. [[note]]For some context, the Xbox One S supports output up to 4K, but this was only intended for watching videos and to allow for better upscaling on [=4K TVs.=][[/note]]

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** The Although is based on the ''BFG Edition'', the 2019 re-release of ''VideoGame/Doom3'' by Panic Button (the same team behind the aforementioned Switch port of ''DOOM (2016)'') for [=PlayStation=] 4, Xbox One, and Nintendo Switch, although is based on the ''BFG Edition'', Switch offers an experience that is comparable to playing the game on PC at its highest graphical settings, running a consistent 60FPS across all systems at 1080p on base [=PlayStation=] 4 and Xbox One systems and 4K on [=PlayStation=] 4 Pro and Xbox One X. X while downsampling on 1080p displays without needing to enable the respective console's downsampling setting. This version of ''Doom 3'' also restores the environmental darkness from the original 2004 game and improved the game's loading times compared to the previous generation releases of ''BFG Edition''. Edition'' from the previous console generation. The Switch version, however, does suffer from some performance issues but it can be mitigated by lowering the FOV and FOV, disabling flashlight shadows.shadows, and playing in handheld mode. It was later re-released for PC through Bethesda.net, Xbox Store for Windows 10/11, and Epic Games Store, but it is missing the multiplayer features similarly to the GOG.com release of ''BFG Edition'' and the developer console was completely removed.
** The 2020 re-release of ''VideoGame/Doom64'' for PC, [=PlayStation=] 4, Xbox One and Switch, done by Creator/NightdiveStudios, is easily the best version of the game. The original game is presented in full, with the original visuals perfectly recreated in HD widescreen, including the N64's unique solution to texture filtering, although you can opt to disable texture filtering altogether to give the game a look akin to the first two games. The frame-rate has been greatly increased (originally 30 FPS with dips in performance, now a locked 60 FPS on consoles and able to achieve up to '''1000 FPS''' on PC, although it could be capped to 30 FPS like in the original), various options including a FOV slider and anti-aliasing options, gyroscope aiming on Switch, rumble support for controllers, and seven brand-new levels, including one that ties the events of the game with those of ''VideoGame/DoomEternal''. The Xbox One version of the game also has two interesting traits: the ability to use Mouse & Keyboard, and being the only game on the console that runs above 1080p on the Xbox One S model, and rendering instead at 1440p. [[note]]For some context, the Xbox One S supports output up to 4K, but this was only intended for watching videos and to allow for better upscaling on [=4K TVs.=][[/note]]



* The PC port of ''VideoGame/{{ESCHATOS}}'' gives the game higher resolution visuals than the Xbox 360 version, with many extra visual options available from the start instead of unlocking them through gameplay. The [=PlayStation=] 4 and Switch ports would go onto improve things further with updated graphics, a remastered soundtrack, more bugfixes, and non-existant loading times, while bundled with ''Judgment Silversword'' and ''Cardinal Sins'' similarly to the Xbox 360 version.

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* The PC port of ''VideoGame/{{ESCHATOS}}'' gives the game higher resolution visuals than the Xbox 360 version, with many extra visual options available from the start instead of unlocking them through gameplay. The [=PlayStation=] 4 and Switch ports would go onto improve things further with updated graphics, a remastered soundtrack, more bugfixes, and non-existant loading times, all while bundled with ''Judgment Silversword'' and ''Cardinal Sins'' similarly to the Xbox 360 version.
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* The Platform/Xbox360 remake of ''VideoGame/PerfectDark'' is a substantial upgrade to the original Platform/Nintendo64 game. Not only does the remake have an HD veneer with a consistently smooth frame rate, the game's multiplayer components include online play and weapons from ''VideoGame/GoldenEye1997''.

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* The Platform/Xbox360 remake of ''VideoGame/PerfectDark'' is considered a classic shooter and arguably Creator/{{Rare}}'s masterpiece, but it pushed the Platform/Nintendo64 to its limits -- some would argue ''beyond'' its limits, given that its poor framerate is one of the few issues that even its most ardent fans will bring up. The remaster for the Platform/Xbox360 completely solved this problem and runs at a silky-smooth 60 frames per second, a substantial upgrade to over the original Platform/Nintendo64 game. Not only does original, while also adding fully remastered HD graphics and modern twin-stick controls while updating the remake have an HD veneer with a consistently smooth frame rate, the game's multiplayer components to include online play and weapons from ''VideoGame/GoldenEye1997''.''VideoGame/GoldenEye1997''. The ''Rare Replay'' collection for the Platform/XboxOne not only included the remaster as the definitive version of the game, it also gave the same treatment to its prequel ''Perfect Dark Zero'', and while that game had more glaring problems than an HD remaster could fix, fans agree that the update at least made it playable.
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* ''VideoGame/{{GoldenEye|Wii}} Reloaded'' for the [=PlayStation=] 3 and Xbox 360 is basically an enhanced port of the Wii version in high resolution and better textures, along with more content.
* ''Videogame/Goldeneye1997'' on Switch and Xbox Game Pass had several teaks made to improve the game over the original Nintendo 64 version. The game itself is upscaled to higher resolution so the game looks smoother on higher resolution screens and the textures were also upscaled so they look much more smooth. Frame rate was also improved by bumping it up to 30 FPS and rarely dips below it. The Xbox version offers a modern control scheme to bring the game on par with modern shooters while the Switch version has online multiplayer.

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* ''VideoGame/{{GoldenEye|Wii}} Reloaded'' for the [=PlayStation=] 3 and Xbox 360 is basically an enhanced port of the Wii version in with high resolution and better textures, along with more content.
* ''Videogame/Goldeneye1997'' on Switch and Xbox Game Pass had several teaks tweaks made to improve the game over the original Nintendo 64 version. The game itself is upscaled to higher resolution so the game looks smoother on higher resolution screens and the textures were also upscaled so they look much more smooth. Frame rate was also improved by bumping it up to 30 FPS and rarely dips below it. The Xbox version offers a modern control scheme to bring the game on par with modern shooters while the Switch version has online multiplayer.
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** The [=PlayStation=] version is known as the first legitimately good console port during the '90s, combining both ''Ultimate Doom'' and ''Doom II'' into one game, while additionally featuring new lighting effects (including colored lighting), new and improved sound effects for everything, and changed the rockin' soundtrack for [[https://aubreyhodges.bandcamp.com/album/doom-playstation-official-soundtrack-20th-anniversary-extended-edition some dark and ambient music]] that makes it feel like a horror game. While it does have disadvantages due to hardware limitations such as a subpar framerate (though still better than the other '90s ports), simplified and easier maps (as a majority of the maps were derived from the Jaguar port), has some maps removed completely, and other features missing from the PC version such as the lack of Arch-Viles and the Icon of Sin, but the port makes up for it by adding in new visual changes that brings new life to the game's atmosphere, such as skies in the Hell maps being ''an animated wall of flame'', as well as having a few new high quality maps of its own. It also featured ''Doom II'' monsters in the original ''Doom'' when played on Ultra-Violence to mix up the ''Ultimate Doom'' maps. Compared to the technically better console ports, [=PlayStation=] ''Doom'' offered its own unique experience. The port is so beloved, the ''Doom'' community worked together to [[https://www.doomworld.com/forum/topic/126183/ not only effectively port it to GZDoom with all the modern advantages it would entail]], but also worked to recreate all 72 maps that didn't make the original cut in the [=PlayStation=] version's style, as well as recreating the ''No Rest for the Living'' expansion and John Romero's ''VideoGame/{{Sigil}}'', ''Tech Gone Bad'', and ''Phobos Mission Control'' maps in a similar fashion. After the port's source code was released to the public in 2020, the community also began working on a reverse-engineered port, providing a faithful yet modern way to experience these games on Windows and [=MacOS=].

to:

** The [=PlayStation=] version is known as the first legitimately good console port during the '90s, combining both ''Ultimate Doom'' and ''Doom II'' into one game, while additionally featuring new lighting effects (including colored lighting), new and improved sound effects for everything, and changed the rockin' soundtrack for into [[https://aubreyhodges.bandcamp.com/album/doom-playstation-official-soundtrack-20th-anniversary-extended-edition some haunting dark and ambient music]] that makes it feel like a horror game. While it does have disadvantages due to hardware limitations such as a subpar framerate (though still better than the other '90s ports), simplified and easier maps (as a majority of the maps were derived from the Jaguar port), has some maps being removed completely, and other features missing from the PC version such as the lack of Arch-Viles and the Icon of Sin, but the port makes up for it by adding in new visual changes that brings new life to the game's atmosphere, such as skies in the Hell maps being ''an animated wall of flame'', as well as having a few new high quality maps of its own. It also featured ''Doom II'' monsters in the original ''Doom'' when played on Ultra-Violence to mix up the ''Ultimate Doom'' maps. Compared to the technically better console ports, [=PlayStation=] ''Doom'' offered its own unique experience. The port is so beloved, the ''Doom'' community worked together to [[https://www.doomworld.com/forum/topic/126183/ not only effectively port it to GZDoom with all the modern advantages it would entail]], but also worked to recreate all 72 maps that didn't make the original cut in the [=PlayStation=] version's style, as well as recreating the ''No Rest for the Living'' expansion and John Romero's ''VideoGame/{{Sigil}}'', ''Tech Gone Bad'', and ''Phobos Mission Control'' maps in a similar fashion. After the port's source code was released to the public in 2020, the community also began working on a reverse-engineered port, providing a faithful yet modern way to experience these games on Windows and [=MacOS=].
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* The number of ports of ''VideoGame/CaveStory'' is comparable to the number of ports of ''VideoGame/LunarTheSilverStar'', and each capitalizes on the last. The Platform/WiiWare port has redone sprites, the ability to play as Curly, and the European version gets an additional soundtrack.[[note]]Later the NA version would have its debatable soundtrack replaced with the European soundtrack.[[/note]] ''Cave Story +'' has all this and the Wind Fortress, somehow harder than the Sacred Grounds. ''3D'' has polygonal models, and ''Cave Story +'''s eShop release boasts everything ''+'' does but the graphics, and to compensate it's in stunning 3D. The Switch version then adds onto all of this with the Platform/{{Wii}}'s remastered graphics, animated talking sprites, widescreen, some gorgeous subtle lighting effects, and co-op in a later update.

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* The number of ports of ''VideoGame/CaveStory'' is has received numerous ports between different home consoles, PC, and handheld systems that are comparable to the number of ports of ''VideoGame/LunarTheSilverStar'', and with each capitalizes on port capitalizing and expanding upon the last. The 2010 Platform/WiiWare port has redone sprites, of the ability game features optional remastered graphics, bumps the game's frame-rate from 50 FPS to play as Curly, 60, new Easy and Hard difficulty levels, adds Curly Brace as a playable character, and in the European version gets get an additional soundtrack.[[note]]Later the NA North American version would later have its debatable soundtrack replaced with the European soundtrack.soundtrack after a patch.[[/note]] The [=WiiWare=] version would later serve as the basis for updated Windows, [=MacOS=], and Linux re-release as ''Cave Story+'' with the addition of of new challenge modes and a new Wind Fortress area. The 3DS would receive two versions of ''Cave Story'': ''Cave Story +'' has all this 3D'', available through retail and digitally via the Wind Fortress, somehow harder than 3DS [=eShop=] in 2011 featuring TwoAndAHalfD graphics but is missing most of the Sacred Grounds. ''3D'' has polygonal models, challenge modes from the previous PC port, and an [=eShop=]-exclusive version of ''Cave Story +'''s eShop release boasts everything ''+'' does but Story'' in 2012 that offers the graphics, ability to play in 5:3 widescreen or the original 4:3 aspect-ratio and retains most of the PC version's challenge modes; both versions on 3DS also feature the ability to compensate it's play in stunning stereoscopic 3D. The Switch version then adds onto all of this with the Platform/{{Wii}}'s would receive a remastered graphics, version of ''Cave Story+'' in 2017, adding many of the enhancements from the previous releases with 16:9 widescreen presentation, animated talking sprites, widescreen, some dialogue portraits, subtle yet gorgeous subtle lighting effects, a new "Famitracks" soundtrack, a new Sand Pit challenge, implements some quality-of-life tweaks, and, after an update, added an extra "Ridiculon" soundtrack from the composer behind ''[[VideoGame/MeatBoy Super Meat Boy]]'' and ''VideoGame/TheBindingOfIsaac'' with local co-op in a later update.along with other visual touch-ups.
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->'''Jared Petty''': When in your mind you consider the ''VideoGame/{{Valis}}'' [[UsefulNotes/Turbografx16 PC-Engine]] versions, are these the definitive versions of these games for you? Why or why not?\\
'''Yukito Ohayashi''': I do consider these to be the definitive versions. The original [[UsefulNotes/PC88 PC version]] did not have any sprite (object) functionality, so it was really not suited for action games. Also, with the PC-Engine's use of CD-DA sound, the BGM and voiceover in the visual scenes were really high quality. The PC-Engine was the hardware that could best showcase Yuuko's charm at the highest level possible at the time, and I still believe to this day that it was the best choice for this game.

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->'''Jared Petty''': When in your mind you consider the ''VideoGame/{{Valis}}'' [[UsefulNotes/Turbografx16 [[Platform/Turbografx16 PC-Engine]] versions, are these the definitive versions of these games for you? Why or why not?\\
'''Yukito Ohayashi''': I do consider these to be the definitive versions. The original [[UsefulNotes/PC88 [[Platform/PC88 PC version]] did not have any sprite (object) functionality, so it was really not suited for action games. Also, with the PC-Engine's use of CD-DA sound, the BGM and voiceover in the visual scenes were really high quality. The PC-Engine was the hardware that could best showcase Yuuko's charm at the highest level possible at the time, and I still believe to this day that it was the best choice for this game.



In the case of emulators, the ''entire console itself'' is essentially ported to another platform. While emulation usually introduces problems of its own (such as requiring the host system to be several times more powerful than the original), it can also improve upon the performance of the original console's hardware. For consoles that originally used optical media, the use of virtual drives can reduce load times dramatically. Modern [[UsefulNotes/GraphicsProcessingUnit GPUs]] can easily outperform those of the UsefulNotes/Nintendo64 and UsefulNotes/PlayStation, which means that emulation for their games can be rendered in much higher resolutions than the original consoles were capable of while elimating texture warping and geometry issues prevelant on those consoles. Save states can even be used to bypass SaveGameLimits. The issue of battery life for handheld systems can also be circumvented by playing them on a home system. Of course, emulation itself (barring official examples such as the UsefulNotes/VirtualConsole and [=PlayStation=] Classics) is a pretty controversial subject, and while emulators themselves are perfectly legal, the ownership and use of downloaded [=ROMs=], ISO files, [=BIOSes=], etc. are a rather murky gray area.

to:

In the case of emulators, the ''entire console itself'' is essentially ported to another platform. While emulation usually introduces problems of its own (such as requiring the host system to be several times more powerful than the original), it can also improve upon the performance of the original console's hardware. For consoles that originally used optical media, the use of virtual drives can reduce load times dramatically. Modern [[UsefulNotes/GraphicsProcessingUnit GPUs]] can easily outperform those of the UsefulNotes/Nintendo64 Platform/Nintendo64 and UsefulNotes/PlayStation, Platform/PlayStation, which means that emulation for their games can be rendered in much higher resolutions than the original consoles were capable of while elimating texture warping and geometry issues prevelant on those consoles. Save states can even be used to bypass SaveGameLimits. The issue of battery life for handheld systems can also be circumvented by playing them on a home system. Of course, emulation itself (barring official examples such as the UsefulNotes/VirtualConsole Platform/VirtualConsole and [=PlayStation=] Classics) is a pretty controversial subject, and while emulators themselves are perfectly legal, the ownership and use of downloaded [=ROMs=], ISO files, [=BIOSes=], etc. are a rather murky gray area.



** Though the original Japanese version of ''VideoGame/ZeldaIITheAdventureOfLink'' had animated overworld map tiles thanks to being on the UsefulNotes/{{Famicom}} Disk System, when it came time to port it to the UsefulNotes/NintendoEntertainmentSystem for the UsefulNotes/{{USA}} it got a ''lot'' of quality of life improvements. Some of the more obnoxious sound effects were addressed like Barba's constant roaring was removed and the shrill sound of the text was swapped with a soft typewriter sound, the boss battle music was extended to a longer loop, the rematch with Jermafenser was replaced with a new boss Gooma, the [[ContinuingIsPainful cruel mechanic]] of dropping all your stats to match your lowest one on a GameOver[[note]]For example, if you had 5 attack, 4 magic, and 3 life, on GameOver all of your stats would be dropped to 3[[/note]] was outright removed, a better Game Over screen was added, a lot of sprites were tweaked to look better, items could be picked up by simply touching them rather than striking them with the sword, and extra NPC sprites were added to give more variety to towns.

to:

** Though the original Japanese version of ''VideoGame/ZeldaIITheAdventureOfLink'' had animated overworld map tiles thanks to being on the UsefulNotes/{{Famicom}} Platform/{{Famicom}} Disk System, when it came time to port it to the UsefulNotes/NintendoEntertainmentSystem Platform/NintendoEntertainmentSystem for the UsefulNotes/{{USA}} it got a ''lot'' of quality of life improvements. Some of the more obnoxious sound effects were addressed like Barba's constant roaring was removed and the shrill sound of the text was swapped with a soft typewriter sound, the boss battle music was extended to a longer loop, the rematch with Jermafenser was replaced with a new boss Gooma, the [[ContinuingIsPainful cruel mechanic]] of dropping all your stats to match your lowest one on a GameOver[[note]]For example, if you had 5 attack, 4 magic, and 3 life, on GameOver all of your stats would be dropped to 3[[/note]] was outright removed, a better Game Over screen was added, a lot of sprites were tweaked to look better, items could be picked up by simply touching them rather than striking them with the sword, and extra NPC sprites were added to give more variety to towns.



