%% Please be courteous and keep new entries in alphabetical order.



Bringing a game to another platform [[PortingDisaster often doesn't end well]]; less frequently, [[PolishedPort the port is better]] or, at least, nothing that makes you miss the original. Some titles, however, cannot be considered simple ports - they're closer to completely new games. Important features are added (or missing); the mechanics has had substantial changes; most or all levels are changed; the visuals may have undergone a radical facelift; it may even [[GenreShift belong to a different genre]] now. In the end, even if they are ''supposed'' to be the same game (and the publisher markets them as such), they share only the basic characters, stories, and maybe the fundamental elements. You may be a veteran of a game and still find a fresh challenge in the new version - the package is the same but the ingredients are not, or are mixed in a way to give a new flavor.

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

Mind you, a game under this trope may not necessarily be better than the original version, or just be good firsthand - this page doesn't take overall quality into account.

----

!Examples

[[foldercontrol]]

[[folder:Reformulated port]]
* Many arcade games, particularly during the [=1980's=] and [=1990's=], were completely redesigned for their home versions. This was particularly prevalent with several NES games that were based on arcade titles, since many of these arcade games ran on hardware that were much more advanced. Often times, the NES version was a completely different product from its arcade counterpart.
* Takara used to publish GameBoy adaptations of popular fighting games such as ''[[VideoGame/FatalFury Fatal Fury 2]]'', ''VideoGame/SamuraiShodown'', ''[[VideoGame/WorldHeroes World Heroes 2 Jet]]'', ''[[VideoGame/TheKingOfFighters The King of Fighters '95]]'' and even their very own ''VideoGame/BattleArenaToshinden''. In Japan, these GB versions were released under the ''Nettō'' or ''Dead Heat Fighters'' brand, but their overseas releases were marketed with the same titles as the originals.
* ''{{Action52}}'' - Many of the titles featured in the Genesis are completely different from their namesakes in the NES version. For example, ''Cheetahmen'' now involves climbing trees and rescuing cheetah cubs and other animals.
* ''The Adventures of Rocky and Bullwinkle and Friends'' - Lampshaded in the intro for the SNES version:
-->'''Rocky''': Say, Bullwinkle... doesn't our GameBoy (TM) game start this way too?\\
'''Bullwinkle''': Darned if doesn't, Rocky. Just what are you guys tryin' to pull here?\\
'''Narrator''': Uh... nothing. Nothing at all. This game is completely different. Just start playing and you'll see!
* ''{{Asterix}} at the Olympic Games'' - The various versions were identical (bar some graphical differencies), with the exception of the NintendoDS release: the ActionAdventure part is removed entirely, leaving only the Olympic Games proper and making it a ''Track & Field'' clone. There are, however, many more games than the ones found in the other versions.
* ''VideoGame/{{Battletoads}}'' - The GameBoy version was largely a different game from the NES original, despite featuring the same cover artwork. This point was brought home when a stripped-down ported of the original NES game was released for the Game Boy under the title of ''Battletoads in Ragnarok's World''.
* ''VideoGame/{{Battlezone1998}}'' - The Nintendo 64 version, ''Rise of the Black Dogs'', is widely believed to be a port but actually had to be completely rebuilt due to platform constrants, which turns it from a [[PortingDisaster miserable failure]] to impressively accurate reformulation.
* ''VideoGame/BionicCommando'' - The arcade version was a platform game with a wire-swinging mechanic in lieu of the traditional jump button. The NES version, while maintaining the basic play mechanics (but more refined), is a non-linear game that alternates between classic action levels and neutral zones to take a breath and find useful objects and information, has a more complex plot, and also an incredibly graphic villain death that [[GettingCrapPastTheRadar wasn't censored]]. It's considered among the best action games for the NES and, unsurprisingly, it is the version that was remade as ''Bionic Commando: Rearmed'' in 2008.
* ''Bomber Raid'' - A MasterSystem port of the Sega arcade game ''Sonic Boom''.
* ''Booby Kids'' - The Famicom version of the Nichibutsu ArcadeGame also known as ''Kid no Hore Hore Daisakusen'' replaced the temporary secondary weapons with collectible ''VideoGame/BomberMan''-like bombs, redid the levels to be less mazelike, and altered the treasure chests into items appropriate to each stage. ''Cratermaze'' for the TurboGrafx16 is a more faithful port (though the Japanese release was [[DolledUpInstallment dolled-up]] as a ''Anime/{{Doraemon}}'' game).
* ''VideoGame/CastlevaniaDraculaX'' (aka ''Vampire's Kiss'') - A SuperNES game based on the PCEngine game ''VideoGame/CastlevaniaRondoOfBlood''. Since the PCE original was on a CD-ROM release (540 Megabytes) and the Super NES version is on a 16-Megabit (or 2-Megabyte) cartridge, a straight port was pretty much impossible, so Konami instead made a different game with the same play mechanics, but all new stages.
* ''{{Contra}}'' - Originally a short arcade game that could be completed in less than 15 minutes. The NES version added longer arranged stages and featured new enemies and traps. ''Contra'' also saw a port for the [=MSX2=] in Japan that was completely different from the other versions. ''Super C'', the NES sequel to ''Contra'', was also drastically different from ''Super Contra'', the original arcade game that inspired it.
* ''Cosmo Police Galivan'' - Originally a ''Franchise/MetalHeroes''-esque platform shoot-'em-up released by Nichibutsu for the arcades in 1985, the 1988 Famicom version was a [[{{Metroidvania}} Metroid-style]] action game. The latter was followed by Super Famicom sequel titled ''Cosmo Police Galivan II: Arrow of Justice'', a ''FinalFight''-style beat-'em-up.
* ''D.J. Boy'' - The Genesis version of the Kaneko arcade game featured different stages and bosses, lacked the 2-players co-op and changed the plot from retrieving a stolen boombox to rescuing the hero's kidnapped girlfriend.
