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2P mode is also Switch-exclusive


* 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, and a vertical-orientation mode not present in the PC original.

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* 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.
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* ''VideoGame/AzureStrikerGunvolt: Striker Pack'' for the Nintendo Switch and [=PlayStation=] 4 are easily the definitive versions of both games as they feature HD event graphics, 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.

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* ''VideoGame/AzureStrikerGunvolt: Striker Pack'' for the Nintendo Switch and [=PlayStation=] 4 are easily the definitive versions of both games as they feature HD event graphics, 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.screen. The games was later ported to Xbox One with all the same enhancements.
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Compare and contrast, of course, PortingDisaster. 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.

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Compare and contrast, of course, PortingDisaster.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.
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* 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.
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*** The 2021 Kex Engine remaster of the first ''Quake'' 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.

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*** The 2021 Kex Engine remaster of the first ''Quake'' 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.



*** 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 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 N64 port, and an in-game gallery that includes concept art and playable beta levels.

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*** 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.
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* ''VideoGame/Quake''

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* ''VideoGame/Quake''''VideoGame/{{Quake}}''

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* ''VideoGame/{{Quake|I}}'':
** The [[UsefulNotes/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'' [[UsefulNotes/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.
** The 2021 Kex Engine remaster of the first ''Quake'' 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.

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* ''VideoGame/Quake''
**
''VideoGame/{{Quake|I}}'':
** *** The [[UsefulNotes/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'' [[UsefulNotes/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.
** *** The 2021 Kex Engine remaster of the first ''Quake'' 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.add-ons.
** ''VideoGame/QuakeII'':
*** The UsefulNotes/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)]].
*** The somewhat-obscure UsefulNotes/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.
*** 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 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 N64 port, and an in-game gallery that includes concept art and playable beta levels.
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** 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/MortalKombat'' on Game Boy.

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** 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/MortalKombat'' ''VideoGame/MortalKombat1992'' on Game Boy.
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** 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 despite Mass Effect 2 PC port was plagued by two jarring issues in which 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 PC port fixes those two issues.

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** 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 despite while Mass Effect 2 2's PC port was plagued by two jarring issues in which button 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 tools)-Mass Effect 3 3's PC port fixes fixed those two issues.
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* ''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 character were fully voiced and the boxart was made to look more "mature".

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* ''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 character characters were fully voiced and the boxart was made to look more "mature".
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** 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, although is based on the ''BFG Edition'', offers an experience that is comparable to play 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. This version of ''Doom 3'' also restores the environmental darkness from the original game and improved the game's loading times compared to the previous generation releases of ''BFG Edition''. The Switch version, however, does suffer from some performance issues but it can be mitigated by lowering the FOV and disabling flashlight shadows. 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.

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** 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, although is based on the ''BFG Edition'', offers an experience that is comparable to play 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. This version of ''Doom 3'' also restores the environmental darkness from the original game and improved the game's loading times compared to the previous generation releases of ''BFG Edition''. The Switch version, however, does suffer from some performance issues but it can be mitigated by lowering the FOV and disabling flashlight shadows. 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.
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* 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, 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!

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* 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!
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* 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, and a vertical-orientation mode not present in the PC original.

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Nope, this is bad indentation


* ''VideoGame/NoMoreHeroes'' was ported to the UsefulNotes/Xbox360 and UsefulNotes/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.

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* ''VideoGame/NoMoreHeroes'' was ported to the UsefulNotes/Xbox360 and UsefulNotes/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.
**
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.

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added to No More Heroes


* ''VideoGame/NoMoreHeroes'' was ported to the UsefulNotes/Xbox360 and UsefulNotes/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 [=PlayStation=] Move. The Xbox 360 version never made it outside Japan though. The Switch version, while not having the graphics of the [=PS3=], remedies it with 60 [=FPSs=], improved controls for the controller[[note]]Heroes' Paradise's bigger flaws are the motion controls being not quite good and massive frame drops when too much things are on the 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.

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* ''VideoGame/NoMoreHeroes'' was ported to the UsefulNotes/Xbox360 and UsefulNotes/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. 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. Japan]] though.
**
The Switch version, while not having the revamped graphics of the [=PS3=], ''Heroes' Paradise'', remedies it with 60 [=FPSs=], improved controls for the controller[[note]]Heroes' Paradise's controller[[note]]''Heroes' Paradise'''s bigger flaws are the motion controls being not quite good that great, and massive frame drops when too much things are on the screen[[/note]], is happening on-screen[[/note]], optional motion controls with the Joy-Con, and the Desperate Struggle ''Desperate Struggle'' port marking the first time that the Japanese version of "Phillistine" is played during Margaret's fight.
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replaced asterisk with note (mobile frieny)


** The 2021 Kex Engine remaster of the first ''Quake'' for [=PlayStation=] 4 and 5, Xbox One and Series X|S, Switch, and PC[[labelnote:*]]where it is presented as ''Quake Enhanced'' and offered for free for those who already had the original iteration[[/labelnote]] 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.

to:

** The 2021 Kex Engine remaster of the first ''Quake'' for [=PlayStation=] 4 and 5, Xbox One and Series X|S, Switch, and PC[[labelnote:*]]where PC[[note]]where it is presented as ''Quake Enhanced'' and offered for free for those who already had the original iteration[[/labelnote]] 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.
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* The Mega Drive/[[UsefulNotes/SegaGenesis Genesis]] version of ''VideoGame/MortalKombat1'' 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.

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* The Mega Drive/[[UsefulNotes/SegaGenesis Genesis]] version of ''VideoGame/MortalKombat1'' ''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.
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Expanding an example.


