History Main / ReformulatedGame

26th Feb '17 2:44:32 PM nombretomado
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* ''Goemon: Shinseidai Shūmei'' ("Goemon: The New Generation") for the [=PlayStation=] and ''Goemon: New Age Shutsudō!!'' (New Age Sailing) for the GameBoyAdvance were essentially the same game, being released two months apart. The two games were part of an unsuccessful attempt by {{Konami}} to reinvent the ''Ganbare Goemon'' franchise (aka ''MysticalNinja'') to younger players around 2001-2002. The GBA version is essentially a watered down version of the PS game, with text and still imagery instead of voice acted cutscenes, along with less stages, but it does have some exclusive content to make up for it.

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* ''Goemon: Shinseidai Shūmei'' ("Goemon: The New Generation") for the [=PlayStation=] and ''Goemon: New Age Shutsudō!!'' (New Age Sailing) for the GameBoyAdvance were essentially the same game, being released two months apart. The two games were part of an unsuccessful attempt by {{Konami}} {{Creator/Konami}} to reinvent the ''Ganbare Goemon'' franchise (aka ''MysticalNinja'') to younger players around 2001-2002. The GBA version is essentially a watered down version of the PS game, with text and still imagery instead of voice acted cutscenes, along with less stages, but it does have some exclusive content to make up for it.
13th Feb '17 9:39:02 PM Saurubiker
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* The N64 and Dreamcast versions of ''VideoGame/RainbowSix'' were at least decent adaptations of the PC version. The [=PlayStation=] version, by contrast, was almost completely reprogrammed, which turned out to be [[PortingDisaster disastrous]]. Gone was the tactical planning map and the multiple-team action. Instead, players were limited to using three operatives per mission, who could either be assigned to seperate insertion points or teamed up. AI and play controls were sub-par, and graphics were worse than most first-generation PSX titles.

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* The N64 and Dreamcast versions of ''VideoGame/RainbowSix'' were at least decent adaptations of the PC version. The [=PlayStation=] version, by contrast, was almost completely reprogrammed, which turned out to be [[PortingDisaster disastrous]]. Gone was the tactical planning map and the multiple-team action. Instead, players were limited to using three operatives per mission, who could either be assigned to seperate insertion points or teamed up. AI and play controls were sub-par, and graphics were worse than most first-generation PSX early [=PS1=] titles.
6th Feb '17 11:14:38 AM ZombieAladdin
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* ''VideoGame/SonicTheHedgehog2006'' was originally going to be ported to the {{Wii}} as well, but the people at Sonic Team soon realized they couldn't feasibly do it, even with a graphics downgrade. Instead, the group in charge of the port repurposed what they had and created ''VideoGame/SonicAndTheSecretRings'' out of it.

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* ''VideoGame/SonicTheHedgehog2006'' was originally going to be ported to the {{Wii}} as well, but the people at Sonic Team soon realized they couldn't feasibly do it, even with a graphics downgrade. Instead, the group in charge of the port repurposed what they had and created ''VideoGame/SonicAndTheSecretRings'' ''[[VideoGame/SonicStorybookSeries Sonic and the Secret Rings]]'' out of it.


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* The mobile version of ''VideoGame/{{Skullgirls}}'' uses the same characters and graphics as the console version but, due to the nature of mobile devices, requires a completely different control scheme and thus different gameplay as well. Because Lab Zero doesn't have the resources to work on the mobile game ''and'' their current projects, development was outsourced to Hidden Variable Games, and they wound up crafting a mostly separate story from the original version.
6th Feb '17 11:05:48 AM ZombieAladdin
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* ''VideoGame/SonicTheHedgehog2006'' was originally going to be ported to the {{Wii}} as well, but the people at Sonic Team soon realized they couldn't feasibly do it, even with a graphics downgrade. Instead, the group in charge of the port repurposed what they had and created ''VideoGame/SonicAndTheSecretRings'' out of it.



