Follow TV Tropes

Following

History Main / ReformulatedGame

Go To

OR

Added: 2691

Changed: 94

Is there an issue? Send a MessageReason:
None


* ''Powerslave'', [[MarketBasedTitle also known as]] ''Exhumed'' in Europe and ''Year 1999: Return of the Pharaoh'' in Japan. Although the three versions (PC, Playstation and Saturn) were released together, development started on the PC using the Build engine, best known for powering DukeNukem 3D. Lobotomy Software then decided to try their luck on consoles but, upon realizing a straight port was impossible, they developed the Slavedriver engine and ended up making practically another game. While PC ''Powerslave'' is forgettable and has overly long, boring levels, console ''Powerslave'' is one of the best early console [[FirstPersonShooter FPSes]], and loses some nicer textures in exchange for faster and smoother gameplay, full 3D movement and smaller, open-ended levels with new weapons and abilities to discover in order to advance, predating Metroid Prime by over half a decade. Also, in a fun twist of irony, Slavedriver would later be used to port DukeNukem 3D on the SegaSaturn.

to:

* ''Powerslave'', [[MarketBasedTitle also known as]] ''Exhumed'' in Europe and ''Year 1999: Return of the Pharaoh'' in Japan. Although the three versions (PC, Playstation and Saturn) were released together, development started on the PC using the Build engine, best known for powering DukeNukem 3D. Lobotomy Software then decided to try their luck on consoles but, upon realizing a straight port was impossible, they developed the Slavedriver engine and ended up making practically another game. While PC ''Powerslave'' is forgettable and has overly long, boring levels, console ''Powerslave'' is one of the best early console [[FirstPersonShooter FPSes]], and loses some nicer textures in exchange for favor of faster and smoother gameplay, action, full 3D movement and smaller, open-ended levels with new weapons and abilities to discover in order to advance, predating Metroid Prime ''MetroidPrime'' by over half a decade. five years. Also, in a fun twist of irony, Slavedriver would later be used to port DukeNukem 3D ''DukeNukem 3D'' on the SegaSaturn.



* ''VideoGame/BionicCommando'' had the neat idea of the bionic arm in place of the usual jumping but wasn't exactly a memorable game. The NES version, while maintaning the basic gameplay mechanics (but more refined), is a non-linear game that alternates between classic action levels and neutral zones to take a breath and find useful objects and information, has a more complex story, and also an incredibly graphic villain death that [[GettingCrapPastTheRadar wasn't censored]]. It's considered among the best games for Nintendo's systemn and, unsurprisingly, it is the version that was remade as ''Bionic Commando: Rearmed'' in 2008.

to:

* The arcade version of ''VideoGame/BionicCommando'' had the neat idea of the bionic arm in place of the usual jumping but wasn't exactly a memorable game. The NES version, while maintaning maintaining the basic gameplay play mechanics (but more refined), is a non-linear game that alternates between classic action levels and neutral zones to take a breath and find useful objects and information, has a more complex story, and also an incredibly graphic villain death that [[GettingCrapPastTheRadar wasn't censored]]. It's considered among the best games for Nintendo's systemn and, unsurprisingly, it is the version that was remade as ''Bionic Commando: Rearmed'' in 2008.


Added DiffLines:

* All three of the ''DoubleDragon'' games for the NES were completely different from their original arcade counterparts (in case of the third game, the NES version was developed simultaneously with the arcade game).
** The first ''Double Dragon'' for the NES featured different stage designs (including a couple of new areas) and the addition of an experience point system in which the player must gain all of his moves gradually as the game progresses rather than having all of them from the outset. The developers were unable to add the 2-player co-op mode from the arcade version to the main game and since the title wouldn't had made much sense without both Lee brothers, the plot was changed so that Jimmy Lee (the Player 2 character in the arcade version) was the main villain. The enemy roster from the arcade version was kept with the exception of the {{head swap}}ped bosses, although another new enemy (Chinese martial artist Chin Taimei) was added.
*** Note that the Master System version released shortly after the NES version played more like a stripped-down version of the arcade game in comparison, while still sharing some of the same hardware limitations as the NES version (such as trying to adapt the arcade game's three-button controls into a two-button controller).
*** The Game Boy version released a few years after the NES version plays like a remixed version of the NES game, featuring different stage designs with new traps and new moves and weapons for some of the enemies.
** The arcade version of ''Double Dragon II: The Revenge'' was essentially an improved version of the first game with new backgrounds and traps, new music, new looks for most of the returning enemies, a new boss for each stage and a different attack system than the one used in the first game. The NES version shared many of the elements from the arcade version, adding the 2-player co-op mode missing from the NES game, while featuring completely different stages, comic book-style cut-scenes, new weapons and special moves, a few new enemies, and a new final boss battle complete with a happier ending than the one in the arcade version.
** ''Double Dragon III: The Sacred Stones'' for the NES is almost a completely different beast from the arcade game ''Double Dragon 3: The Rosetta Stone''. Whereas the arcade game forced players to use actual money to purchase all the extra characters, moves and weapons (unless they were playing the [[DifficultyByRegion Japanese version]], in that case all the characters were selectable from the starts), the NES version simply gives the player access to new characters by having two of the bosses become playable characters after each one is defeated.

