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1->'''Jared Petty''': When in your mind you consider the ''VideoGame/{{Valis}}'' [[Platform/Turbografx16 PC-Engine]] versions, are these the definitive versions of these games for you? Why or why not?\
2'''Yukito Ohayashi''': I do consider these to be the definitive versions. The original [[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.
3-->-- Limited Run Games's interview from the BonusMaterial included with ''[[CompilationRerelease Valis: The Phantasm Soldier Collection]]''
4
5Porting a game from one platform to another generally carries a lot of preconceptions, and not entirely without reason. These days, gamers are accustomed to seeing poor porting jobs done by lazy developers looking to make a quick buck without taking the time to iron out the issues with the new versions.
6
7It doesn't have to be this way, of course: Sometimes, being able to port a game from one platform to another gives developers the extra time they would have already needed to polish their game up, tweaking the gameplay, possibly even adding new levels, and in the best-case scenario, eliminating the technical limitations that held back the original releases. And this is when that happens: Ports that exceed the originals far and away, and are likely to go on to be revered as the greatest possible versions of that game. In the most extreme cases, the ports themselves can take a game that was average at best, and ''elevate'' that game into classic status. And sometimes this trope means that a godawful game becomes at least playable--in short, PortingDisaster inverted.
8
9In 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.
10
11Compare and contrast, of course, PortingDisaster, which is sadly much more common. See also UpdatedRerelease, which can be a Polished Port. If a port of an arcade game to another system matches the original one-to-one, you have an ArcadePerfectPort.
12----
13!!Examples:
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15[[foldercontrol]]
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17[[folder:Action-Adventure]]
18* ''Franchise/TheLegendOfZelda'':
19** 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 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.
20** ''VideoGame/TheLegendOfZeldaI'' also got a large boost when it was ported from the Famicom Disk System to the NES. The move from disk to cartridge eliminated the need for load times and disk swapping, resulting in a smoother gameplay experience all around. This conversion, made possible by advancements in cartridge technology, was so well-done that it essentially spelled the beginning of the end for the Famicom Disk System; it was even ported back to Japan as a standard Famicom game after the Disk System was discontinued.
21** Creator/{{Nintendo}} could've phoned it in with their inevitable remake of ''VideoGame/TheLegendOfZeldaALinkToThePast'' to the 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 [[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).
22** ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' was ported to the 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.
23** ''VideoGame/TheLegendOfZeldaTheWindWaker'', already a gorgeous game for [=GameCube=], was further revamped for 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.
24** ''VideoGame/TheLegendOfZeldaTwilightPrincess'', originally a MultiPlatform release for GCN and 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.
25* ''[[Franchise/{{Asterix}} Asterix & Obelix XXL 2: Mission: Las Vegum]]'' came out on the Platform/{{P|layStationPortable}}SP a year after the original 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.
26* ''[[Franchise/{{Asterix}} Asterix at the Olympic Games]]'' was initially released on 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 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).
27* The [[Platform/SegaDreamcast Dreamcast]] version of ''[[VideoGame/LegacyOfKain Soul Reaver]]'' was released a fair bit after the PC and 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.
28* ''VideoGame/DustAnElysianTail'' was ported from the Xbox 360 to Windows by the developer himself. Dean designed the port with PC gamers in mind, being one himself, and put forth the effort of making a port that PC gamers would be happy with, and succeeded. The PC version hosts multiple of visual options and tweaks, crisper graphics, and the option of using higher-quality character portraits during dialogue. The game also works remarkably well with keyboard and mouse for a console-to-PC conversion, and you can switch back and forth between keyboard to controller on the fly.
29* ''VideoGame/ShadowComplex'' received an HD remastered version for [[Platform/WindowsGames PC]], Platform/MacOS, Platform/XboxOne, and 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.
30* Released at a time when the Platform/Xbox360 was celebrating its tenth year, ''VideoGame/RiseOfTheTombRaider'' pulls off a stellar port with textures and effects comparable to that of the 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).
31* ''VideoGame/LegoStarWars the Complete Saga''. On top of containing both the prior games and all their content, with free rein to mix and match, it also adds [[EvenBetterSequel the improvements of the second game]] to the original, including better vehicle levels and every character being able to build.
32* ''VideoGame/CaveStory'' has received numerous ports between different home consoles, PC, and handheld systems that are comparable to ''VideoGame/LunarTheSilverStar'', with each port capitalizing and expanding upon the last. The 2010 Platform/WiiWare port of the game features optional remastered graphics, bumps the game's frame-rate from 50 FPS to 60, new Easy and Hard difficulty levels, adds Curly Brace as a playable character, and in the European version get an additional soundtrack.[[note]]Later the North American version would later have its debatable soundtrack replaced with the European 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 3D'', available through retail and digitally via the 3DS [=eShop=] in 2011 featuring TwoAndAHalfD graphics but is missing most of the challenge modes from the previous PC port, and an [=eShop=]-exclusive version of ''Cave Story'' in 2012 that offers the 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 play in stereoscopic 3D. The Switch would receive a remastered version of ''Cave Story+'' in 2017, adding many of the enhancements from the previous releases with 16:9 widescreen presentation, animated dialogue portraits, subtle yet gorgeous 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 along with other visual touch-ups.
33* The original ''VideoGame/{{NieR}}'' is regarded as a CultClassic whose gameplay was considered overall average. The next-gen port, ''[=NieR=] Replicant ver.1.22474487139...'', takes inspiration from the game's successor, ''VideoGame/NierAutomata'', by improving the combat to make it more fast-paced and fluid, as well as making quality-of-life improvements to the game's world and reintroducing content that was originally DummiedOut. In addition, the game marks the release of the game's ''Replicant'' version outside of Japan, due to the west originally only receiving the ''Gestalt'' version.
34* 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:
35** 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 also run on modern PC hardware without the need of mods or other tools to get the games running smoothly.
36** Controls can be switched between classic tank controls and modern controls that are based on the ''VideoGame/TombRaiderLegend'' line of games. Likewise, the graphics can be switched on the fly between the new modern graphics and the retro graphics.
37** The expansion packs were made available to play on console for the very first time.
38** 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.
39** Players can save whenever they want and can make multiple save files just like the PC versions had in the past. The number of save slots were also greatly increased.
40** UI elements like the health bar and the 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.
41[[/folder]]
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43[[folder:Action Game]]
44* 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 Platform/PlayStation3 and 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.
45* 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. Platform/PlayStation4 and 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.
46* 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 Platform/{{PS2}} games (or, at least the good pair). When it was ported to the 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).
47* While the [[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).
48** ''Super C'', the NES version of ''Super Contra'', is also considerably different from its arcade counterpart. Whereas the arcade game featured an upgradeable weapon system and loose jumping controls, the NES version used the same play mechanics and power-ups as the first NES game, with the main changes being replacing the 3D stages with overhead stages much like its arcade counterpart and turning the Fire Gun into a useful weapon. The stage designs and order are roughly the same as the arcade version's at first, but the game deviates from the second half of Stage 3 and onward by adding plenty of new stages and rearranging the order of the final set of bosses.
49* ''VideoGame/NoMoreHeroes'' was ported to the Platform/Xbox360 and 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.
50* The HD Edition of ''[[VideoGame/ZoneOfTheEnders Zone of the Enders: The 2nd Runner]]'' for the 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.
51* The ''VideoGame/{{Genocide}}[[superscript:2]]: Genocide Square'' compilation for FM Towns is a much improved version of the original Sharp X68000 games, especially the first game. The first ''Genocide'' has re-balanced enemy placement and difficulty, while the sequel removes the cooldown meter of [[AttackDrone Betty+]], adds an individual Weapon Select button to make weapon changes much more simpler than the original, and more attacks to perform with your saber. It also features new cut-scenes that fleshes out the story more, updated graphics, and remixed music for both games. The DOS version of ''Genocide 2'' is more-or-less a port based the FM Towns version. It goes back to the Sharp X68000 cut-scenes and features slightly less colors used but has enhanced CD-quality music.
52* ''VideoGame/{{Bayonetta}}'':
53** The first game was bundled with [[VideoGame/{{Bayonetta 2}} its sequel]] for Platform/WiiU, with performance on par with the 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]]
54** Don't have a Wii U, but have a [[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.
55** The PC port of the game provides plenty of graphics options and manages to outclass the console versions in terms of image quality and performance, running at a mostly stable 60 FPS during gameplay, though cutscenes run at 30 FPS.
56* The PC version of ''VideoGame/YaibaNinjaGaidenZ'' has a number of graphics options, a better camera in the Wideshot option, rebindable keys (with the option of secondary keys for each action), and can run at 60 FPS.
57* The 2019 remaster of ''VideoGame/OnimushaWarlords'' features upgraded visuals, analog support alongside the original control scheme, the ability to swap weapons without pausing, a rerecorded soundtrack, and dual audio. Oh, and there's a previously censored cutscene now available.
58* Creator/{{SNK}} stopped outsourcing the [[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.
59** SNK also ported the arcade game ''POW: Prisoners of War'' to the NES, and while its art isn't as detailed as the arcade version and the two-player option had to be removed, there are far more levels, the controls are more responsive, and the enemy AI has been tuned to be both more interesting and less cheap. It also provided actual boss fights at the end of levels to keep things interesting. The end result is a game that, while once again quite NintendoHard, was also a decent translation of the original beat-em-up.
60* ''[[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 while introducing a bug in the Dungeon Mode that makes it almost impossible to complete unless played offline.
61[[/folder]]
62
63[[folder:Adventure Game]]
64* ''VideoGame/TheSecretOfMonkeyIsland'' was greatly improved on its CD-ROM release, with pictures of the items in the inventory rather than text, a more concise set of commands, and most importantly, came on one disc, rather than several floppies. The only drawback was that they removed the 'stump joke' which is one of the most popular jokes in the series.
65* The PC version of ''VideoGame/EscapeFromMonkeyIsland'' is filled with lag issues and [[GameBreakingBug Game-Breaking Bugs]], but the 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.
66* 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 Platform/PC88 as ''Las Vegas'', with original graphics added.
67* 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 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]].
68* ''VideoGame/ZakMcKrackenAndTheAlienMindbenders'' had an enhanced 256-color version that was released in Japan only on the Platform/FMTowns.
69* ''VideoGame/HeadOverHeels'' was converted from the Platform/ZXSpectrum to the 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).
70* 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.
71[[/folder]]
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73[[folder:Beat 'em Up]]
74* The Platform/SegaGenesis port of ''VideoGame/{{Battletoads}}''. Among the improvements: The graphics are more colorful, the music is better (sounding more rock-inspired than the [[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".
75* The [[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.
76* ''VideoGame/FinalFight One'' is a [[Platform/GameBoyAdvance GBA]] port of ''Final Fight Guy'', which in turn was a slightly enhanced version of the original [[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 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.
77* The [[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.
78* The [[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.
79* The 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.
80* The 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.
81* The PC Engine CD port of ''VideoGame/MadStalkerFullMetalForce'' has updated graphics, a remixed soundtrack, two more playable characters for its Story Mode, and animated cut-scenes in between certain stages of the game. Unfortunately, it never left Japan in any shape or form.
82* [=M2=]'s version of ''Sega Vintage Collection: VideoGame/StreetsOfRage'' and ''VideoGame/GoldenAxe'' on 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.
83* The Platform/SegaGenesis port of ''VideoGame/ThePunisherCapcom'' does a reasonably fine job.
84* The digital release of ''VideoGame/GuardianHeroes'' for 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.
85* ''VideoGame/HyruleWarriors''
86** The New [=3DS=] port, ''Hyrule Warriors Legends'', manages to pack in all of the missions of the original, plus all of the DLC characters and maps (with tweaks to specific missions and unlock placement to give it its own identity). In addition, the game adds new characters (including several fan favorites, like Skull Kid and Tetra) and a story mode for them, an indicator to show what subweapon can interrupt an enemy's attacks, and tweaks to the Giant Boss fights to make fighting them less onerous. Trying to play it on an old [=3DS=] model is problematic by comparison with a lower frame rate and no stereoscopic [=3D=] mode.
87** The Switch port, subtitled ''Definitive Edition'', included the improvements of ''Legends'', took advantage of the hardware upgrade, and rebalanced Adventure Mode's grading system.
88[[/folder]]
89
90[[folder:Driving Game]]
91* ''VideoGame/CrashNitroKart'' for the 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.
92* The 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.
93* ''FAST RMX'' has everything ''VideoGame/{{FAST Racing|League}} NEO'' has to offer, including its DLC, in a single purchase, on the Switch, allowing you to not only play it on the go, but also in local wireless multiplayer mode.
94* ''VideoGame/InitialDArcadeStage Version 2'' received a port to the 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.
95* ''VideoGame/MarioKart8'' was ported from the Platform/WiiU to the [[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.
96* The [[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.
97* The unofficial, reverse-engineered PC port of the ''VideoGame/OutRun'' arcade engine, ''[[http://reassembler.blogspot.co.uk/p/cannonball-open-source-outrun-engine.html Cannonball]]'', faithfully reproduces the arcade original while adding graphical upgrades (including a higher-resolution display), a widescreen mode, and a comprehensive track editor. A promised future addition to the track editor will even allow your custom tracks to be played on the original arcade game!