* ''TabletopGame/{{Shadowrun}}'' recieved completely different adaptations for the SNES and Genesis. The SNES game, by Beam Software, is an isometric action RPG starring an amnesiac named Jake, while the Genesis game, developed by Blue Sky Software, is a ''[[Franchise/TheLegendOfZelda Legend of Zelda]]''-style overhead RPG with a protagonist named Joshua avenging the death of his brother.
* ''VideoGame/SonicTheHedgehog'' and ''VideoGame/SonicTheHedgehog2'' had 8-bit versions produced for the UsefulNotes/SegaMasterSystem and UsefulNotes/GameGear, both of which were radically different from the 16-bit originals on the UsefulNotes/MegaDrive (the 8-bit versions of ''Sonic 2'' actually preceded the 16-bit version in some regions). The more limited hardware didn't allow for the same speed, which resulted in different level layouts, premises and soundtracks. The 8-bit ''Sonic 2'' in particular is pretty much a ''completely different game'' from the Mega Drive one, with completely different levels, enemies and even a ''very'' different ExcusePlot[[note]]Tails is captured and needs to be rescued in the 8-bit version, thereby leaving him as an NPC, whereas he's a playable character in the 16-bit version and follows Sonic around by default[[/note]]; Sonic 1 shares some of its levels between versions, albeit in modified form. Both still hold up well, and the UsefulNotes/GameGear versions in particular are considered more challenging due to their lower screen resolution and general [[OneHitPointWonder lack of rings during boss fights]].

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* ''TabletopGame/{{Shadowrun}}'' recieved received completely different adaptations for the SNES and Genesis. The SNES game, by Beam Software, is an isometric action RPG starring an amnesiac named Jake, while the Genesis game, developed by Blue Sky Software, is a ''[[Franchise/TheLegendOfZelda Legend of Zelda]]''-style overhead RPG with a protagonist named Joshua avenging the death of his brother.
* This has been a pretty common process in the Franchise/SonicTheHedgehog series:
**
''VideoGame/SonicTheHedgehog'' and ''VideoGame/SonicTheHedgehog2'' had 8-bit versions produced for the UsefulNotes/SegaMasterSystem and UsefulNotes/GameGear, both of which were radically different from the 16-bit originals on the UsefulNotes/MegaDrive (the 8-bit versions of ''Sonic 2'' actually preceded the 16-bit version in some regions). The more limited hardware didn't allow for the same speed, which resulted in different level layouts, premises and soundtracks. The 8-bit ''Sonic 2'' in particular is pretty much a ''completely different game'' from the Mega Drive one, with completely different levels, enemies and even a ''very'' different ExcusePlot[[note]]Tails is captured and needs to be rescued in the 8-bit version, thereby leaving him as an NPC, whereas he's a playable character in the 16-bit version and follows Sonic around by default[[/note]]; Sonic 1 shares some of its levels between versions, albeit in modified form. Both still hold up well, and the UsefulNotes/GameGear versions in particular are considered more challenging due to their lower screen resolution and general [[OneHitPointWonder lack of rings during boss fights]].fights]].
** As ''VideoGame/Sonic3DBlast'' was in production (with pretty similar 16-bit and Sega Saturn versions), another department was working on ''VideoGame/SonicBlast'' (not to be confused with the above-mentioned ''Sonic Blast Man''). The only things they have in common are that Sonic, Eggman, and Knuckles are in both of them. They are otherwise totally different, with different stages, soundtracks, story, and types of platformer (the former being a non-linear 3-D platformer, and the latter being a traditional linear 2-D platformer).
** Between 2010 and 2014, as Sonic Team worked on a main series Sonic game for home systems, Dimps would simultaneously develop a game sharing the title, soundtrack, and story on Nintendo handheld systems. This was the approach to ''VideoGame/SonicColors'', ''VideoGame/SonicGenerations'', and ''VideoGame/SonicLostWorld''. In all three cases, Dimps would receive basic information, music, and gameplay suggestions from Sonic Team, then Dimps would create their own interpretation. For Dimps's ''Sonic Colors'' and ''Sonic Generations'', the gameplay closely resembled that of the ''VideoGame/SonicRush'' games they previously worked on, though for ''Sonic Lost World'', it was in full 3-D with their own stage layouts and gimmicks.
26th Jan '17 10:35:39 PM Ominae
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* ''Series/MightyMorphinPowerRangers'' received a series of tie-in games around the time the first season ended. Although the versions released for the Nintendo platforms were published by {{Bandai}}, the Sega versions were first-party products. The SuperNES and UsefulNotes/GameBoy versions were both side-scrolling action games, while the UsefulNotes/SegaGenesis and UsefulNotes/GameGear versions were fighting games, each completely unique. A UsefulNotes/SegaCD version was also released which was an InteractiveMovie game which used FMV clips from key episodes of the series.

