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* ''VideoGame/GrandTheftAutoSanAndreas'' and its "Remastered" version on Xbox 360 and [=PlayStation=] 3, except based of the 2013 mobile version by War Drum Studios, except much worse in many ways. On top of the contention visual aesthetic changes, these mobile-to-console ports are rife with various graphical glitches and corruption issues (especially on the Xbox 360), broken and/or missing effects, random voice-overs cutting off mid-sentence during cutscenes, sound effects compressed so badly to the point of being ear-grating, radio stations randomly bugging out thanks to poorly removing the expired licensed tracks, mission-related crashes that can render the game unbeatable, and a poorly implemented checkpoint and auto-save system that can hinder you more than help. Adding insult to injury, Rockstar used the broken Remastered version to outright [[KeepCirculatingTheTapes replaced]] the older yet functional original Xbox port that used to be available via Games on Demand, without warning or giving them the option to re-download the old Xbox version if they had it on their Xbox accounts.

to:

* ''VideoGame/GrandTheftAutoSanAndreas'' and its "Remastered" version on Xbox 360 and [=PlayStation=] 3, except which were actually based of on the 2013 mobile version by War Drum Studios, except much worse in many ways. On top of the contention contentious visual aesthetic changes, these mobile-to-console ports are rife with various graphical glitches and corruption issues (especially on the Xbox 360), broken and/or missing effects, random voice-overs cutting off mid-sentence during cutscenes, sound effects compressed so badly to the point of being ear-grating, radio stations randomly bugging out thanks to poorly removing the expired licensed tracks, mission-related crashes that can render the game unbeatable, and a poorly implemented checkpoint and auto-save system that can hinder you more than help. Adding insult to injury, Rockstar used the broken Remastered version to outright [[KeepCirculatingTheTapes replaced]] replace]] the older yet functional original Xbox port that used to be available via Games on Demand, without warning or giving them the option to re-download the old Xbox version if they had it on their Xbox accounts.



* The newer Steam version of ''Grand Theft Auto: San Andreas'' is not only missing 1/10 of its music thanks to expired licences like in the mobile and remastered versions, it also ignores bugfixes from the previous releases and patches while introducing more bugs and problems of its own. It also has very barebones modern Xbox 360 controller, lacks the colored lighting from the [=PlayStation=] 2 version, poorly implemented widescreen support which squishes the image to look flatter than it should be, and a sudden update caused some players from certain regions to loose their progress thanks to incompatibilities with their save files. The Steam version would also serve as the basis for the Rockstar Games Launcher version, which is also marred an even worse mouse bug and anti-modding measures to undo changes or prevent players from being able to play the game at all if they try to mod it. Thankfully the modding community not only have made tools available to downgrade these versions to the original v1.0 release, but can also be fixed up with mods such as [=SilentPatch=], [=GInput=], [=SkyGfx=], Widescreen Fix, and much more, along with efforts of restoring the original features of the [=PlayStation=] 2 version or porting the genuine improvements from the mobile port to the PC version.

to:

* The newer Steam version of ''Grand Theft Auto: San Andreas'' is not only missing 1/10 about a tenth of its music thanks to expired licences like in the mobile and remastered versions, it also ignores bugfixes from the previous releases and patches while introducing more bugs and problems of its own. It also has very barebones modern Xbox 360 controller, controller support, lacks the colored lighting from the [=PlayStation=] 2 version, poorly implemented widescreen support which squishes the image to look flatter than it should be, and a sudden update caused some players from certain regions to loose their progress thanks to incompatibilities incompatibility with their save files. The Steam version would also serve as the basis for the Rockstar Games Launcher version, which is also marred by an even worse mouse bug and anti-modding measures to undo changes or prevent players from being able to play the game at all if they try to mod it. Thankfully the modding community not only have made tools available to downgrade these versions to the original v1.0 release, but can also be fixed up with mods such as [=SilentPatch=], [=GInput=], [=SkyGfx=], Widescreen Fix, and much more, along with efforts of restoring the original features of the [=PlayStation=] 2 version or porting the genuine improvements from the mobile port to the PC version.

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* ''VideoGame/GrandTheftAutoSanAndreas'' and its "Remastered" version on Xbox 360 and [=PlayStation=] 3, except based of the 2013 mobile version by War Drum Studios, except much worse in many ways. On top of the contention visual aesthetic changes, these mobile-to-console ports are rife with various graphical glitches and corruption issues (especially on the Xbox 360), broken and/or missing effects, random voice-overs cutting off mid-sentence during cutscenes, sound effects compressed so badly to the point of being ear-grating, radio stations randomly bugging out thanks to poorly removing the expired licensed tracks, mission-related crashes that can render the game unbeatable, and a poorly implemented checkpoint and auto-save system that can hinder you more than help. Adding insult to injury, Rockstar used the broken Remastered version to outright [[KeepCirculatingTheTapes replaced]] the older yet functional original Xbox port that used to be available via Games on Demand, without warning or giving them the option to re-download the old Xbox version if they had it on their Xbox accounts.



* The ''Franchise/SilentHill HD Collection'', an UpdatedRerelease of ''VideoGame/SilentHill2'' and ''VideoGame/SilentHill3'' for UsefulNotes/PlayStation3 and UsefulNotes/{{Xbox 360}}.
** The remaster job was outsourced to Hijinx Studios, a mobile/handheld game developer that had never done a console game before, using source code from [[http://www.1up.com/features/the-problem-with-preservation the unfinished betas]] of both games due to poor archiving. It shows, with both games suffering from many bugs major and minor and overall being noticeably worse than the originals on the UsefulNotes/PlayStation2 and UsefulNotes/{{Xbox}}. There is rampant slowdown to the point of rendering the games (particularly ''[=SH3=]'') virtually unplayable, the voices fall out of sync with the characters' lips, some of the texture work looks unfinished and recycled from the original versions (clashing badly with the redone sections), the lighting is actually ''worse'' to the point of making navigation almost impossible in some parts, and most damningly, ''[=SH2=]''[='=]s famous fog effects are so broken as to render certain parts of the game laughable.

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* The ''Franchise/SilentHill HD Collection'', an UpdatedRerelease of ''VideoGame/SilentHill2'' and ''VideoGame/SilentHill3'' for UsefulNotes/PlayStation3 and UsefulNotes/{{Xbox 360}}.
**
360}}. The remaster job was of remastering these games were outsourced to Hijinx Studios, a mobile/handheld game developer that had never done a console game before, using source code from [[http://www.1up.com/features/the-problem-with-preservation the unfinished betas]] of both games due to poor archiving. It shows, with both games suffering from many bugs major and minor and overall being noticeably worse than the originals on the UsefulNotes/PlayStation2 and UsefulNotes/{{Xbox}}. There is rampant slowdown to the point of rendering the games (particularly ''[=SH3=]'') virtually unplayable, the voices fall out of sync with the characters' lips, some of the texture work looks unfinished and recycled from the original versions (clashing badly with the redone sections), the lighting is actually ''worse'' to the point of making navigation almost impossible in some parts, and most damningly, ''[=SH2=]''[='=]s famous fog effects are so broken as to render certain parts of the game laughable.