** Creator/{{Nintendo}} could've phoned it in with their inevitable remake of ''VideoGame/TheLegendOfZeldaALinkToThePast'' to the UsefulNotes/{{G|ameBoyAdvance}}BA. A good game on its own merit with controls modified to make up for the lack of two buttons. What did we get? Additional sounds, the ability to continue from the area you saved or died in, ''[[VideoGame/TheLegendOfZeldaFourSwords Four Swords]]'' multi-player mode and an extra quest and dungeon that are connected to said multi-player mode. Giving you the option to play with the original [[UsefulNotes/SuperNintendoEntertainmentSystem SNES]] palette was good too (in contrast to the brightened graphics ports and/or remakes to the GBA often use to compensate for the original model's unlit screen). The only downsides are the lower music quality due to the GBA's inferior sound chip, and for some people, Link now having a voice (which can get annoying, as Link now does a {{Kiai}} ''every single time'' he swings his sword).
** ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' was ported to the UsefulNotes/GameCube as part of the Master Quest bonus disc for pre-ordering ''VideoGame/TheLegendOfZeldaTheWindWaker'' and was also a part of the ''Collector's Edition'' compilation Nintendo gave away at various times (such as to people who had registered a system and games on Nintendo's website or to ''Magazine/NintendoPower'' subscribers). The visuals remained largely unchanged, but most of the textures were made slightly sharper and the game's references to button inputs were changed to match the [=GameCube=] controller.
** ''VideoGame/TheLegendOfZeldaTheWindWaker'', already a gorgeous game for [=GameCube=], was further revamped for UsefulNotes/WiiU with refined visuals, as well as major improvements over some time-consuming parts, such as the sea travel, the Triforce hunt and the Nintendo Gallery, plus the addition of Miiverse features, increased wallet sizes, a harder Hero Mode difficulty setting (which can be accessed immediately and turned off at any time), and a refined soundtrack. The only drawback is the removal of the Tingle Tuner.
** ''VideoGame/TheLegendOfZeldaTwilightPrincess'', originally a MultiPlatform release for GCN and UsefulNotes/{{Wii}}, was ported in 2016 for the Wii U which, in addition to featuring updated HD graphics that fix much of the RealIsBrown complaints about the original version, includes a new item that aids in the [[ThatOneSidequest annoying]] ghost-hunting sidequest, amiibo and Miiverse support, a button to instantly transform between Link's human and wolf forms without having to talk to Midna, increased wallet sizes, and an optional "Hero Mode" setting that substantially ups the difficulty. Also, the regular difficulty uses the [=GameCube=] orientation while Hero Mode is mirrored, ''à la'' the Wii version.
* ''[[Franchise/{{Asterix}} Asterix & Obelix XXL 2: Mission: Las Vegum]]'' came out on the UsefulNotes/{{P|layStationPortable}}SP a year after the original UsefulNotes/PlayStation2 and PC releases. While the visuals got a downgrade (the scenery is less detailed), it makes up with some extras that are exemplified by its new subtitle, ''Mission: Wifix'': thanks to the Wi-Fi capabilities of the system, a second player can join the main game mode (in the original version you can only switch between the two Gauls and one stays always CPU-controlled), and several mini-games for up to four players have been added.
* ''[[Franchise/{{Asterix}} Asterix at the Olympic Games]]'' was initially released on UsefulNotes/{{Wii}}, UsefulNotes/PlayStation2 and PC, with the latter version being marginally better because, at least, it could enjoy a better frame-rate and higher resolutions. The UsefulNotes/{{Xbox 360}} port was released almost a year later and they made good use of that time: beside the advantages of the higher system specs over the previous console releases, it's got textures of much better quality than the ones in the PC version, making this the definitive version of the game (for what it's worth).
* The [[UsefulNotes/SegaDreamcast Dreamcast]] version of ''[[VideoGame/LegacyOfKain Soul Reaver]]'' was released a fair bit after the PC and UsefulNotes/PlayStation versions, and the benefits of fancier hardware with redrawn higher-res textures and more complex character models make it the version to play.

to:

** Creator/{{Nintendo}} could've phoned it in with their inevitable remake of ''VideoGame/TheLegendOfZeldaALinkToThePast'' to the UsefulNotes/{{G|ameBoyAdvance}}BA.Platform/{{G|ameBoyAdvance}}BA. A good game on its own merit with controls modified to make up for the lack of two buttons. What did we get? Additional sounds, the ability to continue from the area you saved or died in, ''[[VideoGame/TheLegendOfZeldaFourSwords Four Swords]]'' multi-player mode and an extra quest and dungeon that are connected to said multi-player mode. Giving you the option to play with the original [[UsefulNotes/SuperNintendoEntertainmentSystem [[Platform/SuperNintendoEntertainmentSystem SNES]] palette was good too (in contrast to the brightened graphics ports and/or remakes to the GBA often use to compensate for the original model's unlit screen). The only downsides are the lower music quality due to the GBA's inferior sound chip, and for some people, Link now having a voice (which can get annoying, as Link now does a {{Kiai}} ''every single time'' he swings his sword).
** ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' was ported to the UsefulNotes/GameCube Platform/GameCube as part of the Master Quest bonus disc for pre-ordering ''VideoGame/TheLegendOfZeldaTheWindWaker'' and was also a part of the ''Collector's Edition'' compilation Nintendo gave away at various times (such as to people who had registered a system and games on Nintendo's website or to ''Magazine/NintendoPower'' subscribers). The visuals remained largely unchanged, but most of the textures were made slightly sharper and the game's references to button inputs were changed to match the [=GameCube=] controller.
** ''VideoGame/TheLegendOfZeldaTheWindWaker'', already a gorgeous game for [=GameCube=], was further revamped for UsefulNotes/WiiU Platform/WiiU with refined visuals, as well as major improvements over some time-consuming parts, such as the sea travel, the Triforce hunt and the Nintendo Gallery, plus the addition of Miiverse features, increased wallet sizes, a harder Hero Mode difficulty setting (which can be accessed immediately and turned off at any time), and a refined soundtrack. The only drawback is the removal of the Tingle Tuner.
** ''VideoGame/TheLegendOfZeldaTwilightPrincess'', originally a MultiPlatform release for GCN and UsefulNotes/{{Wii}}, Platform/{{Wii}}, was ported in 2016 for the Wii U which, in addition to featuring updated HD graphics that fix much of the RealIsBrown complaints about the original version, includes a new item that aids in the [[ThatOneSidequest annoying]] ghost-hunting sidequest, amiibo and Miiverse support, a button to instantly transform between Link's human and wolf forms without having to talk to Midna, increased wallet sizes, and an optional "Hero Mode" setting that substantially ups the difficulty. Also, the regular difficulty uses the [=GameCube=] orientation while Hero Mode is mirrored, ''à la'' the Wii version.
* ''[[Franchise/{{Asterix}} Asterix & Obelix XXL 2: Mission: Las Vegum]]'' came out on the UsefulNotes/{{P|layStationPortable}}SP Platform/{{P|layStationPortable}}SP a year after the original UsefulNotes/PlayStation2 Platform/PlayStation2 and PC releases. While the visuals got a downgrade (the scenery is less detailed), it makes up with some extras that are exemplified by its new subtitle, ''Mission: Wifix'': thanks to the Wi-Fi capabilities of the system, a second player can join the main game mode (in the original version you can only switch between the two Gauls and one stays always CPU-controlled), and several mini-games for up to four players have been added.
* ''[[Franchise/{{Asterix}} Asterix at the Olympic Games]]'' was initially released on UsefulNotes/{{Wii}}, UsefulNotes/PlayStation2 Platform/{{Wii}}, Platform/PlayStation2 and PC, with the latter version being marginally better because, at least, it could enjoy a better frame-rate and higher resolutions. The UsefulNotes/{{Xbox Platform/{{Xbox 360}} port was released almost a year later and they made good use of that time: beside the advantages of the higher system specs over the previous console releases, it's got textures of much better quality than the ones in the PC version, making this the definitive version of the game (for what it's worth).
* The [[UsefulNotes/SegaDreamcast [[Platform/SegaDreamcast Dreamcast]] version of ''[[VideoGame/LegacyOfKain Soul Reaver]]'' was released a fair bit after the PC and UsefulNotes/PlayStation Platform/PlayStation versions, and the benefits of fancier hardware with redrawn higher-res textures and more complex character models make it the version to play.



* ''VideoGame/ShadowComplex'' received an HD remastered version for [[UsefulNotes/WindowsGames PC]], UsefulNotes/MacOS, UsefulNotes/XboxOne, and UsefulNotes/PlayStation4, featuring some improved high-resolution textures and models, 60 FPS presentation, adds new takedown maneuvers Jason can perform, and an expanded Proving Grounds with new tutorials and challenges. The PC version also has the added benefit of keyboard and mouse controls, which can help with shooting enemies in the 2.5D backgrounds. A later patch also added ten save slots, allowing players to make multiple playthroughs without deleting their existing save files possible compared to the original Xbox 360 version.
* Released at a time when the UsefulNotes/Xbox360 was celebrating its tenth year, ''VideoGame/RiseOfTheTombRaider'' pulls off a stellar port with textures and effects comparable to that of the UsefulNotes/XboxOne version. In 2015, the Xbox 360 was largely being cast to the wayside (evidenced by Creator/{{Activision}}'s half-hearted "port" of ''VideoGame/CallOfDutyBlackOpsIII'' that didn't even include the single-player campaign and dropped the normally-smooth ''VideoGame/CallOfDuty'' gameplay to a sluggish 30 FPS) so the level of love and effort put into ''Rise'' is pretty phenomenal (and on top of that, they even managed to somehow get such an impressive product onto a single DVD disc when games even older than it were having to ship on two for the Xbox 360).

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* ''VideoGame/ShadowComplex'' received an HD remastered version for [[UsefulNotes/WindowsGames [[Platform/WindowsGames PC]], UsefulNotes/MacOS, UsefulNotes/XboxOne, Platform/MacOS, Platform/XboxOne, and UsefulNotes/PlayStation4, Platform/PlayStation4, featuring some improved high-resolution textures and models, 60 FPS presentation, adds new takedown maneuvers Jason can perform, and an expanded Proving Grounds with new tutorials and challenges. The PC version also has the added benefit of keyboard and mouse controls, which can help with shooting enemies in the 2.5D backgrounds. A later patch also added ten save slots, allowing players to make multiple playthroughs without deleting their existing save files possible compared to the original Xbox 360 version.
* Released at a time when the UsefulNotes/Xbox360 Platform/Xbox360 was celebrating its tenth year, ''VideoGame/RiseOfTheTombRaider'' pulls off a stellar port with textures and effects comparable to that of the UsefulNotes/XboxOne Platform/XboxOne version. In 2015, the Xbox 360 was largely being cast to the wayside (evidenced by Creator/{{Activision}}'s half-hearted "port" of ''VideoGame/CallOfDutyBlackOpsIII'' that didn't even include the single-player campaign and dropped the normally-smooth ''VideoGame/CallOfDuty'' gameplay to a sluggish 30 FPS) so the level of love and effort put into ''Rise'' is pretty phenomenal (and on top of that, they even managed to somehow get such an impressive product onto a single DVD disc when games even older than it were having to ship on two for the Xbox 360).



* The number of ports of ''VideoGame/CaveStory'' is comparable to the number of ports of ''VideoGame/LunarTheSilverStar'', and each capitalizes on the last. The UsefulNotes/WiiWare port has redone sprites, the ability to play as Curly, and the European version gets an additional soundtrack.[[note]]Later the NA version would have its debatable soundtrack replaced with the European soundtrack.[[/note]] ''Cave Story +'' has all this and the Wind Fortress, somehow harder than the Sacred Grounds. ''3D'' has polygonal models, and ''Cave Story +'''s eShop release boasts everything ''+'' does but the graphics, and to compensate it's in stunning 3D. The Switch version then adds onto all of this with the UsefulNotes/{{Wii}}'s remastered graphics, animated talking sprites, widescreen, some gorgeous subtle lighting effects, and co-op in a later update.

to:

* The number of ports of ''VideoGame/CaveStory'' is comparable to the number of ports of ''VideoGame/LunarTheSilverStar'', and each capitalizes on the last. The UsefulNotes/WiiWare Platform/WiiWare port has redone sprites, the ability to play as Curly, and the European version gets an additional soundtrack.[[note]]Later the NA version would have its debatable soundtrack replaced with the European soundtrack.[[/note]] ''Cave Story +'' has all this and the Wind Fortress, somehow harder than the Sacred Grounds. ''3D'' has polygonal models, and ''Cave Story +'''s eShop release boasts everything ''+'' does but the graphics, and to compensate it's in stunning 3D. The Switch version then adds onto all of this with the UsefulNotes/{{Wii}}'s Platform/{{Wii}}'s remastered graphics, animated talking sprites, widescreen, some gorgeous subtle lighting effects, and co-op in a later update.



* The PC port of ''VideoGame/DevilMayCry4'': After the outsourced {{Porting Disaster}}s that were ''[[VideoGame/DevilMayCry3DantesAwakening DMC3]]'' and ''VideoGame/ResidentEvil4'', Creator/{{Capcom}} got the hint and handled the port of ''[=DMC4=]'' entirely in-house, developing it alongside the UsefulNotes/PlayStation3 and UsefulNotes/{{Xbox 360}} versions. So why the long gap between the console and PC releases? Because Capcom wanted to get it right, and that they did. Besides delivering a game that could run decently on older systems and awesomely on recent ones, they also added the surprisingly cathartic [[IdiosyncraticDifficultyLevels Legendary Dark Knight]] difficulty level, which is essentially the normal difficulty level with '''''[[ZergRush lots]]''''' of {{Mooks}}, made possible by the greater processing power high-end [=PCs=] have over consoles. Since then, Capcom have delivered a host of fantastic PC ports to their games, including ''VideoGame/StreetFighterIV'' (which includes addition visual tweaks as a PC-exclusive bonus) and ''VideoGame/ResidentEvil5'' (which comes certified for 3D vision, assuming you have the right peripherals). Unfortunately, "rampant piracy" (rather than sales of paying customers) of the PC version of ''SFIV'' meant that ''[[CapcomSequelStagnation Super Street Fighter IV]]'' only came out as part of the Arcade Edition release, and ''Resident Evil 5: Gold Edition'' took five years to come to PC.
* No matter which side of the controversy you put yourself at, one thing is clear: The guys at QLOC did one ''hell'' of a good job when working on the PC port of ''VideoGame/DMCDevilMayCry'' (the other consoles were made by Ninja Theory). The game truly shines in the graphic department when played on a PC, and there is also the fact that the game is actually playable and doable, even on higher difficulties, with keyboard and mouse, without control issues of any kind, very much not what you would expect of a spectacle fighter. UsefulNotes/PlayStation4 and UsefulNotes/XboxOne later received a ''Definitive Edition'' with visuals on par with the PC port running in 1080p at 60 FPS, bundles all of the game's [=DLCs=], adds a slew of new modes, readjusts many gameplay elements, adds a new ''[=DMC1=]'' skin for Dante, and features a Bloody Palace mode for Vergil.
* While the ''Devil May Cry HD Collection'' containing ''[[VideoGame/DevilMayCry1 1]]'', ''[[VideoGame/DevilMayCry2 2]]'', and ''[[VideoGame/DevilMayCry3DantesAwakening 3]]'' had its fair share of small issues due to having to work with pre-release code rather than finalized builds, they were already a solid way to play the original UsefulNotes/{{PS2}} games (or, at least the good pair). When it was ported to the UsefulNotes/NintendoSwitch however, ''[[VideoGame/DevilMayCry3DantesAwakening [=DMC3=]]]'' in particular was given several new features: the Style Change of its sequel, meaning Dante can use all six styles on the fly, full weapon switching so the player never has to manage their gear between missions or at divinity statues, and full on local CoOpMultiplayer for Bloody Palace, allowing two players to use different saves and even have Dante and Vergil team up with an overhauled camera just to keep both players on-screen (or split screen in the case of boss fights).
* While the [[UsefulNotes/NintendoEntertainmentSystem NES]] version of ''VideoGame/{{Contra}}'' may not had the same detailed graphics as the arcade version, the stages were greatly expanded and rearranged from the arcade version, with more traps and pitfalls to avoid in addition to the usual assortment of enemy grunts, cannons, and vehicles to destroy. The change from the arcade version's vertical setup to a traditional horizontal one also makes the action less constrained and there are more power-up capsules and pill-box sensors than in the arcade version (and unlike the arcade version, there's no need to downgrade to the default gun to obtain some of them). The boss of the Waterfall stage was even changed from a generic sensor defended by two rotating guns and a five-way cannon to an alien statue that spits fireballs with its tentacles and mouth. The time limit from the 3D stages was also removed and the music is faster paced than the arcade version (as mentioned above).

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* The PC port of ''VideoGame/DevilMayCry4'': After the outsourced {{Porting Disaster}}s that were ''[[VideoGame/DevilMayCry3DantesAwakening DMC3]]'' and ''VideoGame/ResidentEvil4'', Creator/{{Capcom}} got the hint and handled the port of ''[=DMC4=]'' entirely in-house, developing it alongside the UsefulNotes/PlayStation3 Platform/PlayStation3 and UsefulNotes/{{Xbox Platform/{{Xbox 360}} versions. So why the long gap between the console and PC releases? Because Capcom wanted to get it right, and that they did. Besides delivering a game that could run decently on older systems and awesomely on recent ones, they also added the surprisingly cathartic [[IdiosyncraticDifficultyLevels Legendary Dark Knight]] difficulty level, which is essentially the normal difficulty level with '''''[[ZergRush lots]]''''' of {{Mooks}}, made possible by the greater processing power high-end [=PCs=] have over consoles. Since then, Capcom have delivered a host of fantastic PC ports to their games, including ''VideoGame/StreetFighterIV'' (which includes addition visual tweaks as a PC-exclusive bonus) and ''VideoGame/ResidentEvil5'' (which comes certified for 3D vision, assuming you have the right peripherals). Unfortunately, "rampant piracy" (rather than sales of paying customers) of the PC version of ''SFIV'' meant that ''[[CapcomSequelStagnation Super Street Fighter IV]]'' only came out as part of the Arcade Edition release, and ''Resident Evil 5: Gold Edition'' took five years to come to PC.
* No matter which side of the controversy you put yourself at, one thing is clear: The guys at QLOC did one ''hell'' of a good job when working on the PC port of ''VideoGame/DMCDevilMayCry'' (the other consoles were made by Ninja Theory). The game truly shines in the graphic department when played on a PC, and there is also the fact that the game is actually playable and doable, even on higher difficulties, with keyboard and mouse, without control issues of any kind, very much not what you would expect of a spectacle fighter. UsefulNotes/PlayStation4 Platform/PlayStation4 and UsefulNotes/XboxOne Platform/XboxOne later received a ''Definitive Edition'' with visuals on par with the PC port running in 1080p at 60 FPS, bundles all of the game's [=DLCs=], adds a slew of new modes, readjusts many gameplay elements, adds a new ''[=DMC1=]'' skin for Dante, and features a Bloody Palace mode for Vergil.
* While the ''Devil May Cry HD Collection'' containing ''[[VideoGame/DevilMayCry1 1]]'', ''[[VideoGame/DevilMayCry2 2]]'', and ''[[VideoGame/DevilMayCry3DantesAwakening 3]]'' had its fair share of small issues due to having to work with pre-release code rather than finalized builds, they were already a solid way to play the original UsefulNotes/{{PS2}} Platform/{{PS2}} games (or, at least the good pair). When it was ported to the UsefulNotes/NintendoSwitch Platform/NintendoSwitch however, ''[[VideoGame/DevilMayCry3DantesAwakening [=DMC3=]]]'' in particular was given several new features: the Style Change of its sequel, meaning Dante can use all six styles on the fly, full weapon switching so the player never has to manage their gear between missions or at divinity statues, and full on local CoOpMultiplayer for Bloody Palace, allowing two players to use different saves and even have Dante and Vergil team up with an overhauled camera just to keep both players on-screen (or split screen in the case of boss fights).
* While the [[UsefulNotes/NintendoEntertainmentSystem [[Platform/NintendoEntertainmentSystem NES]] version of ''VideoGame/{{Contra}}'' may not had the same detailed graphics as the arcade version, the stages were greatly expanded and rearranged from the arcade version, with more traps and pitfalls to avoid in addition to the usual assortment of enemy grunts, cannons, and vehicles to destroy. The change from the arcade version's vertical setup to a traditional horizontal one also makes the action less constrained and there are more power-up capsules and pill-box sensors than in the arcade version (and unlike the arcade version, there's no need to downgrade to the default gun to obtain some of them). The boss of the Waterfall stage was even changed from a generic sensor defended by two rotating guns and a five-way cannon to an alien statue that spits fireballs with its tentacles and mouth. The time limit from the 3D stages was also removed and the music is faster paced than the arcade version (as mentioned above).



* ''VideoGame/NoMoreHeroes'' was ported to the UsefulNotes/Xbox360 and UsefulNotes/PlayStation3 as ''No More Heroes: Heroes' Paradise'', featuring high-resolution graphics, revamped controls and alternate, more {{stripperific}} costumes for the female characters in Very Sweet Mode. The [=PS3=] version supports the [=PlayStation=] Move for motion controls, and it was the first time that the game was available uncut in Europe (Europe's Wii release receiving the same censorship as the Japanese version). The Xbox 360 version [[NoExportForYou never made it outside Japan]] though. The Switch version, while not having the revamped graphics of ''Heroes' Paradise'', remedies it with 60 [=FPSs=], improved controls for the controller[[note]]''Heroes' Paradise'''s bigger flaws are the motion controls being not that great, and massive frame drops when too much is happening on-screen[[/note]], optional motion controls with the Joy-Con, and the ''Desperate Struggle'' port marking the first time that the Japanese version of "Phillistine" is played during Margaret's fight.
* The HD Edition of ''[[VideoGame/ZoneOfTheEnders Zone of the Enders: The 2nd Runner]]'' for the UsefulNotes/PlayStation3 was [[PortingDisaster the opposite of this]] up until Creator/{{Konami}} and Hexa Drive released the Version 2.0 patch to undo the damage done by Creator/HighVoltageSoftware (a lesson they didn't learn from the ''[[Franchise/SilentHill Silent Hill HD Collection]]''). After the patch, it runs on a much smoother frame-rate with enhanced visuals for 1080p. The version of ''The 2nd Runner'' that was used in the HD Collection is also the never-released-to-the-States Special Edition, which featured more missions, new cut-scenes and battle sequences for the main story, extra difficulty levels, and new tutorials for the sub-weapons. Unfortunately, Xbox 360 owners are left in the dirt. The game later received another remaster for [=PlayStation=] 4 and PC as ''Zone of The Enders: The 2nd Runner M∀RS'', which bumps up the graphics even further up to 4K with gorgeous improvements, 5.1 surround sound presentation, revised and expanded tutorials, a new "Very Easy" difficulty for those who just want enjoy the story, a new "PRO" control scheme, an updated ZORADIUS mini-game, and the ability to play the game in VR from the perspective of Jehuty's cockpit. The PC version in particular also has added some extra yet optional visual flourishes such as motion blur effects, film grain, and screen space occlusion and reflections.

