History Main / PortingDisaster

29th Aug '16 1:28:34 AM Medinoc
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* While the PC port of ''VideoGame/SonicLostWorld'' runs fine on sufficiently powerful hardware, it still commits one of the cardinal sins of porting to the PC, which is that the actual speed of the game is tied to the framerate. This means that if the framerate ever dips below 60 FPS, the gameplay itself will slowdown, not just the rate at which the graphics render, making slowdown ''much'' more noticable. This is rather lacking in comparison to the PolishedPort its [[VideoGame/SonicGenerations predecessor]] received.

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* While the PC port of ''VideoGame/SonicLostWorld'' runs fine on sufficiently powerful hardware, it still commits one of the cardinal sins of porting to the PC, which is that the actual speed of the game is still tied to the framerate. framerate.[[note]]Using frames as a measure of time makes programming so much easier on consoles.[[/note]] This means that if the framerate ever dips below 60 FPS, the gameplay itself will slowdown, not just the rate at which the graphics render, making slowdown ''much'' more noticable. This is rather lacking in comparison to the PolishedPort its [[VideoGame/SonicGenerations predecessor]] received.
28th Aug '16 3:19:16 PM BSonirachi
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* While the PC port of ''VideoGame/SonicLostWorld'' runs fine on sufficiently powerful hardware, it still commits one of the cardinal sins of porting to the PC, which is that the actual speed of the game is tied to the framerate. This means that if the framerate ever dips below 60 FPS, the gameplay itself will slowdown, not just the rate at which the graphics render, making slowdown ''much'' more noticable. This is rather lacking in comparison to the PolishedPort its [[VideoGame/SonicGenerations predecessor]] received.
28th Aug '16 12:15:57 PM Mazzafraz
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* ''Franchise/StarWars: Yoda Stories'' [[SoOkayItsAverage wasn't exactly the best PC game]], but it's Game Boy Color port could possibly be one of the worst ''Star Wars'' games of all time. To be fair, the original PC version is a casual game with randomly-generated levels meant to be played in short bursts, which sounds like it would suit a portable console perfectly. Unfortunately, every problem the PC version had - jittery controls, bad collision detection and unclear objectives amongst many other issues - were exacerbated by the GBC's hardware limitations and the variety from the PC version was significantly downgraded, turning what could have been a passable portable time-waster into a near-unplayable mess.
25th Aug '16 9:40:45 AM Zeke
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* The original ''VideoGame/PrinceOfPersia'' was ported to dozens of systems, and some of the ports were pretty dire. The GB version was one of the worst. [[http://www.youtube.com/watch?v=ZfY9K6Iac4U&feature=related Here's a preview]] -- yes, that is actually what the game sounds like. (And the GBC version released ''seven years later'' was [[http://www.youtube.com/watch?v=JvxhWsViopc nearly as bad!]])
22nd Aug '16 6:20:19 PM TheBuddy26
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* ''VideoGame/ShadowTheHedgehog'' suffers from the same problems as ''Sonic Heroes'', which was also a multiplatform release. The [=PS2=] version of the game also had very low draw distance and slippery controls to boot, and couldn't keep up with Shadow's "Chaos Control" move.
* ''VideoGame/SonicHeroes'' has a much lower framerate in the [=PS2=] version than the Xbox and GCN versions, only running at 30 FPS (as opposed to 60 FPS on Xbox and GCN) despite having lower resolution textures and character models in comparison to the other two versions. It also suffered [[LoadsAndLoadsOfLoading longer loading times than Sonic 06]]. It's no wonder [=GameSpot=] and IGN gave the [=PS2=] version the lowest score out of all three releases. Rumor has it ExecutiveMeddling played a role here as Sony apparently told Sega that unless this game was released on the [=PlayStation 2=], they would forfeit the right to publish anything else on the platform. So Sega had to take an in-house engine they were working with and discard it in favor of Criterion Games's [=RenderWare=] multi-platform game architecture, with the redevelopment required harming the stability of the end product.