Added: 269

Changed: 23

Is there an issue? Send a MessageReason:
None


* '''Concurrently developed:''' the game has been developed concurrently in several versions for many platforms. They are all marketed as the same game and, while one may be the "main" version, each is its own game and is tailored to its platform's graphical capabilities and control interface. Some are stripped-down versions of another, while others may even belong to a different genre. This is somewhat common for {{Licensed Game}}s, though those which were made by different companies for different platforms (e.g. ''Disney/{{Aladdin}}'') should be technically disqualified even though they share a title.

to:

* '''Concurrently developed:''' the game has been developed concurrently in several versions for many platforms. They are all marketed as with the same game title and, while one may be the "main" version, each is its own game and is tailored to its platform's graphical capabilities and control interface. Some are stripped-down versions of another, while others may even belong to a different genre. This is somewhat common for {{Licensed Game}}s, though those which were made by different companies for different platforms (e.g. ''Disney/{{Aladdin}}'') should be technically disqualified even though they share a title.


Added DiffLines:

* ''TeenageMutantNinjaTurtlesTournamentFighters'' was the title of three separate fighting games released for the NES, SNES and Genesis based on the 1987 animated version of ''TeenageMutantNinjaTurtles''. Each game featured its own character roster and fighting system.
Is there an issue? Send a MessageReason:
None


* {{Daikatana}} for the [[GameBoyColor GBC]] is a fun little top-down action RPG, much better than the horrible FPS.

to:

* {{Daikatana}} ''{{Daikatana}}'' for the [[GameBoyColor GBC]] GameBoyColor is a fun little top-down action RPG, much RPG that was better received than the horrible FPS.critically-panned FPS it was based on.



* The 8-bit versions of ''VideoGame/SonicTheHedgehog'' and ''SonicTheHedgehog2'' for the SegaMasterSystem and GameGear were radically different from the 16-bit originals on the MegaDrive. The more limited hardware didn't allow for the same speed, which resulted in different levels, storylines and music. Both still hold up well and the GameGear versions in particular are considered more challenging due to their lower screen resolution.

to:

* The 8-bit versions of ''VideoGame/SonicTheHedgehog'' and ''SonicTheHedgehog2'' for the SegaMasterSystem MasterSystem and GameGear were radically different from the 16-bit originals on the MegaDrive. The more limited hardware didn't allow for the same speed, which resulted in different levels, storylines and music. Both still hold up well and the GameGear versions in particular are considered more challenging due to their lower screen resolution.
Is there an issue? Send a MessageReason:
None


* The first two ''{{Contra}}'' games are quite different between the Arcade and NES versions. The NES ''Contra'' adds many level and bosses while ''Super C'' shuffles around the order of the levels and bosses. The {{MSX}}2 ''Contra'' is even more different, with a whole number of unique levels but no SpreadShot.

to:

* The first two ''{{Contra}}'' games are quite different between the Arcade and NES versions. The NES ''Contra'' adds many level features expanded stages with new traps and bosses enemy patterns, while ''Super C'' shuffles around the order of the levels last few stages and bosses.bosses, adding a couple of new ones in-between. The {{MSX}}2 ''Contra'' is even more different, with a whole number of unique levels but no SpreadShot.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* The NES version of ''VideoGame/MetalGear'' began development almost immediately after the [=MSX2=] version was released with a development period that lasted only three months. Some of the changes, like the addition of the Jungle area, were [[ExecutiveMeddling forced into the NES version by upper management]], while other changes, like the removal of the Metal Gear mecha, were due to hardware constraints.
Is there an issue? Send a MessageReason:
None