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* The newer Steam version of ''Grand Theft Auto: San Andreas'' is not only missing 1/10 of its music thanks to expired licences like in the mobile and remastered versions, it also ignores bugfixes from the previous releases and patches while introducing more bugs and problems of its own. It also has very barebones modern Xbox 360 controller, lacks the colored lighting from the [=PlayStation=] 2 version, poorly implemented widescreen support which squishes the image to look flatter than it should be, and a sudden update caused some players from certain regions to loose their progress thanks to incompatibilities with their save files. The Steam version would also serve as the basis for the Rockstar Games Launcher version, which is also marred an even worse mouse bug and anti-modding measures to undo changes or prevent players from being able to play the game at all if they try to mod it. Thankfully the modding community not only have made tools available to downgrade these versions to the original v1.0 release, but can also be fixed up with mods such as [=SilentPatch=], [=GInput=], [=SkyGfx=], Widescreen Fix, and much more, along with efforts of restoring the original features of the [=PlayStation=] 2 version or porting the genuine improvements from the mobile port to the PC version.
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** Art Data Interactive's port on the 3DO. [[https://www.youtube.com/watch?v=msfL7XRe6DQ Small screen and low frame-rate ahoy!]] When put next to Interplay's port of ''VideoGame/Wolfenstein3D'' on the same console, this is inexcusable. The single bright spot, picked up on pretty much every review, was the awesome music, rerecorded specifically for this version. Just a shame that there were so few levels that some of the original songs were not present. The port was frequently rumoured to have been accidentally mastered from an earlier build, but as [[https://github.com/Olde-Skuul/doom3do it turns out]], it was programmed by ''one person'', who was misled on the state of the port before their arrival and then ''[[ChristmasRushed only given ten weeks]]'' to actually create it, with JPEG images of assets being handed over along with a copy of ''Ultimate Doom''. Rebecca Heineman, the sole person responsible for the port, recalled that she had to work under pressure at the time and whipped up a hastily-done port to placate Randy Scott with his unrealistic expectations for the port--it has been said that Randy grossly underestimated how difficult it is to develop a video game, more specifically convert ''Doom'' for a vastly different platform, and thought that having it ported to the 3DO would make for a [[MoneyDearBoy get-rich-quick]] scheme.
** The Saturn port is an absolute mess, being close to the 32X port despite being on a noticeably more powerful machine. The primary reason for its issues is that Creator/JohnCarmack was [[ExecutiveMeddling very strict]] about not allowing them to use hardware rendering (which with the Saturn's specs would have allowed double the framerate of the [=PlayStation=] version) due to texture warping, so they were forced to ditch the original high-performance renderer in favor of a hastily-reprogrammed version of the 32X port's renderer - the result being that there's no texture warping, but at the cost of completely random bouts of slowdown, sometimes even when looking at a blank wall, with the overall experience generally ranging from mediocre in the ''Doom I'' levels to nearly unplayable in the ''Doom II'' levels. It's further plagued with jerky, unresponsive controls that are mapped to a decidedly questionable control scheme, non-musical sound effects of low quality, and no multiplayer of any kind in the North American version, which takes half the fun out of ''Doom''.

to:

** Art Data Interactive's port on the 3DO. [[https://www.youtube.com/watch?v=msfL7XRe6DQ Small screen and low frame-rate ahoy!]] When put next to Interplay's port of ''VideoGame/Wolfenstein3D'' on the same console, this is inexcusable. The single bright spot, picked up on pretty much every review, was the awesome music, rerecorded specifically for this version. Just a shame that there were so few levels that some of the original songs were not present. The port was frequently rumoured to have been accidentally mastered from an earlier build, but as [[https://github.com/Olde-Skuul/doom3do it turns out]], it was programmed by ''one person'', who was misled on the state of the port before their arrival her arrival, given little more to work with than JPEG images of assets and a copy of ''Ultimate Doom'', and then only given ''[[ChristmasRushed only given ten weeks]]'' to actually create it, with JPEG images of assets being handed over along with a copy of ''Ultimate Doom''. port the game. Rebecca Heineman, the sole person responsible for the port, recalled that she had to work under pressure at the time and whipped up a hastily-done port to placate Randy Scott with his unrealistic expectations for the port--it has been said that Randy grossly underestimated how difficult it is to develop a video game, more specifically convert converting ''Doom'' for a vastly different vastly-different platform, and thought that having it ported to the 3DO would make for a [[MoneyDearBoy get-rich-quick]] scheme.
** The Saturn port is an absolute mess, being close to the 32X port despite being on a noticeably more powerful machine. The primary reason for its issues is that Creator/JohnCarmack was [[ExecutiveMeddling very strict]] about not allowing them to use hardware rendering (which rendering, which with the Saturn's specs would have allowed the game to run at double the framerate of the [=PlayStation=] version) due to version, but came at the cost of texture warping, so they were forced which Carmack considered a deal-breaker; the devs' quick-fix was to ditch the original high-performance hardware renderer in favor of a hastily-reprogrammed version of hastily reprogramming the 32X port's renderer - renderer, which got rid of the result being that there's no texture warping, warping but at the cost of left them with completely random bouts of slowdown, sometimes even when looking at a blank wall, with the overall experience generally ranging from mediocre in the ''Doom I'' levels to nearly unplayable in the ''Doom II'' levels. It's further plagued with jerky, unresponsive controls that are mapped to a decidedly questionable control scheme, non-musical sound effects of low quality, and no multiplayer of any kind in the North American version, which takes half the fun out of ''Doom''.
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** Art Data Interactive's port on the 3DO. [[https://www.youtube.com/watch?v=msfL7XRe6DQ Small screen and low frame-rate ahoy!]] When put next to Interplay's port of ''VideoGame/Wolfenstein3D'' on the same console, this is inexcusable. The single bright spot, picked up on pretty much every review, was the awesome music, rerecorded specifically for this version. Just a shame that there were so few levels that some of the original songs were not present. The port was frequently rumoured to have been accidentally mastered from an earlier build, but as [[https://github.com/Olde-Skuul/doom3do it turns out]], it was programmed by ''one person'', who was misled on the state of the port before their arrival and then only given ten weeks to actually create it.

to:

** Art Data Interactive's port on the 3DO. [[https://www.youtube.com/watch?v=msfL7XRe6DQ Small screen and low frame-rate ahoy!]] When put next to Interplay's port of ''VideoGame/Wolfenstein3D'' on the same console, this is inexcusable. The single bright spot, picked up on pretty much every review, was the awesome music, rerecorded specifically for this version. Just a shame that there were so few levels that some of the original songs were not present. The port was frequently rumoured to have been accidentally mastered from an earlier build, but as [[https://github.com/Olde-Skuul/doom3do it turns out]], it was programmed by ''one person'', who was misled on the state of the port before their arrival and then ''[[ChristmasRushed only given ten weeks weeks]]'' to actually create it.it, with JPEG images of assets being handed over along with a copy of ''Ultimate Doom''. Rebecca Heineman, the sole person responsible for the port, recalled that she had to work under pressure at the time and whipped up a hastily-done port to placate Randy Scott with his unrealistic expectations for the port--it has been said that Randy grossly underestimated how difficult it is to develop a video game, more specifically convert ''Doom'' for a vastly different platform, and thought that having it ported to the 3DO would make for a [[MoneyDearBoy get-rich-quick]] scheme.
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** While the SNES version is indeed a marvelous achievement, the pros are ''far'' outweighed by the cons. The graphics of the original were greatly downgraded; enemies are no longer [[LudicrousGibs gibbed]] when suffering from close-range explosions, many textures have been simplified or removed outright (and enemy sprites, leading to the infamous "crab-walking" baddies that always faced you), the framerate is rather uneven, and the frames can even skip some sprite animations if more than three enemies are on-screen at close-range. The lighting was also significantly altered, making certain lit walls where secrets are hidden like any other wall, which can cause frustration if you're trying to remember which freaking panel that upgrade was put behind. To make it worse, they even had the '''gall''' to add EasyModeMockery; if you're playing the easy difficulty levels, it only lets you play the first episode, ''Knee-Deep in the Dead''. If you want to play the third episode ''Inferno'' and see the FinalBoss, you were forced to play on Ultra-Violence or Nightmare!, the two hardest difficulties. The Super Famicom version fixes this.\\

to:

** While the SNES version even existing is indeed a marvelous achievement, the pros are ''far'' outweighed by the cons. The graphics of the original were greatly downgraded; enemies are no longer [[LudicrousGibs gibbed]] when suffering from close-range explosions, many textures have been simplified or removed outright (and (as have many enemy sprites, leading to the infamous "crab-walking" baddies that always faced you), the framerate is rather uneven, and the frames can even skip some sprite animations if more than three enemies are on-screen at close-range. The lighting was also significantly altered, making certain lit walls where secrets are hidden like any other wall, which can cause frustration if you're trying to remember which freaking panel that upgrade was put behind. To make it worse, they even had the '''gall''' to add EasyModeMockery; if you're playing the easy difficulty levels, it only lets you play the first episode, ''Knee-Deep in the Dead''. If you want to play the third episode ''Inferno'' and see the FinalBoss, you were forced to play on Ultra-Violence or Nightmare!, the two hardest difficulties. The Super Famicom version fixes this.\\



The sound effects are muffled as well, a good portion of the levels have been excised, and [[FakeDifficulty it's impossible to turn and sidestep at the same time]]--something that even the SNES port of ''VideoGame/Wolfenstein3D'' could manage. The only truly good part of the game is its soundtrack, which is fun to listen to because the SNES's sampler makes the MIDI soundtrack sound much more like real instruments than the Sound Blaster's FM synth ever could[[note]]Unless you cut your teeth with the PC version of Doom on a PC with a Gravis Ultrasound, then the SNES version sounds absolutely muffled compared to its glory. Because, like the SNES' [=SPC700=], the Ultrasound was a sampler-based sound card, which Doom had full support for and would load its own custom soundfonts if one is used, and unlike the SNES' [=SPC700=], it had ''at least'' '''four''' times the amount of memory compared to the [=SPC700=] (256kb upgradable to 1MB, vs 64kb). And the [=AWE32=] (another sampler-based card) ain't too far behind either.[[/note]].

to:

The sound effects are muffled as well, a good portion of the levels have been excised, and [[FakeDifficulty it's impossible to turn and sidestep at the same time]]--something that even the SNES port of ''VideoGame/Wolfenstein3D'' could manage. The only truly good part of the game is its soundtrack, which is fun to listen to because the SNES's sampler makes the MIDI soundtrack sound much more like real instruments than the Sound Blaster's FM synth ever could[[note]]Unless could.[[note]]Unless you cut your teeth with the PC version of Doom on a PC with a Gravis Ultrasound, then the SNES version sounds absolutely muffled compared to its glory. Because, like the SNES' [=SPC700=], the Ultrasound was a sampler-based sound card, which Doom had full support for and would load its own custom soundfonts if one is used, and unlike the SNES' [=SPC700=], it had ''at least'' '''four''' times the amount of memory compared to the [=SPC700=] (256kb upgradable to 1MB, vs 64kb). And the [=AWE32=] (another sampler-based card) ain't too far behind either.[[/note]].[[/note]]



** The ports of the first two games on UsefulNotes/XboxOne, UsefulNotes/PlayStation4, and UsefulNotes/NintendoSwitch for the "Year of Doom" in 2019 have problems, many of which are due to the inexplicable decision to port the games to Unity, rather than porting the [[PortOverdosed infamously-adaptable]] ''Doom'' engine to the new hardware properly. While much more playable than several of the ports in the game's heyday, they have issues with the playable resolution being improperly scaled somewhere between 4:3 and 16:9, making everything appear stretched; areas being too bright because shadows are improperly emulated; music and sound effects being slowed down; and a complete lack of ''any'' online features other than a mandatory login to a Bethesda account.

to:

** The ports of the first two games on UsefulNotes/XboxOne, UsefulNotes/PlayStation4, and UsefulNotes/NintendoSwitch for the "Year of Doom" in 2019 have problems, many of which are due to the inexplicable decision to port the games to Unity, rather than porting the [[PortOverdosed infamously-adaptable]] ''Doom'' engine to the new hardware properly. While much more playable than several of the ports in the game's heyday, they have issues with the playable resolution being improperly scaled somewhere between 4:3 and 16:9, making everything appear stretched; areas being too bright because shadows are improperly emulated; music and sound effects being slowed down; and a complete lack of ''any'' online features (although local multiplayer is available) other than a mandatory login to a Bethesda account.account. Fortunately, patches have worked to fix the port; after removing the mandatory login, they'e also fixed the aspect ratio, lighting and sound, and promise to add ''No Rest for the Living'', both halves of ''Final Doom'', and ''VideoGame/{{SIGIL}}'' in later updates, which ironically has the potential to make some of the best classic ''Doom'' ports out of ones that started out as distinctly inferior to ones from 20 years ago.

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* ''VideoGame/StreetFighterII'' received home computer ports of the original ''World Warrior'' for the western market in 1993.
** Aside from the fact that ''World Warrior'' was already considered vestigial by that time (the 16-bit consoles were already receiving ports of the previous year's ''Champion Edition'' and ''Hyper Fighting'' editions), the conversions were all being handled by U.S. Gold, a company with a spotty track record when it came to porting arcade games to home computers.

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* ''VideoGame/StreetFighterII'' received home computer ports of the original ''World Warrior'' for the western market in 1993.
**
1993. Aside from the fact that ''World Warrior'' was already considered vestigial by that time (the 16-bit consoles were already receiving ports of the previous year's ''Champion Edition'' and ''Hyper Fighting'' editions), the conversions were all being handled by U.S. Gold, a company with a spotty track record when it came to porting arcade games to home computers.