* ''VideoGame/DeadOrAlive'' - While the SegaSaturn version was a relatively faithful conversion of the original Model 2 arcade game (with only certain background details sacrificed), the PS version required an entirely new engine in order to be made, resulting in a vastly different game. To make up for this, Team Ninja added two new characters exclusive to the PS release, Ayane and Bass. This upgraded version was released for the arcades in a heavily modified form as ''Dead or Alive ++''.
* ''{{Descent}} Maximum'' - The PS version used the same graphics engine, music, enemies, and weapons as ''Descent II'' for the PC and Macintosh, but featured entirely new levels, which were [[ItsShortSoItSucks criticized for being smaller]] ([[WhoForgotTheLights and darker]]) than the PC version's.
* ''VideoGame/DeusEx'' - The original PC game was ported to the [=PS2=] under the full title of ''Deus Ex: The Conspiracy''. The areas are much smaller to accommodate the [=PS2=]'s limited RAM, the opening and ending sequences had been remade into pre-rendered videos and the user interface has been simplified.
* ''VideoGame/DonkeyKong'' - While the four levels in the Game Boy version are [[NostalgiaLevel rather familiar]], the rest of the game shifts into PuzzlePlatformer mode with keys, switches and movable ladders and platforms. The physics from the original arcade version are (mostly) intact though, although greatly expanded upon. Many consider this to be the best version of Donkey Kong, and the MarioVsDonkeyKong games are successors to this version of Donkey Kong.
* ''VideoGame/{{Doom}} 64'' is this to its PC original - all-new levels were developed for it, the episodic format of the game was thrown out and enemy sprites were redrawn. But more noticably, darker graphics, muted colors and an all-new horror-inspired soundtrack gave the game a much different ambience than the computer game it was supposedly based on.
* ''VideoGame/DoubleDragon'' - Originally an arcade game by Technos Japan Corp. and then released for the NES a year later. The NES version lacked the 2-players co-op mode from the arcade version and changed the plot so that Jimmy Lee, Player 2 in the arcade version, ended up being the true leader of the Black Warriors. Other changes include drastically different level designs, an experience point system that forced player to acquire moves gradually rather than having them all of them usable from the outset and the omission of the head-swapped bosses. The later GameBoy version was based on the NES version. The NES versions of ''Double Dragon II'' and ''III'' were also drastically different from the arcade originals, but unlike the first game, the sequels managed to retain the co-op mode from the arcade.
* ''DragonsLair'' - One of the most popular FMV games (if not the most popular) released during the Laserdisc boom of the arcades back in 1983. Since neither, the NES nor the SNES, had any CD-ROM drive, the versions of ''Dragon's Lair'' for those systems, rather than trying to replicate the arcade version, were instead side-scrolling action games, while the Game Boy (titled ''Dragon's Lair: The Legend'') was a port of the ZX Spectrum title ''Roller Coaster''.
* ''VideoGame/ESwat'' - Much like ''Shadow Dancer'', the Genesis version of this game was also vastly different from its arcade counterpart. The stages are completely different and while the game plays almost identically at first, when the player eventually obtains the E-SWAT armor, the play mechanics change as well. Whereas the player's abilities didn't change that much in the arcade version when the player obtain the E-SWAT armor (aside for the addition of a machine gun as the new main weapon and a few sub-weapons), the E-SWAT armor in the Genesis versions is equipped with an afterburner that allows the player to fly around for a limited time, as well as switchable main weapons in addition to the default shot. Much like ''Shadow Dancer'', ''E-SWAT'' also received a Master System version that played more like a scaled-down port of the arcade game.
* ''VideoGame/FightersHistory: Mochizuki Kiki Ippatsu'' - The SuperFamicom-exclusive final game in the series began development as a port of ''Fighter's History Dynamite''.
* ''VideoGame/GanbareGoemon: Karakuri Dōchū'' - The [=MSX2=] version features completely different level layouts from the Famicom version and most notably a unique Player 2 character. Whereas both versions have an alternating 2-Players Mode, the Famicom version simply has both players controlling Goemon, whereas the second player in the MSX version controls a different character named "Nezumi Kozō" (the Rat Brat). While Nezumi never appears in any other Goemon game, his character design was used as the basis for Goemon's sidekick Ebisumaru, who would later be introduced in ''Ganbare Goemon 2''.
* ''[[FatalFury Garou Densetsu: Dominated Mind]]'' - A [=PS1=] port of ''Real Bout Fatal Fury Special'' that removes the lane-jumping system and added new super moves and combos.
* ''{{VideoGame/Gauntlet}}'' - The NES version has structured stage layout, side goals and hidden levels laid out as an adventure with a proper ending. Despite having the same basic engine, it's far different from other versions of the game, which is better known as an endless multiplayer coin-guzzler.
* ''Ghost Chaser Densei'' - A Super Famicom port of the arcade BeatEmUp ''DenjinMakai'' by Banpresto. The Super Famicom version only has half of the character roster (Makai, Iyo and Belva) and is missing a few stages and bosses as well, but the story was expanded a bit and the characters were given new moves.
* ''Film/{{Ghostbusters}}'' = The SegaGenesis is nominally a "reprogrammed" version of the computer game by {{Activision}}. Unlike the similarly credited MasterSystem version, which ''was'' a port of that game, this version plays completely differently.
* ''Golvellius'' - The first iteration of this game, a ''Zelda''-style action-adventure game that switches between overhead and side-scrolling segments, was developed by Compile on the {{MSX}}, has extremely bland graphics and sound and suffers for the system's notorious problems with scrolling. Sega remade the game on the [[SegaMasterSystem Master System]] with polished play mechanics, improved graphics, a completely new layout for dungeons and overworld, and some additions like new sub-bosses. Compile took note and made a remake for the [=MSX2=] (known among MSX fans as ''Golvellius 2''): 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.
* ''VideoGame/KingOfTheMonsters 2'' - The SegaGenesis version was more like a conventional FightingGame than the original Neo Geo version.
* ''Killing Time'' - The PC version has different graphics and level design. The plot is the same, but has two endings very different from the 3DO original's DownerEnding.