* The original ''NinjaGaiden'' is an extreme case. The arcade game is a BeatEmUp; the NES incarnation is a ''{{Castlevania}}''-style action game with a wall-grabbing mechanic and cinematic cut-scenes. The MasterSystem, GameGear and unreleased SegaGenesis versions all claim to be "reprogrammed" versions, yet each one is an original game.

to:

* The original {{Tecmo}} began development of the arcade and NES versions of ''NinjaGaiden'' is an extreme case. The at the same time and ended up creating two completely different games. While the arcade game version is a BeatEmUp; 2-player belt-scrolling BeatEmUp with emphasis on acrobatic moves, the NES incarnation version is a ''{{Castlevania}}''-style action game side-scrolling platformer with a wall-grabbing wall hanging play mechanic and cinematic cut-scenes. sequences. The later MasterSystem, GameGear and unreleased SegaGenesis versions all claim to be "reprogrammed" versions, yet each one is an original game.

Added: 338

Removed: 334

Is there an issue? Send a MessageReason:
None


* The original ''NinjaGaiden'' is an extreme case. The Arcade game is a BeatEmUp; the NES incarnation is a platformer with a wall-grabbing mechanic and cinematic cutscenes. The SegaMasterSystem, GameGear and unreleased SegaGenesis versions all claim to be "reprogrammed" versions of ''Ninja Gaiden'', yet each one is an original game.


Added DiffLines:

* The original ''NinjaGaiden'' is an extreme case. The arcade game is a BeatEmUp; the NES incarnation is a ''{{Castlevania}}''-style action game with a wall-grabbing mechanic and cinematic cut-scenes. The MasterSystem, GameGear and unreleased SegaGenesis versions all claim to be "reprogrammed" versions, yet each one is an original game.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''{{Ys}} IV'' was developed in tandem for the PCEngine and SuperFamicom. Both versions were developed by separate companies based on a rough outline written by NihonFalcom. There was also a third version planned for the MegaDrive that ended up becoming {{vaporware}}.
Is there an issue? Send a MessageReason:
The arcade version of Strider was much more complex than the NES game. A game isn\'t \"deep\" just because it\'s a Metroid-clone.


* ''VideoGame/{{Strider}}''. Its arcade incarnation (and the excellent SegaGenesis port), a straight action game, is a classic on its own right but the NES version, whose prodution started roughly at the same time but was released later, is a much more complex and open {{Metroidvania}}. It is also much closer to the original manga.

to:

* ''VideoGame/{{Strider}}''. Its arcade incarnation (and the excellent SegaGenesis port), a straight action game, is a classic on its own right but the NES version, whose prodution production started roughly at the same time but was released later, is a much more complex and open {{Metroidvania}}. It free-roaming action adventure game. The plot is also much closer to the original manga.tie-in manga, with most of the same characters.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/{{Castlevania}}'' (NES) and ''Vampire Killer'' (MSX) were released in Japan under the same title at nearly the same time, with similar covers. While they have very similar level design, ''Vampire Killer'' lacks side-scrolling but includes hidden keys which must be acquired to complete levels.

to:

* ''VideoGame/{{Castlevania}}'' (NES) and ''Vampire Killer'' (MSX) were released in Japan under the same title at nearly the same time, with similar covers. the same package illustration. While they have very similar level design, ''Vampire Killer'' lacks side-scrolling uses flip-screens instead of scrolling, but includes hidden keys which must be acquired to complete levels.
Is there an issue? Send a MessageReason:
None


* The early HudsonSoft game ''Nuts & Milk'' was originally a MazeGame on the {{MSX}}, {{PC88}} and other Japanese home computers; the NES version completely redesigned the gameplay and levels around ''Donkey Kong Jr.''-style platforming rather than tunneling.

to:

* The early HudsonSoft game ''Nuts & Milk'' ''VideoGame/NutsAndMilk'' was originally a MazeGame on the {{MSX}}, {{PC88}} PC88 and other Japanese home computers; the NES version completely redesigned the gameplay and levels around ''Donkey Kong Jr.''-style platforming rather than tunneling.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* The credits for the Famicom game ''Labyrinth'' suggest that it's a port of the graphic adventure LicensedGame based on [[Film/{{Labyrinth}} the movie]], but it's a simple top-down ActionAdventure game instead.
Is there an issue? Send a MessageReason:
None


* ''BionicCommando'' had the neat idea of the bionic arm in place of the usual jumping but wasn't exactly a memorable game. The NES version, while maintaning the basic gameplay mechanics (but more refined), is a non-linear game that alternates between classic action levels and neutral zones to take a breath and find useful objects and information, has a more complex story, and also an incredibly graphic villain death that [[GettingCrapPastTheRadar wasn't censored]]. It's considered among the best games for Nintendo's systemn and, unsurprisingly, it is the version that was remade as ''Bionic Commando: Rearmed'' in 2008.