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* ''VideoGame/NoMoreHeroes'' was ported to the UsefulNotes/Xbox360 Platform/Xbox360 and UsefulNotes/PlayStation3 Platform/PlayStation3 as ''No More Heroes: Heroes' Paradise'', featuring high-resolution graphics, revamped controls and alternate, more {{stripperific}} costumes for the female characters in Very Sweet Mode. The [=PS3=] version supports the [=PlayStation=] Move for motion controls, and it was the first time that the game was available uncut in Europe (Europe's Wii release receiving the same censorship as the Japanese version). The Xbox 360 version [[NoExportForYou never made it outside Japan]] though. The Switch version, while not having the revamped graphics of ''Heroes' Paradise'', remedies it with 60 [=FPSs=], improved controls for the controller[[note]]''Heroes' Paradise'''s bigger flaws are the motion controls being not that great, and massive frame drops when too much is happening on-screen[[/note]], optional motion controls with the Joy-Con, and the ''Desperate Struggle'' port marking the first time that the Japanese version of "Phillistine" is played during Margaret's fight.
* The HD Edition of ''[[VideoGame/ZoneOfTheEnders Zone of the Enders: The 2nd Runner]]'' for the UsefulNotes/PlayStation3 Platform/PlayStation3 was [[PortingDisaster the opposite of this]] up until Creator/{{Konami}} and Hexa Drive released the Version 2.0 patch to undo the damage done by Creator/HighVoltageSoftware (a lesson they didn't learn from the ''[[Franchise/SilentHill Silent Hill HD Collection]]''). After the patch, it runs on a much smoother frame-rate with enhanced visuals for 1080p. The version of ''The 2nd Runner'' that was used in the HD Collection is also the never-released-to-the-States Special Edition, which featured more missions, new cut-scenes and battle sequences for the main story, extra difficulty levels, and new tutorials for the sub-weapons. Unfortunately, Xbox 360 owners are left in the dirt. The game later received another remaster for [=PlayStation=] 4 and PC as ''Zone of The Enders: The 2nd Runner M∀RS'', which bumps up the graphics even further up to 4K with gorgeous improvements, 5.1 surround sound presentation, revised and expanded tutorials, a new "Very Easy" difficulty for those who just want enjoy the story, a new "PRO" control scheme, an updated ZORADIUS mini-game, and the ability to play the game in VR from the perspective of Jehuty's cockpit. The PC version in particular also has added some extra yet optional visual flourishes such as motion blur effects, film grain, and screen space occlusion and reflections.



** The first game was bundled with [[VideoGame/{{Bayonetta 2}} its sequel]] for UsefulNotes/WiiU, with performance on par with the UsefulNotes/Xbox360 version, higher quality shadows, vertical sync, and extra Creator/{{Nintendo}}-themed costumes that are not only cosmetic, but also include their own unique special features. [[labelnote:What are they?]]The [[Franchise/TheLegendOfZelda Link]] costume gives Bayonetta a usable Master Sword and Hylian Shield (replacing the one-handed katana and parry accessory), all of the halos are turned into Rupees, and opening chests or solving puzzles yields the famous ItemGet and puzzle solved jingle from the ''Zelda'' games; the [[Franchise/{{Metroid}} Power Suit]] costume changes her gunshots into Power Beam shots and the visor can be flipped up and down at any time (even during cutscenes); and the [[Franchise/SuperMarioBros Princess Peach and Daisy]] costumes turns all halos into coins while turning Wicked Weave attacks into Bowser's flaming limbs.[[/labelnote]]
** Don't have a Wii U, but have a [[UsefulNotes/NintendoSwitch Switch]]? Fret not, the first two games are on Switch as well (as part of a promotional campaign for ''VideoGame/{{Bayonetta 3}}''), with everything the Wii U versions have on a console you can play on the go.

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** The first game was bundled with [[VideoGame/{{Bayonetta 2}} its sequel]] for UsefulNotes/WiiU, Platform/WiiU, with performance on par with the UsefulNotes/Xbox360 Platform/Xbox360 version, higher quality shadows, vertical sync, and extra Creator/{{Nintendo}}-themed costumes that are not only cosmetic, but also include their own unique special features. [[labelnote:What are they?]]The [[Franchise/TheLegendOfZelda Link]] costume gives Bayonetta a usable Master Sword and Hylian Shield (replacing the one-handed katana and parry accessory), all of the halos are turned into Rupees, and opening chests or solving puzzles yields the famous ItemGet and puzzle solved jingle from the ''Zelda'' games; the [[Franchise/{{Metroid}} Power Suit]] costume changes her gunshots into Power Beam shots and the visor can be flipped up and down at any time (even during cutscenes); and the [[Franchise/SuperMarioBros Princess Peach and Daisy]] costumes turns all halos into coins while turning Wicked Weave attacks into Bowser's flaming limbs.[[/labelnote]]
** Don't have a Wii U, but have a [[UsefulNotes/NintendoSwitch [[Platform/NintendoSwitch Switch]]? Fret not, the first two games are on Switch as well (as part of a promotional campaign for ''VideoGame/{{Bayonetta 3}}''), with everything the Wii U versions have on a console you can play on the go.



* Creator/{{SNK}} stopped outsourcing the [[UsefulNotes/NintendoEntertainmentSystem NES]] ports of their ''VideoGame/IkariWarriors'' games after the first two, and decided to port the third game, ''Ikari III: The Rescue'', using an in-house team. They quickly realized what Micronics did not--attempting to translate the arcade's unique rotating-joystick controls to an NES controller was an exercise in frustration and failure. Instead, they rewrote the entire game to use simple directional facing controls, adjusted the enemy AI to accomodate the new limitation, and limited the number of sprites on screen to reduce the previous' entries infamous sprite flicker. SNK ended up creating a perfectly serviceable (if traditionally NintendoHard) semi-isometric beat-em-up and arguably the best port of the ''Ikari Warriors'' series. Unfortunately, it was too much of a departure from the familiar RunAndGun gameplay to hold up.

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* Creator/{{SNK}} stopped outsourcing the [[UsefulNotes/NintendoEntertainmentSystem [[Platform/NintendoEntertainmentSystem NES]] ports of their ''VideoGame/IkariWarriors'' games after the first two, and decided to port the third game, ''Ikari III: The Rescue'', using an in-house team. They quickly realized what Micronics did not--attempting to translate the arcade's unique rotating-joystick controls to an NES controller was an exercise in frustration and failure. Instead, they rewrote the entire game to use simple directional facing controls, adjusted the enemy AI to accomodate the new limitation, and limited the number of sprites on screen to reduce the previous' entries infamous sprite flicker. SNK ended up creating a perfectly serviceable (if traditionally NintendoHard) semi-isometric beat-em-up and arguably the best port of the ''Ikari Warriors'' series. Unfortunately, it was too much of a departure from the familiar RunAndGun gameplay to hold up.



* ''[[VideoGame/{{Croixleur}} Cröixleur Σ]]'' received an enhanced port for the UsefulNotes/PlayStation4 and [[UsefulNotes/PlayStationVita Vita]], boasting revamped graphics, a new soundtrack, two more playable characters, an expanded story, new gameplay modes, the ability to dress up the girls in different outfits and accessories that can give them various buffs (some of which were DLC), local co-op multiplayer, and in the case of the Japanese [=PS4=] version, the ability to communicate with the girls in VR. It would later see a port on the [[UsefulNotes/NintendoSwitch Switch]] and PC as the ''Deluxe Edition'' (to differenciate itself from its previous versions on PC), the latter of which is sadly missing the co-op multiplayer features but does include all of the [=DLCs=] from the [=PS4=] and Vita versions.

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* ''[[VideoGame/{{Croixleur}} Cröixleur Σ]]'' received an enhanced port for the UsefulNotes/PlayStation4 Platform/PlayStation4 and [[UsefulNotes/PlayStationVita [[Platform/PlayStationVita Vita]], boasting revamped graphics, a new soundtrack, two more playable characters, an expanded story, new gameplay modes, the ability to dress up the girls in different outfits and accessories that can give them various buffs (some of which were DLC), local co-op multiplayer, and in the case of the Japanese [=PS4=] version, the ability to communicate with the girls in VR. It would later see a port on the [[UsefulNotes/NintendoSwitch [[Platform/NintendoSwitch Switch]] and PC as the ''Deluxe Edition'' (to differenciate itself from its previous versions on PC), the latter of which is sadly missing the co-op multiplayer features but does include all of the [=DLCs=] from the [=PS4=] and Vita versions.



* The PC version of ''VideoGame/EscapeFromMonkeyIsland'' is filled with lag issues and [[GameBreakingBug Game-Breaking Bugs]], but the UsefulNotes/PlayStation2 version doesn't have them and also comes on one disc rather than two. Most importantly, the controls are mapped to the controller rather than random keys, making for a more intuitive experience.
* As shown in [[http://blog.hardcoregaming101.net/2010/05/mystery-of-japanese-mystery-house.html this]] article, the Japanese PC version of Creator/{{Sierra}}'s first graphic adventure ''Mystery House'' kept the graphics as black-and-white line drawings but redrew them to look more professional. The same publisher released ''[[VideoGame/LeisureSuitLarry Softporn Adventure]]'' for the UsefulNotes/PC88 as ''Las Vegas'', with original graphics added.
* When ''VideoGame/{{Enchanter}}'' got ported to Japan in early 1993, software development company [=SystemSoft=] reworked the game by adding a few improvements, such as the recognition of verb commands typed in kana or the Latin alphabet; the access of such verb commands by pressing corresponding buttons (the player still has to type the name of an object, though); the display of a list of objects in the environment after the player has typed in a command; and the addition of enhanced graphics and artistic background pictures in every location on which the text is super-imposed. The game was then released for the UsefulNotes/PC98 in March 1993 as ''Enchanter: [[TheForeignSubtitle Wakaki Madōshi no Shirén]]'' (''Enchanter: The Trial of the Young Sorcerer''). Compare the screenshots of [[http://www.mobygames.com/game/enchanter/screenshots the ports of the original]] to the screenshots of [[http://www.mobygames.com/game/pc98/enchanter-wakaki-madshi-no-shiren/screenshots its enhanced PC-98 remake]].

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* The PC version of ''VideoGame/EscapeFromMonkeyIsland'' is filled with lag issues and [[GameBreakingBug Game-Breaking Bugs]], but the UsefulNotes/PlayStation2 Platform/PlayStation2 version doesn't have them and also comes on one disc rather than two. Most importantly, the controls are mapped to the controller rather than random keys, making for a more intuitive experience.
* As shown in [[http://blog.hardcoregaming101.net/2010/05/mystery-of-japanese-mystery-house.html this]] article, the Japanese PC version of Creator/{{Sierra}}'s first graphic adventure ''Mystery House'' kept the graphics as black-and-white line drawings but redrew them to look more professional. The same publisher released ''[[VideoGame/LeisureSuitLarry Softporn Adventure]]'' for the UsefulNotes/PC88 Platform/PC88 as ''Las Vegas'', with original graphics added.
* When ''VideoGame/{{Enchanter}}'' got ported to Japan in early 1993, software development company [=SystemSoft=] reworked the game by adding a few improvements, such as the recognition of verb commands typed in kana or the Latin alphabet; the access of such verb commands by pressing corresponding buttons (the player still has to type the name of an object, though); the display of a list of objects in the environment after the player has typed in a command; and the addition of enhanced graphics and artistic background pictures in every location on which the text is super-imposed. The game was then released for the UsefulNotes/PC98 Platform/PC98 in March 1993 as ''Enchanter: [[TheForeignSubtitle Wakaki Madōshi no Shirén]]'' (''Enchanter: The Trial of the Young Sorcerer''). Compare the screenshots of [[http://www.mobygames.com/game/enchanter/screenshots the ports of the original]] to the screenshots of [[http://www.mobygames.com/game/pc98/enchanter-wakaki-madshi-no-shiren/screenshots its enhanced PC-98 remake]].



* ''VideoGame/HeadOverHeels'' was converted from the UsefulNotes/ZXSpectrum to the UsefulNotes/AmstradCPC by the original coding team, who put in a few fixes as well as making excellent use of the four-color palette of the CPC's higher-resolution mode (which was used far less colorfully in all too many ports of Speccy games).

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* ''VideoGame/HeadOverHeels'' was converted from the UsefulNotes/ZXSpectrum Platform/ZXSpectrum to the UsefulNotes/AmstradCPC Platform/AmstradCPC by the original coding team, who put in a few fixes as well as making excellent use of the four-color palette of the CPC's higher-resolution mode (which was used far less colorfully in all too many ports of Speccy games).



* The UsefulNotes/SegaGenesis port of ''VideoGame/{{Battletoads}}''. Among the improvements: The graphics are more colorful, the music is better (sounding more rock-inspired than the [[UsefulNotes/NintendoEntertainmentSystem NES]]), there are some bug fixes, and most importantly, the game is ''much'' more forgiving than the NES version, particularly in the levels "Turbo Tunnel" and "Volkmire's Inferno".
* The [[UsefulNotes/SegaGenesis Genesis]] version of ''VideoGame/CaptainAmericaAndTheAvengers'', unlike the [[PortingDisaster SNES version]], is reasonably similar to the arcade version (despite missing the cutscenes), including all of the [[NarmCharm hilariously bad]] voice acting.
* ''VideoGame/FinalFight One'' is a [[UsefulNotes/GameBoyAdvance GBA]] port of ''Final Fight Guy'', which in turn was a slightly enhanced version of the original [[UsefulNotes/SuperNintendoEntertainmentSystem SNES]] port of ''Final Fight'' (it replaced Cody with Guy, added a few new power-ups, and featured different enemy placement). While it isn't quite as good as the arcade version, it does fix many of the problems present in the SNES version like the fact that it has all three characters (Cody is brought back), it has a 2-Player mode (via link cable) and the Industrial Area stage with Rolento is restored. This version also added versions of Guy and Cody from ''VideoGame/StreetFighterAlpha'', even with their own plotlines recognizing this. There was also the UsefulNotes/SegaCD version of ''Final Fight''. Not only does it include all six stages, all three main characters and the 2-player co-op mode, it also made good use of the CD add-on and upped the music quality considerably.
* The [[UsefulNotes/SegaGenesis Genesis]] version of ''VideoGame/GoldenAxe'' added an extra level, a new final boss, an Easy Mode, a "Duel Mode", and more color schemes for enemies. The MS-DOS version had all this and 256-color graphics, but also lower-quality sound effects.
* The [[UsefulNotes/SuperNintendoEntertainmentSystem SNES]] version of ''VideoGame/TeenageMutantNinjaTurtlesTurtlesInTime'' had slightly lower graphics quality than its arcade predecessor, but made up for it by having somewhat higher sound quality and including an extra stage, several new game play modes, the ability to change the Turtles' coloration to darker comic/movie colors instead of their bright green cartoon coloration and several new and/or redesigned bosses.
* The UsefulNotes/PlayStation2 version of ''VideoGame/ViewtifulJoe'' included a new, [[EasierThanEasy very easy]] difficulty called "Sweet" (originally from the UsefulNotes/{{Japan}}-only ''[[UpdatedRerelease Viewtiful Joe: Revival]]''), as well as Dante from ''VideoGame/DevilMayCry'' as an unlockable character.
* The UsefulNotes/PlayStationPortable port of ''VideoGame/WarriorsOrochi 2'' by [[Creator/{{Koei}} Koei Canada]] included the extra characters and stages from the Japan-exclusive ''Warriors Orochi Z'' complete with English voices, after that version was canned for Western release. It helped that the game ran amazingly well on the portable, too.

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* The UsefulNotes/SegaGenesis Platform/SegaGenesis port of ''VideoGame/{{Battletoads}}''. Among the improvements: The graphics are more colorful, the music is better (sounding more rock-inspired than the [[UsefulNotes/NintendoEntertainmentSystem [[Platform/NintendoEntertainmentSystem NES]]), there are some bug fixes, and most importantly, the game is ''much'' more forgiving than the NES version, particularly in the levels "Turbo Tunnel" and "Volkmire's Inferno".
* The [[UsefulNotes/SegaGenesis [[Platform/SegaGenesis Genesis]] version of ''VideoGame/CaptainAmericaAndTheAvengers'', unlike the [[PortingDisaster SNES version]], is reasonably similar to the arcade version (despite missing the cutscenes), including all of the [[NarmCharm hilariously bad]] voice acting.
* ''VideoGame/FinalFight One'' is a [[UsefulNotes/GameBoyAdvance [[Platform/GameBoyAdvance GBA]] port of ''Final Fight Guy'', which in turn was a slightly enhanced version of the original [[UsefulNotes/SuperNintendoEntertainmentSystem [[Platform/SuperNintendoEntertainmentSystem SNES]] port of ''Final Fight'' (it replaced Cody with Guy, added a few new power-ups, and featured different enemy placement). While it isn't quite as good as the arcade version, it does fix many of the problems present in the SNES version like the fact that it has all three characters (Cody is brought back), it has a 2-Player mode (via link cable) and the Industrial Area stage with Rolento is restored. This version also added versions of Guy and Cody from ''VideoGame/StreetFighterAlpha'', even with their own plotlines recognizing this. There was also the UsefulNotes/SegaCD Platform/SegaCD version of ''Final Fight''. Not only does it include all six stages, all three main characters and the 2-player co-op mode, it also made good use of the CD add-on and upped the music quality considerably.
* The [[UsefulNotes/SegaGenesis [[Platform/SegaGenesis Genesis]] version of ''VideoGame/GoldenAxe'' added an extra level, a new final boss, an Easy Mode, a "Duel Mode", and more color schemes for enemies. The MS-DOS version had all this and 256-color graphics, but also lower-quality sound effects.
* The [[UsefulNotes/SuperNintendoEntertainmentSystem [[Platform/SuperNintendoEntertainmentSystem SNES]] version of ''VideoGame/TeenageMutantNinjaTurtlesTurtlesInTime'' had slightly lower graphics quality than its arcade predecessor, but made up for it by having somewhat higher sound quality and including an extra stage, several new game play modes, the ability to change the Turtles' coloration to darker comic/movie colors instead of their bright green cartoon coloration and several new and/or redesigned bosses.
* The UsefulNotes/PlayStation2 Platform/PlayStation2 version of ''VideoGame/ViewtifulJoe'' included a new, [[EasierThanEasy very easy]] difficulty called "Sweet" (originally from the UsefulNotes/{{Japan}}-only ''[[UpdatedRerelease Viewtiful Joe: Revival]]''), as well as Dante from ''VideoGame/DevilMayCry'' as an unlockable character.
* The UsefulNotes/PlayStationPortable Platform/PlayStationPortable port of ''VideoGame/WarriorsOrochi 2'' by [[Creator/{{Koei}} Koei Canada]] included the extra characters and stages from the Japan-exclusive ''Warriors Orochi Z'' complete with English voices, after that version was canned for Western release. It helped that the game ran amazingly well on the portable, too.