** A minor example is the [[UsefulNotes/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.

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** A minor example is the [[UsefulNotes/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.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).

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* ''VideoGame/VirtuaRacing'':
** 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 UsefulNotes/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.
** The ''SEGA AGES'' port on UsefulNotes/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.

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* ''VideoGame/VirtuaRacing'':
** While ''Virtua Racing Deluxe'',
''VideoGame/CrashNitroKart'' for 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 UsefulNotes/GameBoyAdvance plays rather closely to the arcade original, faster and much more smoothly controls tighter than the UsefulNotes/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.
** The ''SEGA AGES'' port on UsefulNotes/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
version, making it feel arguably closer to the original]], has an 8-player multiplayer mode (a first for more acclaimed ''VideoGame/CrashTeamRacing'' in terms of feel. Aside from obvious hardware limitations, the game matches the console versions 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 game), console game, as until ''VideoGame/CrashTeamRacingNitroFueled'' 16 years later this was the only way to play as said bosses) and features even Franchise/SpyroTheDragon as a replay mode designed after the live feed from the arcade version.guest racer.



* ''[[VideoGame/SegaSuperstars Sonic & Sega All-Stars Racing]]'' on the UsefulNotes/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.
* ''[[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.

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* ''[[VideoGame/SegaSuperstars Sonic & Sega All-Stars Racing]]'' ''FAST RMX'' has everything ''VideoGame/{{FAST Racing|League}} NEO'' has to offer, including its DLC, in a single purchase, on the UsefulNotes/NintendoDS used a custom engine Switch, allowing you to include most of the content of the console versions while running at a smooth framerate not only play it on the handheld, creating a faithful port that sacrifices little and provides an excellent portable alternative.
* ''[[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
go, but also 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.local wireless multiplayer mode.



* ''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.



* 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.
* ''[[VideoGame/SegaSuperstars Sonic & Sega All-Stars Racing]]'' on the UsefulNotes/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.
* ''[[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.
* ''VideoGame/VirtuaRacing'':
** 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 UsefulNotes/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.
** The ''SEGA AGES'' port on UsefulNotes/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.



* ''VideoGame/CrashNitroKart'' for the UsefulNotes/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.
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* 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 conbine the Genesis version's extra levels with the SNES version's graphics.

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* 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 conbine combine the Genesis version's extra levels with the SNES version's graphics.



** ''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 UsefulNotes/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's 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.

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** ''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 UsefulNotes/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's 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.
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* 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''.
* 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.
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* 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]]

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* 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]][[/note]] The ''Definitive Edition'' included in the ''Blizzard Arcade Collection'', true to its name, managed to conbine the Genesis version's extra levels with the SNES version's graphics.



* ''VideoGame/{{Blackthorne}}'' got a version for the Sega [=32X=] about a year after the SNES and PC versions, which featured updated graphics and a new area.

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* ''VideoGame/{{Blackthorne}}'' got a version for the Sega [=32X=] about a year after the SNES and PC versions, which featured updated graphics stop-motion graphics, uncensored gore, and a new area.area. The later ''Definitive Edition'' in the ''Blizzard Arcade Collection'', while based on the SNES version, added a handy automap feature.
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* The HD Edition of ''[[VideoGame/ZoneOfTheEnders Zone of the Enders: The 2nd Runner]]'' for the UsefulNotes/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 completely re-vamped the 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 VR tutorials for the sub-weapons. Unfortunately, Xbox 360 owners are left in the dirt.

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* The HD Edition of ''[[VideoGame/ZoneOfTheEnders Zone of the Enders: The 2nd Runner]]'' for the UsefulNotes/PlayStation3 was [[PortingDisaster the opposite of this]] up until Creator/{{Konami}} and Hexa Drive released the version 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 completely re-vamped the 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 VR 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.
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* The NES port of Creator/{{Toaplan}}'s ''Sky Shark'' for NES by Software Creations is a pretty solid port of the arcade original, running at 60 FPS unlike the previous attempt at a Toaplan port (''VideoGame/TigerHeli'' by Micronics). It also ditches the side-scrolling aspect of the arcade original by instead just having the entire width of the playfield visible at all times, preventing the problem of getting sniped by enemies you couldn't see. It also introduces a new soundtrack by [[AwesomeMusic/TimAndGeoffFollin Tim Follin]].
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* ''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.

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* ''DELTAZEAL'', ''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.
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"Not to be confused with" cleanup.


Not to be confused with a Polish Port. Compare and contrast, of course, PortingDisaster. 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.

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Not to be confused with a Polish Port. Compare and contrast, of course, PortingDisaster. 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.
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** While the UsefulNotes/{{PS1}} 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 UsefulNotes/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.

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** While the UsefulNotes/{{PS1}} UsefulNotes/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 UsefulNotes/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.



** The UsefulNotes/SegaSaturn port of the first game wasn't exactly more ''polished'', per se. Its graphical quality takes a slight dip compared to the PSX 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 UsefulNotes/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.

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** The UsefulNotes/SegaSaturn port of the first game wasn't exactly more ''polished'', per se. Its graphical quality takes a slight dip compared to the PSX [=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 UsefulNotes/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.



** The ''[[UpdatedRerelease 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 {{UsefulNotes/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.

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** The ''[[UpdatedRerelease Wii edition]]'' 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 {{UsefulNotes/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.
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** The ''[[UpdatedRerelease 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 {{UsefulNotes/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 character models on their favorite console or handheld.

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** The ''[[UpdatedRerelease 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 {{UsefulNotes/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.
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** 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.
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* 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, 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!

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