A notion that's been left behind as video game consoles have increased in power and [[VideoArcade Video Arcades]] themselves have faded into obscurity, this used to be the touchstone of any {{Arcade}} conversion to home computer or console. An ArcadePerfectPort is a port of a video game that is touted to be indistinguishable from its source.

Most 16 bit systems could reasonably claim that they could do arcade-perfect versions of early 8 bit arcade games, and these days most arcade games more than 10 years old can be said to be arcade perfect on modern home computers and consoles thanks to emulation, but the claim was made for many games that couldn't truthfully be said to be arcade perfect.

After the release of the UsefulNotes/{{PlayStation}}, arcade board makers slowly began using consoles as their arcade platform over more powerful custom made boards (Creator/{{Capcom}}'s CP System 3 and {{Sega}}'s Model 3 were the last pure custom boards to be popular), making arcade perfect ports more common place. Now, all modern arcade boards either use a home console, such as the UsefulNotes/{{Wii}} for ''VideoGame/TatsunokoVsCapcom'' or PlayStation3 for ''[[{{Tekken}} Tekken 6]]'', or use PC components (boards from Creator/{{Sega}} or {{Taito}} today follow this route).

This is NOT for examples where the port simply exceeds the original; that's a PolishedPort. '''For a port to qualify as this trope, it must replicate the arcade version down to the last details of gameplay.''' Additionally, please limit example descriptions to how the port is arcade-perfect; don't list [[AdaptationExpansion extra features not found in the original version]], as they have nothing to do with porting accuracy.
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!! Examples:

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[[folder:Actual]]
* The UsefulNotes/SharpX68000 computer, released in 1987, was the first home system to offer arcade-perfect ports, largely because it is a home computer designed similarly to an arcade machine. It served as a development machine for Capcom's CPS arcade systems, thus many Capcom games often received arcade-perfect ports for the X68000.
* The UsefulNotes/FMTowns computer, released in 1989, features perfect ports for a handful of arcade games.
* All the games released for the NeoGeo (released 1990) are arcade-perfect ports, being as the home console has identical hardware to the Neo Geo arcade system. However, this being the 90's, back when console hardware was not on par with then-current arcade hardware, you were lucky to be able to even ''rent'' a Neo Geo console.
* The UsefulNotes/SegaSaturn and UsefulNotes/{{PlayStation}} feature equivalent arcade machines, the Sega STV and Namco System 11 (both downgraded from the Sega Model 2 and Namco System 22), respectively. This allowed arcade-perfect ports of games from those arcade systems to their equivalent home consoles.
** Also, the UsefulNotes/SegaSaturn versions of various 2D arcade games, including ''VideoGame/SpaceHarrier'', ''OutRun'', ''VideoGame/BubbleBobble'', ''VideoGame/RainbowIslands'', and ''VideoGame/TheNewZealandStory''.
* The UsefulNotes/{{Dreamcast}}, released in 1999, was built on the same hardware as Sega's Naomi arcade system, allowing perfect home ports of 3D arcade games for the first time, with most of the Naomi arcade games receiving arcade-perfect ports for the Dreamcast.
** Also, the Dreamcast versions of Capcom CPS games such as ''[[VideoGame/MarvelVsCapcomClashOfTheSuperheroes Marvel vs. Capcom]]'', which have little to no load times.
** The Dreamcast port of ''MarvelVsCapcom2'' was considered the definitive home port for a long time after (until the PS3 and 360 port), with aftermarket prices for the game climbing into hundreds of dollars. Compare this to the PS2 and Xbox ports, considered [[PortingDisaster Porting Disasters]] due to blurry graphics, muffled audio and fixing [[GoodBadBug Good Bad Bugs]] essential for TournamentPlay.
** ''VideoGame/UnderDefeat'': Although it has {{Updated Rerelease}}s on the Xbox 360 and [=PlayStation=] 3, some fans still prefer the Dreamcast port due to its arcade-perfect nature, as the HD ports have some differences in enemy patterns and a wealth of slowdown during the FinalBoss not present in the Dreamcast or Naomi versions.
* Both the RType and RType II ports are perfect in the R-Types compilation, aside from some loading screens, a transparent HUD, and a higher frame rate.