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* ''VideoGame/ShadowTheHedgehog'' suffers from the same problems as ''Sonic Heroes'', Heroes'' below, which was also a multiplatform release. The [=PS2=] version of the game also had very low draw distance and slippery controls to boot, and couldn't keep up with Shadow's "Chaos Control" move.
* ''VideoGame/SonicHeroes'' has a much lower framerate in the [=PS2=] version than the Xbox Xbox, GCN, and GCN PC versions, only running at 30 FPS (as opposed to 60 FPS on Xbox and GCN) the others) despite having lower resolution textures and character models in comparison to the other two versions. It also suffered [[LoadsAndLoadsOfLoading longer loading times than Sonic 06]]. It's no wonder [=GameSpot=] and IGN gave the [=PS2=] version the lowest score out of all three releases. releases.
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Rumor has it ExecutiveMeddling played a role here as Sony apparently told Sega that unless this game was released on the [=PlayStation 2=], they would forfeit the right to publish anything else on the platform. So Sega had to take an in-house engine they were working with and discard it in favor of Criterion Games's [=RenderWare=] multi-platform game architecture, with the redevelopment required harming the stability of the end product.
22nd Aug '16 8:39:49 AM RAMChYLD
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The sound effects are muffled as well, a good portion of the levels have been excised, and [[FakeDifficulty it's impossible to turn and sidestep at the same time]]--something that even the SNES port of ''VideoGame/Wolfenstein3D'' could manage. The only truly good part of the game is its soundtrack, which is fun to listen to because the SNES's sampler makes the MIDI soundtrack sound much more like real instruments than the Sound Blaster's FM synth ever could[[note]]Unless you cut your teeth with the PC version of Doom on a PC with a Gravis Ultrasound, then the SNES version sounds absolutely muffled compared to the glory that is the Ultrasound. Because, like the SNES' [=SPC700=], the Ultrasound was a sampler-based sound card, which Doom had full support for and would load its own custom soundfonts if one is used, and unlike the SNES' [=SPC700=], it had '''four''' times the amount of memory compared to the [=SPC700=] (256kb vs 64kb). And the [=AWE32=] (another sampler-based card) ain't too far behind either.[[/note]].

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The sound effects are muffled as well, a good portion of the levels have been excised, and [[FakeDifficulty it's impossible to turn and sidestep at the same time]]--something that even the SNES port of ''VideoGame/Wolfenstein3D'' could manage. The only truly good part of the game is its soundtrack, which is fun to listen to because the SNES's sampler makes the MIDI soundtrack sound much more like real instruments than the Sound Blaster's FM synth ever could[[note]]Unless you cut your teeth with the PC version of Doom on a PC with a Gravis Ultrasound, then the SNES version sounds absolutely muffled compared to the glory that is the Ultrasound. Because, like the SNES' [=SPC700=], the Ultrasound was a sampler-based sound card, which Doom had full support for and would load its own custom soundfonts if one is used, and unlike the SNES' [=SPC700=], it had ''at least'' '''four''' times the amount of memory compared to the [=SPC700=] (256kb upgradable to 1MB, vs 64kb). And the [=AWE32=] (another sampler-based card) ain't too far behind either.[[/note]].
22nd Aug '16 8:24:13 AM RAMChYLD
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* ''VideoGame/BubbleBobble'' had EGA graphics and [=AdLib=] music[[note]]Although setting up the game to run with [=AdLib=] music was a case of GuideDangIt since it doesn't come with a configuration program like other DOS programs of the era does. Many who've gotten the game without a manual were stuck with PC speaker sound since this was before the internet had become widely available[[/note]], which were fine for the time, but the game breaker here is that faster [=PCs=] actually had an ''opposite'' effect on the game speed: the faster the PC, the ''slower'' the game. On a 166 [=MHz=] Pentium, the game would run at an unplayable ''one frame per second''. Comparatively, the game ran perfectly on a 12 [=MHz=] 80286. The bug appears to manifest if you use a CPU faster than a 486DX-33. A fan patch to fix the issue exists however.