** The [=C64=] version had the large, detailed character sprites became tiny, unrecognizable messes of pixels and five-minute loads to move on to the next stage. On top of all that, instead of three-punch and three-kick buttons, it was played with a joystick which only had one button.

to:

** The [=C64=] version had the large, detailed character sprites became become tiny, unrecognizable messes of pixels and five-minute loads to move on to the next stage. On top of all that, instead of three-punch and three-kick buttons, it was played with a joystick which only had one button.
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* All three console versions of ''VideoGame/BatmanArkhamOrigins'' suffer from some form of issues. Both the [=PS3=] and Xbox 360 versions suffer from some nasty [[GameBreakingBug Game-Breaking Bugs]] that apparently Warner Bros. simply has no interest in patching, which involves the game randomly crashing when trying to enter certain areas, along with both versions having a somewhat inconsistent framerate. The 360 suffers from even more freezing issues, occasional black screens, and even save data corruption. The Wii U version seemed to not be hit as hard, as its main issues mainly just involve a somewhat choppy framerate like the other versions, and the gamepad features feel a bit bare bones compared to the Wii U port of ''VideoGame/BatmanArkhamCity'' (likely the result of the Wii U version being handled by Human Head Studios, the people behind ''VideoGame/Prey2006'', instead of the game's primary developer, WB Montreal, who were the studio behind the Wii U port of ''Arkham City'' in the first place), but otherwise the Wii U game actually seems better by comparison due to higher quality graphics and much less game-breaking bugs.
* While not a "disaster" in the "this utterly shames the original product" sense, ''VideoGame/PrimalRage'' has a unique issue: it ''cannot'' be ported correctly. The original game has a very strange encryption scheme which never been decoded, and all related parties who created it have never been willing to help out with breaking it. So all the ports are based on code that has been [=DRM'd=] by this encryption, resulting in various glitches, missing effects (such as blood color) and being unable to perform certain combos and fatalities properly.

to:

* All three console versions of ''VideoGame/BatmanArkhamOrigins'' suffer from some form of issues. Both the [=PS3=] and Xbox 360 versions suffer from some nasty [[GameBreakingBug Game-Breaking Bugs]] that apparently Warner Bros. simply has no interest in patching, which involves the game randomly crashing when trying to enter certain areas, along with both versions having a somewhat inconsistent framerate. The 360 suffers from even more freezing issues, occasional black screens, and even save data corruption. The Wii U version seemed to not be hit as hard, as its main issues mainly just involve a somewhat choppy framerate like the other versions, and the gamepad features feel a bit bare bones compared to the Wii U port of ''VideoGame/BatmanArkhamCity'' (likely the result of the Wii U version being handled by Human Head Studios, the people behind ''VideoGame/Prey2006'', instead of the game's primary developer, WB Montreal, who were the studio behind the Wii U port of handled ''Arkham City'' in the first place), City''[='=]s Wii U port in-house), but otherwise the Wii U game actually seems better by comparison due to higher quality graphics and much less game-breaking bugs.
* While not a "disaster" in the "this utterly shames the original product" sense, ''VideoGame/PrimalRage'' has a unique issue: it ''cannot'' be ported correctly. The original game has a very strange encryption scheme which has never been decoded, and all related parties who created it have never been willing to help out with breaking it. So all the ports are based on code that has been [=DRM'd=] by this encryption, resulting in various glitches, missing effects (such as blood color) and being unable to perform certain combos and fatalities properly.
Is there an issue? Send a MessageReason:
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The sound effects are muffled as well, a good portion of the levels have been excised, and [[FakeDifficulty it's impossible to turn and sidestep at the same time]]--something that even the SNES port of ''VideoGame/Wolfenstein3D'' could manage. The only truly good part of the game is its soundtrack, which is fun to listen to because the SNES's sampler makes the MIDI soundtrack sound much more like real instruments than the Sound Blaster's FM synth ever could[[note]]Unless you cut your teeth with the PC version of Doom on a PC with a Gravis Ultrasound, then the SNES version sounds absolutely muffled compared to the glory that is the Ultrasound. Because, like the SNES' [=SPC700=], the Ultrasound was a sampler-based sound card, which Doom had full support for and would load its own custom soundfonts if one is used, and unlike the SNES' [=SPC700=], it had ''at least'' '''four''' times the amount of memory compared to the [=SPC700=] (256kb upgradable to 1MB, vs 64kb). And the [=AWE32=] (another sampler-based card) ain't too far behind either.[[/note]].
** The Sega [=32X=] port was inexplicably inferior to the SNES version despite being on a superior hardware. Despite the graphics being better, the entire third episode was missing along with the bosses and BFG-9000, beating the game would load up a DOS prompt if the player cheated or used the level select and the soundtrack was ''butchered''. Especially unforgivable because the FM chip in the Genesis[[note]]the [=YM2612=]; the 32X uses 2 PWM channels[[/note]] is very similar to the [=YM2608=] (the FM chip used on later versions of the UsefulNotes/{{PC88}} and UsefulNotes/{{PC98}}), and it even has an additional PSG chip for sound effects.

to:

The sound effects are muffled as well, a good portion of the levels have been excised, and [[FakeDifficulty it's impossible to turn and sidestep at the same time]]--something that even the SNES port of ''VideoGame/Wolfenstein3D'' could manage. The only truly good part of the game is its soundtrack, which is fun to listen to because the SNES's sampler makes the MIDI soundtrack sound much more like real instruments than the Sound Blaster's FM synth ever could[[note]]Unless you cut your teeth with the PC version of Doom on a PC with a Gravis Ultrasound, then the SNES version sounds absolutely muffled compared to the glory that is the Ultrasound.its glory. Because, like the SNES' [=SPC700=], the Ultrasound was a sampler-based sound card, which Doom had full support for and would load its own custom soundfonts if one is used, and unlike the SNES' [=SPC700=], it had ''at least'' '''four''' times the amount of memory compared to the [=SPC700=] (256kb upgradable to 1MB, vs 64kb). And the [=AWE32=] (another sampler-based card) ain't too far behind either.[[/note]].
** The Sega [=32X=] port was inexplicably inferior to the SNES version despite being running on a superior hardware. Despite the graphics being better, the entire third episode, including the Cyberdemon, Spider Mastermind, and BFG are all missing (the game skips straight from the penultimate level of episode was missing along with 2 to a version of the bosses and BFG-9000, episode's secret level repurposed as a finale), beating the game would load up a DOS prompt if the player cheated or used the level select select, and the soundtrack was ''butchered''. Especially unforgivable because the FM chip in the Genesis[[note]]the [=YM2612=]; the 32X uses 2 PWM channels[[/note]] is very similar to the [=YM2608=] (the FM chip used on later versions of the UsefulNotes/{{PC88}} and UsefulNotes/{{PC98}}), and it even has an additional PSG chip for sound effects.