* For the UsefulNotes/SegaGenesis's 32X add-on, {{Sega}} released perfect versions of its arcade games ''VideoGame/AfterBurner II'', ''VideoGame/SpaceHarrier'' and ''StarWarsArcade''.
* Creator/{{Capcom}}'s CPS Changer, like the NeoGeo, was a luxury system designed to run games from actual arcade boards. The only game that had to be downgraded was ''[[VideoGame/StreetFighterAlpha Street Fighter Zero]]'', whose arcade version is run on the somewhat more powerful CPS-2 hardware.
* ''{{Deathsmiles}}'', right down to Windia being an underpowered character. The "Xbox 360" modes fix this, but they are not examples of this trope.
* The versions of ''[[VideoGame/MarvelVsCapcomClashOfTheSuperheroes Marvel vs. Capcom 1]]'' and ''[[VideoGame/MarvelSuperHeroes Marvel Super Heroes]]'' included in ''Marvel vs. Capcom: Origins''. Playing the games, it's pretty obvious that Capcom is running ROM dumps of the original arcade games with a few "cheats" to allow for versus and training modes. Most notable however, is that the games are more arcade perfect emulation since most emulators run the CPS-2 at the wrong clockspeed.
* Being arcade perfect is a point of contention for the re-release of ''Vampire Savior'' included in ''VideoGame/{{Darkstalkers}} Resurrection''. Purists are happy that the game is supposed to be an arcade perfect port. However, fans who grew up with the PSX version are disappointed since it lacks the extra characters added to that version.
* ''DaytonaUSA'' is an interesting case, in that the HD remake for arcades was designed to be as similar as possible to the old '90s version, including a severe case of pop-up at distances further than about one second from the front of the car. The modern hardware was more than capable of eliminating this pop-up but it was intentionally left in for the sake of parity.
* ''VideoGame/AfterBurner Climax'' for Xbox 360 and {{PlayStation 3}}. Other than changing the aspect ratio to 16:9, it's just like the arcade version, even leaving in the "slightly de-throttle for a moment to maintain full throttle" glitch.
* The ''Taito Legends 2'' version of ''[[VideoGame/RAYSeries RayStorm]]'' is exactly the same as the arcade version. By "exactly the same", we mean the default life setting is 3 instead of 5, the ship select menu runs at full speed, and no, it does not have the Arrange Mode, the 13-Ship Mode, or the arrange soundtrack from the prior Saturn and [=PS1=] ports.
** Similarly, the version of ''[[{{VideoGame/Darius}} G-Darius]]'' from the same compilation is also the same as the arcade version, barring the exception of brief loading screens. Since the [=PS1=] port had slowdown not in the arcade original, this [=PS2=] version is often considered the definitive port.
* A rare thing to happen to the PC in the early [=90s=], the first ''MortalKombat'' game was essentially an arcade perfect port. The only discrepancy was the music didn't sound the same, but this was a problem anyway on [=PCs=] during that time.
* The version of ''VideoGame/{{Splatterhouse}}'' included in [[VideoGameRemake the 2010 remake]] uses the original arcade version from 1986, and plays exactly like it. The game even uses credits as if the player is playing the game on the arcade cabinet. It was also released for PC in 2003/2004 in Japan by Mediakite, with graphical and audio quality identical to the arcade version, retains the two-player mode, and using virtual credits (up to a max of 9) to play the game.
* The primary goal of UsefulNotes/{{MAME}} is to emulate arcade games perfectly on PC for historic preservation. Since MAME works with the actual ROM chipsets, 100% emulated games are quite literally arcade-perfect, since they ''are'' the real arcade software, complete with a key that mimics the insertion of coins.
* The Sega Chihiro was built on Xbox hardware, allowing SEGA to create arcade-perfect ports from Chihiro games to the Xbox console. House of The Dead III retained EVERYTHING from the Arcade version, including the graphics and even motion blur and depth of field. Outrun 2 was also a perfect port.
* ''VideoGame/DungeonsAndDragonsChroniclesOfMystara'', for the Xbox 360, Playstation 3, and WiiU, is another emulated compilation from the creators of ''Marvel Vs. Capcom Origins''. Thus, the games included, specifically ''Tower of Doom'' and ''Shadow Over Mystara'', run at the correct clockspeed and have nearly every arcade detail, with the only glitch being the removal of the LettingTheAirOutOfTheBand gag at the end of Stage 2. Moreover, it's the first home version of both games to feature the four-player mode from the arcade game (which the Sega Saturn port lacked). PC players, however, were unfortunately shafted; see the TheyJustDidntCare entry on the ''Chronicles of Mystara'' page for more details.