* [=M2=]'s version of ''Sega Vintage Collection: VideoGame/StreetsOfRage'' and ''VideoGame/GoldenAxe'' on UsefulNotes/Xbox360 not only compiles their respective trilogy, it also features a slew of graphical options, superior visual quality, customizable control scheme, the ability to save at anywhere anytime, plus save replays and share them online. It also adds new trial modes, online multi-player, and a jukebox where you can listen to the music in these games, including their unused tracks. These compilations also allows players ability to play each of the games' different regional versions, finally giving Western players the ability to play the original Japanese (albeit untranslated) version of ''Bare Knuckle III''. The downside with the ''Golden Axe'' collection is that it uses the arcade version of the first game instead of the enhanced Genesis port.
* The UsefulNotes/SegaGenesis port of ''VideoGame/ThePunisherCapcom'' does a reasonably fine job.
* The digital release of ''VideoGame/GuardianHeroes'' for UsefulNotes/Xbox360 presents the game in widescreen, features enhanced HD visuals, redrawn character artwork, re-worked voice-overs, new sound effects, a revised script, redesigned gameplay mechanics, updated A.I., online multi-player, and expanded Versus Mode to twelve players. The game also give players the option of playing the game with the original gameplay mechanics and Sega Saturn visuals.

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* [=M2=]'s version of ''Sega Vintage Collection: VideoGame/StreetsOfRage'' and ''VideoGame/GoldenAxe'' on UsefulNotes/Xbox360 Platform/Xbox360 not only compiles their respective trilogy, it also features a slew of graphical options, superior visual quality, customizable control scheme, the ability to save at anywhere anytime, plus save replays and share them online. It also adds new trial modes, online multi-player, and a jukebox where you can listen to the music in these games, including their unused tracks. These compilations also allows players ability to play each of the games' different regional versions, finally giving Western players the ability to play the original Japanese (albeit untranslated) version of ''Bare Knuckle III''. The downside with the ''Golden Axe'' collection is that it uses the arcade version of the first game instead of the enhanced Genesis port.
* The UsefulNotes/SegaGenesis Platform/SegaGenesis port of ''VideoGame/ThePunisherCapcom'' does a reasonably fine job.
* The digital release of ''VideoGame/GuardianHeroes'' for UsefulNotes/Xbox360 Platform/Xbox360 presents the game in widescreen, features enhanced HD visuals, redrawn character artwork, re-worked voice-overs, new sound effects, a revised script, redesigned gameplay mechanics, updated A.I., online multi-player, and expanded Versus Mode to twelve players. The game also give players the option of playing the game with the original gameplay mechanics and Sega Saturn visuals.



* ''VideoGame/CrashNitroKart'' for the UsefulNotes/GameBoyAdvance plays faster and controls tighter than the console version, making it feel arguably closer to the more acclaimed ''VideoGame/CrashTeamRacing'' in terms of feel. Aside from obvious hardware limitations, the game matches the console version in terms of content and has some of its own, namely playable bosses (the lack of which is a major sore point for fans of the console game, as until ''VideoGame/CrashTeamRacingNitroFueled'' 16 years later this was the only way to play as said bosses) and even Franchise/SpyroTheDragon as a guest racer.
* The UsefulNotes/Nintendo64 port of ''[[VideoGame/{{Cruisn}} Cruis'n World]]'' is missing the ability to murder wildlife, but it's graphically closer to the arcade original than the [=N64=] version of ''Cruis'n USA'' was to its arcade version. On top of that, the developers at Eurocom also added circuit tracks, turbo boost, more cars, and four-player multiplayer.

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* ''VideoGame/CrashNitroKart'' for the UsefulNotes/GameBoyAdvance Platform/GameBoyAdvance plays faster and controls tighter than the console version, making it feel arguably closer to the more acclaimed ''VideoGame/CrashTeamRacing'' in terms of feel. Aside from obvious hardware limitations, the game matches the console version in terms of content and has some of its own, namely playable bosses (the lack of which is a major sore point for fans of the console game, as until ''VideoGame/CrashTeamRacingNitroFueled'' 16 years later this was the only way to play as said bosses) and even Franchise/SpyroTheDragon as a guest racer.
* The UsefulNotes/Nintendo64 Platform/Nintendo64 port of ''[[VideoGame/{{Cruisn}} Cruis'n World]]'' is missing the ability to murder wildlife, but it's graphically closer to the arcade original than the [=N64=] version of ''Cruis'n USA'' was to its arcade version. On top of that, the developers at Eurocom also added circuit tracks, turbo boost, more cars, and four-player multiplayer.



* ''VideoGame/InitialDArcadeStage Version 2'' received a port to the UsefulNotes/PlayStation2 known as ''Initial D Special Stage''. Not only does it retain the slick 60 frames per second of the arcade game (and doesn't drain your quarters!), it also includes an additional story mode based off the original manga containing ''fifty'' races and challenges spanned across three characters, along with a few new race courses that would later be merged back into the main arcade series.
* ''VideoGame/MarioKart8'' was ported from the UsefulNotes/WiiU to the [[UsefulNotes/NintendoSwitch Switch]] as ''Mario Kart 8 Deluxe''. The port includes all of the characters from the DLC packs plus a few new ones like Bowser Jr. and the Inklings from ''Franchise/{{Splatoon}}'', several new battle modes (many being classics like the classic free for all Balloon Battle in an enclosed arena, Shine Thief, and Bob-omb Blast), all the tracks from the previous DLC packs, several gameplay tweaks like the third level of boost, updated AI, significant balancing changes, and a native 1080p resolution when in docked mode (native 720p for handheld mode, which was still an improvement over the dynamic resolution of the Wii U version). The port also brings back the double item box mechanic from ''VideoGame/MarioKartDoubleDash'' to allow players to hold two items at once, as well as the Boo item, which last appeared in ''VideoGame/MarioKartDS'' (which steals another player's item and makes the user turn invisible), while Battle Mode gets an exclusive item in the form of the Feather (which is used to make a big jump instantly) from the first installment. And this version would eventually go on to get DLC of its own which added an additional 48 tracks.
* The [[UsefulNotes/Nintendo3DS Nintendo 3DS]] port of ''VideoGame/OutRun'' reproduces the 1986 arcade original's graphics, quirks and all, while also adding 3D effects and a widescreen mode, running at a silky-smooth 60 frames per second, twice that of the original. It also adds two new music tracks, ''Cruising Line'' and ''Camino a Mi Amor'' that so faithfully capture the sound and spirit of the three existing tracks that they could easily have been cut tracks from the original game. To round it off, there are unlockable upgrades for the car, awarded for completing each of the five endings, enhancing the speed, control and handling, as well as changing the car's paint job.

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* ''VideoGame/InitialDArcadeStage Version 2'' received a port to the UsefulNotes/PlayStation2 Platform/PlayStation2 known as ''Initial D Special Stage''. Not only does it retain the slick 60 frames per second of the arcade game (and doesn't drain your quarters!), it also includes an additional story mode based off the original manga containing ''fifty'' races and challenges spanned across three characters, along with a few new race courses that would later be merged back into the main arcade series.
* ''VideoGame/MarioKart8'' was ported from the UsefulNotes/WiiU Platform/WiiU to the [[UsefulNotes/NintendoSwitch [[Platform/NintendoSwitch Switch]] as ''Mario Kart 8 Deluxe''. The port includes all of the characters from the DLC packs plus a few new ones like Bowser Jr. and the Inklings from ''Franchise/{{Splatoon}}'', several new battle modes (many being classics like the classic free for all Balloon Battle in an enclosed arena, Shine Thief, and Bob-omb Blast), all the tracks from the previous DLC packs, several gameplay tweaks like the third level of boost, updated AI, significant balancing changes, and a native 1080p resolution when in docked mode (native 720p for handheld mode, which was still an improvement over the dynamic resolution of the Wii U version). The port also brings back the double item box mechanic from ''VideoGame/MarioKartDoubleDash'' to allow players to hold two items at once, as well as the Boo item, which last appeared in ''VideoGame/MarioKartDS'' (which steals another player's item and makes the user turn invisible), while Battle Mode gets an exclusive item in the form of the Feather (which is used to make a big jump instantly) from the first installment. And this version would eventually go on to get DLC of its own which added an additional 48 tracks.
* The [[UsefulNotes/Nintendo3DS [[Platform/Nintendo3DS Nintendo 3DS]] port of ''VideoGame/OutRun'' reproduces the 1986 arcade original's graphics, quirks and all, while also adding 3D effects and a widescreen mode, running at a silky-smooth 60 frames per second, twice that of the original. It also adds two new music tracks, ''Cruising Line'' and ''Camino a Mi Amor'' that so faithfully capture the sound and spirit of the three existing tracks that they could easily have been cut tracks from the original game. To round it off, there are unlockable upgrades for the car, awarded for completing each of the five endings, enhancing the speed, control and handling, as well as changing the car's paint job.



* ''[[VideoGame/SegaSuperstars Sonic & Sega All-Stars Racing]]'' on the UsefulNotes/NintendoDS used a custom engine to include most of the content of the console versions while running at a smooth framerate on the handheld, creating a faithful port that sacrifices little and provides an excellent portable alternative.

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* ''[[VideoGame/SegaSuperstars Sonic & Sega All-Stars Racing]]'' on the UsefulNotes/NintendoDS Platform/NintendoDS used a custom engine to include most of the content of the console versions while running at a smooth framerate on the handheld, creating a faithful port that sacrifices little and provides an excellent portable alternative.



** While ''Virtua Racing Deluxe'', the 32X port of ''Virtua Racing'', doesn't have graphics that are as good as the arcade original, it does have three different cars (rather than just one), and five tracks rather than three. It plays rather closely to the arcade original, and much more smoothly than the UsefulNotes/MegaDrive port. Also worth noting about ''Virtua Racing Deluxe'' is that it is one of the first console racing games to feature rendered damage on one's car.
** The ''SEGA AGES'' port on UsefulNotes/NintendoSwitch by M2 quickly gained a reputation as being the most accurate port of the game. It bumps the visuals up to 60 FPS from the original 30 while remaining [[ArcadePerfectPort faithful to the original]], has an 8-player multiplayer mode (a first for console versions of the game), and features a replay mode designed after the live feed from the arcade version.

* ''VideoGame/TestDrive'': ''Le Mans'' for the [[UsefulNotes/SegaDreamcast Dreamcast]]. [[https://planetdc.segaretro.org/games/reviews/testdrivelemans/index.html Rumor says]] the publisher only wanted a straight port of the UsefulNotes/PlayStation game, but the developers were impressed by the system and insisted on a total revamp to fully use its power.

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** While ''Virtua Racing Deluxe'', the 32X port of ''Virtua Racing'', doesn't have graphics that are as good as the arcade original, it does have three different cars (rather than just one), and five tracks rather than three. It plays rather closely to the arcade original, and much more smoothly than the UsefulNotes/MegaDrive Platform/MegaDrive port. Also worth noting about ''Virtua Racing Deluxe'' is that it is one of the first console racing games to feature rendered damage on one's car.
** The ''SEGA AGES'' port on UsefulNotes/NintendoSwitch Platform/NintendoSwitch by M2 quickly gained a reputation as being the most accurate port of the game. It bumps the visuals up to 60 FPS from the original 30 while remaining [[ArcadePerfectPort faithful to the original]], has an 8-player multiplayer mode (a first for console versions of the game), and features a replay mode designed after the live feed from the arcade version.

* ''VideoGame/TestDrive'': ''Le Mans'' for the [[UsefulNotes/SegaDreamcast [[Platform/SegaDreamcast Dreamcast]]. [[https://planetdc.segaretro.org/games/reviews/testdrivelemans/index.html Rumor says]] the publisher only wanted a straight port of the UsefulNotes/PlayStation Platform/PlayStation game, but the developers were impressed by the system and insisted on a total revamp to fully use its power.



* ''VideoGame/DragonBallZBudokai'': Despite the lack of the original soundtracks, the menus and cutscenes not being expanded to widescreen, and the exclusion of ''Budokai 2'', the UsefulNotes/PlayStation3 and UsefulNotes/Xbox360 ports of the first and third installments have been touched up pretty nicely in other areas. The graphics pop with the upgrade to HD and the framerate is increased to 60fps. ''Budokai 1'' also has a quality of life improvement, gameplay-wise, in that the second player can finally choose the "Custom" option for their chosen character's moveset in the versus mode, which was oddly left out of the original UsefulNotes/PlayStation2 and UsefulNotes/NintendoGameCube releases. The {{Updated Re|release}}-releases are also based on the original Japanese [=PS2=]/UsefulNotes/GameCube releases, which means the extra costumes in ''Budokai 3'', which were initially left out for a later re-release internationally are in the game's code and are still unlockable with the same codes as they were originally.
* ''VideoGame/VirtuaFighter'' for UsefulNotes/Sega32X, despite greatly downgraded visuals which made the characters look like they were made of wooden blocks, is considered a fan-favorite of the game, and for good reason. It retains all characters and their move sets from the arcade original, cool music very similar to the arcade edition, arcade-perfect control and features ranking and tournament modes, as well as other options not featured in other releases. This game alone is a reason to buy a [=32X=].
* The Dreamcast port of ''VideoGame/SoulCalibur''. Like ''[=SoulEdge=]'', the first ''Soulcalibur'' arcade game was based on the original UsefulNotes/PlayStation hardware, which means the [[UsefulNotes/SegaDreamcast Dreamcast]] port ended up being visually far superior to it (as in the greatest-looking console game ever at release plus its copious extra modes).
* The UsefulNotes/PlayStation2 port of ''[[VideoGame/{{Tekken}} Tekken Tag Tournament]]'', completely overhauling the System 12-based graphics and adding quite a handful of extras, including the popular side game Tekken Bowl.
* The Mega Drive/[[UsefulNotes/SegaGenesis Genesis]] version of ''VideoGame/MortalKombat1992'' may have been less impressive graphically due to the system's limited color palette, but some of the music (composed by Matt Furniss) was quite different from its arcade counterpart, and (in many people's opinion) for the better. It also had the blood code.
* Most fighting games ported to the original UsefulNotes/GameBoy tended to not play anything like their console or arcade brethren, due to choppy framerates and/or unresponsive controls because of developers trying to emulate the look of the game rather than replicating the gameplay, but some managed to stand out.
** For the GB port of ''VideoGame/KillerInstinct'', the developers obviously had gameplay in mind first and foremost; they did this by downscaling the characters enough to where you could still make distinctions on who they are without hampering the frame-rate, resulting in fluid, responsive gameplay that played very close to the original version (with the exception of a couple of cut characters and streamlined controls). It helped that the team that worked on the GB version were comprised of programmers who had worked on the arcade and [[UsefulNotes/SuperNintendoEntertainmentSystem SNES]] ports, instead of Creator/{{Nintendo}} handing the job to a third party. Hands-down to one of the best fighting games on the green-screen original GB.
** The ''VideoGame/BattleArenaToshinden'' UsefulNotes/GameBoy port is outstanding. While the main games could be seen as a failed franchise, the Game Boy port really deserves more attention, as it is easily one of the best fighting games the Game Boy has. It even managed to get the ''Ring Out'' feature on a 2D game without breaking it.

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* ''VideoGame/DragonBallZBudokai'': Despite the lack of the original soundtracks, the menus and cutscenes not being expanded to widescreen, and the exclusion of ''Budokai 2'', the UsefulNotes/PlayStation3 Platform/PlayStation3 and UsefulNotes/Xbox360 Platform/Xbox360 ports of the first and third installments have been touched up pretty nicely in other areas. The graphics pop with the upgrade to HD and the framerate is increased to 60fps. ''Budokai 1'' also has a quality of life improvement, gameplay-wise, in that the second player can finally choose the "Custom" option for their chosen character's moveset in the versus mode, which was oddly left out of the original UsefulNotes/PlayStation2 Platform/PlayStation2 and UsefulNotes/NintendoGameCube Platform/NintendoGameCube releases. The {{Updated Re|release}}-releases are also based on the original Japanese [=PS2=]/UsefulNotes/GameCube [=PS2=]/Platform/GameCube releases, which means the extra costumes in ''Budokai 3'', which were initially left out for a later re-release internationally are in the game's code and are still unlockable with the same codes as they were originally.
* ''VideoGame/VirtuaFighter'' for UsefulNotes/Sega32X, Platform/Sega32X, despite greatly downgraded visuals which made the characters look like they were made of wooden blocks, is considered a fan-favorite of the game, and for good reason. It retains all characters and their move sets from the arcade original, cool music very similar to the arcade edition, arcade-perfect control and features ranking and tournament modes, as well as other options not featured in other releases. This game alone is a reason to buy a [=32X=].
* The Dreamcast port of ''VideoGame/SoulCalibur''. Like ''[=SoulEdge=]'', the first ''Soulcalibur'' arcade game was based on the original UsefulNotes/PlayStation Platform/PlayStation hardware, which means the [[UsefulNotes/SegaDreamcast [[Platform/SegaDreamcast Dreamcast]] port ended up being visually far superior to it (as in the greatest-looking console game ever at release plus its copious extra modes).
* The UsefulNotes/PlayStation2 Platform/PlayStation2 port of ''[[VideoGame/{{Tekken}} Tekken Tag Tournament]]'', completely overhauling the System 12-based graphics and adding quite a handful of extras, including the popular side game Tekken Bowl.
* The Mega Drive/[[UsefulNotes/SegaGenesis Drive/[[Platform/SegaGenesis Genesis]] version of ''VideoGame/MortalKombat1992'' may have been less impressive graphically due to the system's limited color palette, but some of the music (composed by Matt Furniss) was quite different from its arcade counterpart, and (in many people's opinion) for the better. It also had the blood code.
* Most fighting games ported to the original UsefulNotes/GameBoy Platform/GameBoy tended to not play anything like their console or arcade brethren, due to choppy framerates and/or unresponsive controls because of developers trying to emulate the look of the game rather than replicating the gameplay, but some managed to stand out.
** For the GB port of ''VideoGame/KillerInstinct'', the developers obviously had gameplay in mind first and foremost; they did this by downscaling the characters enough to where you could still make distinctions on who they are without hampering the frame-rate, resulting in fluid, responsive gameplay that played very close to the original version (with the exception of a couple of cut characters and streamlined controls). It helped that the team that worked on the GB version were comprised of programmers who had worked on the arcade and [[UsefulNotes/SuperNintendoEntertainmentSystem [[Platform/SuperNintendoEntertainmentSystem SNES]] ports, instead of Creator/{{Nintendo}} handing the job to a third party. Hands-down to one of the best fighting games on the green-screen original GB.
** The ''VideoGame/BattleArenaToshinden'' UsefulNotes/GameBoy Platform/GameBoy port is outstanding. While the main games could be seen as a failed franchise, the Game Boy port really deserves more attention, as it is easily one of the best fighting games the Game Boy has. It even managed to get the ''Ring Out'' feature on a 2D game without breaking it.



** A minor example is the [[UsefulNotes/SuperNintendoEntertainmentSystem SNES]] version of the first ''VideoGame/StreetFighterII''. Although the character sprites were smaller and less animated, they kept the controls just as tight, and were even able to add the MirrorMatch and alternate colors of ''Champion Edition'' through a cheat code. Some of the ending artwork were also improved, most notably Eliza (Ken's girlfriend) actually resembles a human being for once, alongside fixing a few additional tidbits (such as correcting Chun-Li and M. Bison's [[OffModel miscolored character portraits]], and giving Blanka an unique DeathCryEcho).

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** A minor example is the [[UsefulNotes/SuperNintendoEntertainmentSystem [[Platform/SuperNintendoEntertainmentSystem SNES]] version of the first ''VideoGame/StreetFighterII''. Although the character sprites were smaller and less animated, they kept the controls just as tight, and were even able to add the MirrorMatch and alternate colors of ''Champion Edition'' through a cheat code. Some of the ending artwork were also improved, most notably Eliza (Ken's girlfriend) actually resembles a human being for once, alongside fixing a few additional tidbits (such as correcting Chun-Li and M. Bison's [[OffModel miscolored character portraits]], and giving Blanka an unique DeathCryEcho).