** The ports on UsefulNotes/XboxOne, UsefulNotes/PlayStation4, and UsefulNotes/NintendoSwitch have problems, many of which (at least for the Switch version) are due to the inexplicable decision to port the games to Unity, rather than porting the [[PortOverdosed infamously-adaptable]] ''Doom'' engine to the new hardware properly. While much more playable than several of the ports in the game's heyday, they have issues with being improperly scaled somewhere between 4:3 and 16:9, making the picture appear stretched; areas being too bright because shadows are improperly emulated; music and sound effects being slowed down; and a complete lack of any online features other than a mandatory login to a Bethesda account.

to:

** The ports of the first two games on UsefulNotes/XboxOne, UsefulNotes/PlayStation4, and UsefulNotes/NintendoSwitch for the "Year of Doom" in 2019 have problems, many of which (at least for the Switch version) are due to the inexplicable decision to port the games to Unity, rather than porting the [[PortOverdosed infamously-adaptable]] ''Doom'' engine to the new hardware properly. While much more playable than several of the ports in the game's heyday, they have issues with the playable resolution being improperly scaled somewhere between 4:3 and 16:9, making the picture everything appear stretched; areas being too bright because shadows are improperly emulated; music and sound effects being slowed down; and a complete lack of any ''any'' online features other than a mandatory login to a Bethesda account.

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Changed: 113

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** The ports on UsefulNotes/XboxOne, UsefulNotes/PlayStation4, and UsefulNotes/NintendoSwitch have problems, many of which (at least for the Switch version) are due to the inexplicable decision to port the games to Unity, rather than porting the [[PortOverdosed infamously-adaptable]] ''Doom'' engine to the new hardware properly. While much more playable than several of the ports in the game's heyday, they have issues with being improperly scaled somewhere between 4:3 and 16:9, making the picture appear stretched; areas being too bright because shadows are improperly emulated; music and sound effects being slowed down; and a complete lack of any online features other than a mandatory login to a Bethesda account.



* ''[[VideoGame/MetalWolfChaos Metal Wolf Chaos XD]]'', while it has given many the opportunity to experience this game overseas on their [=PlayStation One=] and Xbox without paying a fortune as the original Xbox release was Japanese-exclusive for almost 15 years, it is unfortunately marred with a plethora of problems at launch. Issues includes many missing visual effects and shaders, resulting in the many of the game's environments to look drab and lifeless compared to the original Xbox version, with poor audio mixing and sound balance issues where some versions are missing sound effects, sounds playing off sync due to an uneven frame-rate, have not been properly balanced, voice-overs cutting off shorter than expected, or all of the above. Some players have also ran into bugs present in the ''XD'' version that wasn't present in the original, such as certain collectible items sometimes not appearing when they should at best, or the game being prune to crashes at worst. Other issues also includes errors in the game's localization as well.

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* ''[[VideoGame/MetalWolfChaos Metal Wolf Chaos XD]]'', while it has given many the opportunity to experience this game overseas on their [=PlayStation One=] and Xbox without paying a fortune fortune, as the original Xbox release [[NoExportForYou was Japanese-exclusive for almost 15 years, years]], it is unfortunately marred with a plethora of problems at launch. Issues includes include many missing visual effects and shaders, resulting in the many of the game's environments to look looking drab and lifeless compared to the original Xbox version, with poor audio mixing and sound balance issues where some versions are missing sound effects, sounds playing off out of sync due to an uneven frame-rate, have not been properly balanced, voice-overs cutting off shorter than expected, or all of the above. Some players have also ran into bugs present in the ''XD'' version that wasn't weren't present in the original, such as certain collectible items sometimes not appearing when they should at best, or the game being prune prone to crashes at worst. Other issues also includes errors in the game's localization as well.worst.
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** The Saturn port is an absolute mess, being closed to the 32X port despite being on a noticeably more powerful machine. The primary reason for its issues is that Creator/JohnCarmack was [[ExecutiveMeddling very strict]] about not allowing them to use hardware rendering (which with the Saturn's specs would have allowed double the framerate of the [=PlayStation=] version) due to texture warping, so they were forced to ditch the original high-performance renderer in favor of a hastily-reprogrammed version of the 32X port's renderer - the result being that there's no texture warping, but at the cost of completely random bouts of slowdown, sometimes even when looking at a blank wall, with the overall experience generally ranging from mediocre in the ''Doom I'' levels to nearly unplayable in the ''Doom II'' levels. It's further plagued with jerky, unresponsive controls that are mapped to a decidedly questionable control scheme, non-musical sound effects of low quality, and no multiplayer of any kind in the North American version, which takes half the fun out of ''Doom''.

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** The Saturn port is an absolute mess, being closed close to the 32X port despite being on a noticeably more powerful machine. The primary reason for its issues is that Creator/JohnCarmack was [[ExecutiveMeddling very strict]] about not allowing them to use hardware rendering (which with the Saturn's specs would have allowed double the framerate of the [=PlayStation=] version) due to texture warping, so they were forced to ditch the original high-performance renderer in favor of a hastily-reprogrammed version of the 32X port's renderer - the result being that there's no texture warping, but at the cost of completely random bouts of slowdown, sometimes even when looking at a blank wall, with the overall experience generally ranging from mediocre in the ''Doom I'' levels to nearly unplayable in the ''Doom II'' levels. It's further plagued with jerky, unresponsive controls that are mapped to a decidedly questionable control scheme, non-musical sound effects of low quality, and no multiplayer of any kind in the North American version, which takes half the fun out of ''Doom''.



* A tie-in for the film ''Film/BeverlyHillsCop'' was released on several platforms, including the UsefulNotes/{{Amiga}}, UsefulNotes/AtariST, UsefulNotes/Commodore64, and PC, among others. The Amiga version has smashing music due to the Paula audio chip. The Atari ST, Spectrum 128K and [=C64=] version was bearable thanks to the PSG sound systems of the former two and the SID chip of the latter. The PC version, however, is this trope played straight. Using only EGA graphics and PC speaker sound, despite the [=AdLib=] and Game Blaster, and indeed the first generation Sound Blaster, being already released when the game came out and VGA was already picking up steam. And even then the PC music was often described as someone strangling an ice cream truck. (The music speed is also tied to the CPU speed, so the faster the computer is, the worse the music sounds - using DOSBox with the default CPU cycle setting produces the most painful result.)

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* A tie-in for the film ''Film/BeverlyHillsCop'' was released on several platforms, including the UsefulNotes/{{Amiga}}, UsefulNotes/AtariST, UsefulNotes/Commodore64, and PC, among others. The Amiga version has smashing music due to the Paula audio chip. The Atari ST, Spectrum 128K and [=C64=] version was bearable thanks to the PSG sound systems of the former two and the SID chip of the latter. The PC version, however, is this trope played straight. Using only EGA graphics and PC speaker sound, despite the [=AdLib=] and Game Blaster, and indeed the first generation Sound Blaster, being already released when the game came out and VGA was already picking up steam. And even then the PC music was often described as someone strangling an ice cream truck. (The music speed is also tied to the CPU speed, so the faster the computer is, the worse the music sounds - using DOSBox UsefulNotes/DOSBox with the default CPU cycle setting produces the most painful result.)
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The more ports a game receives, the likelier it is that one of them will suffer from this trope. Sometimes, however, it may take multiple ports to get it right.