98* The Sega Genesis version of ''VideoGame/RockNRollRacing'' has an added music track- Golden Earrings' ''Radar Love'', and they managed to keep everything the SNES version had, including the announcer, and have it running just as smoothly on the Genesis. This despite the Genesis' more limited color palette and more restrictive sound architecture. The ''Definitive Edition'' in the ''Blizzard Arcade Collection'' meanwhile added the full songs plus 4-player splitscreen and widescreen support.
99* ''[[VideoGame/SegaSuperstars Sonic & Sega All-Stars Racing]]'' on the 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.
100* ''[[VideoGame/SegaSuperstars Sonic & All-Stars Racing Transformed]]'''s PC port. While the port for the first ASR was pretty watered-down (no online play, no controller support, no DLC), SUMO knew they had to make up for it by making a fantastic PC port of the sequel. Some of the advantages that the PC version has over the console/handheld versions are: Full 60FPS and 1080p resolution, more detail in the shading and character models (including face and eye animations!), five exclusive characters (three of which are Pyro, Heavy, and Spy from ''VideoGame/TeamFortress2'', who all take up one character slot and take turns driving on different terrains), and it gets updated on a regular basis, meaning it has less glitches than the console versions (although online mode is still very buggy). Additionally, the PC version has had a steady stream of DLC characters added to the roster while the console versions have had nothing beyond the initial Metal Sonic and VideoGame/OutRun Beach Bonus Pack thanks to DevelopmentHell.
101* ''VideoGame/VirtuaRacing'':
102** 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 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.
103** The ''SEGA AGES'' port on 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.
104
105* ''VideoGame/TestDrive'': ''Le Mans'' for the [[Platform/SegaDreamcast Dreamcast]]. [[https://planetdc.segaretro.org/games/reviews/testdrivelemans/index.html Rumor says]] the publisher only wanted a straight port of the Platform/PlayStation game, but the developers were impressed by the system and insisted on a total revamp to fully use its power.
106[[/folder]]
107
108[[folder:Fighting Game]]
109* ''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 Platform/PlayStation3 and 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 Platform/PlayStation2 and Platform/NintendoGameCube releases. The {{Updated Re|release}}-releases are also based on the original Japanese [=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.
110* ''VideoGame/VirtuaFighter'' for 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=].
111* The Dreamcast port of ''VideoGame/SoulCalibur''. Like ''[=SoulEdge=]'', the first ''Soulcalibur'' arcade game was based on the original Platform/PlayStation hardware, which means the [[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).
112* The 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.
113* The Mega 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.
114* Most fighting games ported to the original 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.
115** 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 [[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.
116** The ''VideoGame/BattleArenaToshinden'' 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.
117** The Game Boy port of ''VideoGame/SamuraiShodown'' changed the characters to SuperDeformed versions, much as with ''VideoGame/BattleArenaToshinden'', allowing for the same wide-open screen for leaping about as the original and all of the original moves. They also added in several secret characters such as the referee and the messenger long before the arcade ports allowed them. And gave some [[SugarWiki/AwesomeMusic kick-ass themes]] for the characters who originally had atmospheric noises for their stages.
118** The Game Boy version of ''VideoGame/MortalKombatII'' was a great handheld fighter that played as well as ''Mortal Kombat II'' could be on a Game Boy, and quite a surprise after looking at the PortingDisaster that was the original ''VideoGame/MortalKombat1992'' on Game Boy.
119* ''Franchise/StreetFighter'' series:
120** A minor example is the [[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).
121** The early ''Street Fighter'' games had a rocky history of being ported to MS-DOS, but the DOS port of ''Super Street Fighter II Turbo'' by Creator/{{Eurocom}} was a step in the right direction. On top of being actually playable, it has visuals on par with the arcade version at the expense of having the game screen zoomed in, and had support for six-button gamepads when most DOS games up to that point only supported one-button joysticks. The DOS version came in two versions: a floppy version with MIDI-quality music and a CD version with remixed music and better keyboard support.
122** While the 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 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.
123** The 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 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.
124* The [[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 Platform/PlayStation version's 'secret' Franchise/MegaMan with the Magnetic Shockwave.
125* ''Cyber Troopers VideoGame/VirtualOn'' series:
126** The 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.
127** The 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]].
128* 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 Europe.
129* ''VideoGame/{{Skullgirls}}'' got a much better port on PC, having the characters' move-list available from the get-go (although this was later rectified in the console versions), online lobbies, more frequent updates than the console versions, and, [[WordOfGod straight from the developers' mouths]], [[https://twitter.com/Skullgirls/status/313027984904822784 support for every USB controller imaginable]]. Testing it out with more obscure controllers (including those unsuited for fighters, let alone six button ones) shows that they weren't lying, either.
130* The [=Model2=] Collection re-release of ''VideoGame/SonicTheFighters'' has enhanced visuals for 1080p, online multi-player, and undummied three of the DummiedOut characters that where only accessible through hacking. The undummied characters are [[VideoGame/FightingVipers Honey]] [[GuestFighter the]] [[FunnyAnimal Cat]], [[SNKBoss Metal Sonic]], and [[FinalBoss Dr. Robotnik]] (in his MiniMecha); the latter two of the three are only playable through multi-player through. You can even press the triggers of your controller to listen to the game's music at the main menu, including the unused tracks.
131* ''VideoGame/Asuka120Percent'' series saw several releases on a couple of consoles and computer systems, but many consider ''Asuka 120% BURNING Fest. Limited'' on Sega Saturn the best in the series. It features much better visuals, larger hand-drawn sprites, smoother animations, remixed CD-quality music from the PC Engine version, and faster and refined gameplay.
132* ''VideoGame/WorldHeroes'':
133** The SNES version of ''World Heroes 2''. The game has most of the graphics intact. A soundtrack that is close to the original in quality. All of the characters are select able. It comes with both the arcade and arena modes. And is overall 85% accurate to the original Neo-Geo version.
134** Unlike other fighting games that [[LoadsAndLoadsOfLoading suffered]] when converted to the Neo Geo CD, the series took the translation well. The game's comparatively modest megabyte count made for reasonable loading times and the obligatory arranged soundtracks were very well done. Furthermore, ''2'' and ''Perfect'' received extra content: the former added the ability to play as Neo Dio through a cheat code, while the later added a mode that allowed the player to select bosses Son Goku and Neo Dio without having to input a cheat code to play as them, and added the ability to play as [[SNKBoss Zeus]] in VS mode.
135* ''VideoGame/RivalSchools''[='=] 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.
136[[/folder]]
137
138[[folder:First-Person Shooter]]
139* ''VideoGame/{{Quake}}''
140** ''VideoGame/{{Quake|I}}'':
141*** 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'' [[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.
142*** The 2021 Kex Engine remaster for [=PlayStation=] 4 and 5, Xbox One and Series X|S, Switch, and PC[[note]]where it is presented as ''Quake Enhanced'' and offered for free for those who already had the original iteration[[/note]] not only offers a nearly-faithful experience of the original game, it brings in many improvements that is comparable to playing the game on a source port. It supports widescreen and HD resolutions up to 4K, runs at 60 FPS (or higher on PC, up to '''500''' FPS), has various graphical settings that allows players to make the game look as retro or modern as possible, it comes the full soundtrack[[labelnote:*]]which was something that was previously left out in the [=DOSBox=] re-release on Steam due to legal issues[[/labelnote]], features fully remappable controls for the console versions plus gyro motion controls on the [=PlayStation=] 4 and Switch versions, includes all of the game's official Mission Packs plus an all-new Dimension of the Machine expansion, online multiplayer with crossplay support plus the ability to play local multiplayer with bots, and similarly to the 2019 Unity ports of ''Doom'' and its sequel, players can also download and play curated add-ons while PC players can sideload custom vanilla-compatible mods onto the Kex Engine remaster. The downside however is that a Bethesda.net account is required for online multiplayer and downloading add-ons.
143** ''VideoGame/QuakeII'':
144*** The 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)]].
145*** The somewhat-obscure 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.
146*** The 2023 remaster, available for PC, [=PS4=]/[=PS5=], Xbox One/Series, and Switch, has enhanced visuals that stay true to the original aesthetic, whole new [=CGI=] cutscenes, full widescreen support with an uncapped framerate, cross-platform online play, 4-player split-screen, all expansions included plus an entirely new expansion made just for the remaster, the ability to play an upgraded version of the infamous N64 port, and an in-game gallery that includes concept art and playable beta levels.
147* The [=PlayStation=] and Saturn version of ''VideoGame/PowerSlave'' (''Exhumed'' and ''Seireki 1999: Pharaoh no Fukkatsu'' [[MarketBasedTitle in Europe and Japan]], respectively). Although the various version were released together, development started on the PC using the Build engine, best known for powering ''VideoGame/DukeNukem3D''. (Odd, isn't it? The version of Build used for PC ''[=PowerSlave=]'' is even older than that used for ''Duke Nukem 3D'' despite releasing after, at that.) Lobotomy then decided to try their luck on consoles, but upon realizing that 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 [=FPSes=], and loses some nicer textures in exchange for faster and smoother gameplay, full 3D movement, and open-ended levels with new weapons and abilities to discover in order to advance, predating ''Metroid Prime'' by over half a decade. Both of those versions served as basis for ''[=PowerSlave=]: Exhumed'', the 2022 remaster for PC and modern consoles by Creator/NightdiveStudios, which is considered to be the definitive version of the game.
148* ''Hard Rock Cab'', the [=PlayStation=] port of ''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]].
149* ''Franchise/{{Metroid}}'':
150** The versions of ''VideoGame/MetroidPrime'' and [[VideoGame/MetroidPrime2Echoes its sequel]] was re-released on the Wii as part of the ''New Play Control!'' line of Wii re-releases in Japan and included as part of the ''Metroid Prime Trilogy'' released elsewhere. Both games had some extra lighting and bloom effects added, 16:9 widescreen presentation, slightly improved textures, doors loaded faster, a NewGamePlus feature that retains your logbook entries in subsequent playthroughs, and ''Corruption''-style New Play Control that works beautifully. All of this on one disk only and slightly more expensive than ''Corruption'' on its own (until was it re-released through the Wii U's [=eShop=] channel, where it is sold in a much cheaper price). The only drawback was that some visual effects had to be removed due to the particle effects on Samus' arm cannon not being programmed to move with the Wii Remote, and the doors in ''Corruption'' took longer to load but the latter was fixed for the digital re-release.
151** The Remastered version of ''Metroid Prime'' on the Switch has been well praised by fans and reviews with a complete overhaul of the lighting and visuals for an HD look, new modern styled controls that feel comfortable with an option to use the Wii's Motion Control style or the original Gamecube's control style, and new unlockables such as concept art, 3D models, and the soundtrack when you progress through the game.
152* The somewhat odd 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.
153* ''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 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.
154* ''VideoGame/{{Doom}}'':
155** 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 into [[https://aubreyhodges.bandcamp.com/album/doom-playstation-official-soundtrack-20th-anniversary-extended-edition haunting dark 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), 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=].
156** The Xbox versions of ''Doom'' and ''Doom II'' included in ''Doom³: Limited Collector's Edition'' and ''Resurrection of Evil'' are very faithful console ports of the original PC version with an extra secret level added to each game, but has some rare game-breaking bugs. The digital version for Xbox 360, included in ''Doom 3: BFG Edition'', and the ''Doom Classic Complete'' compilation for [=PS3=] presents the classic ''Doom'' games in a higher native resolution, features higher quality music, online multi-player, and a new "No Rest for the Living" episode for ''Doom II''. However the ''VideoGame/{{Wolfenstein}}'' levels were censored and the red medical crosses were removed in the HD re-releases.
157** The Game Boy Advance versions of ''Doom'' and ''Doom II'' have the technical issues of running in a handheld device (less buttons, lower framerate, low-res visuals, altered levels) and some {{bowdlerization}} of the blood and gore, and yet ended up as remarkably well-done ports considering the GBA's limitations and impressive additions to the system's library of first-person shooters.
158** While the 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.
159** The 2019 Unity ports of ''Doom I'' and ''Doom II'' by Nerve Software for Nintendo Switch, Xbox One, [=PlayStation=] 4, Android and [=iOS=] were originally [[PortingDisaster rather poor conversions]], including a messed-up aspect ratio (displayed at its original 16:10 aspect-ratio from the DOS version without scaling for 4:3 as intended, stretching the overall image), poor-quality music and sound effects, and most infamously a mandatory login for the "Slayer's Club" features. After the patches, it has gone from one of the worst ports of the classic games ever to being almost comparable to playing the original games on a source port: displaying the visuals and playing sounds properly, bumping the resolution up to 640x400 with the frame-rate raised to 60 FPS, added rumble support for controllers, a weapon carousel to help with weapon management on controllers, and official add-ons that includes both halves of ''Final Doom'' for both games, the ''No Rest for the Living'' episode for ''Doom II'' from the original XBLA port, and ''VideoGame/{{SIGIL}}'' for ''Doom I'', along with other various curated [=WADs=] being released on top of free content updates as well. The 2019 version would later be re-released on PC as well through Bethesea.net and later Steam with the ability to side-load custom [=WADs=] compatible with the new re-release for the PC and mobile versions. Another update for this suite of ports went even further by introducing official widescreen 16:9 presentation with the option to play in 4:3 like in the original, gyro motion controls for controllers that supported it, variable frame-rate options, toggleable V-sync, a revamped deathmatch multiplayer, a new Ultra-Violence+ difficulty, restored unused features from the original DOS release, and [=DeHackEd=] mod support along with other quality-of-life improvements. The only major downside is the multiplayer features are local-only, unless you're playing the Steam version, which can workaround this by using Steam's Remote Play feature to stream the game with other players. This version later appeared on Xbox Store for Windows 10/11, GOG.com, and Epic Games and the latter added the ability to play all available add-ons on both games.