** While the UsefulNotes/PlayStation ports of the original ''VideoGame/StreetFighterAlpha'', ''Alpha 2'' and ''Alpha 2 Gold'' were pretty solid, they never bothered adding much in the way of extra content, outside from the usual additions of Versus and Practice modes and they tended to pale in comparison to their UsefulNotes/SegaSaturn counterparts, which were more accurate thanks to the console's extra RAM. For the [=PS1=] port of ''Alpha 3'', Creator/{{Capcom}} went the extra mile by also adding new characters to the arcade version's roster (bringing back Guile, Fei-Long, T. Hawk and Dee-Jay) and adding a World Tour mode that allowed player to customize their favorite character and save them to a memory card. The Saturn version wouldn't be released until a bit later, while it certainly surpassed the [=PS=] port thanks to its use of the 4-Megabyte Extended RAM cartridge, it came out during the Saturn's dying days [[NoExportForYou and was only released in Japan]], making it much rarer.
** The UsefulNotes/PS4 version of ''[[VideoGame/StreetFighterIV Ultra Street Fighter IV]]'' started life as a PortingDisaster, but as of Patch 1.04, it got elevated to this status, having all the positives of the UsefulNotes/{{Xbox 360}} version and running like the PC version on the highest settings. It even eclipsed said Xbox 360 version in the tournament scene.
* The [[UsefulNotes/SegaDreamcast Dreamcast]] port of ''VideoGame/MarvelVsCapcomClashOfTheSuperheroes''. It was a full and complete port of the arcade original, with all the animation, characters, endings, codes, and gameplay intact. As far as game modes, it only adds training and survival, but has a number of small, somewhat subtle additions that really add up. Primarily the fact that by fighting the secret characters in the arcade mode, you can unlock them for use without the rather complex codes from the arcade (which still work here, by the way). Unlocking them all allows the player to actually use Onslaught in a separate game mode--thus giving players the chance to use him while keeping him out of the game proper. The only thing missing is the UsefulNotes/PlayStation version's 'secret' Franchise/MegaMan with the Magnetic Shockwave.

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** While the UsefulNotes/PlayStation Platform/PlayStation ports of the original ''VideoGame/StreetFighterAlpha'', ''Alpha 2'' and ''Alpha 2 Gold'' were pretty solid, they never bothered adding much in the way of extra content, outside from the usual additions of Versus and Practice modes and they tended to pale in comparison to their UsefulNotes/SegaSaturn Platform/SegaSaturn counterparts, which were more accurate thanks to the console's extra RAM. For the [=PS1=] port of ''Alpha 3'', Creator/{{Capcom}} went the extra mile by also adding new characters to the arcade version's roster (bringing back Guile, Fei-Long, T. Hawk and Dee-Jay) and adding a World Tour mode that allowed player to customize their favorite character and save them to a memory card. The Saturn version wouldn't be released until a bit later, while it certainly surpassed the [=PS=] port thanks to its use of the 4-Megabyte Extended RAM cartridge, it came out during the Saturn's dying days [[NoExportForYou and was only released in Japan]], making it much rarer.
** The UsefulNotes/PS4 Platform/PS4 version of ''[[VideoGame/StreetFighterIV Ultra Street Fighter IV]]'' started life as a PortingDisaster, but as of Patch 1.04, it got elevated to this status, having all the positives of the UsefulNotes/{{Xbox Platform/{{Xbox 360}} version and running like the PC version on the highest settings. It even eclipsed said Xbox 360 version in the tournament scene.
* The [[UsefulNotes/SegaDreamcast [[Platform/SegaDreamcast Dreamcast]] port of ''VideoGame/MarvelVsCapcomClashOfTheSuperheroes''. It was a full and complete port of the arcade original, with all the animation, characters, endings, codes, and gameplay intact. As far as game modes, it only adds training and survival, but has a number of small, somewhat subtle additions that really add up. Primarily the fact that by fighting the secret characters in the arcade mode, you can unlock them for use without the rather complex codes from the arcade (which still work here, by the way). Unlocking them all allows the player to actually use Onslaught in a separate game mode--thus giving players the chance to use him while keeping him out of the game proper. The only thing missing is the UsefulNotes/PlayStation Platform/PlayStation version's 'secret' Franchise/MegaMan with the Magnetic Shockwave.



** The UsefulNotes/{{Xbox 360}} port of ''Virtual-ON: Oratorio Tangram Ver.5.66'' has optional HD visuals, tutorials for beginners, and the default control scheme works quite well with the Xbox 360 controller. It also has online play through Xbox LIVE and the color edit feature seen in the Dreamcast version.
** The UsefulNotes/PlayStation2 port of ''Virtual-ON: Operation Moongate'' has updated visuals and runs more fluidly than the original (up until the Japan-only HD re-release), improved sound quality, and added a slew of extra modes to play around with, including one where you can play as [[SuperDeformed chibi versions]] of the Virtuaroids and play as the final boss. Sadly, [[NoExportForYou nobody outside of Japan got this version]].
* The UsefulNotes/PlayStation version of ''[[VideoGame/PsychicForce Psychic Force 2012]]'', titled ''Psychic Force 2'', despite having downgraded visuals from the arcade and Dreamcast version, it features new modes to play around with, including a Psy Expand mode that features RPGElements that allows players to customize each characters' moveset, and restored Sonia, Brad, and Genma as playable characters. Like the [=PlayStation=] port of its predecessor, ''Psychic Force 2012'' also got an AnimeThemeSong [[https://www.youtube.com/watch?v=5MwMaBkbKDc opening]] by Hironobu Kageyama, one of Music/JAMProject's founding members. Although never released in North America, it did however see an English release in PAL territories.

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** The UsefulNotes/{{Xbox Platform/{{Xbox 360}} port of ''Virtual-ON: Oratorio Tangram Ver.5.66'' has optional HD visuals, tutorials for beginners, and the default control scheme works quite well with the Xbox 360 controller. It also has online play through Xbox LIVE and the color edit feature seen in the Dreamcast version.
** The UsefulNotes/PlayStation2 Platform/PlayStation2 port of ''Virtual-ON: Operation Moongate'' has updated visuals and runs more fluidly than the original (up until the Japan-only HD re-release), improved sound quality, and added a slew of extra modes to play around with, including one where you can play as [[SuperDeformed chibi versions]] of the Virtuaroids and play as the final boss. Sadly, [[NoExportForYou nobody outside of Japan got this version]].
* The UsefulNotes/PlayStation Platform/PlayStation version of ''[[VideoGame/PsychicForce Psychic Force 2012]]'', titled ''Psychic Force 2'', despite having downgraded visuals from the arcade and Dreamcast version, it features new modes to play around with, including a Psy Expand mode that features RPGElements that allows players to customize each characters' moveset, and restored Sonia, Brad, and Genma as playable characters. Like the [=PlayStation=] port of its predecessor, ''Psychic Force 2012'' also got an AnimeThemeSong [[https://www.youtube.com/watch?v=5MwMaBkbKDc opening]] by Hironobu Kageyama, one of Music/JAMProject's founding members. Although never released in North America, it did however see an English release in PAL territories.



* ''VideoGame/RivalSchools''[='=] UsefulNotes/PlayStation port came in two disks, both of them with two new characters, extra costumes and Training Mode: while the first one is a fully-voiced ArcadePerfectPort, the "Evolution" CD contains a rebalanced moveset, extra fighting modes, various school-themed minigames, unlockable extras, and most importantly a [[BadExportForYou Japanese-exclusive]] VisualNovel mode interlinked with a [[CharacterCustomization character creation]] mode (at the expense of the normal disc's story mode)[[note]]NA/EU versions didn't translate the Visual Novel mode - to compensate, they added a bunch of premade edit characters[[/note]]. The port's extras were popular enough in their homeland to create a [[NoExportForYou Japan-exclusive sequel]] which expanded the extra disc's features.

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* ''VideoGame/RivalSchools''[='=] UsefulNotes/PlayStation Platform/PlayStation port came in two disks, both of them with two new characters, extra costumes and Training Mode: while the first one is a fully-voiced ArcadePerfectPort, the "Evolution" CD contains a rebalanced moveset, extra fighting modes, various school-themed minigames, unlockable extras, and most importantly a [[BadExportForYou Japanese-exclusive]] VisualNovel mode interlinked with a [[CharacterCustomization character creation]] mode (at the expense of the normal disc's story mode)[[note]]NA/EU versions didn't translate the Visual Novel mode - to compensate, they added a bunch of premade edit characters[[/note]]. The port's extras were popular enough in their homeland to create a [[NoExportForYou Japan-exclusive sequel]] which expanded the extra disc's features.



*** The [[UsefulNotes/SegaSaturn Saturn]] port was surprisingly competent considering the Saturn's notorious handicap with 3D, featuring all of the content of the original version and much more accurate level geometry than the concurrent Nintendo 64 port. It also has four secret levels not found in any other versions. Part of what makes it such a good port is that it's not even using the original ''Quake'' [[UsefulNotes/GameEngine engine]] - the game was actually based on Lobotomy Software's own Slavedriver engine, also used in ''VideoGame/PowerSlave'' and the ''VideoGame/DukeNukem 3D'' port, which could take proper advantage of the Saturn's specs.

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*** The [[UsefulNotes/SegaSaturn [[Platform/SegaSaturn Saturn]] port was surprisingly competent considering the Saturn's notorious handicap with 3D, featuring all of the content of the original version and much more accurate level geometry than the concurrent Nintendo 64 port. It also has four secret levels not found in any other versions. Part of what makes it such a good port is that it's not even using the original ''Quake'' [[UsefulNotes/GameEngine engine]] - the game was actually based on Lobotomy Software's own Slavedriver engine, also used in ''VideoGame/PowerSlave'' and the ''VideoGame/DukeNukem 3D'' port, which could take proper advantage of the Saturn's specs.



*** The UsefulNotes/PlayStation version. Some features (such as the inventory system and only being able to save at checkpoints, contrary to the PC version where you could save at anytime), enemies (Mutant and Technician), and many levels are missing due to the limitations of the console, yet at the same time it had its fair share of unique content to make up for this (mainly visual effects such as lens flares, shadows, and enemies glowing red when hit by the Hyperblaster). Also in particular there are more Strogg types: the [[BossInMookClothing twin-railgun Arachnid]] and [[spoiler:the giant Guardian, a foe ''physically bigger than [[BigBad Makron's]] [[PoweredArmor Jorg Suit]]'', which holds the Anti-Matter Bomb you need to destroy the Gravity Booster)]].
*** The somewhat-obscure UsefulNotes/Xbox360 port that came packed in with ''VideoGame/QuakeIV'' is an unexpected surprise, in that it's a fully functioning 60FPS 1080p port of ''Quake II'' and the first console one to ever achieve such a feat with a totally stable performance while packing in a fully-functional 4-player splitscreen for both co-op and deathmatch. It even predates the 360 being able to run 1080p games natively by several years, making it one of if not ''the'' first proper HD remaster of a game historically.

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*** The UsefulNotes/PlayStation Platform/PlayStation version. Some features (such as the inventory system and only being able to save at checkpoints, contrary to the PC version where you could save at anytime), enemies (Mutant and Technician), and many levels are missing due to the limitations of the console, yet at the same time it had its fair share of unique content to make up for this (mainly visual effects such as lens flares, shadows, and enemies glowing red when hit by the Hyperblaster). Also in particular there are more Strogg types: the [[BossInMookClothing twin-railgun Arachnid]] and [[spoiler:the giant Guardian, a foe ''physically bigger than [[BigBad Makron's]] [[PoweredArmor Jorg Suit]]'', which holds the Anti-Matter Bomb you need to destroy the Gravity Booster)]].
*** The somewhat-obscure UsefulNotes/Xbox360 Platform/Xbox360 port that came packed in with ''VideoGame/QuakeIV'' is an unexpected surprise, in that it's a fully functioning 60FPS 1080p port of ''Quake II'' and the first console one to ever achieve such a feat with a totally stable performance while packing in a fully-functional 4-player splitscreen for both co-op and deathmatch. It even predates the 360 being able to run 1080p games natively by several years, making it one of if not ''the'' first proper HD remaster of a game historically.



* The somewhat odd UsefulNotes/{{Xbox}} port of ''VideoGame/HalfLife2''. The game takes a major hit to resolution and framerate, but the gameplay is completely intact and feature-complete, and the actual graphics are of a very similar level of fidelity to the PC version. Regardless of the sacrifices made, it's still held up as a very impressive backporting of a technically-demanding game.
* ''The Orange Box'' for Xbox 360 did this to ''VideoGame/HalfLife2'' and ''Episode One'', bringing the graphical improvements of the shiny new engine to their old games without a hitch. This was the same case for the UsefulNotes/PlayStation2 version of ''[[VideoGame/HalfLife1 Half-Life]]'', with higher resolution models, an entirely new story mode designed for co-op called Decay, a helpful targeting system, [[spoiler:the ability to play as a Vortigaunt]] and a two-player deathmatch mode with most of the original maps.

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* The somewhat odd UsefulNotes/{{Xbox}} Platform/{{Xbox}} port of ''VideoGame/HalfLife2''. The game takes a major hit to resolution and framerate, but the gameplay is completely intact and feature-complete, and the actual graphics are of a very similar level of fidelity to the PC version. Regardless of the sacrifices made, it's still held up as a very impressive backporting of a technically-demanding game.
* ''The Orange Box'' for Xbox 360 did this to ''VideoGame/HalfLife2'' and ''Episode One'', bringing the graphical improvements of the shiny new engine to their old games without a hitch. This was the same case for the UsefulNotes/PlayStation2 Platform/PlayStation2 version of ''[[VideoGame/HalfLife1 Half-Life]]'', with higher resolution models, an entirely new story mode designed for co-op called Decay, a helpful targeting system, [[spoiler:the ability to play as a Vortigaunt]] and a two-player deathmatch mode with most of the original maps.



** While the UsefulNotes/NintendoSwitch version of ''VideoGame/Doom2016'' isn't as technically proficient as the other versions due to the weaker hardware, with it having been downgraded from 60FPS at 1080p to 30FPS at 720p, the game still runs a lot better than one would expect it on the system, and it has all of the DLC. The only content that was cut was the Snapmap feature. Most reviews already hail it as a solid version of the game. The same can be said about ''VideoGame/DoomEternal'', even if it didn't benefit a cartridge release.

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** While the UsefulNotes/NintendoSwitch Platform/NintendoSwitch version of ''VideoGame/Doom2016'' isn't as technically proficient as the other versions due to the weaker hardware, with it having been downgraded from 60FPS at 1080p to 30FPS at 720p, the game still runs a lot better than one would expect it on the system, and it has all of the DLC. The only content that was cut was the Snapmap feature. Most reviews already hail it as a solid version of the game. The same can be said about ''VideoGame/DoomEternal'', even if it didn't benefit a cartridge release.



* The UsefulNotes/Xbox360 remake of ''VideoGame/PerfectDark'' is a substantial upgrade to the original UsefulNotes/Nintendo64 game. Not only does the remake have an HD veneer with a consistently smooth frame rate, the game's multiplayer components include online play and weapons from ''VideoGame/GoldenEye1997''.

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* The UsefulNotes/Xbox360 Platform/Xbox360 remake of ''VideoGame/PerfectDark'' is a substantial upgrade to the original UsefulNotes/Nintendo64 Platform/Nintendo64 game. Not only does the remake have an HD veneer with a consistently smooth frame rate, the game's multiplayer components include online play and weapons from ''VideoGame/GoldenEye1997''.



%%* The UsefulNotes/Playstation3 version of the game is widely regarded as one of the finest PC-to-Console ports that has ever existed. Even though the game is capped at 30 FPS, it still contains the same amount of features as the PC version. To top it all? ''It has official third-party mod support'', which means that all of the customization that is possible in the PC version is also possible on the [=PS3=] version.
* The UsefulNotes/{{Xbox}} ''VideoGame/SeriousSam'' bundles ''VideoGame/SeriousSamTheFirstEncounter'' and ''VideoGame/SeriousSamTheSecondEncounter'' together and features improved enemy and weapon models (with the upgraded weapon being enough of an improvement that they were used as the basis for the ''HD'' remake rather than the original PC assets), new humorous cutscenes, the chainsaw and Serious Bomb being added to the ''First Encounter'' levels (with the flamethrower and sniper rifle also being usable through a cheat code) and new or shuffled set pieces (due to some levels being split in two due to memory limitations) which arguably made for better pacing.

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%%* The UsefulNotes/Playstation3 Platform/Playstation3 version of the game is widely regarded as one of the finest PC-to-Console ports that has ever existed. Even though the game is capped at 30 FPS, it still contains the same amount of features as the PC version. To top it all? ''It has official third-party mod support'', which means that all of the customization that is possible in the PC version is also possible on the [=PS3=] version.
* The UsefulNotes/{{Xbox}} Platform/{{Xbox}} ''VideoGame/SeriousSam'' bundles ''VideoGame/SeriousSamTheFirstEncounter'' and ''VideoGame/SeriousSamTheSecondEncounter'' together and features improved enemy and weapon models (with the upgraded weapon being enough of an improvement that they were used as the basis for the ''HD'' remake rather than the original PC assets), new humorous cutscenes, the chainsaw and Serious Bomb being added to the ''First Encounter'' levels (with the flamethrower and sniper rifle also being usable through a cheat code) and new or shuffled set pieces (due to some levels being split in two due to memory limitations) which arguably made for better pacing.



** The [[UsefulNotes/SegaGenesis Mega Drive/Genesis]] port of ''VideoGame/{{Lemmings}}'' arguably has a much more exciting soundtrack than the UsefulNotes/{{Amiga}} original.

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** The [[UsefulNotes/SegaGenesis [[Platform/SegaGenesis Mega Drive/Genesis]] port of ''VideoGame/{{Lemmings}}'' arguably has a much more exciting soundtrack than the UsefulNotes/{{Amiga}} Platform/{{Amiga}} original.



** The UsefulNotes/GameBoy port of ''VideoGame/BombJack'' definitely qualifies. (Although the music is switched off by default for some crazy reason.)
** In ''[[VideoGame/MontyMole Monty on the Run]]'', the memorable theme by Robin Hubbard was added to the UsefulNotes/{{Commodore 64}} and UsefulNotes/AmstradCPC versions; the UsefulNotes/ZXSpectrum original was a 48K game with no music during gameplay.

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** The UsefulNotes/GameBoy Platform/GameBoy port of ''VideoGame/BombJack'' definitely qualifies. (Although the music is switched off by default for some crazy reason.)
** In ''[[VideoGame/MontyMole Monty on the Run]]'', the memorable theme by Robin Hubbard was added to the UsefulNotes/{{Commodore Platform/{{Commodore 64}} and UsefulNotes/AmstradCPC Platform/AmstradCPC versions; the UsefulNotes/ZXSpectrum Platform/ZXSpectrum original was a 48K game with no music during gameplay.