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* ''Series/MightyMorphinPowerRangers'' received a series of tie-in games around the time the first season ended. Although the versions released for the Nintendo platforms were published by {{Bandai}}, Bandai, the Sega versions were first-party products. The SuperNES and UsefulNotes/GameBoy versions were both side-scrolling action games, while the UsefulNotes/SegaGenesis and UsefulNotes/GameGear versions were fighting games, each completely unique. A UsefulNotes/SegaCD version was also released which was an InteractiveMovie game which used FMV clips from key episodes of the series.
21st Dec '16 12:59:01 PM Saurubiker
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* ''VideoGame/BionicCommando'' on the arcades was a side-scrolling action platformer with a gameplay gimmick involving the use a wire to jump over obstacles instead of a jump button. The NES version, while retaining the wire-swinging gimmick, is a non-linear action game that alternates between classic side-scrolling action, ''Commando''-style overhead segments, and [[BreatherLevel neutral zones to take a breather]] and find useful items and information, while having a complex plot with an [[FamilyUnfriendlyDeath incredibly graphic villain death]] that [[GettingCrapPastTheRadar wasn't censored]]. It's considered among the best action games for the NES and, unsurprisingly, it is the version that was remade as ''Bionic Commando: Rearmed'' in 2008. In Japan, where the original ''Bionic Commando'' was titled ''Top Secret'', the Famicom version was .

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* ''VideoGame/BionicCommando'' on the arcades was a side-scrolling action platformer with a gameplay gimmick involving the use a wire to jump over obstacles instead of a jump button. The NES version, while retaining the wire-swinging gimmick, is a non-linear action game that alternates between classic side-scrolling action, ''Commando''-style overhead segments, and [[BreatherLevel neutral zones to take a breather]] and find useful items and information, while having a complex plot with an [[FamilyUnfriendlyDeath incredibly graphic villain death]] that [[GettingCrapPastTheRadar wasn't censored]]. It's considered among the best action games for the NES and, unsurprisingly, it is the version that was remade as ''Bionic Commando: Rearmed'' in 2008. In Japan, where the original ''Bionic Commando'' was titled ''Top Secret'', the Famicom version was .was subtitled ''Hitler no Fukkatsu'' (Hitler's Revival) and was clearly marketed as a different game.
3rd Dec '16 8:29:42 PM Saurubiker
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* ''Series/MightyMorphinPowerRangers'' received a series of tie-in games around the time the first season ended. Although the versions released for the Nintendo platforms were published by {{Bandai}}, the Sega versions were first-party products. Although the SuperNES and UsefulNotes/GameBoy versions were both side-scrolling action games, while the UsefulNotes/SegaGenesis and UsefulNotes/GameGear versions were competitive fighting games, they were all completely different from each other. A UsefulNotes/SegaCD version was also released which was an InteractiveMovie game which used FMV clips from key episodes of the series.
** ''[[Film/MightyMorphinPowerRangers MMPR: The Movie]]'' also received its own sets of tie-in games. While the SNES, Game Boy and Game Gear versions were similar to their respective predecesors, the Genesis version was a beat-'em-up that actually covered both, the events of the film and the latter half of Season 2.

to:

* ''Series/MightyMorphinPowerRangers'' received a series of tie-in games around the time the first season ended. Although the versions released for the Nintendo platforms were published by {{Bandai}}, the Sega versions were first-party products. Although the The SuperNES and UsefulNotes/GameBoy versions were both side-scrolling action games, while the UsefulNotes/SegaGenesis and UsefulNotes/GameGear versions were competitive fighting games, they were all each completely different from each other.unique. A UsefulNotes/SegaCD version was also released which was an InteractiveMovie game which used FMV clips from key episodes of the series.
** ''[[Film/MightyMorphinPowerRangers MMPR: The Movie]]'' also received its own sets of tie-in games. While the SNES, Game Boy and Game Gear versions were similar to their respective predecesors, the Genesis version was a side-scrolling beat-'em-up that actually covered both, the events of the film and the latter half of Season 2.
24th Oct '16 5:31:18 PM nombretomado
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* ''Strider II'', the U.S. Gold-produced sequel to ''VideoGame/{{Strider}}'' (not to be confused with Capcom's own arcade sequel ''Strider 2''), was originally released in 1990 for various home computer platforms in Europe (specifically the Amiga, Atari ST, Commodore 64, Amstrad CPC and the ZX Spectrum). ''Strider II'' was later remade for the UsefulNotes/MegaDrive and UsefulNotes/SegaMasterSystem in 1992 with redesigned stages and gameplay mechanics much closer to the original ''Strider'' arcade game. The Genesis and GameGear versions were released in America under the title of ''Strider Returns: Journey from Darkness''.