* ''Knightmare II: MazeOfGalious''- The Famicom version, titled ''Dai-Ma-Shikyō Galious'' and released a few months after the MSX original, has a similar game system as the MSX version, but the stage designs are substantially different, with a much smaller environment to explore.
* ''Film/{{Labyrinth}}'' - Despite being sub-licensed from Activision (the publisher of the ''Labyritnth'' computer game), the ''Labyrinth'' game released for the Famicom and MSX game was not a menu-driven adventure game like the original, but rather a top down action game similar to ''Zelda''.
* ''VideoGame/LegendaryWings'' - The NES version made several changes from the arcade version, including adding a health gauge system where getting hit by an enemy simply reduces the player's shooting power by one level instead of dying in one hit.
* ''Line of Fire'' - Originally an arcade LightGunGame with into-the-screen scrolling, converted into a VerticalScrollingShooter on the SegaMasterSystem.
* ''Makaijima'' (aka ''Makai Island'') - A remixed Famicom[=/=][=MSX2=] version of the Capcom arcade game ''Pirate Ship Higemaru''. Originally ''Makaijima'' was planned as an original game developed alongside a separate Famicom port of ''Higemaru'', but the two projects ended up being merged and ''Makaijima'' was transformed into a pseudo-sequel to ''Higemaru''.
* ''VideoGame/MetalGear'' - The NES version began development almost immediately after the [=MSX2=] version was released with a development period that lasted only three months. Some of the changes, like the addition of the Jungle area, were done due to [[ExecutiveMeddling supervisorial mandate]], while others, like the removal of the Metal Gear mecha, were done due to hardware constraints.
* ''Metal Gear Solid'' - The GameBoyColor version is actually a [[MarketBasedTitle retitled English version]] of a spinoff game known as ''VideoGame/MetalGearGhostBabel'', which was modeled after ''VideoGame/MetalGear2'' but with a graphic style and other game elements taken from the actual ''VideoGame/MetalGearSolid''.
* ''Mighty Final Fight'' - An NES conversion of ''FinalFight'' that came out late during the system's lifespan (almost two years after the SNES port of the first game and around the same time as ''Final Fight 2''). While the NES version is 1-Player only and all the characters have been chibified, the play mechanics were translated almost accurately, with only a few moves missing, and all three characters were present ([[OneGameForThePriceOfTwo no need to buy a second version for Guy]] like on the SNES).
* ''Miracle Warriors: Seal of the Dark Lord'' - A MasterSystem port of the [=PC88=] RPG ''Haja no Fūin'' ("Seal of the Dark Lord") by Kogado Studio (which was also released for other formats as the [=MSX2=] and Famicom). The Master System version added a larger overworld and explorable towns.
* ''[[VideoGame/MontyMole Monty on the Run]]'' - The Famicom Disk System changes a whole bunch of things around from the ZXSpectrum version. Most bizarrely, Monty is not a mole in this version, but an escaped human convict.
* ''VideoGame/{{Novastorm}}'' - All the versions have different bosses, level designs, play mechanics and cutscenes. Even the SegaCD version, which is the closest to the DOS original in the bits of FMV it uses, has completely different enemy placement and upgrade system for the player ship.
* ''VideoGame/NutsAndMilk'' - Originally a MazeGame for the {{MSX}}, PC88 and other Japanese home computers; the Famicom version completely redesigned the game around ''Donkey Kong Jr.''-style platforming rather than tunneling.
* ''PopfulMail'' - Originally released on PC88 and PC98 computers in 1991 and '92 respectively, then brought to consoles in 1994. The PCEngine Super CD version is the one that is most faithful to the PC88 original, but the other two (Super Famicom and SegaCD) are very different both from it and from each other, sharing only the plot, characters and the basic play mechanics.
* ''Powerslave'' ([[MarketBasedTitle also known as]] ''Exhumed'' in Europe and ''Year 1999: Return of the Pharaoh'' in Japan) - Although the three versions (PC, Playstation and Saturn) were released together, development started on the PC using the Build engine, best known for powering ''VideoGame/DukeNukem3D''. Lobotomy Software then decided to try their luck on consoles but, upon realizing a straight port was impossible, they developed the Slavedriver engine and ended up making practically another game. While PC ''Powerslave'' is forgettable and has overly long, boring levels, console ''Powerslave'' is one of the best early console [[FirstPersonShooter FPSes]], and loses some nicer textures in favor of faster action, full 3D movement and smaller, open-ended levels with new weapons and abilities to discover in order to advance, predating ''MetroidPrime'' by over five years. Also, in a fun twist of irony, Slavedriver would later be used to port ''VideoGame/DukeNukem3D'' on the SegaSaturn.
* ''VideoGame/PrinceOfPersia1'' - The SNES version featured new traps, new enemies and {{Boss Battle}}s, and redesigned or completely new levels.
* ''VideoGame/QuakeII'' - The console ports were produced by two different developers. Hammerhead's PS port, other than the loss of the crouching function, hand grenades, and several levels, remained mostly faithful to the PC original, while the N64 port by Raster Productions underwent more drastic changes, having most of its levels completely rebuilt, and being noticeably shorter than the other versions due to cartridge space constraints.
* ''Renegade'' (aka ''Nekketsu Kōha [[KunioKun Kunio-kun]]'') - To make up for the downgraded graphics and sounds compared to the arcade original, added new stages, hidden power-ups, a bike-riding segment and branching paths for the final two stages. The final stage in particular is now set in a labyrinth-like building where the player must go through a series of rooms populated by enemies from previous stages in order to locate the final boss. A wrong turn in this stage can lead the player to a previous area, including the very beginning of the first stage.
* ''VideoGame/RushNAttack'' - The NES version features a different premise from the arcade version, along with new stages and different bosses, but most notably a 2-player co-op mode (the arcade version only allowed alternating play). The game's arcade-only sequel, ''M.I.A.'', added 2-player co-op as well.
* ''VideoGame/{{Rygar}}'' - The original arcade game is a straightforward action game. The NES version starts with a linear stage that may seem a straight port at first but then opens to reveal a free-roaming world.