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The more ports a game receives, the likelier it is that one of them will suffer from this trope. Sometimes, however, it a game may take end up butchered across multiple ports to get it right.
platforms.
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Here are some Porting Disasters that were spread across multiple platforms.

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Here are some Porting Disasters The more ports a game receives, the likelier it is that were spread across one of them will suffer from this trope. Sometimes, however, it may take multiple platforms.
ports to get it right.
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* ''[[VideoGame/MetalWolfChaos Metal Wolf Chaos XD]]'', while it has given many the opportunity to experience this game overseas on their [=PlayStation One=] and Xbox without paying a fortune as the original Xbox release was Japanese-exclusive for almost 15 years, it is unfortunately marred with a plethora of problems at launch. Issues includes many missing visual effects and shaders, resulting in the many of the game's environments to look drab and lifeless compared to the original Xbox version, with poor audio mixing and sound balance issues where some versions are missing sound effects, sounds playing off sync due to an uneven frame-rate, have not been properly balanced, voice-overs cutting off shorter than expected, or all of the above. Some players have also ran into bugs present in the ''XD'' version that wasn't present in the original, such as certain collectible items sometimes not appearing when they should at best, or the game being prune to crashes at worst. Other issues also includes errors in the game's localization as well.


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* The PC version of ''Metal Wolf Chaos XD'' suffers from the same issues plaguing the [=PlayStation=] 4 and Xbox One versions, but also has other issues on top of the previously aforementioned problems, such as the game refusing to play for some due to the game selecting an unsupported resolution in exclusive fullscreen when launching the game for the first time, causing the game to stay stuck on a black screen unless the user terminates the game by force. Some players also have experienced the game softlocking or crashing to desktop in between certain levels.
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** While the SNES version is indeed a marvelous achievement, the pros are ''far'' outweighed by the cons. The graphics of the original were greatly downgraded; enemies are no longer [[LudicrousGibs gibbed]] when suffering from close-range explosions, many textures have been simplified or removed outright (and enemy sprites, leading the infamous "crab-walking" baddies that always faced you), the framerate is rather uneven, and the frames can even skip some sprite animations if more than three enemies are on-screen at close-range. The lighting was also significantly altered, making certain lit walls where secrets are hidden like any other wall, which can cause frustration if you're trying to remember which freaking panel that upgrade was put behind. To make it worse, they even had the '''gall''' to add EasyModeMockery; if you're playing the easy difficulty levels, it only lets you play the first episode, ''Knee-Deep in the Dead''. If you want to play the third episode ''Inferno'' and see the FinalBoss, you were forced to play on Ultra-Violence or Nightmare!, the two hardest difficulties. The Super Famicom version fixes this.\\

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** While the SNES version is indeed a marvelous achievement, the pros are ''far'' outweighed by the cons. The graphics of the original were greatly downgraded; enemies are no longer [[LudicrousGibs gibbed]] when suffering from close-range explosions, many textures have been simplified or removed outright (and enemy sprites, leading to the infamous "crab-walking" baddies that always faced you), the framerate is rather uneven, and the frames can even skip some sprite animations if more than three enemies are on-screen at close-range. The lighting was also significantly altered, making certain lit walls where secrets are hidden like any other wall, which can cause frustration if you're trying to remember which freaking panel that upgrade was put behind. To make it worse, they even had the '''gall''' to add EasyModeMockery; if you're playing the easy difficulty levels, it only lets you play the first episode, ''Knee-Deep in the Dead''. If you want to play the third episode ''Inferno'' and see the FinalBoss, you were forced to play on Ultra-Violence or Nightmare!, the two hardest difficulties. The Super Famicom version fixes this.\\

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Nitpicking.


** The remaster job was outsourced to Hijinx Studios, a mobile/handheld game developer that had never done a console game before, using source code from [[http://www.1up.com/features/the-problem-with-preservation the unfinished betas]] of both games due to poor archiving. It shows, with both games suffering from many bugs major and minor and overall being noticeably worse than the originals on the UsefulNotes/PlayStation2 and UsefulNotes/{{Xbox}}. There is rampant slowdown to the point of rendering the games (particularly ''[=SH3=]'') virtually unplayable, the voices fall out of sync with the characters' lips, some of the texture work looks unfinished and recycled from the original versions (clashing badly with the redone sections), the lighting is actually ''worse'' to the point of making navigation almost impossible in some parts, and most damningly, ''[=SH2=]''[='=]s famous fog effects are so broken as to render certain parts of the game laughable. Given that the remasters were running on superior hardware, there was no excuse for them to be worse on a technical level. What makes that all even worse is that source code is not even required to produce an HD version of a [=PS2=] game. All you need is a retail copy and a team of programmers savvy in the [=PS2=] language, which was how the HD versions of ''VideoGame/{{ICO}}'' and ''VideoGame/ShadowOfTheColossus'' were made. Thankfully, Konami patched the [=PS3=] version, and ''[=SH2=]'' works pretty well now with minor issues (they mostly fixed the fog effects, though they're still somewhat less impressive than the original). Xbox 360 owners, however, were screwed as they didn't get that patch.
** And all of that doesn't even get into the creative decisions, the biggest one being that both games came with redone voice acting that quickly proved controversial among fans of the series. In ''[=SH3=]'', for instance, the teenage protagonist Heather suffered a dramatic case of DawsonCasting, sounding like a forty-year-old woman imitating a teenage girl. (Comparisons between the originals and the remasters can be seen [[https://www.youtube.com/watch?v=UV_NC4JGntM here]] and [[https://www.youtube.com/watch?v=pu0JUqrZoYM here]].) Fortunately, with ''[=SH2=]'' the original voice track is still available as an option, but because Konami couldn't clear all the original voice actors for ''[=SH3=]'' in time for release (the VA for Heather turned out to be working in China, and the VA for Douglas had [[AuthorExistenceFailure died just before the original game was released]]), only the new voice track is available in that game.