** ''VideoGame/MegaManTheWilyWars'' for the UsefulNotes/SegaGenesis took the original three NES games, updated them with 16-bit graphics and sound, beefed up the difficulty, added a save feature for all three of the games, and, as a bonus, added an all-new game, ''Wily Tower'', as an unlockable. It later received a limited edition re-print by Retro-Bit for North America in 2022 [[RegionalBonus that also ironed out]] some of the frame-rate issues that occurred in the Japanese release.
** The ''Complete Works'' series of enhanced ports for the UsefulNotes/{{PlayStation}} took the first six NES games and not only gave players the ability to play the original versions of these games for those who missed out on these games the first time around, but also featured a new Navi Mode which gave these games remixed music, real-time weapon switching instead of having to use the pause menu to switch out weapons, a Mission Mode that rewards players with items to power-up Mega Man, selectable difficulty levels, a huge database of characters and enemies featured in each game, memory card saves as well as passwords, a revised HUD and menu system, and a hint system to help newcomers. These ports also fixed the slowdown and sprite-flickering that occurred in the original NES versions of these games. Those with a [=PocketStation=] can play mini-games on it to power up Mega Man's ''and'' the Robot Masters' stats to make them even stronger. Unfortunately, these ports never got a release outside of Japan until 2011 when they were re-released digitally for [=PS3=] in North America but only for the first four games (getting ''5'' and ''6'' will require going through some hoops to import them) which are untranslated. Although the ''Mega Man Anniversary Collection'' ([=PS2=], GC, Xbox) has a few of the features of the ''Complete Works'' series as well as including other games from the series, each of version of this collection has porting problems of their own and misses many of the extra features, and the later ''Mega Man Legacy Collection'' ([=PS4=], XO, [=3DS=], NS, PC) only contains the original NES version of these games and not their enhanced Navi Mode but it later received an update to include a rewind feature to undo mistakes and a Turbo CPU mode to fix some the slowdowns.

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** ''VideoGame/MegaManTheWilyWars'' for the UsefulNotes/SegaGenesis Platform/SegaGenesis took the original three NES games, updated them with 16-bit graphics and sound, beefed up the difficulty, added a save feature for all three of the games, and, as a bonus, added an all-new game, ''Wily Tower'', as an unlockable. It later received a limited edition re-print by Retro-Bit for North America in 2022 [[RegionalBonus that also ironed out]] some of the frame-rate issues that occurred in the Japanese release.
** The ''Complete Works'' series of enhanced ports for the UsefulNotes/{{PlayStation}} Platform/{{PlayStation}} took the first six NES games and not only gave players the ability to play the original versions of these games for those who missed out on these games the first time around, but also featured a new Navi Mode which gave these games remixed music, real-time weapon switching instead of having to use the pause menu to switch out weapons, a Mission Mode that rewards players with items to power-up Mega Man, selectable difficulty levels, a huge database of characters and enemies featured in each game, memory card saves as well as passwords, a revised HUD and menu system, and a hint system to help newcomers. These ports also fixed the slowdown and sprite-flickering that occurred in the original NES versions of these games. Those with a [=PocketStation=] can play mini-games on it to power up Mega Man's ''and'' the Robot Masters' stats to make them even stronger. Unfortunately, these ports never got a release outside of Japan until 2011 when they were re-released digitally for [=PS3=] in North America but only for the first four games (getting ''5'' and ''6'' will require going through some hoops to import them) which are untranslated. Although the ''Mega Man Anniversary Collection'' ([=PS2=], GC, Xbox) has a few of the features of the ''Complete Works'' series as well as including other games from the series, each of version of this collection has porting problems of their own and misses many of the extra features, and the later ''Mega Man Legacy Collection'' ([=PS4=], XO, [=3DS=], NS, PC) only contains the original NES version of these games and not their enhanced Navi Mode but it later received an update to include a rewind feature to undo mistakes and a Turbo CPU mode to fix some the slowdowns.



** The UsefulNotes/PlayStation, UsefulNotes/SegaSaturn, and PC ports of ''VideoGame/MegaManX3'' enhanced the game with CD-quality renditions of the game's music, a save feature, and anime cutscenes sandwiched in-between. The only issue was the addition of loading times, which were eradicated in the ''X Collection'' port of ''X3''.

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** The UsefulNotes/PlayStation, UsefulNotes/SegaSaturn, Platform/PlayStation, Platform/SegaSaturn, and PC ports of ''VideoGame/MegaManX3'' enhanced the game with CD-quality renditions of the game's music, a save feature, and anime cutscenes sandwiched in-between. The only issue was the addition of loading times, which were eradicated in the ''X Collection'' port of ''X3''.



* ''VideoGame/SpyroEnterTheDragonfly'' was a disaster on the UsefulNotes/PlayStation2 (painfully slow frame rates/loading sequences, game-breaking glitches, etc.), but the developers fixed most of the technical issues when porting to the [=GameCube=].
* ''VideoGame/CrashBandicootTheWrathOfCortex'' was let down by [[LoadsAndLoadsOfLoading ridiculous loading times]] on the [=PlayStation=] 2. The [=GameCube=] and UsefulNotes/{{Xbox}} versions cut them significantly. The Xbox port also adds a few graphical and sound enhancements such as fur textures for Crash and Coco and properly looped music while the [=GameCube=] port has GBA connectivity to unlock an extra mini-game. The only drawbacks are that both versions lack the original track for Medieval Madness for some reason (playing The Gauntlet's theme instead), and the GCN port in particular has a few graphical glitches. Some time later, the [=PlayStation=] 2 version itself had the loading times shortened for its Greatest Hits/Platinum release, as well.

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* ''VideoGame/SpyroEnterTheDragonfly'' was a disaster on the UsefulNotes/PlayStation2 Platform/PlayStation2 (painfully slow frame rates/loading sequences, game-breaking glitches, etc.), but the developers fixed most of the technical issues when porting to the [=GameCube=].
* ''VideoGame/CrashBandicootTheWrathOfCortex'' was let down by [[LoadsAndLoadsOfLoading ridiculous loading times]] on the [=PlayStation=] 2. The [=GameCube=] and UsefulNotes/{{Xbox}} Platform/{{Xbox}} versions cut them significantly. The Xbox port also adds a few graphical and sound enhancements such as fur textures for Crash and Coco and properly looped music while the [=GameCube=] port has GBA connectivity to unlock an extra mini-game. The only drawbacks are that both versions lack the original track for Medieval Madness for some reason (playing The Gauntlet's theme instead), and the GCN port in particular has a few graphical glitches. Some time later, the [=PlayStation=] 2 version itself had the loading times shortened for its Greatest Hits/Platinum release, as well.



** The UsefulNotes/PC98 version, though a straight port, was such a graphical improvement that Jordan Mechner was impressed. Most subsequent ports would follow it in putting a turban and vest on the Prince's sprite and making the LifeMeter a row of potions instead of a row of triangles.

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** The UsefulNotes/PC98 Platform/PC98 version, though a straight port, was such a graphical improvement that Jordan Mechner was impressed. Most subsequent ports would follow it in putting a turban and vest on the Prince's sprite and making the LifeMeter a row of potions instead of a row of triangles.



* ''VideoGame/{{Valis}}: The Legend of a Fantasm Soldier'' for the [[UsefulNotes/TurboGrafx16 PC Engine Super CD]] was a remake of the original game that had been remade for the [[UsefulNotes/SegaGenesis Mega Drive]] not long before. Not only does the PC Engine version have longer cutscenes and better colors, it avoids the hit detection and frame rate problems that plagued the Mega Drive version.

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* ''VideoGame/{{Valis}}: The Legend of a Fantasm Soldier'' for the [[UsefulNotes/TurboGrafx16 [[Platform/TurboGrafx16 PC Engine Super CD]] was a remake of the original game that had been remade for the [[UsefulNotes/SegaGenesis [[Platform/SegaGenesis Mega Drive]] not long before. Not only does the PC Engine version have longer cutscenes and better colors, it avoids the hit detection and frame rate problems that plagued the Mega Drive version.



** In lieu of the PC ports, there's also the UsefulNotes/SegaCD-exclusive ''Earthworm Jim: Special Edition'', with Red Book audio for the music, much smoother animations than in the SNES port, and the most levels you'll find of any console version of the game, including the exclusive "Big Bruty" level.

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** In lieu of the PC ports, there's also the UsefulNotes/SegaCD-exclusive Platform/SegaCD-exclusive ''Earthworm Jim: Special Edition'', with Red Book audio for the music, much smoother animations than in the SNES port, and the most levels you'll find of any console version of the game, including the exclusive "Big Bruty" level.



** Likewise, ''VideoGame/SonicTheHedgehogCD'' got a similar treatment for its 2011 digital release on Xbox 360, [=PS3=], Steam, and mobile devices. The heavily compressed, 64-color animated cutscenes from the UsefulNotes/SegaCD original were replaced with their full versions, it uses a brand new engine made by Christian "Taxman" Whitehead (which would also later be used for the mobile ports of the first two ''Sonic'' games) that fixed numerous bugs from the original version, features Tails as an unlockable playable character, an option to use the Genesis-style spin dash, and also an option to choose between American and Japanese soundtracks.
** ''VideoGame/SonicAdventure'' and ''VideoGame/SonicAdventure2'' were ported to the Nintendo [=GameCube=] as ''Sonic Adventure DX: Director's Cut'' and ''Sonic Adventure 2: Battle''. ''Sonic Adventure DX'' was given a graphical overhaul with 60 FPS gameplay, had bonus missions added, carried over some of the improvements for the Chao Garden from its sequel, and included the ability to unlock the twelve UsefulNotes/GameGear ''Sonic the Hedgehog'' games, as well as the ability to play as Metal Sonic in Sonic's stages for [[HundredPercentCompletion completing the game 100%]]. ''Sonic Adventure 2: Battle'' received some visual changes, tweaked the treasure hunting stages to have a "!" appear over Knuckles' and Rouge's heads when near treasure, revamped the the 2P Battle mode and it plays at 60 FPS instead of 30, added new features to the Chao Garden. ''Sonic Adventure DX''[='=]s and ''Sonic Adventure 2: Battle''[='=]s later console and PC ports, however, introduced more issues with each port, such as removing the unlockable Game Gear games in ''DX'' or introducing various errors for the cutscenes in ''Battle'', among other issues.

to:

** Likewise, ''VideoGame/SonicTheHedgehogCD'' got a similar treatment for its 2011 digital release on Xbox 360, [=PS3=], Steam, and mobile devices. The heavily compressed, 64-color animated cutscenes from the UsefulNotes/SegaCD Platform/SegaCD original were replaced with their full versions, it uses a brand new engine made by Christian "Taxman" Whitehead (which would also later be used for the mobile ports of the first two ''Sonic'' games) that fixed numerous bugs from the original version, features Tails as an unlockable playable character, an option to use the Genesis-style spin dash, and also an option to choose between American and Japanese soundtracks.
** ''VideoGame/SonicAdventure'' and ''VideoGame/SonicAdventure2'' were ported to the Nintendo [=GameCube=] as ''Sonic Adventure DX: Director's Cut'' and ''Sonic Adventure 2: Battle''. ''Sonic Adventure DX'' was given a graphical overhaul with 60 FPS gameplay, had bonus missions added, carried over some of the improvements for the Chao Garden from its sequel, and included the ability to unlock the twelve UsefulNotes/GameGear Platform/GameGear ''Sonic the Hedgehog'' games, as well as the ability to play as Metal Sonic in Sonic's stages for [[HundredPercentCompletion completing the game 100%]]. ''Sonic Adventure 2: Battle'' received some visual changes, tweaked the treasure hunting stages to have a "!" appear over Knuckles' and Rouge's heads when near treasure, revamped the the 2P Battle mode and it plays at 60 FPS instead of 30, added new features to the Chao Garden. ''Sonic Adventure DX''[='=]s and ''Sonic Adventure 2: Battle''[='=]s later console and PC ports, however, introduced more issues with each port, such as removing the unlockable Game Gear games in ''DX'' or introducing various errors for the cutscenes in ''Battle'', among other issues.



* ''VideoGame/{{Turrican}}'', as originally created by Manfred Trenz for the UsefulNotes/{{Commodore 64}}, didn't have much of a soundtrack, since most levels took up too much memory to allow for music. It was the UsefulNotes/{{Amiga}} port, with enhanced graphics and a new soundtrack by Chris Huelsbeck, that made the game legendary. (''Turrican II'' for the Amiga was developed alongside Trenz's [=C64=] version, and was actually released first.)
* The [=PlayStation=] version of ''VideoGame/MickeyMania'', entitled ''Mickey's Wild Adventure'', took the UsefulNotes/SegaCD version, greatly enhanced the graphics, [[NintendoHard amped up the difficulty]], and added another new stage, this one having Mickey escaping from a pursuing Willie the Giant.

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* ''VideoGame/{{Turrican}}'', as originally created by Manfred Trenz for the UsefulNotes/{{Commodore Platform/{{Commodore 64}}, didn't have much of a soundtrack, since most levels took up too much memory to allow for music. It was the UsefulNotes/{{Amiga}} Platform/{{Amiga}} port, with enhanced graphics and a new soundtrack by Chris Huelsbeck, that made the game legendary. (''Turrican II'' for the Amiga was developed alongside Trenz's [=C64=] version, and was actually released first.)
* The [=PlayStation=] version of ''VideoGame/MickeyMania'', entitled ''Mickey's Wild Adventure'', took the UsefulNotes/SegaCD Platform/SegaCD version, greatly enhanced the graphics, [[NintendoHard amped up the difficulty]], and added another new stage, this one having Mickey escaping from a pursuing Willie the Giant.



* Logistics surrounding how the release was handled aside, the UsefulNotes/NintendoSwitch version of ''VideoGame/DonkeyKongCountryTropicalFreeze'' is the definitive way to play the game, thanks to 1080p visuals and significantly improved load times. The new Funky Mode added to lower the difficulty also helps players frustrated by the difficulty enjoy the game more, but the technical improvements alone make it qualify for this.

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* Logistics surrounding how the release was handled aside, the UsefulNotes/NintendoSwitch Platform/NintendoSwitch version of ''VideoGame/DonkeyKongCountryTropicalFreeze'' is the definitive way to play the game, thanks to 1080p visuals and significantly improved load times. The new Funky Mode added to lower the difficulty also helps players frustrated by the difficulty enjoy the game more, but the technical improvements alone make it qualify for this.



* ''VideoGame/PacLand'' for the UsefulNotes/TurboGrafx16 was an ArcadePerfectPort of the arcade original, but also adds "Coffee Break" cutscenes similar to the original ''Pac-Man'' games, a level select, a togglable control scheme (choose from either the arcade "buttons to move" scheme or a modern "D-Pad to move" scheme) and an actual (albeit [[AWinnerIsYou basic]]) ending.

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* ''VideoGame/PacLand'' for the UsefulNotes/TurboGrafx16 Platform/TurboGrafx16 was an ArcadePerfectPort of the arcade original, but also adds "Coffee Break" cutscenes similar to the original ''Pac-Man'' games, a level select, a togglable control scheme (choose from either the arcade "buttons to move" scheme or a modern "D-Pad to move" scheme) and an actual (albeit [[AWinnerIsYou basic]]) ending.



* ''VideoGame/TheHouseOfTheDeadOverkill: Extended Cut'' for the UsefulNotes/PlayStation3 includes tons of bonus content, such as new chapters focusing on [[EnsembleDarkhorse Varla Guns]], a Hard Mode, a swear-censoring option, and lots more. Meanwhile, the PC version ''The Typing of the Dead: Overkill'' gets a typing mode as the primary highlight and the actual title of the game (as odd as it sounds, but since The House of the Dead 2 it exists, although as separate game package unlike Overkill) as well as the extended cut of the game playable by mouse.

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* ''VideoGame/TheHouseOfTheDeadOverkill: Extended Cut'' for the UsefulNotes/PlayStation3 Platform/PlayStation3 includes tons of bonus content, such as new chapters focusing on [[EnsembleDarkhorse Varla Guns]], a Hard Mode, a swear-censoring option, and lots more. Meanwhile, the PC version ''The Typing of the Dead: Overkill'' gets a typing mode as the primary highlight and the actual title of the game (as odd as it sounds, but since The House of the Dead 2 it exists, although as separate game package unlike Overkill) as well as the extended cut of the game playable by mouse.



** The UsefulNotes/PlayStation2 port raises the gameplay framerate to 60. The [[NoExportForYou Japanese]] market additionally got a Trance Vibrator accessory that allows players to further immerse themselves in the music.
** The ''Rez HD'' port on UsefulNotes/XboxLiveArcade raises the resolution to 720p and adds online leaderboards. While it doesn't support the original Trance Vibrator, it makes up for it by allowing the player to use up to three extra controllers for Trance Vibration.
** The ''Rez Infinite'' port on UsefulNotes/PlayStation4 goes up to 4K, improves textures, adds a new Area X mode, and last but not least, supports VR, taking the one-of-a-kind game experience to a whole new level.
** ''Infinite'' for Windows via UsefulNotes/{{Steam}} has everything the [=PS4=] version offers (with Steam VR and Oculus VR taking the place of PSVR), but most of all, it re-introduces mouse control support, [[UnderusedGameMechanic something that had only been previously seen in the original Dreamcast game]].
* The Sega Ages port of ''VideoGame/AfterBurner II'' for the UsefulNotes/SegaSaturn was essentially arcade perfect on both the gameplay and graphic front, and made great use of the Mission Stick controller. While it did not feature extra content, the port feature multiple useful quality-of-life options (such as being able to map the [[ScrappyMechanic barrel roll]] to a button to avoid triggering it by accident when playing on a stock controller) and featured the cool bonus of being able to listen to the soundtrack of the obscure first ''After Burner'' in addition to the better-known ''After Burner II'' soundtrack.

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** The UsefulNotes/PlayStation2 Platform/PlayStation2 port raises the gameplay framerate to 60. The [[NoExportForYou Japanese]] market additionally got a Trance Vibrator accessory that allows players to further immerse themselves in the music.
** The ''Rez HD'' port on UsefulNotes/XboxLiveArcade Platform/XboxLiveArcade raises the resolution to 720p and adds online leaderboards. While it doesn't support the original Trance Vibrator, it makes up for it by allowing the player to use up to three extra controllers for Trance Vibration.
** The ''Rez Infinite'' port on UsefulNotes/PlayStation4 Platform/PlayStation4 goes up to 4K, improves textures, adds a new Area X mode, and last but not least, supports VR, taking the one-of-a-kind game experience to a whole new level.
** ''Infinite'' for Windows via UsefulNotes/{{Steam}} Platform/{{Steam}} has everything the [=PS4=] version offers (with Steam VR and Oculus VR taking the place of PSVR), but most of all, it re-introduces mouse control support, [[UnderusedGameMechanic something that had only been previously seen in the original Dreamcast game]].
* The Sega Ages port of ''VideoGame/AfterBurner II'' for the UsefulNotes/SegaSaturn Platform/SegaSaturn was essentially arcade perfect on both the gameplay and graphic front, and made great use of the Mission Stick controller. While it did not feature extra content, the port feature multiple useful quality-of-life options (such as being able to map the [[ScrappyMechanic barrel roll]] to a button to avoid triggering it by accident when playing on a stock controller) and featured the cool bonus of being able to listen to the soundtrack of the obscure first ''After Burner'' in addition to the better-known ''After Burner II'' soundtrack.



* The UpdatedRerelease of ''VideoGame/HatsuneMikuProjectDiva Mega Mix'' on UsefulNotes/{{Steam}}, (titled ''Hatsune Miku: Project Diva Mega Mix+''), restores all the tracks that were missing from the UsefulNotes/NintendoSwitch original, has the option to switch the toon shader on and off (restoring the graphics to how they originally looked in ''Future Tone''), and runs at a full (albeit locked) 60fps (the Switch original only ran at 30fps). On top of all of that, if you have the Steam Deck, you can play it on the go just like the original, but with the aforementioned benefits. While the port does remove the Tap and Mix modes (since both modes were made exclusively with the Switch in mind) and it isn't without its downsides, such as occassional performance issues and the framerate being locked, the pros far outweight the cons in this case.

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* The UpdatedRerelease of ''VideoGame/HatsuneMikuProjectDiva Mega Mix'' on UsefulNotes/{{Steam}}, Platform/{{Steam}}, (titled ''Hatsune Miku: Project Diva Mega Mix+''), restores all the tracks that were missing from the UsefulNotes/NintendoSwitch Platform/NintendoSwitch original, has the option to switch the toon shader on and off (restoring the graphics to how they originally looked in ''Future Tone''), and runs at a full (albeit locked) 60fps (the Switch original only ran at 30fps). On top of all of that, if you have the Steam Deck, you can play it on the go just like the original, but with the aforementioned benefits. While the port does remove the Tap and Mix modes (since both modes were made exclusively with the Switch in mind) and it isn't without its downsides, such as occassional performance issues and the framerate being locked, the pros far outweight the cons in this case.