160** 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 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 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 ''BFG 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, disabling flashlight 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.
161** 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]]
162* The PC version of ''VideoGame/{{Turok}} 2'' had higher-resolution graphics and better music than the original Nintendo 64 version, plus the ability to save anywhere, although some of the music was cut short to fit the Red Book space on the CD.
163* ''VideoGame/{{GoldenEye|Wii}} Reloaded'' for the [=PlayStation=] 3 and Xbox 360 is basically an enhanced port of the Wii version with high resolution and better textures, along with more content.
164* ''Videogame/Goldeneye1997'' on Switch and Xbox Game Pass had several 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.
165* ''VideoGame/{{Titanfall}}'' for Xbox 360. Sure, the console is far weaker than the Xbox One and PC and a lot of graphical downgrade was made in order to make it run, but Creator/BluepointGames made an excellent work by keeping the game mechanics intact, while ensuring the game had a minimum of 30 FPS. They even added an unlockable framerate option at the cost of image tearing and DLC support.
166* ''VideoGame/{{Borderlands}}''
167** ''VideoGame/Borderlands1'' [[PortingDisaster had a rough PC port]]. In response, Creator/GearboxSoftware [[https://web.archive.org/web/20150914051538/http://www.borderlands2.com:80/loveletter/]] responded to PC players and said they would get a better port for the [[VideoGame/{{Borderlands 2}} second game]]. [[http://pcgamingwiki.com/images/5/5a/Borderlands_2_-_video_settings.png They lived up to everything on the list and more, as one can tell.]]
168** ''VideoGame/Borderlands3'' was fairly shaky on [=PS4=] and Xbox One, with some brutal load times, a laggy UI, and noticeable framerate problems. When the game got a (free for existing owners) port to the [=PS5=] and Xbox Series X|S, the load times were massively improved, the UI was incredibly smooth, and the framerate issues were ironed out, with an additional option (except on the Series S) for 120fps. Plus, the 60fps mode ran at 4K, four-player split-screen was added, and Gearbox implemented the ability to transfer save data from the [=PS4=]/Xbox One versions.
169* ''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 over the original, while also adding fully remastered HD graphics and modern twin-stick controls while updating the multiplayer to include online play and weapons from ''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.
170* ''Franchise/{{Halo}}: [[CompilationRerelease The Master Chief Collection]]''... eventually. It contains ports of ''VideoGame/HaloCombatEvolved'', ''VideoGame/Halo2'', ''VideoGame/Halo3'', and ''VideoGame/Halo4'', with ''VideoGame/Halo3ODST'' being made available as DLC later on. All games run at 1080p with 60fps (4K on the One X) came with local and online multiplayer (particularly notable with the first two, as ''Combat Evolved'' didn't ship with Xbox Live and ''Halo 2'''s servers were long dead) and came with the anniversary edition of ''Combat Evolved'' (read: a major, optional visual overhaul) and an anniversary edition of ''2'' created for the collection. There was only one major problem with the collection - it was [[ObviousBeta really,]] ''[[ObviousBeta really]]'' [[GameBreakingBug buggy]] on release, and the online matchmaking effectively didn't work. It took tons of patches for it to get everything to work to an acceptable level - the big "everything works now, guys" patch came out in 2018, four years after the initial release. By the time ''The Master Chief Collection'' also got a PC version in 2019, it ran smoothly and even had the addition of ''Videogame/HaloReach''.
171%%* The 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.
172* The 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.
173* At the time of its original release, Creator/NightdiveStudios' ''VideoGame/{{Blood}}: [[UpdatedRerelease Fresh Supply]]'' actually was [[PortingDisaster a disatrous port]], having many bugs and gameplay inconsistencies compared to the original game, all because Atari didn't want them to work on the game's source code. Fortunately, they quickly patched the game and added new features to make it the definitive way to play ''Blood'': it now supports 4K resolution, has an option for a proper vertical look, an expanded voxel support and difficulty modification, all the base and expansion episodes from ''One Unit Whole Blood'', and is even fully compatible with all the [[GameMod custom content]] from the original game.
174[[/folder]]
175
176[[folder:Hack and Slash]]
177* The original arcade version of ''VideoGame/{{Gauntlet}}'' was a coin-drinking machine that spawned random levels endlessly, including some that were [[UnintentionallyUnwinnable impossible to complete due to the placement of walls and items]], until the player ran out of money or gave up. The [=NES=] port replaced this with 100 pre-made levels and a password system. (Of course, the game was [[NintendoHard so ridiculously difficult that almost nobody made it to the end anyway.]])
178[[/folder]]
179
180[[folder:Multiple]]
181* Many ports actually managed to improve on the music from the original version, due to coding it for a different sound chip -- even if the actual game engine was not as good. Examples:
182** Any port for which [[AwesomeMusic/TimAndGeoffFollin the Follin brothers]] did sound programming (e.g., ''[[VideoGame/GhostsNGoblins Ghouls 'n Ghosts]]'' for C64 and Amiga).
183** ''VideoGame/{{Contra}}'' for the NES is another such port. Despite being on a more primitive sound chip, the music was faster-paced and generally more intense than the arcade version.
184** The [[Platform/SegaGenesis Mega Drive/Genesis]] port of ''VideoGame/{{Lemmings}}'' arguably has a much more exciting soundtrack than the Platform/{{Amiga}} original.
185** As mentioned below, ''VideoGame/EarthwormJim'' on PC and Sega CD's ''Earthworm Jim: Special Edition''.
186** The Platform/GameBoy port of ''VideoGame/BombJack'' definitely qualifies. (Although the music is switched off by default for some crazy reason.)
187** In ''[[VideoGame/MontyMole Monty on the Run]]'', the memorable theme by Robin Hubbard was added to the Platform/{{Commodore 64}} and Platform/AmstradCPC versions; the Platform/ZXSpectrum original was a 48K game with no music during gameplay.
188[[/folder]]
189
190[[folder:Platform Game]]
191* ''VideoGame/BanjoKazooie'':
192** The Xbox Live Arcade version of the first game is absolutely fantastic. Although a few textures have been arguably downgraded, the game now runs in 1080p HD 16:9 widescreen and has a completely consistent framerate of 30fps. The infamous "Note Score" system was also removed and the notes are now regular collectables that stay collected at all times like in ''Tooie''.
193** The Xbox Live Arcade version of ''VideoGame/BanjoTooie'' greatly improves the framerate. It usually chugs like the Hindenburg Disaster at times on Nintendo 64 hardware, so the smoothed-out framereate is a godsend here.
194** In both cases, the infamous "Stop 'N' Swop" feature has been fully implemented at last, functioning mostly how it was intended to before. In addition to the rewards previously unlocked in ''Tooie'', the extra eggs from ''Kazooie'' also unlock a special Xbox Dashboard and Gamerpic.
195* The ''Franchise/MegaMan'' series has seen some rock-solid ports:
196** ''VideoGame/MegaManTheWilyWars'' for the 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.
197** The ''Complete Works'' series of enhanced ports for the 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.
198** The Xbox port of the ''Mega Man Anniversary Collection'', despite the aforementioned issues, was released a few months after the [=PlayStation=] 2 and [=GameCube=] and has a couple of advantages over them, such as slightly improved picture quality, alternate controller layouts, faster saving and loading times, features both the Creator/KeijiInafune episode of Creator/{{G4TV}}'s ''Icons'' and the first episode of ''Anime/MegaManNTWarrior'' in place of ''WesternAnimation/MegaManRubySpears'', and slightly fewer emulation/porting issues than the prior versions (at least when played on original hardware).
199** The 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''.
200** Capcom probably got the hint how badly the outsourced Korean-only PC port of ''VideoGame/MegaManX7'' by Multi-Enterprise turned out, which was likely why Capcom ported ''VideoGame/MegaManX8'' to PC themselves. Unlike ''X7'', ''X8'' was handled far better for [=PCs=] and was available in multiple languages (though it depends on which release you obtained). It also has higher resolutions settings (up to 1280×1024 although hacks can make it higher), enhanced 3D audio support, mouse support for menus, ''and'' supports gamepads (particularly [=DirectInput=] controllers). Unfortunately, [[NoExportForYou this version never hit American shores physically]].
201** The versions of ''Mega Man X7'' and ''X8'' included in ''Mega Man X Legacy Collection 2'' saw some improvements, which drastically cut down the loading times from their previous [=PS2=] and PC releases, and bumps up the visuals to HD standards, giving these games better picture clarity. Unlike their previous PC releases, their ''Legacy Collection 2'' ports are also available internationally for PC, [=PlayStation=] 4, Xbox One, and Nintendo Switch.
202** The ''Mega Man Zero Collection'' for the ''[[VideoGame/MegaManZero Zero]]'' series introduces an "Easy Scenario Mode" that makes the games easier for beginners while being separate from individual games in the collection for those that prefer the original difficulty. It also fixes the translation errors, adds the ability to use the Y and X buttons of the DS, improves the music quality over their original GBA release, brought over the Japan-only e-Reader feature of ''Rockman Zero 3'' into the international versions, and a slew of unlockable artwork. The 2020 ''Mega Man Zero/ZX Legacy Collection'' not only retained many of the improvements from the previous collection, but also adds a Save-Assist feature that implements checkpoints at key areas throughout the games without penalties, the ability to play the western and Japanese versions of each game, and a Music Player featuring music from both ''Zero'' and ''ZX'' series. The ''VideoGame/MegaManZX'' series in this collection also gained the benefit of multiple screen layouts for the ''ZX'' series' dual screens, upscaled [=FMVs=], and the option to hear the original uncompressed voice-overs.
203* ''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 were later ported to the Xbox One with all the same enhancements.
204* ''VideoGame/SpyroEnterTheDragonfly'' was a disaster on the 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=].
205* ''VideoGame/CrashBandicootTheWrathOfCortex'' was let down by [[LoadsAndLoadsOfLoading ridiculous loading times]] on the [=PlayStation=] 2. The [=GameCube=] and 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.
206* In Japan, ''Akumajou Dracula'' (the first ''VideoGame/{{Castlevania|I}}'') was re-released on a cartridge (rather than floppy disks) in 1993. This version included an Easy Mode, in which Simon starts with more hearts, lives, and time, takes less damage, doesn't get knocked back, and keeps his Double/Triple Shot items when changing weapons.
207* The unlockable port of ''VideoGame/CastlevaniaSymphonyOfTheNight'' included in ''The Dracula X Chronicles'' added Maria as an extra boss and playable character (re-imagined from the Saturn version in that she performs much like her ''Rondo of Blood'' incarnation), some touched-up sound effects, and a semi-rewritten translation complete with a re-dub by professional voice actors to keep consistency with the PSP version of ''Rondo''. This port itself was later ported to the [=PS4=] in ''Castlevania Requiem''.
208* The ''Castevania Advance Collection'' includes the three GBA Castlevania games (''VideoGame/CastlevaniaCircleOfTheMoon'', ''VideoGame/CastlevaniaHarmonyOfDissonance'', ''VideoGame/CastlevaniaAriaOfSorrow'') plus the SNES version of ''VideoGame/CastlevaniaDraculaX'' in one compilation. M2 not only added the expected features such as screen customization, rewind, and save anywhere, but also handy quality of life improvements such as an in-game encyclopedia as well as a gadget showing which shows item and soul/card collection status.
209* ''VideoGame/PrinceOfPersia'' on the SNES blew the original home computer ports out of the water, with incredibly good background music (most of the home computer versions had none!), improved graphics, a password-based continue system, and added levels. [[PortingDisaster The sequel, on the other hand, was farmed out to a much worse developer.]]
210** The 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.
211** Like the SNES version, the Mega Drive version featured background music (unfortunately not for the American version), added passwords, and upgraded graphics. It didn't have extra levels, but it had the most impressive graphics out of all ports, with gorgeous level art and cutscenes, and a lot of extra detail in the animations and level art.
212** The Mega CD version featured revamped graphics, background music, a save system, an extra boss battle with the Vizer, and animated cutscenes.
213* Capcom often did this if they realized a straight port would end up a disaster. The NES version of ''Manga/{{Strider}}'' is a worthy game even compared to the [[VideoGame/StriderArcade Arcade version]] by virtue of ''not'' being a port at all. It's [[ReformulatedGame a separate game using many of the same themes]] and [[TruerToTheText a story based on the original manga]]. Only control issues keep it from being a great game.
214** Similarly, the NES version of ''VideoGame/BionicCommando1988'' completely [[AdaptationDisplacement displaced]] the arcade original, which was relatively mediocre.
215** The SNES version of ''[[VideoGame/{{Area88}} U.N. Squadron]]'' goes from the linear arcade game to a deep map-based campaign with branching missions, side missions (enemy supply convoys and attacking bombers), and a plane and item shop that let you match any pilot with all the jets from the original and about twice as much besides.
216* ''VideoGame/{{Valis}}: The Legend of a Fantasm Soldier'' for the [[Platform/TurboGrafx16 PC Engine Super CD]] was a remake of the original game that had been remade for the [[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.
217* The SNES port of ''VideoGame/ChuckRock'' has more colors, multi-layer parallax scrolling backgrounds, and additional sound effects over other versions.