to:

* ''BionicCommando'' ''VideoGame/BionicCommando'' had the neat idea of the bionic arm in place of the usual jumping but wasn't exactly a memorable game. The NES version, while maintaning the basic gameplay mechanics (but more refined), is a non-linear game that alternates between classic action levels and neutral zones to take a breath and find useful objects and information, has a more complex story, and also an incredibly graphic villain death that [[GettingCrapPastTheRadar wasn't censored]]. It's considered among the best games for Nintendo's systemn and, unsurprisingly, it is the version that was remade as ''Bionic Commando: Rearmed'' in 2008.
Is there an issue? Send a MessageReason:
None


* ''{{Battletoads}}'' for the GameBoy had similar gameplay and cover art to the NES version, but was largely a different game. This point was brought home when a stripped-down version of the original ''Battletoads'' was ported to the GameBoy as ''Battletoads in Ragnarok's World''.

to:

* ''{{Battletoads}}'' ''VideoGame/{{Battletoads}}'' for the GameBoy had similar gameplay and cover art to the NES version, but was largely a different game. This point was brought home when a stripped-down version of the original ''Battletoads'' was ported to the GameBoy as ''Battletoads in Ragnarok's World''.
Is there an issue? Send a MessageReason:
None


* Type A: the game was supposed to be a port, and may have been so at the beginning of development, but became very different. Often hardware constraints make a straight port simply impossible; it's also not uncommon for a porting team to have [[NoPlansNoPrototypeNoBackup no access to the original code and assets]], so they have to develop from scratch. Other times, a port from a less powerful platform is seen as a chance to add features that couldn't just be implemented originally.
* Type B: the game has been developed concurrently in several versions for many platforms. They are all marketed as the same game and, while one may be the "main" version, each is its own game and is tailored to its platform's graphical capabilities and control interface. Some are stripped-down versions of another, while others may even belong to a different genre. This is somewhat common for {{Licensed Game}}s, though those which were made by different companies for different platforms (e.g. ''Disney/{{Aladdin}}'') should be technically disqualified even though they share a title.

to:

* Type A: '''Reformulated port:''' the game was supposed to be a port, and may have been so at the beginning of development, but became very different. Often hardware constraints make a straight port simply impossible; it's also not uncommon for a porting team to have [[NoPlansNoPrototypeNoBackup no access to the original code and assets]], so they have to develop from scratch. Other times, a port from a less powerful platform is seen as a chance to add features that couldn't just be implemented originally.
* Type B: '''Concurrently developed:''' the game has been developed concurrently in several versions for many platforms. They are all marketed as the same game and, while one may be the "main" version, each is its own game and is tailored to its platform's graphical capabilities and control interface. Some are stripped-down versions of another, while others may even belong to a different genre. This is somewhat common for {{Licensed Game}}s, though those which were made by different companies for different platforms (e.g. ''Disney/{{Aladdin}}'') should be technically disqualified even though they share a title.



[[folder:Type A]]

to:

[[folder:Type A]]
[[folder:Reformulated port]]



[[folder:Type B]]

to:

[[folder:Type B]]
[[folder:Concurrently developed]]



* ''VideoGame/CaptainAmericaAndTheAvengers'' by Data East has more or less faithful conversions of the original arcade game on the Genesis and SNES. On the Game Boy and Game Gear it's still a BeatEmUp but the movement is limited to a 2D plane, making it more akin to an action platformer. On the NES it's a completely different affair: only Cap and Hawkeye can be chosen (the other two characters of the other versions, IronMan and Vision, must be saved) and each requires a different approach to the levels, which can be also be played non-linearly. Since it seems to have been released just a few months after the arcade game, it probably fits more in Type B.

to:

* ''VideoGame/CaptainAmericaAndTheAvengers'' by Data East has more or less faithful conversions of the original arcade game on the Genesis and SNES. On the Game Boy and Game Gear it's still a BeatEmUp but the movement is limited to a 2D plane, making it more akin to an action platformer. On the NES it's a completely different affair: only Cap and Hawkeye can be chosen (the other two characters of the other versions, IronMan and Vision, must be saved) and each requires a different approach to the levels, which can be also be played non-linearly. Since it seems to have been released just a few months after the arcade game, it was probably fits more in Type B.development at the same time.
Is there an issue? Send a MessageReason:
None