* ''VideoGame/ParappaTheRapper'' gotten two enhanced ports from the Playstation version. The PSP port gotten smoother visuals and added alternate soundtracks for each stage while the UsefulNotes/Playstation4 port cleaned up the visuals further, added 4K support, and added features to help players get the timing of the button presses down when playing.
* ''VideoGame/{{VOEZ}}''[='=]s UsefulNotes/NintendoSwitch port is recommended by many fans of the game due to switching out the {{microtransactions}} model with just paying once for the entirety of the game's content and not requiring the device to be connected to the Internet to play. It also adds controller play and docked mode, for those who don't want to use the touchscreen.

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* ''VideoGame/ParappaTheRapper'' gotten two enhanced ports from the Playstation version. The PSP port gotten smoother visuals and added alternate soundtracks for each stage while the UsefulNotes/Playstation4 Platform/Playstation4 port cleaned up the visuals further, added 4K support, and added features to help players get the timing of the button presses down when playing.
* ''VideoGame/{{VOEZ}}''[='=]s UsefulNotes/NintendoSwitch Platform/NintendoSwitch port is recommended by many fans of the game due to switching out the {{microtransactions}} model with just paying once for the entirety of the game's content and not requiring the device to be connected to the Internet to play. It also adds controller play and docked mode, for those who don't want to use the touchscreen.



** ''VideoGame/FinalFantasyX'' and ''VideoGame/FinalFantasyX2'' both received HD remasters on the UsefulNotes/PlayStation3, with higher-quality character models, textures that were also bumped up in quality, and a completely remastered soundtrack. The UsefulNotes/PlayStation4 version boosted the visuals a bit further while also enabling players to switch between the remastered soundtrack and the original soundtrack. Finally, the two games were also ported to Steam with the same enhancements as their console counterparts and giving booster options such as max gil, learn all abilities, boost encounter rates (or turn them off entirely), boost game speed, and more. Most importantly, the Steam edition finally implements the ability to skip cutscenes, albeit only FMV ones. Many of these enhancements were carried over to the Xbox and Switch versions.
** The UsefulNotes/PlayStation4 HD port of ''VideoGame/FinalFantasyXII'' does a lot of the same things as the HD port of ''X/X-2'' and changes the game balance to make it easier. The PC version adds an increased framerate, NewGamePlus and New Game Minus, the option to choose between 3 different versions of the soundtrack recorded over the years, and max license points and Gil. Most of these were carried over to the Xbox and Switch ports of the game, with the Xbox One X version also allowing you to increase the framerate to 60FPS.
** ''Intergrade'', the UsefulNotes/PlayStation5 port of ''VideoGame/FinalFantasyVIIRemake'', refines the game in just about every way; the already short load times are even shorter, the visuals and gameplay are touched up really well, performance is improved, and you even get a photo mode and bonus DLC as part of the package!

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** ''VideoGame/FinalFantasyX'' and ''VideoGame/FinalFantasyX2'' both received HD remasters on the UsefulNotes/PlayStation3, Platform/PlayStation3, with higher-quality character models, textures that were also bumped up in quality, and a completely remastered soundtrack. The UsefulNotes/PlayStation4 Platform/PlayStation4 version boosted the visuals a bit further while also enabling players to switch between the remastered soundtrack and the original soundtrack. Finally, the two games were also ported to Steam with the same enhancements as their console counterparts and giving booster options such as max gil, learn all abilities, boost encounter rates (or turn them off entirely), boost game speed, and more. Most importantly, the Steam edition finally implements the ability to skip cutscenes, albeit only FMV ones. Many of these enhancements were carried over to the Xbox and Switch versions.
** The UsefulNotes/PlayStation4 Platform/PlayStation4 HD port of ''VideoGame/FinalFantasyXII'' does a lot of the same things as the HD port of ''X/X-2'' and changes the game balance to make it easier. The PC version adds an increased framerate, NewGamePlus and New Game Minus, the option to choose between 3 different versions of the soundtrack recorded over the years, and max license points and Gil. Most of these were carried over to the Xbox and Switch ports of the game, with the Xbox One X version also allowing you to increase the framerate to 60FPS.
** ''Intergrade'', the UsefulNotes/PlayStation5 Platform/PlayStation5 port of ''VideoGame/FinalFantasyVIIRemake'', refines the game in just about every way; the already short load times are even shorter, the visuals and gameplay are touched up really well, performance is improved, and you even get a photo mode and bonus DLC as part of the package!



* The original ''VideoGame/SidMeiersPirates'', originally a UsefulNotes/{{Commodore 64}} game, got a huge graphics and music upgrade when it was ported to the UsefulNotes/{{Amiga}}.

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* The original ''VideoGame/SidMeiersPirates'', originally a UsefulNotes/{{Commodore Platform/{{Commodore 64}} game, got a huge graphics and music upgrade when it was ported to the UsefulNotes/{{Amiga}}.Platform/{{Amiga}}.



* The first version of ''Golvellius'', developed by Compile on the UsefulNotes/{{MSX}}, was a nice game already (it's basically a Zelda clone with some neat elements added, like side-scrolling dungeons) but had extremely bland graphics and sound. Creator/{{Sega}} remade it on the UsefulNotes/SegaMasterSystem with much better graphics, a completely new layout for dungeons and overworld, and some additions like mid-dungeon bosses. Compile took note and made the definitive version (often incorrectly referred as ''Golvellius 2'') for the [=MSX2=]: different storyline, awesome intro and ending screens, graphics similar to the Master System version but less cartoonish, and yet another complete renewal of overworld and dungeons.

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* The first version of ''Golvellius'', developed by Compile on the UsefulNotes/{{MSX}}, Platform/{{MSX}}, was a nice game already (it's basically a Zelda clone with some neat elements added, like side-scrolling dungeons) but had extremely bland graphics and sound. Creator/{{Sega}} remade it on the UsefulNotes/SegaMasterSystem Platform/SegaMasterSystem with much better graphics, a completely new layout for dungeons and overworld, and some additions like mid-dungeon bosses. Compile took note and made the definitive version (often incorrectly referred as ''Golvellius 2'') for the [=MSX2=]: different storyline, awesome intro and ending screens, graphics similar to the Master System version but less cartoonish, and yet another complete renewal of overworld and dungeons.



* ''VideoGame/TalesOfInnocence'' was remade for the UsefulNotes/PlayStationVita as ''Tales of Innocence R''. Changes include a new battle system, a new system for learning abilities, touchscreen support, updated graphics, a new opening song, more anime cutscenes, and two new party members that are integrated into the storyline. Neither version has been released in Western countries, in contrast to how ''VideoGame/TalesOfHearts'' was RemadeForTheExport as ''Tales of Hearts R''.

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* ''VideoGame/TalesOfInnocence'' was remade for the UsefulNotes/PlayStationVita Platform/PlayStationVita as ''Tales of Innocence R''. Changes include a new battle system, a new system for learning abilities, touchscreen support, updated graphics, a new opening song, more anime cutscenes, and two new party members that are integrated into the storyline. Neither version has been released in Western countries, in contrast to how ''VideoGame/TalesOfHearts'' was RemadeForTheExport as ''Tales of Hearts R''.



** ''VideoGame/TheLegendOfHeroesTrailsInTheSky'' trilogy have excellent modern ports. While the original games were released on Japanese home computers to begin with, this was done circa 2004 to 2007 on software that was already outdated by the time ''FC'' came out. While the programming team faced a very TroubledProduction, it was holy worth the results. The game uses HD assets from the UsefulNotes/PlayStation3 version, includes battle lines from the [[UsefulNotes/PlayStationPortable PSP]] port, restores censored content in ''The Third'' from the aforementioned port, has an expanded and recompiled lighting engine with upgraded draw distance and shadows, offers wide screen support, a completely customizable remapping launcher, patched in several minor improvements to the translations, and runs easily on even the weakest modern laptops at 60FPS and 1080P.
** ''VideoGame/TheLegendOfHeroesTrailsOfColdSteel'': The port was enhanced by Peter "Durante" Thoman of ''VideoGame/DarkSouls'' and ''VideoGame/TalesOfSymphonia'' fame who fixed their [[PortingDisaster infamously broken ports]], and he brings his A-game here. The sheer amount of improvements are covered in [[http://xseedgames.tumblr.com/post/163180020530/the-legend-of-heroes-trails-of-cold-steel-pc three]] [[http://xseedgames.tumblr.com/post/163454030210/loh-trails-of-cold-steel-pc-guest-blog-2-from blog]] [[http://xseedgames.tumblr.com/post/163720373505/loh-trails-of-cold-steel-pc-guest-blog-3-from entries]], but to summarize: The graphical engine was redone from the ground up to include full screen support, an unbroken 60FPS with 30 and unlimited options, revamped menus that now include unmodified HD character art, shadow effects that now render on every background object that can be adjusted, a much, much larger draw distance with better lighting, resolution settings up to 4K, ultra wide screen support that can handle theoretically any monitor known to man, customizable key rebinding, three custom shortcuts, decompressed the textures from the UsefulNotes/PlayStationVita original, and perhaps most impressively, a turbo feature that speeds up the game's animations by four times their speed without effecting music, sound effects, button prompts, or voice acting. And on that note, ''Creator/XSEEDGames'' included 5000 new lines of dialogue for the main character where he'd previously gone unvoiced, and brought back cast members to rerecord parts of the script. As if all of that wasn't enough, there was even some more stuff that was fixed in patches after the game was released, including almost all instances of SpellMyNameWithAnS errors seen in signs throughout the game, such as the infamous "Train Militaly Police" and "jelato" instead of "gelato."

to:

** ''VideoGame/TheLegendOfHeroesTrailsInTheSky'' trilogy have excellent modern ports. While the original games were released on Japanese home computers to begin with, this was done circa 2004 to 2007 on software that was already outdated by the time ''FC'' came out. While the programming team faced a very TroubledProduction, it was holy worth the results. The game uses HD assets from the UsefulNotes/PlayStation3 Platform/PlayStation3 version, includes battle lines from the [[UsefulNotes/PlayStationPortable [[Platform/PlayStationPortable PSP]] port, restores censored content in ''The Third'' from the aforementioned port, has an expanded and recompiled lighting engine with upgraded draw distance and shadows, offers wide screen support, a completely customizable remapping launcher, patched in several minor improvements to the translations, and runs easily on even the weakest modern laptops at 60FPS and 1080P.
** ''VideoGame/TheLegendOfHeroesTrailsOfColdSteel'': The port was enhanced by Peter "Durante" Thoman of ''VideoGame/DarkSouls'' and ''VideoGame/TalesOfSymphonia'' fame who fixed their [[PortingDisaster infamously broken ports]], and he brings his A-game here. The sheer amount of improvements are covered in [[http://xseedgames.tumblr.com/post/163180020530/the-legend-of-heroes-trails-of-cold-steel-pc three]] [[http://xseedgames.tumblr.com/post/163454030210/loh-trails-of-cold-steel-pc-guest-blog-2-from blog]] [[http://xseedgames.tumblr.com/post/163720373505/loh-trails-of-cold-steel-pc-guest-blog-3-from entries]], but to summarize: The graphical engine was redone from the ground up to include full screen support, an unbroken 60FPS with 30 and unlimited options, revamped menus that now include unmodified HD character art, shadow effects that now render on every background object that can be adjusted, a much, much larger draw distance with better lighting, resolution settings up to 4K, ultra wide screen support that can handle theoretically any monitor known to man, customizable key rebinding, three custom shortcuts, decompressed the textures from the UsefulNotes/PlayStationVita Platform/PlayStationVita original, and perhaps most impressively, a turbo feature that speeds up the game's animations by four times their speed without effecting music, sound effects, button prompts, or voice acting. And on that note, ''Creator/XSEEDGames'' included 5000 new lines of dialogue for the main character where he'd previously gone unvoiced, and brought back cast members to rerecord parts of the script. As if all of that wasn't enough, there was even some more stuff that was fixed in patches after the game was released, including almost all instances of SpellMyNameWithAnS errors seen in signs throughout the game, such as the infamous "Train Militaly Police" and "jelato" instead of "gelato."



** The Switch version of ''Dragon Quest XI'' lives up to its moniker of being the Definitive Edition; while the graphics are only slightly downgraded compared to the UsefulNotes/PlayStation4 original, it adds new story scenes to flesh it out even more, the choice between English and Japanese voice tracks, as well as both the MIDI and orchestral soundtracks, and even includes the (otherwise [[NoExportForYou Japan-only]]) 3DS version's 16-bit mode. This version would later get a re-release for [=PlayStation=] 4, Xbox One, and PC via Steam and Epic Games Store.

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** The Switch version of ''Dragon Quest XI'' lives up to its moniker of being the Definitive Edition; while the graphics are only slightly downgraded compared to the UsefulNotes/PlayStation4 Platform/PlayStation4 original, it adds new story scenes to flesh it out even more, the choice between English and Japanese voice tracks, as well as both the MIDI and orchestral soundtracks, and even includes the (otherwise [[NoExportForYou Japan-only]]) 3DS version's 16-bit mode. This version would later get a re-release for [=PlayStation=] 4, Xbox One, and PC via Steam and Epic Games Store.



* The original UsefulNotes/Nintendo64 ''[[VideoGame/AnimalCrossing2001 Doubutsu no Mori]]'' saw three subsequent re-releases on the UsefulNotes/NintendoGameCube, each being an UpdatedRerelease with additional content to an already-existing formula. The international ''Animal Crossing'' in particular, aside from the thorough CulturalTranslation, added so many new features that they were backported into the final Japanese version, ''Doubutsu no Mori e+''.

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* The original UsefulNotes/Nintendo64 Platform/Nintendo64 ''[[VideoGame/AnimalCrossing2001 Doubutsu no Mori]]'' saw three subsequent re-releases on the UsefulNotes/NintendoGameCube, Platform/NintendoGameCube, each being an UpdatedRerelease with additional content to an already-existing formula. The international ''Animal Crossing'' in particular, aside from the thorough CulturalTranslation, added so many new features that they were backported into the final Japanese version, ''Doubutsu no Mori e+''.



* The original ''VideoGame/{{Descent}}'' was in most respects an excellent game, however, the quality of the MIDI music was ''heavily'' dependent on owning a certain kind of soundcard (quite an expensive one at the time). The UsefulNotes/AppleMacintosh port of the game got a remixed Red Book soundtrack instead. The Mac's higher resolution screen, superior color palette, and generally greater power meant that the game ran at a higher resolution and had much of its interface graphics redrawn to match.
* When Egosoft rereleased the older titles in the ''VideoGame/{{X}}-Universe'' series on UsefulNotes/{{Steam}} in the late 2000s, they went back through each and every game with a fine-toothed comb to fix any compatibility issues with current OS's ([[VideoGame/XBeyondTheFrontier the first game]] in the series was originally coded for Windows 95/98). They also added support for widescreen monitors and super high screen resolutions.

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* The original ''VideoGame/{{Descent}}'' was in most respects an excellent game, however, the quality of the MIDI music was ''heavily'' dependent on owning a certain kind of soundcard (quite an expensive one at the time). The UsefulNotes/AppleMacintosh Platform/AppleMacintosh port of the game got a remixed Red Book soundtrack instead. The Mac's higher resolution screen, superior color palette, and generally greater power meant that the game ran at a higher resolution and had much of its interface graphics redrawn to match.
* When Egosoft rereleased the older titles in the ''VideoGame/{{X}}-Universe'' series on UsefulNotes/{{Steam}} Platform/{{Steam}} in the late 2000s, they went back through each and every game with a fine-toothed comb to fix any compatibility issues with current OS's ([[VideoGame/XBeyondTheFrontier the first game]] in the series was originally coded for Windows 95/98). They also added support for widescreen monitors and super high screen resolutions.



* The UsefulNotes/PlayStation and UsefulNotes/SegaSaturn version of ''VideoGame/MechWarrior 2'' may have done away with the customization that is generally considered a cornerstone of the series, but in doing so it actually manages to follow the lore of the tabletop game quite a bit more accurately (in that Clan pilots generally just picked what chassis and what variant they wanted rather than custom tooling each 'Mech). It retains a surprising number of functions in spite of a default control setup that lacked dual analog sticks and supported analog controllers for both systems,[[note]]Though due to its date of release, the [=PlayStation=] version only support the little-known analog joystick and dual analog controllers, and not the much more common [=DualShock=][[/note]] was generally prettier and higher-resolution than the original release of ''Mechwarrior 2'' for PC, and still managed to run smoothly without lag hiccups while reading the disc, as sometimes happened to the PC version. It even managed to keep the music of the original. It would be another year before the UpdatedRerelease known as the Titanium Trilogy for PC would come by to make things look prettier than the UsefulNotes/PlayStation version, but that came with a few of its own problems.

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* The UsefulNotes/PlayStation Platform/PlayStation and UsefulNotes/SegaSaturn Platform/SegaSaturn version of ''VideoGame/MechWarrior 2'' may have done away with the customization that is generally considered a cornerstone of the series, but in doing so it actually manages to follow the lore of the tabletop game quite a bit more accurately (in that Clan pilots generally just picked what chassis and what variant they wanted rather than custom tooling each 'Mech). It retains a surprising number of functions in spite of a default control setup that lacked dual analog sticks and supported analog controllers for both systems,[[note]]Though due to its date of release, the [=PlayStation=] version only support the little-known analog joystick and dual analog controllers, and not the much more common [=DualShock=][[/note]] was generally prettier and higher-resolution than the original release of ''Mechwarrior 2'' for PC, and still managed to run smoothly without lag hiccups while reading the disc, as sometimes happened to the PC version. It even managed to keep the music of the original. It would be another year before the UpdatedRerelease known as the Titanium Trilogy for PC would come by to make things look prettier than the UsefulNotes/PlayStation Platform/PlayStation version, but that came with a few of its own problems.



** The UsefulNotes/PlayStationVita ports of ''Metal Gear Solid 2'' and ''3'' on the HD collection were both improvements over the originals. They fixed issues with vertical sync during cutscenes that were in the original version due the [=PlayStation=] 2's hardware limitations, the touch screen was used for handling items and weapons which made it less akward and much more convenient then the original controls, and the visuals were given a nice upgrade.

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** The UsefulNotes/PlayStationVita Platform/PlayStationVita ports of ''Metal Gear Solid 2'' and ''3'' on the HD collection were both improvements over the originals. They fixed issues with vertical sync during cutscenes that were in the original version due the [=PlayStation=] 2's hardware limitations, the touch screen was used for handling items and weapons which made it less akward and much more convenient then the original controls, and the visuals were given a nice upgrade.



* The initial Windows / Xbox 360 version of ''Videogame/AloneInTheDark2008'' was [[ExecutiveMeddling rushed out the door]] [[ObviousBeta in a notoriously buggy and unfinished state]]. The UsefulNotes/PlayStation3 update, subtitled ''Inferno'', fixed glitches from the other releases and even adds a few extra scenes. While not without its flaws, ''Inferno'' was vastly improved and closer to what the developers envisioned.

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* The initial Windows / Xbox 360 version of ''Videogame/AloneInTheDark2008'' was [[ExecutiveMeddling rushed out the door]] [[ObviousBeta in a notoriously buggy and unfinished state]]. The UsefulNotes/PlayStation3 Platform/PlayStation3 update, subtitled ''Inferno'', fixed glitches from the other releases and even adds a few extra scenes. While not without its flaws, ''Inferno'' was vastly improved and closer to what the developers envisioned.