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** The remaster job was outsourced to Hijinx Studios, a mobile/handheld game developer that had never done a console game before, using source code from [[http://www.1up.com/features/the-problem-with-preservation the unfinished betas]] of both games due to poor archiving. It shows, with both games suffering from many bugs major and minor and overall being noticeably worse than the originals on the UsefulNotes/PlayStation2 and UsefulNotes/{{Xbox}}. There is rampant slowdown to the point of rendering the games (particularly ''[=SH3=]'') virtually unplayable, the voices fall out of sync with the characters' lips, some of the texture work looks unfinished and recycled from the original versions (clashing badly with the redone sections), the lighting is actually ''worse'' to the point of making navigation almost impossible in some parts, and most damningly, ''[=SH2=]''[='=]s famous fog effects are so broken as to render certain parts of the game laughable. Given that the remasters were running on superior hardware, there was no excuse for them to be worse on a technical level. What makes that all even worse is that source code is not even required to produce an HD version of a [=PS2=] game. All you need is a retail copy and a team of programmers savvy in the [=PS2=] language, which was how the HD versions of ''VideoGame/{{ICO}}'' and ''VideoGame/ShadowOfTheColossus'' were made. Thankfully, Konami patched the [=PS3=] version, and ''[=SH2=]'' works pretty well now with minor issues (they mostly fixed the fog effects, though they're still somewhat less impressive than the original). Xbox 360 owners, however, were screwed as they didn't get that patch.\n** And all of that doesn't even get into the creative decisions, the biggest one being that both games came with redone voice acting that quickly proved controversial among fans of the series. In ''[=SH3=]'', for instance, the teenage protagonist Heather suffered a dramatic case of DawsonCasting, sounding like a forty-year-old woman imitating a teenage girl. (Comparisons between the originals and the remasters can be seen [[https://www.youtube.com/watch?v=UV_NC4JGntM here]] and [[https://www.youtube.com/watch?v=pu0JUqrZoYM here]].) Fortunately, with ''[=SH2=]'' the original voice track is still available as an option, but because Konami couldn't clear all the original voice actors for ''[=SH3=]'' in time for release (the VA for Heather turned out to be working in China, and the VA for Douglas had [[AuthorExistenceFailure died just before the original game was released]]), only the new voice track is available in that game.
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Interntet Backdraft being dewicked per TRS.


** The remaster job was outsourced to Hijinx Studios, a mobile/handheld game developer that had never done a console game before, using source code from [[http://www.1up.com/features/the-problem-with-preservation the unfinished betas]] of both games due to poor archiving. It shows, with both games suffering from many bugs major and minor and overall being noticeably worse than the originals on the UsefulNotes/PlayStation2 and UsefulNotes/{{Xbox}}. There is rampant slowdown to the point of rendering the games (particularly ''[=SH3=]'') virtually unplayable, the voices fall out of sync with the characters' lips, some of the texture work looks unfinished and recycled from the original versions (clashing badly with the redone sections), the lighting is actually ''worse'' to the point of making navigation almost impossible in some parts, and most damningly, ''[=SH2=]''[='=]s famous fog effects are so broken as to render certain parts of the game laughable. Given that the remasters were running on superior hardware, there was no excuse for them to be worse on a technical level. What makes that all even worse is that source code is not even required to produce an HD version of a [=PS2=] game. All you need is a retail copy and a team of programmers savvy in the [=PS2=] language, which was how the HD versions of ''VideoGame/{{ICO}}'' and ''VideoGame/ShadowOfTheColossus'' were made. Thankfully, Konami patched the [=PS3=] version, and ''[=SH2=]'' works pretty well now with minor issues (they mostly fixed the fog effects, though they're still somewhat less impressive than the original). Xbox 360 owners, however, were screwed as they didn't get that patch. All told, the InternetBackdraft from the whole debacle was so bad that many ''Silent Hill'' fans boycotted the collection out of spite.

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** The remaster job was outsourced to Hijinx Studios, a mobile/handheld game developer that had never done a console game before, using source code from [[http://www.1up.com/features/the-problem-with-preservation the unfinished betas]] of both games due to poor archiving. It shows, with both games suffering from many bugs major and minor and overall being noticeably worse than the originals on the UsefulNotes/PlayStation2 and UsefulNotes/{{Xbox}}. There is rampant slowdown to the point of rendering the games (particularly ''[=SH3=]'') virtually unplayable, the voices fall out of sync with the characters' lips, some of the texture work looks unfinished and recycled from the original versions (clashing badly with the redone sections), the lighting is actually ''worse'' to the point of making navigation almost impossible in some parts, and most damningly, ''[=SH2=]''[='=]s famous fog effects are so broken as to render certain parts of the game laughable. Given that the remasters were running on superior hardware, there was no excuse for them to be worse on a technical level. What makes that all even worse is that source code is not even required to produce an HD version of a [=PS2=] game. All you need is a retail copy and a team of programmers savvy in the [=PS2=] language, which was how the HD versions of ''VideoGame/{{ICO}}'' and ''VideoGame/ShadowOfTheColossus'' were made. Thankfully, Konami patched the [=PS3=] version, and ''[=SH2=]'' works pretty well now with minor issues (they mostly fixed the fog effects, though they're still somewhat less impressive than the original). Xbox 360 owners, however, were screwed as they didn't get that patch. All told, the InternetBackdraft from the whole debacle was so bad that many ''Silent Hill'' fans boycotted the collection out of spite.
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* ''VideoGame/DonkeyKong'' was screwed up horribly in some way in most ports (excluding ''VideoGame/DonkeyKong94'', which is more of a remake), ranging from awful controls, to completely messed up graphics and music, to even cutting out the cement factory or elevator stages (or both). [[https://www.youtube.com/watch?v=ErdZEOTpKL8 These]] [[https://www.youtube.com/watch?v=eVcKjBBuKIE videos]] show several different versions of the game. One of them is the NES version, and another is a graphics hack of the NES version, both of which are very good despite lacking the cement factory stage -- and even that was re-added to a limited rerelease during the '[=10s=]. The rest? They all suck horribly, though special mention goes to the ZX Spectrum version, which is especially bad. When the UsefulNotes/{{Intellivision}} version was released, people at Mattel suspected it to be an act of sabotage on the part of Coleco.

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* ''VideoGame/DonkeyKong'' was screwed up horribly in some way in most ports (excluding ''VideoGame/DonkeyKong94'', which is more of a remake), ranging from awful controls, to completely messed up graphics and music, to even cutting out the cement factory or elevator stages (or both). [[https://www.youtube.com/watch?v=ErdZEOTpKL8 These]] [[https://www.youtube.com/watch?v=eVcKjBBuKIE videos]] show several different versions of the game. One of them is the NES version, and another is a graphics hack of the NES version, both of which are very good despite lacking the cement factory stage -- and even that was re-added to a limited rerelease during the '[=10s=]. The rest? They all suck horribly, though special mention goes to the ZX Spectrum version, which is especially bad. When the UsefulNotes/{{Intellivision}} version was released, people at Mattel ([[https://youtu.be/46d6TuEkLc0 correctly]]) suspected it to be an act of sabotage on the part of Coleco.

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** The UsefulNotes/MicrosoftWindows port was cited by some to have been the reason why game developers initially stuck to MS-DOS, and as one of the reasons for [=DirectX=]'s inception. The game used [=WinG=], a graphics backend library Microsoft developed in an attempt to address issues with game development on Windows, as the latter operating system added unnecessary overhead and did not allow for close-to-metal access to hardware unlike DOS. While the Windows port did work to an extent, it caused quite a PR disaster when millions of Compaq Presarios came shipped with incompatible graphics drivers, leading to [=BSODs=], tantrums among children, and thus disgruntled parents.