* ''Section Z'' - Originally a flying [=2D=] shooter released for the arcades in 1985 consisting of five stages (three side-scrolling levels and two vertically-scrolling ones, although all played from a side-view perspective). The so-called "sections" in the game were simply short corridors that the player proceeded throughout the entire game until reaching the titular Section Z, where the final boss awaits. The NES version, released almost two years later in 1987, turned the sections into fully-fledged areas with branching paths and hidden rooms. There are three stages consisting of 20 sections each, but since the Sections are now numbered (starting from Section 00) instead of being alphabetized like in the arcade game, the final area is now Section 59 instead of Section Z, [[ArtifactTitle rendering the game's title meaningless]].
* ''SanFranciscoRush'' - The PS version was reprogrammed due to the system's lack of an FPU. [[PortingDisaster No need to guess how it turned out]].
* ''VideoGame/{{Shinobi}}'' - The MasterSystem version gives the player a health gauge (instead of making him a OneHitPointWonder), adds more melee and ranged weapons, and changed the input method for Musashi's ninjutsu techniques (due to the lack of a third button). It also made the bonus rounds more frequent and changed their purpose from gaining extra lives to accumulating ninjutsu techniques.
** ''Shadow Dancer'' was also vastly different from the arcade game. Whereas the play mechanics and system remained almost identical to the arcade version, the stages were completely different along with all of the bosses (although some of them were similar to their arcade counterparts). There was also a Master System version released around the same time in Europe that was much closer to the arcade version, but featured only 8 of the arcade version's 15 stages (counting the boss battles, so in reality there are only four stages) and reduced the role of the player's canine companion to a special attack only.
* ''VideoGame/SonicBlastMan'' - Originally an arcade game released in 1990 consisting of five selectable mini-games in which the player must hit a punching pad as hard as possible in three turns. The game would measure the player's strength based on hard the punching pad was hit and after the third turn, it determines whether the player has failed or succeeded. This wouldn't have translated well to home consoles, so the Super NES version released in 1992 was a ''FinalFight''-style BeatEmUp with {{bonus stage}}s adapted from the arcade version that required the player to rapidly rotate the D-Pad to build up strength before punching the target.
* ''SplinterCell'' - The [=PS2=]/[=GameCube=] versions of the original trilogy featured drastically redesigned stages since their hardware did not have the same amount of memory as the Xbox. The fourth game, ''Double Agent'', was a cross-generational multiplatform release and the versions that were released for the low-end platforms (Xbox[=/=][=PS2=][=/=][=GameCube=]) and Wii were vastly different from the next-gen versions released for [=PS3=], Xbox 360 and PC.
* ''VideoGame/StarTrader'' - Originally a PC88 ShootEmUp with many cutscenes, adventure portions and a non-linear plot - unfortunately the shooting part, which was supposed to be still its core, was done badly. A later SharpX68000 version has much better graphics and mechanics but is just a straight shooter.
* ''VideoGame/StreetsOfRage'' - Originally a side-scrolling BeatEmUp for SegaGenesis that was later ported to the MasterSystem and GameGear. Despite the fact that the Master System and Game Gear are virtually identical in terms of hardware specs, the two 8-bit versions of the game were substantially different from each other rather being ports of the same game. Particularly, the SMS version featured all three playable characters (the GG version was missing Adam), whereas the GG version had a 2-players mode via link cable (the SMS version was 1-Player). The SMS and GG versions of the sequel (''Streets of Rage 2'') were also different from each other.
* ''Strider II'' - The U.S. Gold-produced sequel to ''VideoGame/{{Strider}}'' (not to be confused with Capcom's own arcade sequel ''Strider 2''), was originally released in 1990 for various home computer platforms in Europe (specifically the Amiga, Atari ST, Commodore 64, Amstrad CPC and the ZX Spectrum). ''Strider II'' was later remade for the MegaDrive and MasterSystem in 1992 with redesigned stages and play mechanics much closer to the original ''Strider'' arcade game. The console versions were released for the Genesis and GameGear in America under the title of ''Strider Returns: Journey from Darkness''.
* ''VideoGame/SunsetRiders'' - While the SNES version was close to the arcade game as possible (save for the lack of 4-Player co-op and added modesty to some of the female [=NPCs=]), the Genesis version was released on a smaller ROM size than the SNES version and only contained two of the main characters (Billy and Cormano) and half of the bosses. Rather than making a straight port, the stages were completely redesigned and a new versus mode was added.
* ''VideoGame/SuperDodgeBall'' (aka ''Nekketsu Kōkō Dodgeball Bu'') - The NES version is vastly different from the original ArcadeGame. In the arcade game, the player's team consisted of one adult character as the team's captain and the rest of the team as children. Only the adult characters have power shots and the health gauges only shows the number of remaining players each team has. In the NES version, everyone is now the same size, but each player (not just captains, but all the members of a team) now have two power shots and individual stats, while the status display now gives each team member his own health gauge. The NES version also adds two new foreign teams not in the arcade version: India and Russia.
** The PCEngine version, subtitled ''PC Bangai Hen'' (PC Extra Edition), plays like a combination between both versions. The graphics, character roster and stages were based on the arcade version, but it adds elements from the NES version such as individual power shots and health gauge for each player.
* ''[[VideoGame/MeatBoy Super Meat Boy: The Game]]'' is a reformulated port of the original ''Super Meat Boy'', specifically designed for Touch devices in order to avoid turning the original game into a PortingDisaster. It's currently on hold in favor of ''Mew-Genics''.
* ''VideoGame/TeenageMutantNinjaTurtlesTurtlesInTime'' - The the second TMNT arcade game received two console ports in 1992.
** The SNES version is a straight conversion of the arcade game, lacking the 4-player co-op mode but adding one new stage and a few additional bosses: namely the Rat King, Slash (who replaces Cement Man as the boss of the prehistoric level), pirate versions of Bebop and Rocksteady, and Super Shredder (who replaces the regular Shredder as the final boss).