218* Zig-zagged with ''[[VideoGame/ConkersBadFurDay Conker: Live and Reloaded]]'', which is a bit of a mixed bag. The graphics were highly improved, though they weren't as impressive for the port's era as the original graphics were for their own era. And many subtle improvements were made to the gameplay, such as adding a crosshair to the ranged weapons, tweaking the difficulty in the infamous "It's War" chapter, refining the controls in the hoverboard sections, changing the shooting gameplay to a modern two stick 3rd person shooter layout, having a longer breath meter underwater and various smaller changes that make the gameplay smoother and iron out kinks caused by the limitations of the N64 controller. However, there were also some completely arbitrary changes and outright downgrades; infamously, the game was censored and the original N64 version's highly popular multiplayer modes were replaced with a more generic third-person shooter.
219* While the obscure PC port of ''VideoGame/EarthwormJim 1 & 2'' didn't do much on the gameplay side (and increased loading times for most machines at the time), the graphics were enhanced along with Red Book audio music, which meant the game discs could be played in a music CD player, and the sound team took advantage of the higher quality. Anything But Tangerines (the first level from the second game) gets a [[SugarWiki/AwesomeMusic special mention]].
220** There are ''two'' PC ports -- an MS-DOS port published by Interplay, and a Windows 95 port published by Creator/{{Activision}}. Website/GOGDotCom is selling the Interplay DOS version. [[http://www.hardcoregaming101.net/earthwormjim/earthwormjim.htm Hardcore Gaming 101]] notes that there are level and graphical differences between the two, but both have the same Red Book soundtrack.
221** In lieu of the PC ports, there's also the 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.
222** The Sega Saturn and [=PlayStation=] versions of ''Earthworm Jim 2'' are a good example of this. They have the same Red Book audio of the Windows and DOS versions, very polished and professional-looking graphics (more so on the Sega Saturn), and are slightly different and have some minor things added to the game.
223* Funnily enough, ''Disney's VideoGame/TheLionKing'' backport. Licensed was an Obvious Alpha. Pirated is an ObviousBeta... with about twice the effort put into it.
224* The Sega Genesis version of ''VideoGame/TheLostVikings'' added five new levels, an intro cutscene for each world, three-player simultaneous co-op, and an entirely new tune for the Factory level.[[note]]The SNES version reuses the intro sequence's music for the Wacky level. The Sega version adds an entirely different tune for the Factory level, and moves the SNES' Factory music to the Wacky level.[[/note]] The ''Definitive Edition'' included in the ''Blizzard Arcade Collection'', true to its name, managed to combine the Genesis version's extra levels with the SNES version's graphics.
225* ''Franchise/SonicTheHedgehog'':
226** ''VideoGame/SonicTheHedgehogCD'' was re-released on mobile devices in 2011 and later brought to Xbox 360, [=PlayStation=] 3, and 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.
227** 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]].
228** ''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 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.
229** ''VideoGame/SonicGenerations'' on the PC is the definitive version of the game. Full 1080p visuals and runs on a slick 60FPS (and that is without mentioning the huge [[GameMod modding]] possibilities). Unfortunately, there are drawbacks: If playing on a non-Xbox controller, Sonic will sometimes start stepping to the left by himself until you restart the game, it has graphical and framerate issues with some video cards that really shouldn't have such issues for the game (especially likely to be encountered in the liquid-heavy Chemical Plant stage) and the system requirements were incredibly high when it was released requiring a top-of-the-line machine.
230** While the graphics were downgraded due to the system not being as powerful as its competitors, as well as the framerate being halved, the Nintendo Switch version of ''VideoGame/SonicForces'' is otherwise identical to the other versions, but also allows portable play. There are also some (relatively minor) bugfixes that the other versions don't have. Even more impressive is that [[SugarWiki/GeniusProgramming the developers managed to cut down the filesize by more than half, from around 18GB to just 7GB, while leaving everything intact.]]
231* The Sega Master System version of ''VideoGame/CaptainSilver'' has better hit detection and expanded levels, and due to the console's graphical limitations the backgrounds have a less hectic color scheme.
232* ''VideoGame/{{Blackthorne}}'' got a version for the Sega [=32X=] about a year after the SNES and PC versions, which featured updated stop-motion graphics, uncensored gore, and a new area. The later ''Definitive Edition'' in the ''Blizzard Arcade Collection'', while based on the SNES version, added a handy automap feature.
233* ''VideoGame/Rayman2TheGreatEscape'' was first released on the PC and Nintendo 64, had some features added in the game for the Dreamcast version released several months later, and was later re-released on the [=PlayStation=] 2 a year later as ''Rayman Revolution'', which featured a new hub level, enhanced graphics, level revisions, and several of the features added to the Dreamcast version including some of the minigames and the option for full voiceacting. And, to add to the confusion, a [=PlayStation=] 1 version of ''Rayman 2: The Great Escape'' was released between the Dreamcast version and the [=PlayStation=] 2 version, only this version had only 800 lums, an exclusive minigame, several characters added, and several levels modified or removed altogether.
234* The original ''VideoGame/SuperMonkeyBall'' is a port of the arcade game ''Monkey Ball'', adding a generous amount of extra content in the form of bonus minigames, Master stages and Gongon as a playable character. The Gamecube port also gives the game a much-needed visual facelift by dividing the stages into themed worlds vs the sparse and generic backfrops of the arcade game (Compare the Beginner course in ''[[https://www.youtube.com/watch?v=Q1E7sWbTN_U Monkey Ball]]'' and ''[[https://www.youtube.com/watch?v=DnCm456REPs Super Monkey Ball]]'').
235** The unofficial [=GameCube=] conversion of ''Super Monkey Ball Deluxe'' zigzags this. On one hand, it improves the textures over the [=PS2=] original, restores [=SMB1=]'s extra stage music and has continuous music in Story Mode. On the other, story mode doesn't contain [=SMB2=] stages, and Ultimate mode [[CheckpointStarvation has no save feature]].
236* When ''[[VideoGame/{{Pitfall}} Pitfall II: Lost Caverns]]'' was ported from the Atari 2600 to both the Atari 8-bit and Commodore 64 lines of computers, each development team came up with their own superior version of the game. The Commodore 64 team rebuilt the code from scratch and vastly improved the graphics, while the Atari 400/800 team reused the code from the 2600 version, then used the extra time waiting for the Commodore 64 team to finish to make an entire hidden second level that was ''longer than the original game itself''.
237* ''VideoGame/{{Turrican}}'', as originally created by Manfred Trenz for the 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 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.)
238* The [=PlayStation=] version of ''VideoGame/MickeyMania'', entitled ''Mickey's Wild Adventure'', took the 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.
239* ''Franchise/SuperMarioBros'':
240** ''VideoGame/SuperMarioBros2'', in addition to being a {{Dolled Up|Installment}} InNameOnly adaptation of ''VideoGame/DokiDokiPanic'', actually got a lot of improvements. Characters can now run, HitBoxDissonance was reduced greatly, graphics were vastly improved, music was made longer and had an extra sound channel added, comboing enemies (killing multiple with one throw) was made possible, you can swap characters mid-world without losing progress, and there were numerous quality-of-life improvements. So much so that the American version was eventually released in Japan as ''Super Mario: USA'', and went on to be vastly preferred to the original.
241** When Super Mario Advance 4: VideoGame/SuperMarioBros3 was released in 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 Restore Points and made the formerly DummiedOut E-Reader levels accessible, including the Japan-only levels.
242* The [=PlayStation=] 3 version of ''VideoGame/CrescentPaleMist'' localized by Rockin' Android, aside from being playable in other languages, it features revamped graphics, online leaderboards, and a few new features [[AntiFrustrationFeature that alleviates some of the frustration]] of the original PC version such as warp orbs added at key areas that lets you undo your platforming mistakes in some areas for a limited time and plane jumping points of previously explored areas are marked differently than those of unexplored areas.
243* Logistics surrounding how the release was handled aside, the 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.
244* The 2016 PC port of ''VideoGame/TyTheTasmanianTiger'', done by the original developers at Krome Studios, includes upgraded textures, realtime shadows, reflections and other post-processing effects, reprogrammed camera controls, the ability to use the Doomerang during levels, fixing bugs in the original 2002 release, better quality FMV and of course, a smooth 60FPS.
245* The Sega Genesis port of ''VideoGame/SnowBros'' by Creator/{{Tengen}}. It not only introduced a password system, but also cutscenes, new music, and even an additional 20 levels where you play as the princess that the bros were trying to save.
246* The [=PSP=] version of ''Snowy: The Bear's Adventures'' is a surprisingly accurate port of the PC game.
247* ''VideoGame/PacLand'' for the 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.
248* 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.
249[[/folder]]
250
251[[folder:Puzzle Game]]
252* ''VideoGame/{{Tetris}}'':
253** The unlicensed version of ''Tetris'' on the NES by Tengen, a port of the Creator/{{Atari}} arcade version.[[note]]Not to be confused with Nintendo's version on the same platform.[[/note]] It adds several new features, such as the option to select your music of choice, a second rotation button,[[note]]While the official Nintendo ''Tetris'' game on NES also has one, that's not the point; the Atari arcade version only has one rotation button[[/note]] and a co-op mode in which two players share one extra-wide playing field.
254** The version of ''Tetris'' on the Genesis Mini released in 2019 is a port of the arcade ''Tetris'' game by Creator/{{SEGA}} that was released in 1988. Built from the ground up by the famous porting team M2,[[note]]A misconception [[LyingCreator even perpetuated by the game's official description]] is that it is based on Mirrorsoft's unreleased port for the original Genesis[[/note]] it not only stays faithful to the arcade original in every way (seriously, unless you have very keen eyes and ears, it's hard to find any key differences in visuals or audio), it also adds some quality-of-life touches, such as adding clockwise rotation and hard drop functions when the arcade version doesn't have them.
255* The Nintendo Switch version of ''VideoGame/PartTimeUFO'' adds new levels and game modes, as well as allowing for multiplayer. The upgrade from emulated joystick controls to analog was also marked as an improvement, as players of the original mobile game had some trouble with the control layout.
256[[/folder]]
257
258[[folder:Rail Shooter]]
259* ''VideoGame/TheHouseOfTheDeadOverkill: Extended Cut'' for the 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.
260* Any time ''VideoGame/{{Rez}}'' gets a new port, said port adds new things to make the game even better:
261** The 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.
262** The ''Rez HD'' port on 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.
263** The ''Rez Infinite'' port on 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.
264** ''Infinite'' for Windows via 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]].
265* The Sega Ages port of ''VideoGame/AfterBurner II'' for the 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.
266* The Sega CD version of ''VideoGame/{{Starblade}}'' (by an uncredited Technosoft) was a damn fine effort. Though quite a bit more primitive-looking than the the later 3DO and Playstation versions, the developer's decisions to go for "ugly" realtime rendering allowed for much smoother, more responsive controls (good when the entire gameplay boils down to controlling a crosshair to shoot enemies) as well as include features from the original arcade game that could not be replicated in those later versions due to their overreliance on streamed FMV backdrops, namely alternate paths[[labelnote:What alternate paths?]]The arcade version of ''Starblade'' features "easy" or "hard" version of certain scenes, for an estimated total of 48 different routes. The Sega CD versions goes through the "Easy" scenes on Normal difficulty and the "Hard" versions on Hard Mode, while the 32-bits version only feature the Easy variants[[/labelnote]] and functioning boss fight mechanics mechanics (in the 32-bits versions, the bosses always die at the same point, irrespective of how much damage the player has inflicted upon them, in order to keep the FMV in-sync).
267[[/folder]]
268
269[[folder:Real-Time Strategy]]
270* An incredible example with a bootleg port. ''VideoGame/{{Commandos}}''. [[https://www.youtube.com/watch?v=JAF8xocWibU Just Commandos]].
271* ''VideoGame/BrutalLegend'' on the PC. The port came out almost ''four years'' after the console versions (due to Double Fine not being allowed to make a PC port until EA dropped publishing rights), but it was worth the wait. Due to the game being an RTS, it plays a ''lot'' better with a mouse + keyboard setup than it does with a controller. The lack of involvement from EA also means the port does not have the 99% completion glitch.
272* ''Videogame/BattleZone1998'', originally released for Windows 95, suffered greatly under modern operating systems with [[GameBreakingBug frequent crashes and copious graphical errors]] due to it using a graphics wrapper ([=3dfx Glide=]) that had been out of development since 2002. In 2011, the original head programmer took the source code and modified it to run properly on modern operating systems, making Battlezone [=v1.5=] run far better and crisper than the original ever did, along with a host of minor and major improvements to alleviate issues such as [[ArtificialStupidity AI pathfinding]].
273[[/folder]]
274
275[[folder:Rhythm Game]]
276* The Nintendo Switch port of ''VideoGame/{{Arcaea}}'' is a smooth transition from the original mobile editions of the game to a home console, featuring a thoughtfully-designed traditional-gamepad control scheme alongside the existing touchscreen control scheme, and revamping various features to no longer require an internet connection (other than for purchasing DLC and updating the game, obviously). The removal of the [[FreemiumTimer Stamina]] mechanic alleviates the pain of having to wait hours to take another go at World mode, and TemporaryOnlineContent Partners no longer having limited windows to unlock them is a boon for players who may not have the time to complete time-limited maps.