* ''Kool-Aid Man'' for the {{Atari 2600}} and for the {{Intellivision}} were two entirely different games, largely because Mattel had to produce both of them on a very tight schedule.

to:

* ''Kool-Aid Man'' for the {{Atari 2600}} and for the {{Intellivision}} were two entirely different games, largely because Mattel had to produce both of them on a very tight schedule. The 2600 version is set around a swimming pool; the Intellivision version takes place inside a haunted house where two children have to summon the Kool-Aid Man.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''Kool-Aid Man'' for the {{Atari 2600}} and for the {{Intellivision}} were two entirely different games, largely because Mattel had to produce both of them on a very tight schedule.
Is there an issue? Send a MessageReason:
None


* {{Sega}} released both a console game and an arcade game based on ''MichaelJacksonsMoonwalker''. They had some gameplay elements in common, but the former was a ''{{Shinobi}}''-like PlatformGame, whereas the latter was an isometric BeatEmUp.

to:

* {{Sega}} released both a console game and an arcade game based on ''MichaelJacksonsMoonwalker''.''Michael Jackson's {{Moonwalker}}''. They had some gameplay elements in common, but the former was a ''{{Shinobi}}''-like PlatformGame, whereas the latter was an isometric BeatEmUp.
Is there an issue? Send a MessageReason:
None



to:

* {{Sega}} released both a console game and an arcade game based on ''MichaelJacksonsMoonwalker''. They had some gameplay elements in common, but the former was a ''{{Shinobi}}''-like PlatformGame, whereas the latter was an isometric BeatEmUp.
Is there an issue? Send a MessageReason:
None


* ''Donald Duck: Goin' Qu@ckers'' has several versions.

to:

* ''Donald Duck: ''DonaldDuck: Goin' Qu@ckers'' has several versions.
Is there an issue? Send a MessageReason:
None



to:

* ''{{Asterix}} at the Olympic Games'' is the same game (bar some graphical differencies) on various platforms, with the exception of the NintendoDS release: the ActionAdventure part is removed entirely, leaving only the Olympic Games proper and making it a ''TrackAndField'' clone. There are, however, many more games than the ones found in the other versions.

Added: 255

Changed: 5

Is there an issue? Send a MessageReason:
None


* ''TheTerminator'' for the SegaCD might have been just the SegaGenesis version by the same developer plus a CD-quality soundtrack and grainy cinematic sequences. While it does have both of those typical features, it also has entirely new levels and weapons. The manual even specifies that the SegaCD version is "not just an upgrade."

to:

* ''TheTerminator'' ''The {{Terminator}}'' for the SegaCD might have been just the SegaGenesis version by the same developer plus a CD-quality soundtrack and grainy cinematic sequences. While it does have both of those typical features, it also has entirely new levels and weapons. The manual even specifies that the SegaCD version is "not just an upgrade."


Added DiffLines:

* ''{{Asterix}} & Obelix XXL 2'' was ported to handhelds a year after the original [=PS2=] and PC releases. While the [=PSP=] version is the same game, the NintendoDS couldn't handle it, so it was changed into a TwoAndAHalfD mix of platformer and brawler.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* LastActionHero got a tie-in that is a "good" example of TheProblemWithLicensedGames, but it's interesting to see how very different it is on various platforms.
** SNES / Genesis: a traditional side-scrolling action game with some side-view driving levels.
** NES: platform game with tiny sprites and some arcade levels.
** Game Boy / Game Gear: similar to the 16 bit counterparts, but the driving stages are now overhead.
** DOS: Overhead free-roaming driving stages (predating GrandTheftAuto by some years - you can even run pedestrians over!) and side-view fighting levels. It even has some small clips from the movie.
** Amiga: based on the assets of the DOS versions, an entirely different game was crafted from them - a scrolling BeatEmUp with no driving levels.
** Finally, there was a Sega CD version in the works, which was supposed to use some retouched assets from the DOS version along with pre-rendered backgrounds and cutscenes. Given the succes of the movie and the other games, it was quietly cancelled.
Is there an issue? Send a MessageReason:
None


* The original ''NinjaGaiden'' is an extreme case. The Arcade game is a BeatEmUp; the NES incarnation is a platformer with a wall-grabbing mechanic and cinematic cutscenes.

to:

* The original ''NinjaGaiden'' is an extreme case. The Arcade game is a BeatEmUp; the NES incarnation is a platformer with a wall-grabbing mechanic and cinematic cutscenes. The SegaMasterSystem, GameGear and unreleased SegaGenesis versions all claim to be "reprogrammed" versions of ''Ninja Gaiden'', yet each one is an original game.
Is there an issue? Send a MessageReason:
None


* ''CaptainAmerica and Comicbook/TheAvengers'' by Data East has more or less faithful conversions of the original arcade game on the Genesis and SNES. On the Game Boy and Game Gear it's still a BeatEmUp but the movement is limited to a 2D plane, making it more akin to an action platformer. On the NES it's a completely different affair: only Cap and Hawkeye can be chosen (the other two characters of the other versions, IronMan and Vision, must be saved) and each requires a different approach to the levels, which can be also be played non-linearly. Since it seems to have been released just a few months after the arcade game, it probably fits more in Type B.

to:

* ''CaptainAmerica and Comicbook/TheAvengers'' ''VideoGame/CaptainAmericaAndTheAvengers'' by Data East has more or less faithful conversions of the original arcade game on the Genesis and SNES. On the Game Boy and Game Gear it's still a BeatEmUp but the movement is limited to a 2D plane, making it more akin to an action platformer. On the NES it's a completely different affair: only Cap and Hawkeye can be chosen (the other two characters of the other versions, IronMan and Vision, must be saved) and each requires a different approach to the levels, which can be also be played non-linearly. Since it seems to have been released just a few months after the arcade game, it probably fits more in Type B.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* {{Taito}}'s ''Sonic Blast Man'' was an arcade game where the player had to punch a target as hard as he/she could to defeat an enemy. This would not have translated well to home consoles, so the Super NES version and its sequel were released as side-scrolling {{Beat Em Up}}s in the same vein as ''FinalFight'' and ''CaptainCommando''. The {{bonus stage}}s were adapted from their arcade counterparts so that the player would have to rapidly rotate the D-Pad to build up power before punching the target.
Is there an issue? Send a MessageReason:
None


* The {{Commodore 64}} version of ''{{Dizzy}} Kwik Snax'' is a completely different game to the ZXSpectrum original. On the Spectrum version you have to push blocks to squash monsters on a single screen, on the Commodore version you have to collect Fluffles and guide them to the exit in a side-scrolling gameplay.

to:

* The {{Commodore 64}} version of ''{{Dizzy}} ''VideoGame/{{Dizzy}} Kwik Snax'' is a completely different game to the ZXSpectrum original. On the Spectrum version you have to push blocks to squash monsters on a single screen, on the Commodore version you have to collect Fluffles and guide them to the exit in a side-scrolling gameplay.
Is there an issue? Send a MessageReason:
None


* ''{{Strider}}''. Its arcade incarnation (and the excellent SegaGenesis port), a straight action game, is a classic on its own right but the NES version, whose prodution started roughly at the same time but was released later, is a much more complex and open {{Metroidvania}}. It is also much closer to the original manga.

to:

* ''{{Strider}}''.''VideoGame/{{Strider}}''. Its arcade incarnation (and the excellent SegaGenesis port), a straight action game, is a classic on its own right but the NES version, whose prodution started roughly at the same time but was released later, is a much more complex and open {{Metroidvania}}. It is also much closer to the original manga.
Is there an issue? Send a MessageReason:
None


* The {{MSX}} version of ''Game/TheGoonies'' had similar gameplay to the {{Famicom}} version, more primitive graphics, and very different levels. As with ''Vampire Killer'', keys played a major role in the MSX version, which also added an EXP bar.

to:

* The {{MSX}} version of ''Game/TheGoonies'' ''VideoGame/TheGoonies'' had similar gameplay to the {{Famicom}} version, more primitive graphics, and very different levels. As with ''Vampire Killer'', keys played a major role in the MSX version, which also added an EXP bar.
Is there an issue? Send a MessageReason:
Namespace


* ''Game/{{Castlevania}}'' (NES) and ''Vampire Killer'' (MSX) were released in Japan under the same title at nearly the same time, with similar covers. While they have very similar level design, ''Vampire Killer'' lacks side-scrolling but includes hidden keys which must be acquired to complete levels.

to:

* ''Game/{{Castlevania}}'' ''VideoGame/{{Castlevania}}'' (NES) and ''Vampire Killer'' (MSX) were released in Japan under the same title at nearly the same time, with similar covers. While they have very similar level design, ''Vampire Killer'' lacks side-scrolling but includes hidden keys which must be acquired to complete levels.

Top