** The Genesis version (''Teenage Mutant Ninja Turtles: The Hyperstone Heist'') on the other hand played more like a remixed version of the same game. The plot is different and while some of the stages and bosses were lifted from the other two versions, others were created specifically for the Genesis version. The new bosses included the human version of Professor Stockman (last seen in the first arcade game and its NES conversion) and Tatsu (Shredder's bodyguard from the [[Film/TeenageMutantNinjaTurtles first two live-action films]]). ''Hyperstone Heist'' is notably the only ''Turtles'' game to feature Rocksteady (who was based on his incarnation from the first arcade game rather than the pirate-dressed version in the SNES verison) without his partner Bebop.
* ''The {{Terminator}}'' - The SegaCD version might have been just been a port of the SegaGenesis gasme by the same developer with the addition of a CD-quality soundtrack and grainy cinematic sequences. Instead, it is a completely different game with better graphics and improved play mechanics. The manual even specifies that it's more than "just an upgrade."
* ''Titan Warriors'' - An unreleased NES game by Capcom initially intended to be an updated port of ''Vulgus'' (the company's very first game) titled ''Neo Vulgus''. The game ultimately ended up being unreleased in any form.
* ''VisualNovel/TogainuNoChi: True Blood'' - Many [[VisualNovel visual novels]] released for computers intended for adults are often altered for console versions. Often this just involves [[BleachedUnderpants removing/rewriting sex scenes]]. In the case of ''True Blood'', the console ports added new characters, scenes and entire routes to compensate for the censorship.
* ''Twin Eagle''- The NES version was producer by a different developer from the ones who made the original arcade game.
* ''U.N. Squadron'' - The arcade version was a side-scrolling flying shooter based on the manga ''{{Area 88}}'', the player could choose between one of three characters, each piloting a different jet: Shin flew the F-20, Mickey the F-14, and Greg the A-10. The later SNES version differentiated characters by how quickly they leveled up the main weapon and how quickly they recovered from damage; each of the three pilots started with the F-8E Crusader and could purchase tother jets by using the bounty collected from completing missions. The SNES version, while lacking the 2-Player co-op mode from the arcade, also added multiple paths between stages and new bonus rounds.
* ''VideoGame/{{Valis}}: The Fantastic Soldier'' - The Famicom version was a redesign of the PC88 original with nonlinear branching stages that were easy to get lost in. The game was redesigned again for the MegaDrive/Genesis and PCEngine CD in 1992, with gameplay more similar to the later sequels.
** The PCEngine CD version of ''Valis II'' is also drastically different from its PC98/MSX2 counterpart. Both were straightforward hack n' slash platformers, albeit with different level and boss designs, and the former version had the ability to voluntarily change Yuko's armor during gameplay, along with an MP bar instead of a preset number of uses for each spell.
* ''{{Zanac}}'' - Originally released on the {{MSX}} in several versions with blotchy graphics reminiscent of ''{{Xevious}}'', but was greatly reworked for the NES. The NES version was ported back to the [=MSX2=] as ''Zanac EX''.
[[/folder]]

[[folder:Concurrently developed]]
* In general, several home console games have had handheld versions, released at the same time, that became 2D platformers or top-down action games. This is especially true of movie tie-ins or games based on very popular franchises.
* ''Film/TheAddamsFamily'' became ''four'' different games by Ocean: one exclusively for the GameBoy; another for the NintendoEntertainmentSystem, SegaMasterSystem and GameGear; a third for 8-bit computers; and a fourth for the {{Amiga}} and 16-bit consoles. At least all of these were {{Platform Game}}s starring Gomez Addams.
* The Super NES and Sega Genesis/Megadrive versions of ''Alien 3'' are vastly different in pacing, atmosphere and gameplay. The SNES version is a slower-paced {{Metroidvania}} that's lighter on gore but has more varied gameplay while the Genesis version offers more streamlined, tense gameplay and ratchets up the violence. Both good examples of NoProblemWithLicensedGames, but for totally different reasons. There is an NES version too, but it takes the majority of its cues from the Genesis version and feels more like a straightforward if stripped-down port.
* ''{{Asterix}} & Obelix XXL 2'' - The handheld versions were released a year after the original [=PS2=] and PC releases. While the [=PSP=] version is the same game, the NintendoDS couldn't handle it, so it was changed into a [=2D=] mix of a platformer and brawler.
* ''{{Astyanax}}'' (aka ''The Lord of King'') - Released for the Arcade and NES at the same time, both versions of ''Astyanax'' were completely different right down to their very plot. Whereas the hero in the arcade version was a barbarian-like warrior, the protagonist in the NES is an ordinary high school student who is transported to a faraway world.
* ''VideoGame/{{Batman|Sunsoft}}'' - Creator/{{Sunsoft}} released a set of tie-in games based on the 1989 ''Film/{{Batman}}'' film. The NES version, a ''Franchise/{{Castlevania}}''-inspired platform game, was released first and while the GameBoy and SegaGenesis versions loosely followed the same template, the PCEngine version, which was originally announced as a platformer as well, was retooled into an overhead MazeGame.
** ''Batman: Return of the Joker'' was released in two completely different versions for the NES and the Game Boy; the latter has a closer resemblance to the first NES ''Batman'' game. The NES ''Return of the Joker'' game was then ported to the Genesis and SNES by American companies as ''Batman: '''Revenge''' of the Joker''. (The SNES version was canceled, but a beta build was leaked online.)
** The two ''Film/BatmanReturns'' games developed Konami, one for the NES and the other for the SNES, were both belt-scrolling beat-'em-ups. Sega also released its own line of ''Batman Returns'' games for the GameGear, MasterSystem, Genesis and SegaCD. The Sega CD version was a port of the Genesis version with added racing stages, while the Game Gear and Master System versions were almost identical.
* ''Franchise/{{BIONICLE}}: The Game'' - The console and PC version is a typical Third-Person Action-Adventure game, with an extremely simplified version of the Bohrok and Mask of Light story arcs.
** The GameBoyAdvance version is similar, but features all thirteen Toa, has more levels, and does not even bother with a plot.