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* ''Strider II'', the U.S. Gold-produced sequel to ''VideoGame/{{Strider}}'' (not to be confused with Capcom's own arcade sequel ''Strider 2''), was originally released in 1990 for various home computer platforms in Europe (specifically the Amiga, Atari ST, Commodore 64, Amstrad CPC and the ZX Spectrum). ''Strider II'' was later remade for the UsefulNotes/MegaDrive and UsefulNotes/SegaMasterSystem in 1992 with redesigned stages and gameplay mechanics much closer to the original ''Strider'' arcade game. The Genesis and GameGear Game Gear versions were released in America under the title of ''Strider Returns: Journey from Darkness''.



** Mindscape later released a set of versions for the SNES, GameBoy and GameGear. While the SNES version was also a port of the arcade game, the portable versions were actually side-scrolling platformers.

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** Mindscape later released a set of versions for the SNES, GameBoy UsefulNotes/GameBoy and GameGear.UsefulNotes/GameGear. While the SNES version was also a port of the arcade game, the portable versions were actually side-scrolling platformers.



* ''Series/MightyMorphinPowerRangers'' received a series of tie-in games around the time the first season ended. Although the versions released for the Nintendo platforms were published by {{Bandai}}, the Sega versions were first-party products. Although the SuperNES and UsefulNotes/GameBoy versions were both side-scrolling action games, while the UsefulNotes/SegaGenesis and GameGear versions were competitive fighting games, they were all completely different from each other. A UsefulNotes/SegaCD version was also released which was an InteractiveMovie game which used FMV clips from key episodes of the series.

to:

* ''Series/MightyMorphinPowerRangers'' received a series of tie-in games around the time the first season ended. Although the versions released for the Nintendo platforms were published by {{Bandai}}, the Sega versions were first-party products. Although the SuperNES and UsefulNotes/GameBoy versions were both side-scrolling action games, while the UsefulNotes/SegaGenesis and GameGear UsefulNotes/GameGear versions were competitive fighting games, they were all completely different from each other. A UsefulNotes/SegaCD version was also released which was an InteractiveMovie game which used FMV clips from key episodes of the series.



* ''VideoGame/SonicTheHedgehog'' and ''VideoGame/SonicTheHedgehog2'' had 8-bit versions produced for the UsefulNotes/SegaMasterSystem and UsefulNotes/GameGear, both of which were radically different from the 16-bit originals on the UsefulNotes/MegaDrive (the 8-bit versions of ''Sonic 2'' actually preceded the 16-bit version in some regions). The more limited hardware didn't allow for the same speed, which resulted in different level layouts, premises and soundtracks. The 8-bit ''Sonic 2'' in particular is pretty much a ''completely different game'' from the Mega Drive one, with completely different levels, enemies and even a ''very'' different ExcusePlot[[note]]Tails is captured and needs to be rescued in the 8-bit version, thereby leaving him as an NPC, whereas he's a playable character in the 16-bit version and follows Sonic around by default[[/note]]; Sonic 1 shares some of its levels between versions, albeit in modified form. Both still hold up well, and the GameGear versions in particular are considered more challenging due to their lower screen resolution and general [[OneHitPointWonder lack of rings during boss fights]].

to:

* ''VideoGame/SonicTheHedgehog'' and ''VideoGame/SonicTheHedgehog2'' had 8-bit versions produced for the UsefulNotes/SegaMasterSystem and UsefulNotes/GameGear, both of which were radically different from the 16-bit originals on the UsefulNotes/MegaDrive (the 8-bit versions of ''Sonic 2'' actually preceded the 16-bit version in some regions). The more limited hardware didn't allow for the same speed, which resulted in different level layouts, premises and soundtracks. The 8-bit ''Sonic 2'' in particular is pretty much a ''completely different game'' from the Mega Drive one, with completely different levels, enemies and even a ''very'' different ExcusePlot[[note]]Tails is captured and needs to be rescued in the 8-bit version, thereby leaving him as an NPC, whereas he's a playable character in the 16-bit version and follows Sonic around by default[[/note]]; Sonic 1 shares some of its levels between versions, albeit in modified form. Both still hold up well, and the GameGear UsefulNotes/GameGear versions in particular are considered more challenging due to their lower screen resolution and general [[OneHitPointWonder lack of rings during boss fights]].
3rd Aug '16 1:05:03 AM Midna
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** The Genesis/Mega Drive version by Sunsoft maintained the original 30 stages per difficulty level, but had to deal with the console's lower video RAM. As a result, several stages, mostly early in the game, were cut down in size, while many others were replaced entirely (some of the new stages were notably lifted from the MissionPackSequel ''Oh No! More Lemmings''). To make up for this the game features two new difficulty levels, resulting in the longest

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** The Genesis/Mega Drive version by Sunsoft maintained the original 30 stages per difficulty level, but had to deal with the console's lower video RAM. As a result, several stages, mostly early in the game, were cut down in size, while many others were replaced entirely (some of the new stages were notably lifted from the MissionPackSequel ''Oh No! More Lemmings''). To make up for this the game features two new difficulty levels, resulting in making it considerably longer than any other version of the longestgame.


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* ''VideoGame/TheLionKing'' games for the SNES, Genesis, Game Boy, and NES were all more or less ports of each other of varying quality. The versions released for Game Gear and Master System, though, were essentially completely different games with similar gameplay. Besides the different level design, there is no roar meter, the notorious ostrich rides in The Mane Event are almost completely gone, The Stampede uses the same platforming engine as the rest of the game instead of its own, and Return to Pride Rock is reduced to a BossOnlyLevel.
22nd Jul '16 2:02:01 PM Morgenthaler
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* ''VideoGame/TeenageMutantNinjaTurtles'' on the NES came out almost at the same time as Konami's popular [[TeenageMutantNinjaTurtlesTheArcadeGame arcade beat-'em-up]] of the same title. When Konami decided to adapt the arcade game to the NES as well, they had to retitle that version ''Teenage Mutant Ninja Turtles II: The Arcade Game'' to make it clear that it was a different game from the first NES title and a port of the arcade version.

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* ''VideoGame/TeenageMutantNinjaTurtles'' on the NES came out almost at the same time as Konami's popular [[TeenageMutantNinjaTurtlesTheArcadeGame [[VideoGame/TeenageMutantNinjaTurtlesTheArcadeGame arcade beat-'em-up]] of the same title. When Konami decided to adapt the arcade game to the NES as well, they had to retitle that version ''Teenage Mutant Ninja Turtles II: The Arcade Game'' to make it clear that it was a different game from the first NES title and a port of the arcade version.



* ''TonyHawksProSkater 3'' and ''4'' both had different versions, one for the [=PS2=]/Xbox/[=GCN=], and one for the [=PS1=] with different goals and levels, done by different companies. The same thing happened again with the [=PS3=]60 version of ''Project Eight'' and ''Proving Ground'' being different to the Wii[=/=][=PS2=] version.
* ''TransformersWarForCybertron'' was a third-person shooter released for the [=PS3=] and [=Xbox 360=]. ''Transformers: Cybertron Adventures'', considered to be the Wii equivalent and having the same characters and story, is a RailShooter.

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* ''TonyHawksProSkater ''VideoGame/TonyHawksProSkater 3'' and ''4'' both had different versions, one for the [=PS2=]/Xbox/[=GCN=], and one for the [=PS1=] with different goals and levels, done by different companies. The same thing happened again with the [=PS3=]60 version of ''Project Eight'' and ''Proving Ground'' being different to the Wii[=/=][=PS2=] version.
* ''TransformersWarForCybertron'' ''VideoGame/TransformersWarForCybertron'' was a third-person shooter released for the [=PS3=] and [=Xbox 360=]. ''Transformers: Cybertron Adventures'', considered to be the Wii equivalent and having the same characters and story, is a RailShooter.
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