277* ''VideoGame/GuitarHero 2'' was already highly popular on the [=PlayStation=] 2, but the Xbox 360 version gave the game not just a visual touch-up, but new guitar controllers, a host of new songs (and optional downloads as DownloadableContent), and a rearranged song order (even though "Psychobilly Freakout" had no change in tier placing), among others. It also widened the allowable gap between frets for hammer-ons and pull-offs just enough to make songs that made heavy use of them tolerable.
278* The UpdatedRerelease of ''VideoGame/HatsuneMikuProjectDiva Mega Mix'' on Platform/{{Steam}}, (titled ''Hatsune Miku: Project Diva Mega Mix+''), restores all the tracks that were missing from the 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.
279* The original ''VideoGame/RockBand'' provides a backwards example. Usually games down-ported from the Xbox 360 to the [=PlayStation=] 2 are disasters with low frame rates, long loading times, ugly graphics etc. ''Rock Band'' looked like it would be no exception, given that 4 charts can scroll down the screen at once (a novelty at the time), with 4 characters rocking out in the background with more detail than they used in the Guitar Hero games. How did they pull it off? Well, they didn't. They compromised by removing the character editor completely and making a video file for every song of the pre-made characters rocking instead. At the price of having no choice of character (or editor), the game played smoothly with nearly identical graphics (in SD). A less-polished aspect is that the tour was removed and replaced with a simplified version (the same as the solo tour), although some people preferred this tour for having less menus.
280* ''VideoGame/{{beatmania}} IIDX 9th Style'' was a porting disaster on its arcade version (and that's porting as in, porting to a new Windows-based engine from the [=PlayStation=]-derived "Twinkle" hardware used up to 8th Style) and was full of bugs. The [=PlayStation=] 2 version did not share any of these issues.
281* ''VideoGame/{{jubeat}} plus'' / ''[[MarketBasedTitle jukebeat]]'' for [=iOS=]. Unlike the current arcade version, ''jubeat saucer'', ''jukebeat'' won't periodically delete your songs.
282* ''VideoGame/ReflecBeat Plus'', also for [=iOS=], adds a local two-player mode, allowing two players to battle it out on one iPad rather than having to use their own devices.
283* ''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 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.
284* ''VideoGame/{{VOEZ}}''[='=]s 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.
285[[/folder]]
286
287[[folder:Roguelike]]
288* The iPad port of ''VideoGame/FTLFasterThanLight'' includes both the vanilla version and ''Advanced Edition'' and tweaks to the interface to accomodate tablet gameplay, allowing players to smoothly transition from the PC version to a device about the size of a sheet of paper.
289[[/folder]]
290
291[[folder:Role-Playing Game]]
292* The [=GameCube=] port of ''VideoGame/SkiesOfArcadia'' added more discoveries, reduced the high encounter rate in relation to the original Dreamcast version, and added several fun sidequests that do a great deal to explain TheDragon's motivation as well as character backstory. Unfortunately, it also suffered some regressions, some of them being a result of the [=GameCube=]'s limitations: the music's quality was vastly inferior as Sega had to use a different sound engine and didn't do a great job of it,[[note]]The Dreamcast version used [=InVision=] Interactive's [[https://segaretro.org/CyberSound CyberSound]]; there was no [=GameCube=] version of it, and [=InVision=] had gone out of business.[[/note]] Pinta Quest was removed due to the lack of VMU (and the GC to GBA feature not being a good enough replacement, as the GBA doesn't retain data transferred from GC after being turned off), the lighting was downgraded, and there was no way of playing the game with the amazing picture quality of the Dreamcast's VGA output.
293* ''VideoGame/OdinSphere'': So much so that ''Leifthrasir'' easily outclasses the original game in numerous ways and most class it as a VideoGameRemake. 1080p, 60 FPS, numerous amounts of new or redrawn artwork that makes the game even more gorgeous, and a complete overhaul of the battle system that transforms it from a slow-paced action game into a much faster hack-and-slash (or shoot-em-up in Mercedes' case). It even fixes numerous issues like streamlining the leveling and food systems to be far less obtuse and bloated, to the point of getting quick food safe rooms throughout areas to level mid-dungeon instead of leaving the whole dungeon to go chow down. And in case one prefers the original Odin Sphere setup? Classic Mode has all the original game design intact.
294* ''VideoGame/TheLastRemnant'' was a sorta-decent game on the Xbox 360. The PC port fixed a lot of the bugs, smoothed out crafting, and removed the hated "Leader" designation, which restricted players from using most of the most powerful characters.
295* The ''VideoGame/FinalFantasy'' series has a history of high quality ports:
296** The original Japanese version of ''VideoGame/FinalFantasyIV'' was pretty good, but the American localization for the SNES suffered from a [[BlindIdiotTranslation bad translation]]. The PSP version proves to be a port of a port (specifically, of the GBA version), but with greatly improved graphics, removed lag, a choice between the SNES and DS soundtracks, and a number of bug fixes. It lacks anything introduced to the [[VideoGameRemake DS version]] besides a few translation changes.
297** The Steam/smartphone version of ''VideoGame/FinalFantasyIX'' has been refined in just about every way. The graphics are much higher resolution than their native [=PS1=] counterparts (albeit with backgrounds that are still the same), and the [=FMV=] cutscenes can now be skipped. In addition, Square Enix added several game boosters which are PurposefullyOverpowered, including "all attacks hit the damage cap," "always in [[SuperMode Trance]]," and "[[EncounterRepellant no encounters]]." You even get the ability to reach the level cap instantly with a menu option. However, all of the game boosters are optional, so you can still play the normal way. Finally, there's a button that greatly increases the game speed while the game's clock still runs in real time, making [[ThatOneSidequest the insane "reach this one spot in less than 12 hours to get the Excalibur II" sidequest]] a bit more feasible, as well as letting you breeze through anything you don't want to watch. In short, whether you want to PlayTheGameSkipTheStory or EnjoyTheStorySkipTheGame, there's something for you in this port.
298** ''VideoGame/FinalFantasyI'': In Japan, the original NES game received an [=MSX2=] port in 1989. It suffered from (relatively brief) load times and a lack of smooth scrolling, and the Black Belt class was significantly [[{{Nerf}} nerfed]], but it also featured improved graphics and sound. The [=PlayStation=] remake in ''Final Fantasy Origins'' updates the game with considerably better sounds and graphics, though suffers similar loading problems. This remake was later refined considerably in ''Dawn of Souls'' for the GBA: reducing loading times, allowing the player to save anywhere, and adding in 4 whole new dungeons complete with new enemies and having bosses from other Final Fantasy games. In turn, this port was taken to the PSP; the graphics were improved even more and another new dungeon was added, though many seem to prefer the GBA version due to it being on a more liked console and the PSP version's dungeon not being terribly memorable.
299** ''VideoGame/FinalFantasyX'' and ''VideoGame/FinalFantasyX2'' both received HD remasters on the Platform/PlayStation3, with higher-quality character models, textures that were also bumped up in quality, and a completely remastered soundtrack. The 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.
300** The 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.
301** ''Intergrade'', the 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!
302* The DS version of ''VideoGame/ChronoTrigger'' adds some new weapons, NewGamePlus sidequests, and an extra {{superboss}}, which ties the game in with ''Videogame/ChronoCross''. It also keeps the anime-style cutscenes from the [=PlayStation=] port and polishes some game mechanics. The translation was also redone from its original Japanese, which removed some {{Woolseyism}}s and inaccuracies. It was also finally [[RemadeForTheExport released in Europe]]!
303* The original ''VideoGame/SidMeiersPirates'', originally a Platform/{{Commodore 64}} game, got a huge graphics and music upgrade when it was ported to the Platform/{{Amiga}}.
304* ''VideoGame/MightAndMagic: Secret of the Inner Sanctum'' on the Nintendo Entertainment System was far more playable than the original Apple II/PC versions.
305* The PSP version of ''VideoGame/{{Persona 3}}'' is ''Persona 3'' with most of the gameplay elements of ''VideoGame/Persona4'' refined to perfection, and the ability to choose the gender of the main character. There's also a few new Social Links around, and some cameos from ''VideoGame/{{Persona 4}}''. Also, you now have full control over your party, like in ''P4'', and the "condition" mechanic has been revised to be more friendly to longer dungeon trips. And for anyone who's concerned that all of these new elements make the game too easy, don't worry; [[HarderThanHard Maniac]] difficulty is added to challenge players once again. It does have to make some compromises to accomodate the PSP's weaker hardware like turning the city exploration from fully 3D to 2D point-and-click maps, as well as changing cutscenes to use a more VisualNovel-style presentation with static character portraits, but many players consider it a fair or an outright negligible tradeoff for the quality-of-life enhancements.
306* The first version of ''Golvellius'', developed by Compile on the 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 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.
307* The ''[[VideoGame/EarthBoundBeginnings MOTHER]]'' portion of ''[[UpdatedRerelease MOTHER 1]]+[[VideoGame/EarthBound1994 2]]''. It took the myriad polishes and extra features of the English prototype, which was widely known as ''[=EarthBound=] Zero'' before it was officially released as ''[=EarthBound=] Beginnings'' in 2015 (simultaneously confirming said prototype's legitimacy over a decade before it was officially released to the public), polished its rough edges further, added more convenient controls in line with those of ''[=EarthBound=]'', resulting in something of a superior product to both prior versions. The ''[=EarthBound=]'' portion, on the other hand, [[PortingDisaster wasn't quite so lucky]]. Clyde "Tomato" Mandelin, who helmed the fan translation of ''VideoGame/{{Mother 3}}'', translated the ''Mother'' portion of the game, though the lower quality of the ''Mother 2''/''[=EarthBound=]'' port is only half of why he didn't fully translate that part (the other half being ''2'''s needlessly complicated text display system, which resembles a scripting language instead of being plain text).
308* The 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.
309* The PC port of ''VideoGame/{{Mass Effect|1}}'' improved the [[ScrappyMechanic much-despised]] Mako tank sequences, giving you better control with a keyboard and mouse than you ever had with an Xbox controller. Depending on the speed of your system, it also decreases the LoadsAndLoadsOfLoading. It's not without its flaws, though: On launch the game suffered several issues related to hardware and firmware variations. There's a rumor that Creator/BioWare only tested the port on one set of hardware and drivers. However performance is non-issue despite several apparently hard-coded slowdowns.
310** The PC port of the second and third game are increasingly better, with both having better visuals and optimized performance (to the point that graphical options are very small beyond resolution and very basic shadows, vsync, and film grain settings) than the first game while looking better, and while Mass Effect 2's PC port was plagued by two jarring glitches-button prompts/tutorials not changing to mapped keys and default mouse acceleration/sensitivity issues (that can only be fixed by modifying a game file with external tools)-Mass Effect 3's PC port fixed those two issues.
311* The 2021 HD remaster of ''VideoGame/SaGaFrontier'' does more than simply give the game a graphical facelift: it also reintroduces features that were DummiedOut of the game's original release, including additional scenes for Asellus's campaign and an eighth main character, Fuse.
312* [[http://www.rogermwilcox.com/apps/ Hack Up the Monster, Steal Its Treasure, and Proceed On to the Next Room]] languished for 20 years as a PC BASIC implementation of 1st Edition [[TabletopGame/DungeonsAndDragons AD&D]] in which you couldn't even earn experience levels. When it was ported to a modern Windows platform, it was vastly improved into version 2.0, which added level gains, multi-classed characters, characters with two classes, a huge catalog of monsters, non-spell class abilities, spells through 4th level, and monster-vs-monster combat.
313* The PC port of ''VideoGame/JadeEmpire'' features new weapons, new enemies, new fighting styles, a harder difficulty setting, and improved AI. Although Monk Zeng was the Collector's Edition exclusive character on Xbox (and later downloadable for running on Xbox 360).
314* ''VideoGame/EternalSonata'' was originally released on the Xbox 360 and then ported to the [=PlayStation=] 3 with extra playable characters, more plot, and additional costumes for the characters.
315* The Wonderswan port of ''VideoGame/TheFinalFantasyLegend'' fixed many issues that plagued the original Game Boy release, including bugs and interface issues that made SaveScumming a practical necessity in the original version.
316* ''VideoGame/TalesOfGraces'' was ported to the [=PlayStation=] 3 as ''Tales of Graces f''. The expansion not only featured an additional story about half as long as the main plotline, but it also provided interesting CharacterDevelopment for the game's MysteriousWaif. In addition to that, there was many a GameBreakingBug that was fixed in the port, including one that would otherwise make [[NewGamePlus replaying it]] next to impossible. It was this version that was ultimately ported to the West as a [=PS3=] exclusive.
317* ''VideoGame/TalesOfInnocence'' was remade for the 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''.
318* ''VideoGame/TheWitcher2AssassinsOfKings'' was ported to the Xbox 360 as the "Enhanced Edition". Barring lower graphical fidelity and visuals, this version made many significant improvements over the PC original. The controls were revised for the controller and introduced a new tutorial that thoroughly explained the mechanics of the game. The port also tweaked the game's difficulty curve of the prologue mission, meaning that players would no longer have to worry about being stuck as a result of attacks being interrupted mid-swing by an enemy hitting Geralt from the side. As if that wasn't enough, people who purchased the port received a game guide, a world map, concept art, interviews, a soundtrack, four hours of additional gameplay, ''and'' a code to redeem a separate PC copy from [=GOG=].