* ''BIONICLE Heroes'' - The console and PC version is an AlwaysOverTheShoulder ThirdPersonShooter, with a [[ExcusePlot barely coherent]] version of the Voya Nui story arc.
** The NintendoDS version is a FirstPersonShooter about an [[NoNameGiven unnamed]] silver Matoran-turned-Toa rescuing the Toa Inika, who have been captured by the Piraka and [[BigBad Makuta]].
** The GBA version is a mixture of the two formulas above; a TopDownView Shooter about a silver Toa (who can transform into any of the Toa Mata, and later Nuva and Inika) rescuing the Inika from Vezon.
* ''Film/BramStokersDracula'' received a few versions of licensed games. On the NES, it's a horror themed Mario clone, complete with ? blocks. On 16-bit consoles, it's a more generic platform with oddly oversized bosses. On the Sega CD, Psygnosis made use of the CD-ROM technology to make a beat-'em-up with digitized backgrounds and FMV cutscenes. Finally, on PC, it's an FPS, if you can believe it.
* ''VideoGame/CaptainAmericaAndTheAvengers'' - The arcade and NES versions, both by Data East. were released simultaneously by the end of 1991. While the arcade version was a 4-player belt-scrolling beat-'em-up where players could play as Cap, Iron Man, Hawkeye and The Vision, the NES version was a side-scrolling platform game where only Cap and Hawkeye were the playable characters and the game's objective was to rescue the other two. Data East later released a port of the arcade for the SegaGenesis in 1992.
** Mindscape later released a set of versions for the SNES, GameBoy and GameGear. While the SNES version was another port of the arcade game, the portable versions were not belt-scrollers but completely 2D.
* ''VideoGame/{{Castlevania|I}}'' (NES) and ''Vampire Killer'' ([=MSX2=]) were released in Japan under the same title (''Akumajō Dracula'') a month apart, with the same packaging art. While they have very similar stage designs, ''Vampire Killer'' focuses more on exploration, as the player's goal is to uncover hidden items in each stage and find the key to the stage's exit.
* ''VideoGame/{{Daikatana}}'' - The GameBoyColor version is a top-down action RPG that was better received than the critically-panned computer FPS it was based on.
* ''Daiva'', a space-themed war simulation game by T&E Soft, was released for seven different platforms (all the major Japanese 8-bit computers plus the Famicom and PC98) throughout 1986 to 1987. Each version featured completely different scenario starring a different protagonist.
* ''VideoGame/{{Dizzy}} Kwik Snax'' - The {{Commodore 64}} version is a completely different game to the ZXSpectrum original. On the Spectrum version you have to push blocks to squash monsters on a single screen, on the Commodore version you have to collect Fluffles and guide them to the exit in a side-scrolling gameplay.
* ''[[VideoGame/DonaldDuckGoinQuackers Donald Duck: Goin' Qu@ckers]]'' - There were several versions for multiple platforms.
** Nintendo 64, Dreamcast, PC: practically the same, just some graphical improvements for the latter two, and cutscenes in [=CGI=] instead of the game's engine.
** Playstation: obvious hit in the graphics but also completely different level design (3D and side-view sections alternate inside and not in separate levels), soundtrack and enemies.
** Playstation 2 and Gamecube: released a few years later, built on a new engine, complete renewal of the levels, an improved version of the Playstation version's soundtrack and new abilities for Donald.
** The handheld versions (Game Boy Color and Advance) are 2D Platformers and are also very different from each other, with the latter giving more abilities to Donald. Also the storyline plays a bit differently.
* ''VideoGame/FantasyZone'' - The MasterSystem version was released a few months after the arcade game, but both versions were actually developed in tandem. The Master System version was tailor-made to take into account the lower hardware specs and features a few different bosses, weapon properties and less enemy bases to destroy. The Famicom version later released by Sunsoft (and to a lesser extent, the NES version by Tengen), played like a mix between both versions.
* ''VideoGame/TheGoonies'' - The MSX version had similar gameplay to the {{Famicom}} game, more primitive graphics, and very different levels. As with ''Vampire Killer'', keys played a major role in the MSX version, which also added an EXP bar.
* ''Film/Gremlins2TheNewBatch'' - Creator/{{Sunsoft}} produced two radically different {{Licensed Game}}s based on the movie: a top-down action game for the NintendoEntertainmentSystem, and a typical sidescrolling PlatformGame for the GameBoy.
* ''[[VideoGame/HarryPotter Harry Potter and the Chamber of Secrets]]'' - Two radically different versions were produced at the same time, one for PC, one for several home consoles including the PS2. The console version was vastly superior both graphically and gameplay-wise. One example: Upon landing at Hogwarts, Harry needs to get past the Whomping Willow. The PC version has him walking around it in a circle as it lazily lifts and lowers its roots. The console version has a full-on boss fight against the tree, where it viciously pounds the earth and even throws the car at you.
* Practically every console got a ''JurassicPark'' video game, and all had vastly different styles of play. The SNES version combines a top-down shooter with rudimentary FPS segments, The Genesis game is a side-scroller, the Game Gear game is a totally different side scroller, and the NES and Game Boy games are stripped down version of the SNES edition, with the Game Boy one also throwing in a few side-scroller stages.
* ''Kool-Aid Man'' for the UsefulNotes/{{Atari2600}} and for the UsefulNotes/{{Intellivision}} were two entirely different games, largely because Mattel had to produce both of them on a very tight schedule. The 2600 version is set around a swimming pool; the Intellivision version takes place inside a haunted house where two children have to summon the Kool-Aid Man.
* ''VideoGame/LastActionHero'' videogame tie-in is a "good" example of TheProblemWithLicensedGames, but it's interesting to see how very different it is on various platforms.
** SNES / Genesis: a traditional side-scrolling action game with some side-view driving levels.
** NES: platform game with tiny sprites and some arcade levels.
** Game Boy / Game Gear: similar to the 16 bit counterparts, but the driving stages are now overhead.
** DOS: Overhead free-roaming driving stages (predating VideoGame/GrandTheftAuto by some years - you can even run pedestrians over!) and side-view fighting levels. It even has some small clips from the movie.