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* ''VideoGame/BubbleBobble'' had EGA graphics and [=AdLib=] music[[note]]Although setting up the game to run with [=AdLib=] music was a case of GuideDangIt since it doesn't come with a configuration program like other DOS programs of the era does. Many who've gotten the game without a manual were stuck with PC speaker sound since this was before the internet had become widely available[[/note]], which were fine for the time, but the game breaker here is that faster [=PCs=] actually had an ''opposite'' effect on the game speed: the faster the PC, the ''slower'' the game. On a 166 [=MHz=] Pentium, the game would run at an unplayable ''one frame per second''. Comparatively, the game ran perfectly on a 12 [=MHz=] 80286. The bug appears to manifest if you use a CPU faster than a 486DX-33. A fan fan-made patch to fix the issue exists however.
22nd Aug '16 8:21:52 AM RAMChYLD
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* ''VideoGame/BubbleBobble'' had EGA graphics and [=AdLib=] music[[note]]Although setting up the game to run with [=AdLib=] music was a case of GuideDangIt since it doesn't come with a configuration program like other DOS programs of the era does. Many who've gotten the game without a manual were stuck with PC speaker sound since this was before the internet had become widely available[[/note]], which were fine for the time, but the game breaker here is that faster [=PCs=] actually had an ''opposite'' effect on the game speed: the faster the PC, the ''slower'' the game. On a 166 [=MHz=] Pentium, the game would run at an unplayable ''one frame per second''. Comparatively, the game ran perfectly on a 12 [=MHz=] 80286. A fan patch to fix the issue exists however.

to:

* ''VideoGame/BubbleBobble'' had EGA graphics and [=AdLib=] music[[note]]Although setting up the game to run with [=AdLib=] music was a case of GuideDangIt since it doesn't come with a configuration program like other DOS programs of the era does. Many who've gotten the game without a manual were stuck with PC speaker sound since this was before the internet had become widely available[[/note]], which were fine for the time, but the game breaker here is that faster [=PCs=] actually had an ''opposite'' effect on the game speed: the faster the PC, the ''slower'' the game. On a 166 [=MHz=] Pentium, the game would run at an unplayable ''one frame per second''. Comparatively, the game ran perfectly on a 12 [=MHz=] 80286. The bug appears to manifest if you use a CPU faster than a 486DX-33. A fan patch to fix the issue exists however.
22nd Aug '16 8:20:54 AM RAMChYLD
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* ''VideoGame/BubbleBobble'' had EGA graphics and [=AdLib=] music[[note]]Although setting up the game to run with [=AdLib=] music was a case of GuideDangIt since it doesn't come with a configuration program like other DOS programs of the era does. Many who've gotten the game without a manual were stuck with PC speaker sound since this was before the internet had become widely available[[/note]], which were fine for the time, but the game breaker here is that faster [=PCs=] actually had an ''opposite'' effect on the game speed: the faster the PC, the ''slower'' the game. On a 166 [=MHz=] Pentium, the game would run at an unplayable ''one frame per second''. Comparatively, the game ran perfectly on a 12 [=MHz=] 80286.

to:

* ''VideoGame/BubbleBobble'' had EGA graphics and [=AdLib=] music[[note]]Although setting up the game to run with [=AdLib=] music was a case of GuideDangIt since it doesn't come with a configuration program like other DOS programs of the era does. Many who've gotten the game without a manual were stuck with PC speaker sound since this was before the internet had become widely available[[/note]], which were fine for the time, but the game breaker here is that faster [=PCs=] actually had an ''opposite'' effect on the game speed: the faster the PC, the ''slower'' the game. On a 166 [=MHz=] Pentium, the game would run at an unplayable ''one frame per second''. Comparatively, the game ran perfectly on a 12 [=MHz=] 80286. A fan patch to fix the issue exists however.
20th Aug '16 10:07:26 AM TheBuddy26
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** [[WordOfGod Hideki Kamiya]] later clarified why the port was so shoddy was development for the game was primarily on 360 hardware.
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