319* ''VideoGame/BaldursGate'' saw an upgraded re-release in 2012, for the PC, Mac, and iPhone platforms, under the title of Baldur's Gate: Enhanced Edition. This version featured several bug fixes, new characters/quests/items, the contents from the Tales of the Sword Coast included, addition of character sets from Baldur's Gate 2 and a graphical makeover to support current-generation resolutions. Unfortunately, it also introduces some minor bugs, and there's still no news of an announced Android version.
320* ''VideoGame/SecretOfMana'' was ported to [=iOS=] and Android with an interface designed to take advantage of the touch screen: Instead of using an on-screen D-pad to navigate through menus, you just touch your choice like you would a native [=iOS=] or Android app. Also, Square Enix fixed a number of bugs. Sadly, multiplayer was cut, although there is always hope it will be added in an update.
321* ''[[VideoGame/MuramasaTheDemonBlade Muramasa Rebirth]]'' for the [=PlayStation=] Vita takes the original Wii title and gives it updated visuals, an improved localization courtesy of Aksys Games (the same folks that brought you the ''VideoGame/BlazBlue'' series), and customizable controls (including an independent Jump button).
322* The first ''VideoGame/{{Fable|I}}'' was ported to PC and Mac as ''Fable: The Lost Chapters'' with remappable controls, smoother frame-rate, video settings that help the game look gorgeous, a mouse-driven interface that makes the game's menus more intuitive, and a wealth of new content added into the game (more quests, new equipment, more enemies, new regions, etc.).
323* ''VideoGame/QuestBriansJourney'', the GBC version of ''VideoGame/{{Quest 64}}'', ended up being a much better version of the game. The two versions were essentially the same, but with two glaring differences: ''Brian's Journey'' had fully complete areas and cutscenes beyond the opening/ending! It's quite an improvement from 64, since the basic story of the game is actually explained and areas aren't as empty-looking.
324* ''VideoGame/TrailsSeries'': Any PC port done by the localization team ''Creator/XSEEDGames'' is guaranteed to be better than its original release.
325** ''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 Platform/PlayStation3 version, includes battle lines from the [[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.
326** ''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 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."
327** The localized release of ''VideoGame/TheLegendOfHeroesTrailsFromZeroAndTrailsToAzure'' for PC and Nintendo Switch are also being handled [[https://www.reddit.com/r/Games/comments/t58f6i/im_peter_durante_thoman_former_modder_and_cto_of/ by Durante's company]]. [[https://store.steampowered.com/news/app/1668510 According to a trio of blog posts regarding the port of Zero]], the game now properly supports variable resolutions on PC, from the 800p screen of the Steam Deck to the 21:9 ultrawide setup, increased draw distance, updated graphical assets, sprite shadows from the [=PlayStation=] Vita version, and quality of life changes inspired from the Geofront FanTranslation of the Chinese PC version.
328* The Nintendo Switch port of ''VideoGame/SouthParkTheFracturedButWhole'' has a small, but still interesting difference compared to the other console releases: while the [=PS4=] and Xbox One versions of the game have only the English audio track on disc and requires an internet connection for foreign languages, the Switch version has all the audio tracks on the cartridge.
329* Almost any remake of a ''VideoGame/DragonQuest'' game is considered much better than the original game. Usually thanks to polished gameplay, better graphics, excellent translation work, and often a large amount of additional content.
330** ''VideoGame/DragonQuestIII'' received a Game Boy Color port that, in spite of the hardware being just slightly more powerful than the NES, plays almost exactly like the stellar ([[NoExportForYou and Japan-exclusive]]) Super Famicom port, including a remake of the opening animation, animated enemy sprites, and the Pachisi minigame.
331** 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 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.
332* ''VideoGame/TheWorldEndsWithYou'' received an enhanced port for [=iOS=] and Android as ''Solo Remix'', which, as the subtitle implies, features a tweaked combat system built for a single screen, along with updated graphics, music tracks from ''VideoGame/KingdomHearts3DDreamDropDistance'' along with some new ones, and online multiplayer for Tin-Pin Slammer. The mobile version later served as the basis for the Nintendo Switch version, dubbed ''Final Remix'', which further bumps the updated graphics to HD standards, can be played in handheld or tabletop/docked modes with the Joy Cons, adds co-op multiplayer and a brand-new "A New Day" chapter.
333[[/folder]]
334
335[[folder:Shoot 'em Up]]
336* ''VideoGame/BattleGaregga'':
337** The Sega Saturn port has been hailed as being [[ArcadePerfectPort arcade-accurate]], allowing the selection of the ''VideoGame/MahouDaisakusen'' [[GuestFighter guest characters]] without a code, allowing resetting of [[DynamicDifficulty rank]] [[AntiFrustrationFeatures simply by opening the options menu instead of resetting the game]],[[note]]The rank at the start of the game slightly increases with consecutive plays, and in the arcade version, the only way to lower it is to let the game run the entire AttractMode or reset the game[[/note]] a unique control scheme for experimenting with autofire rates, and last but not least, a choice between the original game soundtrack or an arranged soundtrack. Basically, if you can't get your hands on the PCB, this is the next best option, and some would argue that it's an even better one.
338** The ''Battle Garegga Rev.2016'' port for Xbox One and [=PlayStation=] 4 is even better, having been developed by M2 of ''VideoGame/{{Mushihimesama}} Futari'' and the ''3D Classics'' series fame. It has most of the Saturn has, along with many ways to tweak the game experience such gadgets for displaying important real-time data, as a Super Easy mode, a custom mode that lets you change individual elements of the game (such as disabling the DynamicDifficulty system), an arrange mode, and ''four'' soundtrack options (arcade original, Saturn arrange, arcade remastered, and 2016 arrange).
339* The Steam version of ''VideoGame/BeatHazard Ultra'' features a real-time news system through RSS and social feed through Website/{{Twitter}} (optional), and access to internet radio. The Shadow Operations Unit DLC also adds extra ships and the ability to create your own. The retail PC version of the original game by THQ plays much like original Xbox Live Indie Games version but with the addition of extra songs and the unlockable Suicidal difficulty.
340* 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]].
341* The home ports of ''VideoGame/CastleOfShikigami III'' gained new features such the option to using an arranged version of ''Castle of Shikigami II''[='=]s soundtrack, the ability to use TATE (vertical) mode, a re-balanced Director's Cut mode, a BossRush mode, and a Dramatic Change mode wherein one player play use a team of two characters and swap them on the fly during gameplay. The Wii and Xbox 360 versions also have a Gallery with a slew of unlockable artwork, an unlockable [[SoundTest Juke Box]] feature, and an Extra Options feature where various game settings can be changed outside of the normal gameplay; the latter also has online leaderboards.
342* ''VideoGame/FireShark'' on the Genesis / Mega Drive is regarded as an improvment over the arcade version. Ported by Creator/{{Toaplan}} themselves (as opposed to past Toaplan game ports which were outsourced to third-party developers, often with mixed results), it stays faithful to the arcade original, and while it uses the mechanics of the 1-player version (including the use of respawn checkpoints), it comes with a much more reasonable difficulty curve, even when set to Normal difficulty (the default is Easy). It also has a built-in autofire function, so that players don't have to wear out their thumbs playing the game. About the only real downside is that due to being based on the 1P variant, there is no two-player co-op mode unlike the 2P builds of the arcade game. For those who missed out on this port in its heyday, it is also available in the ''Hishou Same! Same! Same!'' CompilationRerelease (along with the arcade original and ''VideoGame/SkyShark'') for [=PS4=] and Nintendo Switch, albeit as DLC.
343* The NES port of ''VideoGame/{{Toki}}'' used smaller sprites and much more of the screen was visible at a time. This greatly reduced the number of cheap deaths in the game.
344* ''[[VideoGame/DesertStrike Soviet Strike]]'' is practically the only Creator/ElectronicArts game that turned out better on the Sega Saturn than the [=PlayStation=]. Framerate is roughly the same, but the Saturn version has more detailed textures and even boasts a few new wingtip weapons. It also controls very well with the Mission Stick. The only downside is that the Saturn version cut some of the non-plot critical video clips.
345* The Amiga version of ''VideoGame/DesertStrike'' was obviously a labour of love for the porting team. The sounds were redone, which included adding radio chatter in the title sequence, and a pleasant female voice notifying the player during missions of important information. A good deal of the graphics was redone, and it added a good deal of background flavour, such as wrecked vehicles strewn on roadsides and oases in the desert. Probably the most fondly remembered change was that the pitiful and cartoony explosions of the original were changed to mushroom clouds accompanied by a mighty sound and the entire screen flashing white for a split-second.
346* 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.
347* ''VideoGame/{{Gradius}}'':
348** Those who have played both the original arcade version of ''III'' and its SNES port typically regard the latter to be superior, save for the much greater slowdown, and a much more forgiving challenge.
349** ''VideoGame/{{Gradius}} II'' on the PC Engine is a very fine and accurate port of the original, to the point where it uses Red Book audio for the soundtrack, ''and'' it adds a new stage. Considering that arcade-to-console ports around its time often had to compromise elements from the arcade version to fit within system limitations, this is saying something.
350** The Famicom port of ''Gradius II'' goes the PragmaticAdaptation route, featuring unique stage layouts and environments, vertically-scrollable stages (an impressive technical feat given that the NES's and Famicom's hardware are natively only designed to scroll horizontally or vertically but not both at once), up to four [[AttackDrone Options]] available on-screen at once (''Gradius'' and the non-Japanese release of ''Life Force''/''Salamander'' on the same platform only allows two Options at once, and the Japanese version of the latter allows three) with a rotating-Option powerup available once all four Options are active, and original music tracks not found in the original arcade version. Unfortunately, this requires the aid of an expansion chip that can't be used with the NES due to relocating two of the necessary pins, so it's [[NoExportForYou Japan-only]].
351* The Xbox 360 port of ''VideoGame/{{Ketsui}}'' fixes some {{Game Breaking Bug}}s present in the original, such as the music playing at half speed in Stage 5 and the screen momentarily freezing right before [[TrueFinalBoss DOOM]].
352* After the port of VideoGame/BattleGaregga, M2 has done it again with ''Ketsui Deathtiny'', which is not only practically [[ArcadePerfectPort arcade-perfect]], but also adds in a "[[ExactlyWhatItSaysOnTheTin Super Easy]]" mode, an exclusive arrange mode in "Deathtiny", arcade challenges to practice in specific areas of stages, the 2007 IKD arrange previously only available for one day in a 2007 Cave festival, and a custom mode to mix and match these modes along with ''four'' soundtrack options (The Original arcade version, the Music/{{Basiscape}} arrange made for the Xbox 360 port, the Creator/{{Virt}} arrange made for [[VideoGame/DonPachi DoDonPachi DaiFukkatsu Black Label]]'s Ketsui ArrangeMode, and a completely new arrange by Daisuke Matsumoto). It's regarded by enthusiasts as not only one of M2's finest parts, but one of the best shmup ports in existence.
353* The Sega Dreamcast version of ''VideoGame/MarsMatrix'' is a nearly ArcadePerfectPort (it runs at a slightly higher screen refresh rate and has some differing score values, but these are nitpicks) and features a generous suite of extra contents. This include extra autofire inputs for both the regular and burst shots (good for people that didn't like the "one button does everything" philosophy of the original release), two ArrangeMode, a shop system where player can use their score to purchase various extras such as artwork, superplay videos for each individual levels and gameplay modifier that allows one to tweak things such as how fast the shield regenerates or how long a chain lasts before being reset. And for competitive players, it is considered superior to the arcade original simply because it adds extra digits to the score counter, as the arcade version can easily be score-{{cap}}ped by a good player.
354* The Xbox 360 ports of ''VideoGame/{{Mushihimesama}} Futari'', ''VideoGame/{{Espgaluda}} II'', and ''VideoGame/DeathSmiles'' all have "Xbox 360" modes with much higher-resolution sprites. They also come packed with "Black Label" versions (except in the case of ''Futari''; you have to pay an extra $15 for it), a blessing in the case of ''Futari'' and ''[=DeathSmiles=]'' considering that their respective Black Label arcade releases had very limited print runs.
355** ''[=DeathSmiles=]''[='=]s 360 mode, which in other Creator/{{CAVE}} ports is typically just an HD version of the game it's a port of, allows the player to select Level 1 on every stage (instead of locking it out after a few stages), allows selection of Casper and Rosa without having to enter a code, and rebalances the characters—Windia in particular has been upgraded from a LowTierLetdown to a play-worthy character.
356* ''VideoGame/RadiantSilvergun'' was originally on arcades and was ported to the Sega Saturn with an extra Saturn mode that adds anime cutscenes to flesh out the engrossing plot, more boss battles and hidden dogs, and the ability to save your weapon power for subsequent playthroughs. It also has an unlockable Options+ feature that allowed you to change the ship or game speed, and show the hitboxes during gameplay. The Xbox 360 port later gave the game optional higher resolution visuals with bloom and HDR lighting, leaderboards, shareable replays on Xbox Live, and for those with at least one Achievement from ''Ikaruga'', the ability to play the game with its spiritual successor's chaining mechanics. The anime cutscenes were also remastered, but unfortunately the Xbox 360 version runs in a 16:9 aspect-ratio yet pillar-boxed in 4:3 and it does not crop the screen to the latter for those with non-widescreen displays, and the Story Mode no longer allows continues from losing lives unlike the Sega Saturn version.