** Amiga: based on the assets of the DOS versions, an entirely different game was crafted from them - a scrolling BeatEmUp with no driving levels.
** Finally, there was a Sega CD version in the works, which was supposed to use some retouched assets from the DOS version along with pre-rendered backgrounds and cutscenes. Given the succes of the movie and the other games, it was quietly cancelled.
* ''VideoGame/TheLegendOfSpyro'' - The handheld versions in this series tended to be quite different from their console counterparts, and for reasons beyond their technically inferior hardware. The DS version of one game in the series included a whole minigame of {{Light And Mirrors Puzzle}}s not found anywhere in the console versions. The GameBoyAdvance version of the second game also featured a more platforming and exploration-oriented game than the console versions, and, in fact, got higher reviews than every other version of the game despite being on the least-advanced system.
* ''Anime/LittleNemoAdventuresInSlumberland'' - Capcom produced two games based on the animated feature film by Tokyo Movie Shinsha. The arcade version was simply titled ''Nemo'', while NES version was titled ''VideoGame/LittleNemoTheDreamMaster''.
* ''Series/MightyMorphinPowerRangers'' received a series of tie-in games around the time the first season ended. While versions released for the Nintendo platforms were published by {{Bandai}}, the Sega versions were actually first-party games. Although the SuperNES and GameBoy versions were both side-scrolling action games, and the SegaGenesis and GameGear versions were both competitive fighting games, they were all completely different from each other. A SegaCD version was also released which was an InteractiveMovie game which used FMV clips from key episodes of the series.
** ''Film/MightyMorphinPowerRangers'' also received its own sets of tie-in games. While the SNES, Game Boy and Game Gear versions were all sequels to their preceding ''Power Rangers'' games for their respective platforms, the Genesis version of the Movie game was completely different from the first Genesis game, as it was a belt-scrolling beat-'em-up instead of a competitive fighter.
* ''VideoGame/MichaelJacksonsMoonwalker'' - Creator/{{Sega}} released both a console game and an arcade game at around the same time. They had some common elements, but the former was a ''VideoGame/{{Shinobi}}''-like PlatformGame, whereas the latter was an isometric BeatEmUp that could be played by up to three people (each controlling a palette swapped MJ).
* ''NeedForSpeed Hot Pursuit 2'' - The Xbox and [=GameCube=] versions were similar to each other but markedly different from (and generally not as good as) the [=PlayStation 2=] version.
* ''VideoGame/NinjaGaiden'' - {{Tecmo}} began development of the arcade and NES versions at the same time and ended up creating two completely different games. While the arcade version is a 2-player belt-scrolling BeatEmUp with emphasis on acrobatic moves, the NES version is a ''Franchise/{{Castlevania}}''-style side-scrolling platformer with a wall hanging play mechanic and cinematic sequences. The later MasterSystem, GameGear and unreleased SegaGenesis versions all claim to be "reprogrammed" versions, yet each one is an original game.
* ''VideoGame/PrinceOfPersiaTheForgottenSands''. While the 360/PS3/PC versions are the same game, the Wii version has a different storyline and different powers for the Prince. The PSP version is a 2.5D platformer with yet another storyline.
** ''VideoGame/PrinceOfPersiaTheSandsOfTime'' - The GBA version is a 2D platformer, whereas the console/PC versions are 3D.
* ''{{Rambo}}'' - Pack-In-Video released two {{Action RPG}}s based on the second film (''Rambo: First Blood Part II''). The MSX game plays in a TopDownView similar to ''Hydlide'', while the NES game is a side-scroller similar to ''Zelda II''.
** While Ocean Software obtained the ''Rambo III'' license from {{Taito}}, the game they ended up releasing for various computer platforms was an overhead shooter that played nothing like the arcade game Taito eventually released, which was a ''{{Cabal}}''-style shooter where Player 2 controlled Colonel Trautman.
** Sega also produced its own set of ''Rambo III'' games for its consoles. While the SegaGenesis version of ''Rambo III'' was an overhead action shooter, the MasterSystem version was an ''VideoGame/OperationWolf''-style gun shooting game that required the Light Phaser gun.
* The XBox and PS2 versions of ''VideoGame/RainbowSix 3'', although using some design elements from the PC version, have a completely different story and vastly different gameplay, being mostly linear single-squad FPS's rather than plan-based with multiple teams.
* The SNES and Genesis recieved completely different adaptations of the tabletop RPG ''{{Shadowrun}}''. The SNES game, by Beam Software, is an isometric action RPG starring an amnesiac named Jake, while the Genesis game, developed by Blue Sky Software, is a ''LegendOfZelda''-style overhead RPG with a protagonist named Joshua avenging the death of his brother.
* ''VideoGame/SonicTheHedgehog'' and ''VideoGame/SonicTheHedgehog2'' - The 8-bit versions for the MasterSystem and GameGear were radically different from the 16-bit originals on the MegaDrive (the 8-bit versions of ''Sonic 2'' actually preceded the 16-bit version in some regions). The more limited hardware didn't allow for the same speed, which resulted in different level layouts, premises and soundtracks. Both still hold up well and the GameGear versions in particular are considered more challenging due to their lower screen resolution.
* ''SonicUnleashed'' - Two versions in development: 360/PS3 and PS2/Wii. While it met a generally lukewarm reception, the PS2/Wii version was better received: despite the obvious hit in the visual department, reviewers praised the better camera, better Werehog levels, and the Wii version's well-implemented motion controls.
* ''[[RocketKnightAdventures Sparkster]]'' - The Super NES and Genesis versions were completely different games, despite being released at the same time and having the same cover artwork and almost the same title (the Genesis version was subtitled ''Rocket Knight Adventures 2'').
* ''[=RollerGames=]'' - Konami released two games based on the short-lived rollerskating TV show. The arcade version attempted to adapt the sports itself into a video game, whereas the NES version was a side-scrolling action game that barely had anything to do with the show save for the names of the teams (the enemies included molotov-throwing punks, a flying gunship and a Shaolin monk as the final boss).