** The UsefulNotes/SegaSaturn port of the first game wasn't exactly more ''polished'', per se. Its graphical quality takes a slight dip compared to the [=PlayStation=] original, but it does include new costumes, a few new enemy reskins, and the first-ever Battle Mode minigame in the series (one of those new enemies, by the way, is [[spoiler:a zombie version of Wesker]]). There was also a UsefulNotes/NintendoDS port which added some new puzzle elements, map and status display on the 2nd screen, allowed players to skip the door loading screens, and added some first person combat.
** ''VideoGame/ResidentEvil'' was given a remake on the UsefulNotes/GameCube, which gave it a lot of visual improvements amongst other things. The remastered version for Steam, UsefulNotes/Playstation4, and UsefulNotes/XboxOne brings up the visuals to HD quality, touched up some of the facial animations of the characters, added new costumes, gave an option to play with classic tank controls or modern controls, added widescreen support, included leaderboards, and added achievements. ''VideoGame/ResidentEvil0'' was also given a similar remaster on the same platforms.

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** The UsefulNotes/SegaSaturn Platform/SegaSaturn port of the first game wasn't exactly more ''polished'', per se. Its graphical quality takes a slight dip compared to the [=PlayStation=] original, but it does include new costumes, a few new enemy reskins, and the first-ever Battle Mode minigame in the series (one of those new enemies, by the way, is [[spoiler:a zombie version of Wesker]]). There was also a UsefulNotes/NintendoDS Platform/NintendoDS port which added some new puzzle elements, map and status display on the 2nd screen, allowed players to skip the door loading screens, and added some first person combat.
** ''VideoGame/ResidentEvil'' was given a remake on the UsefulNotes/GameCube, Platform/GameCube, which gave it a lot of visual improvements amongst other things. The remastered version for Steam, UsefulNotes/Playstation4, Platform/Playstation4, and UsefulNotes/XboxOne Platform/XboxOne brings up the visuals to HD quality, touched up some of the facial animations of the characters, added new costumes, gave an option to play with classic tank controls or modern controls, added widescreen support, included leaderboards, and added achievements. ''VideoGame/ResidentEvil0'' was also given a similar remaster on the same platforms.



** The Wii edition of ''VideoGame/ResidentEvil4'' is what the original PC port should have been. It has the superior visuals of the [=GameCube=] version (as well as true widescreen support) with all of the [=PlayStation=] 2 version's extra content. It also gives players the option to use the Wii remote to aim at and shoot enemies. The HD Edition on [=PlayStation=] 3 and Xbox 360 presents the game in a higher native resolution, added shadows and colored lighting in many locations. The Ultimate HD Edition of ''Resident Evil 4'' on {{UsefulNotes/Steam}} was handled by QLOC and it rectifies the many of the problems from 2007 PC port by [=SourceNext=]. It gives players the option of using a smoother frame-rate, higher resolutions, HD textures, mouse and keyboard support, and better controller support. The Ultimate HD Edition would go onto serving the basis for the HD Remastered versions on [=PlayStation=] 4 and Xbox One with a Switch release later down the road, offering similar visual enhancements from the Steam version with some touched up character models on their favorite console or handheld.

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** The Wii edition of ''VideoGame/ResidentEvil4'' is what the original PC port should have been. It has the superior visuals of the [=GameCube=] version (as well as true widescreen support) with all of the [=PlayStation=] 2 version's extra content. It also gives players the option to use the Wii remote to aim at and shoot enemies. The HD Edition on [=PlayStation=] 3 and Xbox 360 presents the game in a higher native resolution, added shadows and colored lighting in many locations. The Ultimate HD Edition of ''Resident Evil 4'' on {{UsefulNotes/Steam}} {{Platform/Steam}} was handled by QLOC and it rectifies the many of the problems from 2007 PC port by [=SourceNext=]. It gives players the option of using a smoother frame-rate, higher resolutions, HD textures, mouse and keyboard support, and better controller support. The Ultimate HD Edition would go onto serving the basis for the HD Remastered versions on [=PlayStation=] 4 and Xbox One with a Switch release later down the road, offering similar visual enhancements from the Steam version with some touched up character models on their favorite console or handheld.



** ''Earth Defense Force 4.1:The Shadow Of New Despair'' is a updated re-release of Earth Defense Force 2025 for UsefulNotes/PlayStation4 and PC that improves the original version's notoriously low framerate drops and slowdowns that plagued the original version, especially on PC where it's practically nonexistent.

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** ''Earth Defense Force 4.1:The Shadow Of New Despair'' is a updated re-release of Earth Defense Force 2025 for UsefulNotes/PlayStation4 Platform/PlayStation4 and PC that improves the original version's notoriously low framerate drops and slowdowns that plagued the original version, especially on PC where it's practically nonexistent.



* ''VideoGame/DefenderOfTheCrown'': The UsefulNotes/{{Amiga}} version was the first, and sold Cinemaware's vision with detailed still-image graphics, but provided only three tactics during combat and only one catapult ammo type, since it was rushed through production to meet a release date. Later versions for graphically less-powerful systems had more mini-games and strategy after the Amiga buyers complained (looks great, get to do nothing).

to:

* ''VideoGame/DefenderOfTheCrown'': The UsefulNotes/{{Amiga}} Platform/{{Amiga}} version was the first, and sold Cinemaware's vision with detailed still-image graphics, but provided only three tactics during combat and only one catapult ammo type, since it was rushed through production to meet a release date. Later versions for graphically less-powerful systems had more mini-games and strategy after the Amiga buyers complained (looks great, get to do nothing).



** ''VideoGame/RhapsodyAMusicalAdventure'' got a rerelease in the UsefulNotes/NintendoDS, where it got a battle system overhaul and a few other tweaks (though this version lacked a very lauded element from the [=PS1=] version, which were the English vocals for the songs).

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** ''VideoGame/RhapsodyAMusicalAdventure'' got a rerelease in the UsefulNotes/NintendoDS, Platform/NintendoDS, where it got a battle system overhaul and a few other tweaks (though this version lacked a very lauded element from the [=PS1=] version, which were the English vocals for the songs).



** ''[[VideoGame/Disgaea5AllianceOfVengeance Disgaea 5 Complete]]'' has all of the DLC content of ''D5'' available without additional charge, on [[UsefulNotes/NintendoSwitch a system that can beautifully switch between TV and portable modes]].

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** ''[[VideoGame/Disgaea5AllianceOfVengeance Disgaea 5 Complete]]'' has all of the DLC content of ''D5'' available without additional charge, on [[UsefulNotes/NintendoSwitch [[Platform/NintendoSwitch a system that can beautifully switch between TV and portable modes]].



* ''VideoGame/ShiningForce CD'' for the Sega CD, which took the UsefulNotes/GameGear Shining Force games and improved the graphics, added CD-quality music, voice-overs, and extra quests. Also of note is the GBA port of the first ''Shining Force'', which eased the difficulty and balanced the gameplay.

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* ''VideoGame/ShiningForce CD'' for the Sega CD, which took the UsefulNotes/GameGear Platform/GameGear Shining Force games and improved the graphics, added CD-quality music, voice-overs, and extra quests. Also of note is the GBA port of the first ''Shining Force'', which eased the difficulty and balanced the gameplay.



* The ''VisualNovel/AceAttorney'' series started off on the Game Boy Advance [[NoExportForYou in Japan only]] until Capcom decided to bring the series overseas on the UsefulNotes/NintendoDS. Sprites were scaled up to accommodate the bigger screen size on the DS without any loss in quality and the sound was significantly improved. The first Ace Attorney game also gained an extra case for players to tackle and it would be referenced in the ''Apollo Justice'' chapter of the series years later. And then there are the [=iOS=] ports. [=iOS=] devices tend to have way higher resolution (current [=iPads=] sport 2K[[note]]2048x1536[[/note]] displays), better quality sound (especially with headphones), more memory, and more processing power than the original consoles the games were for, something Capcom is clearly aware of (although their initial attempt to port to [=iOS=] ended in a PortingDisaster, their subsequent attempts to improve the port by means of updates fixed various bugs and even added new features until it fitted this trope). The interface is also tweaked to work with a single touchscreen that is also the primary display really well. Lastly, this is often used to fix bugs as well.

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* The ''VisualNovel/AceAttorney'' series started off on the Game Boy Advance [[NoExportForYou in Japan only]] until Capcom decided to bring the series overseas on the UsefulNotes/NintendoDS.Platform/NintendoDS. Sprites were scaled up to accommodate the bigger screen size on the DS without any loss in quality and the sound was significantly improved. The first Ace Attorney game also gained an extra case for players to tackle and it would be referenced in the ''Apollo Justice'' chapter of the series years later. And then there are the [=iOS=] ports. [=iOS=] devices tend to have way higher resolution (current [=iPads=] sport 2K[[note]]2048x1536[[/note]] displays), better quality sound (especially with headphones), more memory, and more processing power than the original consoles the games were for, something Capcom is clearly aware of (although their initial attempt to port to [=iOS=] ended in a PortingDisaster, their subsequent attempts to improve the port by means of updates fixed various bugs and even added new features until it fitted this trope). The interface is also tweaked to work with a single touchscreen that is also the primary display really well. Lastly, this is often used to fix bugs as well.



* ''VideoGame/RedFaction Guerrilla'' Steam Version: while the retail release back when it was new suffered from PortingDisaster, the re-release by Nordic Games did away with all of its problems, first by removal of the defunct Games for Windows Live and changing of server management to Steamworks, engine-level modification that adds UsefulNotes/DirectX 11 features to a 2009 game, and overall massive optimization to make the game play as intended.
* While the console and mobile ports of ''VideoGame/{{Minecraft}}'' suffer from unavoidable hard limits on world size due to the finite storage available, and have long been out of step with the PC version(s) due to being worked on by a different studio--lagging way behind some new features, forging ahead with new features of their own, and just implementing some things differently for no apparent reason--they've always been competent ports considering the limitations they had to work around, and have even inspired the main dev team to incorporate some of their changes back into the Java Edition (the reworked boat behavior, for example, and the built-in book of crafting recipes). And the quality of its optimization became clearer once it was ported to Windows 10, allowing direct performance comparison with the Java-based classic version. But perhaps most notable of all is that the unified, revamped, and rechristened "Bedrock" version features cross-play between every single platform it's available on: UsefulNotes/XboxOne, UsefulNotes/PlayStation4, UsefulNotes/NintendoSwitch, iOS, Android, and Windows 10. The [=PS4=] was the sole holdout for about a year before public pressure forced Sony's hand. The idea of cross-platform play between ''any'' two competing consoles was unthinkable before this; now it has a decent chance of becoming an industry norm, and you'll have ''Minecraft'' to thank for it. On a related note, the aforementioned Java Edition is ''the'' killer app for desktop Linux, and has been available for it since the beginning. Many users report that it runs more smoothly on Linux than on Windows, simply due to how well Java (or [=OpenJDK=]) and [=OpenGL=] perform--and of course it's fully cross-compatible with the Windows and [=MacOS=] versions.

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* ''VideoGame/RedFaction Guerrilla'' Steam Version: while the retail release back when it was new suffered from PortingDisaster, the re-release by Nordic Games did away with all of its problems, first by removal of the defunct Games for Windows Live and changing of server management to Steamworks, engine-level modification that adds UsefulNotes/DirectX Platform/DirectX 11 features to a 2009 game, and overall massive optimization to make the game play as intended.
* While the console and mobile ports of ''VideoGame/{{Minecraft}}'' suffer from unavoidable hard limits on world size due to the finite storage available, and have long been out of step with the PC version(s) due to being worked on by a different studio--lagging way behind some new features, forging ahead with new features of their own, and just implementing some things differently for no apparent reason--they've always been competent ports considering the limitations they had to work around, and have even inspired the main dev team to incorporate some of their changes back into the Java Edition (the reworked boat behavior, for example, and the built-in book of crafting recipes). And the quality of its optimization became clearer once it was ported to Windows 10, allowing direct performance comparison with the Java-based classic version. But perhaps most notable of all is that the unified, revamped, and rechristened "Bedrock" version features cross-play between every single platform it's available on: UsefulNotes/XboxOne, UsefulNotes/PlayStation4, UsefulNotes/NintendoSwitch, Platform/XboxOne, Platform/PlayStation4, Platform/NintendoSwitch, iOS, Android, and Windows 10. The [=PS4=] was the sole holdout for about a year before public pressure forced Sony's hand. The idea of cross-platform play between ''any'' two competing consoles was unthinkable before this; now it has a decent chance of becoming an industry norm, and you'll have ''Minecraft'' to thank for it. On a related note, the aforementioned Java Edition is ''the'' killer app for desktop Linux, and has been available for it since the beginning. Many users report that it runs more smoothly on Linux than on Windows, simply due to how well Java (or [=OpenJDK=]) and [=OpenGL=] perform--and of course it's fully cross-compatible with the Windows and [=MacOS=] versions.



* The UsefulNotes/PhilipsCDi, [[UsefulNotes/ThreeDOInteractiveMultiplayer 3DO]] and [=PlayStation=] ports of ''VideoGame/BrainDead13'' have higher video qualities than the MS-DOS, Windows, UsefulNotes/AtariJaguar, and Sega Saturn ports, though the former first three each have two [=CDs=] instead of one; but only the UsefulNotes/{{iOS|Games}} port, which does not require any [=CDs=], has a higher video resolution that surpasses all of the earlier versions. Also, the 3DO port has two versions of Disc 1: the original one, and "Version 1.1", which fixes a bug that would sometimes cause a crash in Vivi's Salon in the original release. The [=iOS=] port did the same in December 2010 by upgrading its version from 1.0 to 1.1, which added support for [=iOS=] 3.0 and 4.2 and fixed various bugs.

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* The UsefulNotes/PhilipsCDi, [[UsefulNotes/ThreeDOInteractiveMultiplayer Platform/PhilipsCDi, [[Platform/ThreeDOInteractiveMultiplayer 3DO]] and [=PlayStation=] ports of ''VideoGame/BrainDead13'' have higher video qualities than the MS-DOS, Windows, UsefulNotes/AtariJaguar, Platform/AtariJaguar, and Sega Saturn ports, though the former first three each have two [=CDs=] instead of one; but only the UsefulNotes/{{iOS|Games}} port, which does not require any [=CDs=], has a higher video resolution that surpasses all of the earlier versions. Also, the 3DO port has two versions of Disc 1: the original one, and "Version 1.1", which fixes a bug that would sometimes cause a crash in Vivi's Salon in the original release. The [=iOS=] port did the same in December 2010 by upgrading its version from 1.0 to 1.1, which added support for [=iOS=] 3.0 and 4.2 and fixed various bugs.



* ''VideoGame/NightsIntoDreams'' was re-released for the [=PlayStation=] 2 featuring a "Brand New Dreams" mode with a graphical overhaul (higher quality models, higher resolution textures, all sprite-based assets are rendered in polygons, etc.), widescreen support, the original Saturn version in the form of a "Sega Saturn Dreams" mode, and the very rare ''Christmas [=NiGHTS=]'' expansion as an unlockable bonus. However, the controls were not as smooth and the audio not as pristine as the Sega Saturn version, and a few features such as multiplayer mode, Sonic into Dreams or Link Attack were left out. This version was never released outside of Japan unfortunately, however, the [=PlayStation=] 2 version served as the basis for the HD remastered version released worldwide for [=PlayStation=] 3, Xbox 360, and PC via {{UsefulNotes/Steam}}, presenting the game in a higher native resolution and later fixed the control issues with patch.

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* ''VideoGame/NightsIntoDreams'' was re-released for the [=PlayStation=] 2 featuring a "Brand New Dreams" mode with a graphical overhaul (higher quality models, higher resolution textures, all sprite-based assets are rendered in polygons, etc.), widescreen support, the original Saturn version in the form of a "Sega Saturn Dreams" mode, and the very rare ''Christmas [=NiGHTS=]'' expansion as an unlockable bonus. However, the controls were not as smooth and the audio not as pristine as the Sega Saturn version, and a few features such as multiplayer mode, Sonic into Dreams or Link Attack were left out. This version was never released outside of Japan unfortunately, however, the [=PlayStation=] 2 version served as the basis for the HD remastered version released worldwide for [=PlayStation=] 3, Xbox 360, and PC via {{UsefulNotes/Steam}}, {{Platform/Steam}}, presenting the game in a higher native resolution and later fixed the control issues with patch.



* The Windows 95 port of ''VideoGame/EccoTheDolphin''. The graphics have been beautifully redrawn, features the higher quality soundtrack from the UsefulNotes/SegaCD version, new sound effects, more levels, the FMV sequences from ''Tides of Time'', a new difficulty system, tightens up the controls, and includes a save feature.

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* The Windows 95 port of ''VideoGame/EccoTheDolphin''. The graphics have been beautifully redrawn, features the higher quality soundtrack from the UsefulNotes/SegaCD Platform/SegaCD version, new sound effects, more levels, the FMV sequences from ''Tides of Time'', a new difficulty system, tightens up the controls, and includes a save feature.
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* ''VideoGame/ZakMcKrackenAndTheAlienMindbenders'' had an enhanced 256-color version that was released in Japan only on the UsefulNotes/FMTowns.

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* ''VideoGame/ZakMcKrackenAndTheAlienMindbenders'' had an enhanced 256-color version that was released in Japan only on the UsefulNotes/FMTowns.Platform/FMTowns.



* The UsefulNotes/FMTowns port of ''VideoGame/UltimaVI'' added voice acting in both English and Japanese, as well as digital sound effects to replace the PC speaker sound effects of the original version.

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* The UsefulNotes/FMTowns Platform/FMTowns port of ''VideoGame/UltimaVI'' added voice acting in both English and Japanese, as well as digital sound effects to replace the PC speaker sound effects of the original version.
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trying to emphasize the "good" part more. if it was straight-up Averted it'd be Porting Disaster


* ''Cheetahmen 2'' was filled with glitches. Greg Pabich released a modified version that was supposed to remove the glitches. [[AvertedTrope However]], none of them were actually removed and instead new glitches were inserted into the game, [[FromBadToWorse making it even worse than it already was]]. The only thing that was corrected was that you could now play the final levels of the game.

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* Heavily downplayed with ''Cheetahmen 2'' 2''. The original was filled with glitches. Greg Pabich released glitches, and a modified version by Greg Pabich that was supposed to remove the glitches. [[AvertedTrope However]], none of fix them were actually removed and instead new glitches were inserted into the game, [[FromBadToWorse making it even worse than it already was]]. The only thing that was corrected was that you could now play added more. You could, at least, access the final levels of the game, so while it was still an incredibly buggy experience you could at least ''finish the game.''
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* ''Hard Rock Cab'', the [=PlayStation=] port of ''VideoGame/{{Quarantine}}'', proves that the [=PS1=] was indeed capable of running 2D games well: it loads all area sprites in one loading session - without any quality drops - and runs with no "seemingly obvious" lag. This port requires only one memory card slot for five in-game save slots, and you can save everywhere, all on half the memory required by the DOS version. Unfortunately, this port has [[NoExportForYou never been released outside of Japan.]]

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* ''Hard Rock Cab'', the [=PlayStation=] port of ''VideoGame/{{Quarantine}}'', ''VideoGame/Quarantine1994'', proves that the [=PS1=] was indeed capable of running 2D games well: it loads all area sprites in one loading session - -- without any quality drops - -- and runs with no "seemingly obvious" lag. This port requires only one memory card slot for five in-game save slots, and you can save everywhere, all on half the memory required by the DOS version. Unfortunately, this port has [[NoExportForYou never been released outside of Japan.]]Japan]].
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* The Amiga port of ''VideoGame/GarfieldBigFatHairyDeal'' is the definitive version, sporting much brighter colors, sprites with higher resolution and detail, improved audio, and a better designed HUD. It also adds a few things of its own, such as a puzzle where Garfield has to throw a golf ball into a hole and a pizza party where he can freely restore hunger.
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* ''VideoGame/SleepingDogs'': [[http://www.pcgamer.com/2012/08/22/square-enix-sleeping-dogs-pc-port/ Square Enix pushed for a well-optimized and improved PC version.]]

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* ''VideoGame/SleepingDogs'': ''VideoGame/SleepingDogs2012'': [[http://www.pcgamer.com/2012/08/22/square-enix-sleeping-dogs-pc-port/ Square Enix pushed for a well-optimized and improved PC version.]]

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