357* ''{{VideoGame/Raiden}}'' ''III'' and ''Raiden IV: Overkill'' for the PC comes with bonus content and unlockable incentives to keep replaying the games after beating them.
358* ''VideoGame/RaySeries'':
359** ''[=RayForce=]'' (''Galactic Attack'' in North America or ''Layer Section'' in Japan) on Sega Saturn not only retains the visuals of the arcade release, it also took advantage of the CD-ROM's storage space to produce new renditions of the arcade version's memorable soundtrack with instruments and greatly improved upon the overall quality of the game's soundtrack. It also features the ability to rotate the game screen vertically for those with rotatable displays, allowing the game to be played in the vertically-oriented aspect-ratio like in the arcade version.
360** ''[=RayStorm=]'' and ''[=RayCrisis=]'' on PC runs on higher resolution than the arcade version with more audible sound effects than the [=PlayStation=] version. Although the PC ports of these games were made for Windows 95/98, they run quite well on modern operating systems and those with higher-end systems (unless you're on Windows 8 or 8.1 which runs poorly due to poor support for older [=DirectX=] games) have the benefit of almost non-existent loading times. The downside of these ports however that ''[=RayStorm=]'' requires the disc to run it and lacks the optional TANZ remixed soundtracks for Extra Mode due to being a port of the arcade version instead of the [=PlayStation=] version, while ''[=RayCrisis=]''[='=] PC port is based on the [=PlayStation=] version, which lacks the co-op multiplayer the original arcade version had.
361** This series received mobile ports on [=iOS=], Android, and Amazon devices, which presents these games with higher resolution graphics, features an optional remixed track for their first stage (the Amazon versions also have one for their second stages as well), and touch controls that work beautifully for these games, but they have also been updated to support traditional Bluetooth-supported controllers for those who prefer standard controls. This was also the first time that ''[=RayCrisis=]'' got a home port based off its arcade version, retaining its seamless transitions between stages yet brought over the Special Mode (as Remix Mode) from the [=PlayStation=] version to compenstate for the lack of multiplayer features. However, due to being based of their arcade counterparts, these versions also lack the unlockables the console ports of the later two games had, ''[=RayStorm=]'' does not have individual difficulty sliders for each stage, and in the case of the Amazon versions, are lacking online leaderboards and achievements while ''[=RayCrisis=]'' has yet to see a release on Amazon devices.
362** Creator/{{M2}}'s ''Ray'z Arcade Chronology'' compilation for [=PlayStation=] 4 and Switch brings [[ArcadePerfectPort arcade-accurate]] ports of the entire ''RAY'' series plus HD ports of the latter two games with all of the enhancements of their ''[=ShotTriggers=]'' line of ports. This collection features optional real-time gameplay data gadgets, multiple rapid-fire modes, quick saves and automatic save states, screen scaling options with TATE or YOKO display modes for ''[=RayForce=]'', optional CRT and smoothing filters, interchangeable original arcade and arranged console soundtracks, online leaderboards and shareable replays, and customizable controls, including separating the SmartBomb combo to a dedicated button in the latter two games.
363* ''VideoGame/SmashTV'' was an arcade game that was notorious for being NintendoHard. The home version wasn't exactly easier, but with unlimited continues meaning you could play it without spending a fortune in quarters, it was certainly more ''enjoyable''. One feature it has over the arcade original is an actual soundtrack; in a developer interview, the sound engineer for the arcade game was instructed not to put too much effort into the music since the game's constant gunfire and explosions would drown it out anyway.
364* ''VideoGame/{{Soukyugurentai}}'' was ported to the [=PlayStation=], and while it had some degraded visuals and more slowdown compared to the [[ArcadePerfectPort arcade-accurate]] Sega Saturn port, it featured an Arcade Mode and Special Mode, the latter of which added a fourth playable ship, a new final stage, voiced narrations, and new FMV sequences. The [=PlayStation=] port also supports the [=DualShock=] controller.
365* ''VideoGame/TwinkleStarSprites'' got a Sega Saturn port that included both the original arcade version in "Arcade Mode" and an updated "Segasaturn Mode" that features fully voiced dialogue, the option to turn off the slowdown, made every character playable in Character Mode without inputting a special code for the hidden ones, and added a new character to the roster, but the in-game dialogue suffers from weaker audio quality and the game loads often. The Saturn version also included [[BonusMaterial a bonus disc]] bundled with artwork (both official and fan-submitted), a karaoke, and special messages from the characters. It later got a Dreamcast port which lacks the additions and bonuses the Saturn version had but does have higher quality audio, non-existent loading times, better frame-rate, and is playable in English. Unfortunately, both console versions were never released outside of Japan.
366* Of the four ways to play ''VideoGame/{{Darius}}burst Another Chronicle'' on a consumer platform (PC, [=PS4=], Vita, PSTV), the PC version is perhaps the best one, being the only one with dual-monitor support. (It helps that the arcade version uses PC-based architecture to begin with.) Later updates added the option to quickly restart from the beginning of the chosen root stage in Original or EX mode or the beginning of the mission in Chronicle Mode, so you don't have to go back to the title screen and navigate the menus all over again.
367* ''VideoGame/{{DELTAZEAL}}'', the Xbox 360 and PC port of ''G-Stream [=G2020=]'', patches up some serious ObviousBeta issues of the original game, including the notoriously bad audio quality.
368* ''VideoGame/{{sora}}'' was re-released through Steam by Fruitbat Factory in 2016, which not only gave this game a faithful English localization, it also gave the game some quality-of-life improvements such as high-resolution visuals, native keyboard remapping, and improved controller support. ''acceleration of SUGURI 2'' got a similar treatment in 2018 with full widescreen presentation and an online lobby system similarly to their overseas release of ''VideoGame/OneHundredPercentOrangeJuice''. Despite being released through Steam, these games are also DRM-agnostic, meaning they can be played without having to run and log into Steam's client to play them offline.
369* The PC/Steam version of ''VideoGame/SpaceInvaders Extreme'' is a good mix of the DS and 360/PSP versions, combining the DS version's ZUNTATA soundtrack with the PSP version's single-screen interface. It also adds a wave counter, which lets you know how much further until the end of the stage, {{nerf}}s Nagoya Attacks by reducing the multiplier tenfold so that the optimal strategy is no longer "draw out waves until enemies drop to the last row", and adds some other quality-of-life touches.
370* The [=PS4=] and Switch versions of ''VideoGame/EspRaDe''. It's part of the ''M2 [=ShotTriggers=]'' line so you already know that its development was taken very seriously. It features fully remappable controls, an UpdatedRerelease mode that adds updated voice acting and a new TrueFinalBoss, the M2 Gadgets that provide expanded real-time information, an "Arcade Osarai" mode that focuses on fulfilling short-term objectives, and an "Arcade Challenge" mode that basically serves as a practice mode where every time you get hit, the game rewinds a few seconds so you can practice the segment you just messed up on (and an optional "Sparta Training" toggle forces you to do it correctly 3 times so you can better learn from your mistakes).
371* The PC version of ''[[VideoGame/YarsRevenge Yar's Revenge (2011)]]'' features support for higher resolutions than the Xbox 360 version, and plays well with keyboard and mouse controls. Unfortunately, the PC version doesn't make it clear that there are settings that can be tweaked with a hidden configuration menu with the ''-configure'' command-line parameter, and does not support keyboard or controller remapping whatsoever. It's also possible to play the PC version at 60 FPS by editing one of the game's configuration files, allowing the game to play smoothly compared being locked to 35 FPS on the Xbox 360 version, but raising it too high above the displays refresh-rate can introduce mouse input problems.
372* Though generally well-received, ''VideoGame/AkaiKatana'' has issues on its native arcade hardware, often taxing it with more sprites than the hardware can handle. The Xbox 360 port cleans this issue up and introduces Climax mode, which serves as a remastered version of the game with 16:9 aspect ratio and more sprites allowed on-screen, as well as Slash mode, an ArrangeMode that makes fuller use of the game's [[KatanasAreJustBetter katana motif]]. But perhaps the best version of the game is the updated arcade version for the exA-Arcadia platform, which features the 360 version's content, a new Exa Label arrange mode, a harder difficulty for seasoned players, the option to play with an FM synth soundtrack, on-screen multilingual subtitles for the in-game dialogue, and while most HD-era games tend to have at least four frames of input lag, the exA-Arcadia version has a mere ''one frame'' of lag!
373* The Nintendo Switch port of ''VideoGame/MissileDancer'' features a revamped HUD that makes better use of the screen space that is not being used for the gameplay window, improved graphics, two-player co-op, and a vertical-orientation mode not present in the PC original.
374[[/folder]]
375
376[[folder:Simulation Game]]
377* The original Platform/Nintendo64 ''[[VideoGame/AnimalCrossing2001 Doubutsu no Mori]]'' saw three subsequent re-releases on the 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+''.
378* The PC port of the Wii game ''VideoGame/MySims'', while there is still LoadsAndLoadsOfLoading, in the PC version, this takes anywhere from half to three seconds on a low-end PC at the time.
379* 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 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.
380* When Egosoft rereleased the older titles in the ''VideoGame/{{X}}-Universe'' series on 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.
381* The January 2013 PC version of ''VideoGame/AceCombatAssaultHorizon'' includes a bonus content pack (including basically all of the DLC from the console versions, missing only a pair of Japan-exclusive skins) and support for screen resolutions of up to 1900x1200.
382* The Platform/PlayStation and 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 Platform/PlayStation version, but that came with a few of its own problems.
383* The Xbox 360 version of the arcade game ''VideoGame/TheIdolmaster'' features completely redone graphics that take advantage of the Xbox 360's hardware, redone music and choreography, new songs, reworked lessons that accommodate the Xbox 360's controller (the arcade original used touch controls) and if that wasn't all, a completely new idol to produce named Miki Hoshii.
384[[/folder]]
385
386[[folder:Stealth Action]]
387* ''VideoGame/MetalGear'' games, in general, tend to get fairly solid ports.
388** The PC port of ''VideoGame/MetalGearSolid'' had beautifully upgraded graphics, smoothed textures, the option to pause and save rather than having to call Mei Ling for it, and quite a few other improvements. It unfortunately had compatibility issues with [[TechnologyMarchesOn later Windows operating systems and newer hardware]], however, the 2020 GOG.com re-release has remedied virtually all of them and added some extra graphical settings that can improve the visuals even further. Too bad the same justice wasn't done for ''[[VideoGame/MetalGearSolid2SonsOfLiberty MGS2]]'''s [[PortingDisaster PC port]].
389** The 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.
390** The port of ''VideoGame/MetalGearRisingRevengeance'' has been met with positive reception. Though it still has some issues (including a now-fixed bug that would close the game when there was no Internet connection), it is a rather solid port, and people from Platinum and Konami are getting active feedback from PC players, as well. It also includes a "ZANGEKI" option that lets you adjust the amount of cuts you can perform, and you can jump straight into boss battles of previously cleared chapters instead of playing them through to get the boss. It's very well optimized, and the system requirements are quite overblown. On top of that, the port is bundled with ''all'' of the game's DLC, and it can be unlocked from the get-go with the KonamiCode. Despite all of this, the port still only costs half of what the console versions do.
391** The PC port of ''VideoGame/MetalGearSolidVThePhantomPain'' allows slightly lower-end PC options to enjoy higher quality graphics than other games of the same time of release.
392[[/folder]]
393
394[[folder:Survival Horror]]
395* The initial Windows / Xbox 360 version of ''Videogame/AloneInTheDark2008'' was [[ExecutiveMeddling rushed out the door]] [[ObviousBeta in a notoriously buggy and unfinished state]]. The 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.
396* The PC version of ''VideoGame/AlanWake'' is considered by many critics to be better than the original Xbox 360 release.
397* The first ''VideoGame/ClockTower'' was re-released for Windows 95 and [=PlayStation=] in 1997 with new sounds, scenes, bugfixes, smoother graphics on the PC version, and added new FMV sequences. The [=PlayStation=] version also supported its own mouse peripheral.
398* ''Franchise/ResidentEvil'':
399** The 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 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.
400** ''VideoGame/ResidentEvil'' was given a remake on the Platform/GameCube, which gave it a lot of visual improvements amongst other things. The remastered version for Steam, Platform/Playstation4, and 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.
401** ''VideoGame/ResidentEvil2'' and ''[[VideoGame/ResidentEvil3Nemesis 3]]'' got updated PC-DVD re-releases of their PC ports in 2006 by [=SourceNext=] which fixed the original Windows 95 versions of these games' compatibility with modern computers and uncompressed video quality for the games' [=FMVs=]. ''Resident Evil 2'' in particular also combined Leon's and Claire's scenarios into a single game (similar to the Nintendo 64 port) instead of having their games on separate discs. This version, unfortunately, never was released outside of Japan, and [=SourceNext=] handled ''Resident Evil 4''[='=]s PC port ''very'' poorly.
402** 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 {{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.
403** ''VideoGame/ResidentEvil6'''s PC port was handled by the famous QLOC, and it shows, with a highly optimized performance and support for higher resolutions.
404[[/folder]]
405
406[[folder:Third-Person Shooter]]
407* The PC port of ''VideoGame/AdventRising'' was a marked improvement over the original Xbox version, as its framerate was much smoother and the controls were much less akward. Flick-targeting, one of the things that [[ScrappyMechanic many people hated about the original version]], is much easier to deal with due to the keyboard and mouse control scheme, so you're no longer forced to use it when you don't want to.