* ''VideoGame/SpiderMan2'' - The console version is a great free-roaming game and is considered among the best titles (if not ''the best'') based on the wall crawler. The PC version by another developer, unfortunately, is a lousy, limited action game.
* ''VideoGame/SpiderManWebOfShadows'' - Unlike the main console version, which was a WideOpenSandbox, the PS2/PSP version was a [=2D=] brawler, the DS version was a {{Metroidvania}} (the engine of which would later be reused for ''SpiderManShatteredDimensions''). Each of these versions features its own storyline and more Marvel characters than the free-roaming one for the "bigger" systems.
* ''VideoGame/StreetFighterTheMovie'' - The console version was a completely different game from the arcade game released two months earlier, despite using the same set of digitized sprites. The arcade version was developed by Incredible Technologies (makers of ''TimeKillers'' and ''VideoGame/BloodStorm'') and played like a cross between Franchise/StreetFighter and MortalKombat, whereas the console version was developed internally by Capcom and used a modified version of the ''[[VideoGame/StreetFighterII Super Street Fighter II Turbo]]'' engine. Even the character roster was different between both versions, as Blade and the rest of the Bison Troopers were exclusive to the arcade game, whereas the console versions featured Dee-Jay and Blanka.
* ''VideoGame/{{Strider}}'' - Produced as a collaboration between Capcom and Motomiya Kikaku that resulted in a one-volume manga and two video games, a console version for the Famicom and an arcade version for the CPS. The ''Strider'' arcade game is easily the most successful of these projects, being ported to a variety of other platforms such as the Genesis, [=X68000=] and PC Engine years after its original release, despite deviating completely from the other versions of the ''Strider'' story. The manga is virtually forgotten now, having never been reprinted after its original 1988 publishing, and the Famicom version was inexplicably canceled in Japan despite being announced before the arcade version, although it did see a U.S. release for the NES.
* ''VideoGame/TeenageMutantNinjaTurtles'' - The first game for the NES came out almost at the same time as Konami's popular [[TeenageMutantNinjaTurtlesTheArcadeGame arcade beat-'em-up]] of the same title. When Konami decided to adapt the arcade game to the NES as well, they had to retitle that version ''Teenage Mutant Ninja Turtles II: The Arcade Game'' to make it clear that it was a different game from the first NES title and a port of the arcade version.
** ''TeenageMutantNinjaTurtlesTournamentFighters'' - Konami used this title for a set of fighting games released for the NES, SNES and Genesis at the end of 1993. Each version was a unique game featuring its own character roster and fighting mechanics.
** The GameBoyAdvance versions of Konami's first two ''Teenage Mutant Ninja Turtles'' games based on the [[WesternAnimation/TeenageMutantNinjaTurtles2003 2003 series]], as well as the NintendoDS version of ''Teenage Mutant Ninja Turtles 3: Mutant Nightmare'', were completely different games from their PC and console counterparts.
** When Ubisoft got a hold of the ''Turtles'' license, they made a series of tie-in games based on CGI ''TMNT'' movie for various platforms. The PC and home console versions were ports of the same game, but the portable versions for the GBA, DS and PSP were all unique. The GBA version in particular, rather than being a 3D action game like the others, was a 2D belt-scrolling beat-'em-up inspired by the older Konami games.
* ''Tenchi o Kurau'' (The Devouring of Heaven and Earth) - Like ''Willow'' and ''Nemo'', Capcom released two games at the same time based on Hiroshi Motomiya's manga adaptation of the ''Three Kingdoms'' tale. The arcade version was an action game where players fought enemies while riding on a horseback, whereas the Famicom version was an RPG. Both games were released overseas under the titles of ''Dynasty Wars'' and ''Destiny of an Emperor'' respectively.
* ''TonyHawksProSkater 3'' and ''4'' - Both games had different versions, one for the [=PS2=]/Xbox/[=GCN=], and one for the [=PS1=] with different goals and levels, done by different companies. Same thing happened again with the PS360 version of ''Project Eight'' and ''Proving Ground'' being different to the Wii[=/=]PS2 version.
* ''TransformersWarForCybertron'' - A third-person shooter released for the [=PS3=] and [=Xbox 360=]. ''Transformers: Cybertron Adventures'', considered to be the Wii equivalent and having the same characters and story, is a RailShooter.
* ''VideoGame/{{Turrican}}'' originally began development as a Commodore 64 game by Rainbow Arts. Factor 5, who were working on the Amiga version, originally planned their version as a straight port, but then they decided to make it a completely different game in order to better utilize the Amiga's specs to its full potential. ''Turrican 2'' was developed in a similar matter.
** Similarly ''Super Turrican'' was released for consoles in two versions. While the NES version handled by Rainbow Arts, the SNES version was done by Factor 5.
* ''Film/{{Willow}}'' - The arcade version was a side-scrolling platform game where the player alternates between controlling Willow and Madmartigan and was overall more faithful to the movie's plot. The NES version was an action RPG that took liberties with the source material.
* ''World Destruction League'': ''Thunder'' Tanks and ''War Jetz'' were both released simultaneously for the {{PlayStation}} and {{PlayStation 2}}. The two versions have different levels and controls, especially in the case of ''War Jetz''.
* ''VideoGame/{{Ys}} IV'' was developed in tandem for the PCEngine and SuperFamicom. Both versions were developed by separate companies based on a rough outline written by NihonFalcom. There was also a third version planned for the MegaDrive that ended up becoming {{vaporware}}.
* ''VideoGame/XMenMutantApocalypse'' for the SNES was released at the same month (December 1994) as the arcade fighting game ''VideoGame/XMenChildrenOfTheAtom''. Despite the fact that both games were made by Capcom, they're completely different games.
** While ''VideoGame/MarvelSuperHeroesWarOfTheGems'' may seem like an example of this, it actually came out almost a year after the ''VideoGame/MarvelSuperHeroes'' arcade game.
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