* ''{{VideoGame/Raiden}}'':
** The first two installments were released in a compilation called ''The Raiden Project'', seen by many fans as the first true Arcade Perfect Port of any shmup. This is especially good for the second game, whose encryption prevents emulation on MAME.
** ''III'' got a perfect port for the PC, especially since the arcade version ran on the PC-based Taito Type X hardware. The PS2 port is also fairly accurate.
** ''IV'''s Xbox 360 port is perfect since the 360 runs on similar hardware to that of a PC, and ''IV'' originally was on the aforementioned Taito Type X hardware. The Playstation 3 version, ''Raiden IV Overkill'', is an UpdatedRerelease instead of a basic Arcade Perfect Port.
** The three ''RaidenFighters'' games within the compilation ''Raiden Fighters Aces'' are also perfect, especially with the sound quality.[[note]]MAME has a couple sound flaws when running Raiden Fighters Jet, which are not present on this collection.[[/note]]
* ''VideoGame/FantasyZone II: The Tears of Opa-Opa'' for the Master System, although this was largely due to the original game running on slightly modified Master System hardware to begin with. The only thing the port is missing is the scrolling background on the title screen.
* Curious example: ''VideoGame/FZero GX'' is not a port. However it includes all the drivers and courses from the arcade version of the game, ''F-Zero AX''. But hidden deep inside the code is, in fact, the ''actual'' arcade game, complete with attract mode, instructions on how to play, and the arcade system rules (cheat devices like the Action Replay are able to tease this out and make it playable on [=GameCube=] hardware). So it seems like Amusement Vision (the developers) developed a single game then split the code by using a launcher to detect what hardware it was running on and only making accessible the features that are specific to each version of the game.
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[[folder:Claimed]]
* MegaDrive ''VideoGame/{{Strider}}, [[VideoGame/GhostsNGoblins Ghouls 'n Ghosts]]''
* While ''VideoGame/FinalFight CD'' for the Mega CD is not as arcade perfect as it is claimed to be (the graphics are less colorful, the music is remixed with no option for the original version and the attack speed of Cody and Guy are slower than in the arcade), but it did have not only all three characters (SNES owners were forced to buy a second version of the game if they wanted Guy), but also the 2-Player co-op mode and the Industrial Area stage.
* Lots of SharpX68000 conversions: ''VideoGame/{{Parodius}}, VideoGame/FinalFight, VideoGame/StreetFighterII, VideoGame/GhostsNGoblins''.
* PCEngine R-Type. Not actually, particularly as they had to split it into two separate games, but it was a showcase for the next generation of consoles.
* Many a CompilationRerelease says that their games are arcade perfect, due to the fact that they are emulated, and thus have all the nuances of the original. However, while some games are indeed perfect, some of them have a couple of emulation flaws that prevent them from being true examples of this trope. Sometimes, they are purely aesthetic with no impact on gameplay (such as a sprite being the wrong color, or the sound effects not being exactly the same). Other times, the problem affects gameplay, making the game either flawed yet still playable (for example, if a game has a bit more slowdown than it normally does) or a full on PortingDisaster if the developers [[TheyJustDidntCare didn't give a darn]].
* According to Steven Levy's book ''Hackers'', legendary game developer John Harris created an ArcadePerfectPort of VideoGame/PacMan for the Atari800 while working for [[{{Sierra}} On-Line Systems]] in 1981. Sierra's boss, the equally legendary Ken Williams, took one look at the results and nixed the project on the grounds that it would invite a lawsuit, and demanded that Harris change the game enough to make it viably different from the original. Harris' initial reaction? Put sunglasses and Groucho Marx moustaches on the ghosts. Despite this, the eventual game that came from this, ''[[https://en.wikipedia.org/wiki/Jawbreaker_%28video_game%29 Jawbreaker]]'', was On-Line Systems major hit for that platform over the next year. Unfortunately, the port the Apple II was [[PortingDisaster less than successful]].
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