408* ''VideoGame/BulletWitch'' was ported to PC in 2018 by Creator/XSEEDGames, which not only presented the game in higher resolutions and frame-rates over the original Xbox 360 release, it also supports mouse and keyboard controls that work beautifully, rebalances the gameplay around the original Japanese version's difficulty, and includes all of the game's [=DLCs=], even the bonus missions that were locked away as separate purchases in the international version by Atari. The PC version also restores Alicia's dashing ability (which was originally intended for debugging purposes), which can help make playing through the game's large and expansive levels less of a slog to trudge through.
409* The PC port of ''VideoGame/GearsOfWar'' went off without a hitch with some additional graphical options. And not only that, the developers added extra content in the last chapter before the train station, detailing the accounts of Delta Squad escaping the Brumak that tried to cut them off when escaping the Fenix manor. Though unfortunately there were some issues when Microsoft forgot to renew the license for the game, resulting in people being unable to register the product or play it in a certain time frame, also some people reported having issues with installing the game and certain graphics cards being incompatible.
410* ''VideoGame/FurFighters'' was originally a Dreamcast-exclusive but was ported over to the [=PlayStation=] 2 a year after its release. The graphics got a Cel-Shaded makeover, all the characters were fully voiced and the boxart was made to look more "mature".
411* ''VideoGame/EarthDefenseForce2017 Portable'' for the [=PlayStation=] Vita adds the [[ActionGirl Pale Wings]] seen from ''Earth Defense Force 2'' and added online multi-player.
412** ''Earth Defense Force 4.1:The Shadow Of New Despair'' is a updated re-release of Earth Defense Force 2025 for 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.
413[[/folder]]
414
415[[folder:Turn-Based Strategy]]
416* ''VideoGame/DefenderOfTheCrown'': The 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).
417* The GCN version of ''VideoGame/{{Gladius}}'' is significantly better with the game's [[LoadsAndLoadsOfLoading main issue]], primary due to the Nintendo Optical Disc being optimized for fast load times.
418* Creator/NipponIchi seems to like this trope quite a bit.
419** ''VideoGame/PhantomBrave: We Meet Again'' for the Wii is fundamentally the same game as the [=PlayStation=] 2 original, but NIS took the time to remaster every single level and background to take advantage of the Wii's higher graphical capabilities (as well as add another story with some new stuff to collect, but that's par for the course for the company). The result is a much crisper look on the same great game. This version was then re-ported to the PSP as ''Phantom Brave: Heros of the Hermuda Triangle'', which adds Hero Prinny, The Unlosing Ranger, and Asagi to the cast of playable phantoms.
420** ''VideoGame/DisgaeaHourOfDarkness'' and ''VideoGame/Disgaea2CursedMemories'' both got rereleases on the PSP adding some extra items and cameos, correcting a few bugs, and each add a [[AnotherSideAnotherStory second mode with an alternate protagonist]], more bonus bosses, more playable characters, and [[VideoGame/Disgaea2CursedMemories Dark Hero Days]] added DLC and Disgaea 3's Magichanges and passing system. The DS port of the first game added all this plus Prinny Commentary and more hidden characters, but has inferior music and lacks much of the voice acting. Both ports of the first game also replaced Etna's and Thursday's/Vulcanus' voice actors with their new ones. All this is to provide better links to later games in the series and other Nippon Ichi titles.
421** Nippon Ichi is at it again with ''VideoGame/{{Disgaea 3|Absence of Justice}}: Absence of Detention'' for the [=PlayStation=] Vita. Animated talking sprites, all the DLC already included (Including Beryl mode), two new charcters, more alternate scenarios with different leads, new spells and class specific attacks for the generic humanoids.
422** Disgaea 4's Vita port loses the option to use the Low-Def sprites (other than Asagi), but gains a new story featuring human Atina and Tyrant Valzy, along with new charcter Nagi Clockwork and a Time Traveling Fuka and Desco. Having data for Disgaea 3 on the memory card allows the return of Stella and Rutile from the Vita port of that game.
423** ''VideoGame/LaPucelleTactics'' also got a PSP port, with extra content, called ''La Pucelle: Ragnarok''. [[NoExportForYou Japan-only]].
424** ''VideoGame/RhapsodyAMusicalAdventure'' got a rerelease in the 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).
425** ''VideoGame/MakaiKingdom'' received a PSP port with a new story mode that deals with Petta, a young girl who claims to be Zetta's daughter.
426** ''[[VideoGame/Disgaea5AllianceOfVengeance Disgaea 5 Complete]]'' has all of the DLC content of ''D5'' available without additional charge, on [[Platform/NintendoSwitch a system that can beautifully switch between TV and portable modes]].
427* The [=iOS=] port of ''VideoGame/{{Ascendancy}}'' received many improvements lacking in the original game (e.g. you can now send ships to distant stars without guiding them every step of the way), with later patches adding even more functionality (such as the ability to use templates when building ships). Sadly the overall balance is still radically skewed.
428* ''VideoGame/ShiningForce CD'' for the Sega CD, which took the 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.
429[[/folder]]
430
431[[folder:Visual Novels]]
432* 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, [[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 an adult rerelease.
433* 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 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.
434* ''VisualNovel/DanganronpaTriggerHappyHavoc'' and [[VisualNovel/DanganRonpa2GoodbyeDespair its sequel]] got a CompilationRerelease for the [=PlayStation=] Vita called ''Danganronpa 1x2 RELOAD'', featuring better graphics, touch controls, and a "School Mode" for the first game (based on the Island Mode of the second, which was in the original release). The first game's rerelease was brought over to the West in this form.
435* The [=PS3=] port of ''VisualNovel/SoniComi'' was fully voiced (in contrast with the PC original, where only Sonico's dialogue was voiced), underwent a massive graphical upgrade, and added more content. When the game was localized into English, the new release was based on this version despite coming out for PC, [[RegionalBonus porting nearly all of the [=PS3=] enhancements over]].
436[[/folder]]
437
438[[folder:Wide-Open Sandbox]]
439* For a good while, the PC ports of the ''VideoGame/GrandTheftAuto'' series (the very first game through ''[[VideoGame/GrandTheftAutoSanAndreas San Andreas]]'') were considered to be better than the originals, thanks to higher-resolution visuals, faster loading times, more accurate mouse-and-keyboard controls, and modding potential with swappable player character skins, in-game [=MP3=] players, and a plethora of user-created vehicles and mods (including the legendary ''Multi Theft Auto'' mod, adding a WideOpenSandbox multiplayer mode to GTA years before GTA IV did the same and reintroducing a feature ''VideoGame/GrandTheftAuto2'' had on the PC to begin with). Unfortunately, the PC port of ''VideoGame/GrandTheftAutoIV'' failed to uphold the same reputation and was widely regarded as a PortingDisaster instead, though patches have since remedied this. Luckily, the PC port of ''VideoGame/GrandTheftAutoV'' was a major improvement, even compared to the [=PS4=]/Xbone versions. Better graphics, a Video Editor, 60 FPS, faster loading times, and runs much better than ''IV''.
440** 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.
441* ''VideoGame/JustCause 2'' is the best-optimized multiplatform sandbox game released on the PC in its generation by far, running more smoothly while having even larger environments than most games in the genre. On a Q6600/8800 GT system, it can easily maintain 60 FPS while other ports average closer to 30 FPS. Keyboard-and-mouse controls are also very tight and customizable, while Xbox 360 gamepad support is retained. There's even a small [[GameMod modding community]] adding features like a full-fledged ''multiplayer mode'', much like what happened to ''VideoGame/GrandTheftAuto'' above.
442* ''VideoGame/TheGodfather'' game, originally for PC, [=PlayStation=] 2 and Xbox, was ported for Xbox 360, [=PS3=] and Wii. There are different numbers of [[FinishingMove Execution]] [[VideogameCrueltyPotential Styles]], an amount of new content and the latter two make some use of motion-based controls.
443* ''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.]]
444* ''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 Platform/DirectX 11 features to a 2009 game, and overall massive optimization to make the game play as intended.
445* 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: 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.
446* When the Switch version of ''VideoGame/NoMansSky'' was released in 2022, it had the benefit of already coming with nearly 6 years worth of acclaimed free updates already packed in, meaning not only is it already an almost complete experience from the get-go, but it handles surprisingly well even in handheld mode meaning it's not compromised in terms of quality.
447[[/folder]]
448
449[[folder:Other/Unsorted]]
450* ''VideoGame/{{Shadowgate}}'' was polished in its port from the home computer to the NES. The NES has better dialogue, better graphics, and a [[SugarWiki/AwesomeMusic haunting soundtrack]]. Years later, the GBC port ''Shadowgate Classic'' (which, itself, was based off of the NES version) polished things even further by including even better graphics, and fixing a couple of annoying glitches.
451* ''VideoGame/DejaVu1985'' got this treatment in ''Deja Vu I and II'' for the GBC, with improved graphics based on the Windows version of the game and, as the name would imply, incorporating the game's sequel into the same cartridge (an NES port of ''II'' was announced earlier but eventually became VaporWare).
452* ''VideoGame/{{Action 52}}'' on the Sega Genesis by Far-Sight Studios was still rubbish, but it was indeed superior to the original NES version. Among other things, it is far more stable than its NES counterpart, which is notorious for consisting of more {{Game Breaking Bug}}s than there are games. They even got at least one big name to work on the port: the music was programmed by Mark Miller, who also did sound work on ''VideoGame/ToeJamAndEarl'' and ported many of Music/TommyTallarico's soundtracks to the Genesis. Yet oddly enough, there isn't anything as catchy in the Genesis version as the NES Cheetahmen theme. Just as strangely, most of the games were completely different.
453* The [=PlayStation=] port of ''VideoGame/{{Superman 64}}'' was never released, but [[WhatCouldHaveBeen had it been available]], it would have fixed several of the game's notorious problems.
454* The DS version of ''[[VideoGame/TonyHawksProSkater Tony Hawk's Proving Ground]]'' was almost unanimously considered by reviewers as superior to the original console versions for sticking to classic gameplay mechanics and having a wide array of online multiplayer features.
455* 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 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.
456* The SNES version of ''VideoGame/UnchartedWatersNewHorizons'' takes full advantage of the SNES' [=SPC700=] chipset and uses high quality samples to produce superior music, and combined with the fancy raster effects that is unique to the SNES version due to its advanced graphical capabilities, is widely hailed as the superior port. The other ports of the game were optimized for comparatively inferior [=OPL2=] MIDI chip (although the Sega Genesis version managed to sound slightly better by supplementing the [=OPL2=] MIDI music with [=PSG=]-based percussions) and has slightly less sophisticated graphical effects. The PC version technically got the [[PortingDisaster shortest stick]], with a crippled MIDI track that's only optimized for the [=AdLib=] music card, inability to support Sound Font enabled cards like the Gravis Ultrasound or [=SoundBlaster AWE32=] for instrument samples even though both cards were already released when the game came out, and not only had the least amount of graphical effects of all the ports, it even failed at simple graphical effects like smooth screen scrolling.
457* ''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 {{Platform/Steam}}, presenting the game in a higher native resolution and later fixed the control issues with patch.
458* ''VideoGame/SonicDash''. The Windows 8.1 port is much more polished than ports of other mobile games, such as ''VideoGame/FruitNinja'', which became a huge microtransaction mess. Sonic Dash on Windows 8.1, in particular, can be played on landscape mode, while on, say, an Android phone, the game is played in portrait mode. The game also automatically gives you mouse and keyboard controls if you are not playing the game on a tablet, unlike ports of other mobile games which assume that you are always playing on a tablet.
459* The Windows 8 port of ''VideoGame/JetpackJoyride'' plays exactly like early versions of its mobile counterpart. A few things from it are missing in this port, but a few things that were removed from the mobile version are still present in this port.
460* Creator/{{Gameloft}}'s games on the Windows Store are considered excellent ports of their mobile counterparts (and Microsoft is well aware of this, as there is a whole collection on the Windows Store with Gameloft games). The only exception to this is the Windows 8.1 port of their ''WesternAnimation/MyLittlePonyFriendshipIsMagic'' game: while not a bad port, it is just outdated. Certain areas, such as Sweet Apple Acres and the Everfree Forest are completely missing (and Sweet Apple Acres was already added to the game when this port came out), and accessing the minecart game is made significantly harder in this version: while in the other versions you just need one wheel to access the game, and you can keep going as long as you have wheels, in this port, you need four wheels and can only play once.
461* The Windows 95 port of ''VideoGame/EccoTheDolphin''. The graphics have been beautifully redrawn, features the higher quality soundtrack from the 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.
462* ''[[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.
463* The [=IOS=] port of ''VideoGame/KingOfDragonPass'' fixed outstanding bugs and streamlined some of the more finicky areas of the game. This version also adds a number of new scenes including a recurring character and potential ring member, Theya the [[{{Seers}} Seer]]. Notably, this version was also ported ''back'' to [=PC=] and Mac; the version for sale on Steam is a re-port of the [=IOS=] game, rather than the original.
464* Heavily downplayed with ''Cheetahmen 2''. The original was filled with glitches, and a modified version by Greg Pabich that was supposed to fix them only 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.''
465* 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 higher the hardware specs than the home consoles ([=PS4=] and [=PS5=]), and even with ''older machines'' for lower 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.
466[[/folder]]

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