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* The UsefulNotes/MicrosoftWindows port of ''VideoGame/TheLionKing'' was cited by some to have been the reason why game developers initially stuck to MS-DOS, and as one of the reasons for [=DirectX=]'s inception. The game used [=WinG=], a graphics backend library Microsoft developed in an attempt to address issues with game development on Windows, as the latter operating system added unnecessary overhead and did not allow for close-to-metal access to hardware the way DOS did. While the Windows port did work to an extent, it caused quite a PR disaster when millions of Compaq Presarios came shipped with incompatible graphics drivers, leading to [=BSODs=], tantrums among children, and thus disgruntled parents.

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oh apparently it was already further up in the folder. i should search the page itself and not just the edit history more often


* ''VideoGame/LichdomBattlemage'' on [=PlayStation 4=] and Xbox One has two huge problems: ''atrocious'' performance, with the game always staying between 10-20 frames per second, and ''atrocious'' loading times, clocking in at several minutes, while having the audacity of still needing to stream in textures afterwards. But on the bright side, a patch was later released, showing astronomical improvements in performance over the earlier build. The Xbox One version stays at a near constant 30FPS with vertical sync. However, the PlayStation 4 version has an unlocked framerate up to 60FPS, making it inconsistent but still playable, especially compared to the stock version. The only sacrifice made was a drop from a native 1080p to 900p on both consoles.

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* ''VideoGame/LichdomBattlemage'' on [=PlayStation 4=] and Xbox One has two huge problems: ''atrocious'' performance, with the game always staying between 10-20 frames per second, and ''atrocious'' loading times, clocking in at several minutes, while having the audacity of still needing to stream in textures afterwards. But on the bright side, a patch was later released, showing astronomical improvements in performance over the earlier build. The Xbox One version stays at a near constant 30FPS with vertical sync. However, the PlayStation [=PlayStation=] 4 version has an unlocked framerate up to 60FPS, making it inconsistent but still playable, especially compared to the stock version. The only sacrifice made was a drop from a native 1080p to 900p on both consoles.



* The [=PS4=] and Xbox One ports of ''VideoGame/LichdomBattlemage'' had the dishonor of being named [[https://www.youtube.com/watch?v=L6JXeX9sYYE the worst-ever performing PS4/Xbox One ports tested by Digital Foundry]] at the time. Both ports were weighed down by frame rates that rarely ever rose above 20 FPS, and LoadsAndLoadsOfLoading that could fill an average TV commercial break. The Xbox One port, on top of those problems, also washed everything in an extremely dark color palette, and screen tearing happens all too frequently thanks to the lack of vertical sync. Even worse, the tutorial videos shown during normal gameplay run fine, but they're simply taken from the original PC version of the game. [=CryEngine=] 3, while it has had its share of console duds (most infamously ''Sonic Boom'' on Wii U) ''is'' capable of producing good results (''VideoGame/RyseSonOfRome'', ''VideoGame/EverybodysGoneToTheRapture'', ''VideoGame/{{Evolve}}'', etc.), so it's unfortunate that the console versions of ''Lichdom'' were released in such a dire state. Luckily, patches fixed these issues (though only mostly in the case of the [[UsefulNotes/PlayStation4 PS4]] version, which has an unlocked framerate that jumps everywhere in the 30-50 range).
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let's not delete examples without at least giving an explanation, please (if the reason here was what I think it is: getting fixed doesn't mean we get to pretend it never had problems in the first place)

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* The [=PS4=] and Xbox One ports of ''VideoGame/LichdomBattlemage'' had the dishonor of being named [[https://www.youtube.com/watch?v=L6JXeX9sYYE the worst-ever performing PS4/Xbox One ports tested by Digital Foundry]] at the time. Both ports were weighed down by frame rates that rarely ever rose above 20 FPS, and LoadsAndLoadsOfLoading that could fill an average TV commercial break. The Xbox One port, on top of those problems, also washed everything in an extremely dark color palette, and screen tearing happens all too frequently thanks to the lack of vertical sync. Even worse, the tutorial videos shown during normal gameplay run fine, but they're simply taken from the original PC version of the game. [=CryEngine=] 3, while it has had its share of console duds (most infamously ''Sonic Boom'' on Wii U) ''is'' capable of producing good results (''VideoGame/RyseSonOfRome'', ''VideoGame/EverybodysGoneToTheRapture'', ''VideoGame/{{Evolve}}'', etc.), so it's unfortunate that the console versions of ''Lichdom'' were released in such a dire state. Luckily, patches fixed these issues (though only mostly in the case of the [[UsefulNotes/PlayStation4 PS4]] version, which has an unlocked framerate that jumps everywhere in the 30-50 range).
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** The Saturn port is an absolute mess, being closed to the 32X port despite being on a noticeably more powerful machine. The primary reason for its issues is that Creator/JohnCarmack was [[ExecutiveMeddling very strict]] about not allowing them to use hardware rendering due to texture warping, so they were forced to ditch the original high-performance render in favor of a hastily-reprogrammed version of the 32X port's renderer - the result being that there's no texture warping, but at the cost of completely random bouts of slowdown, sometimes even when looking at a blank wall, with the overall experience generally ranging from mediocre in the ''Doom I'' levels to nearly unplayable in the ''Doom II'' levels. It's further plagued with jerky, unresponsive controls that are mapped to a decidedly questionable control scheme, non-musical sound effects of low quality, and no multiplayer of any kind in the North American version, which takes half the fun out of ''Doom''.

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** The Saturn port is an absolute mess, being closed to the 32X port despite being on a noticeably more powerful machine. The primary reason for its issues is that Creator/JohnCarmack was [[ExecutiveMeddling very strict]] about not allowing them to use hardware rendering (which with the Saturn's specs would have allowed double the framerate of the [=PlayStation=] version) due to texture warping, so they were forced to ditch the original high-performance render renderer in favor of a hastily-reprogrammed version of the 32X port's renderer - the result being that there's no texture warping, but at the cost of completely random bouts of slowdown, sometimes even when looking at a blank wall, with the overall experience generally ranging from mediocre in the ''Doom I'' levels to nearly unplayable in the ''Doom II'' levels. It's further plagued with jerky, unresponsive controls that are mapped to a decidedly questionable control scheme, non-musical sound effects of low quality, and no multiplayer of any kind in the North American version, which takes half the fun out of ''Doom''.



* ''VideoGame/NeedForSpeed: Hot Pursuit 2'' was a completely different game on the the Xbox, PC, and [=GameCube=], all designed by a different development house from the [=PlayStation=] 2 version. While there are some track similarities, the sense of speed is all but gone, the handling is worse, the game in general is far more boring, and [[ArsonMurderAndJaywalking the menus don't look as nice]]. These versions of the game aren't "bad", ''per se'' (as games they're fundamentally sound and could even be fun if you didn't ever get to play the "good" one), but they are considerably inferior to the [=PlayStation=] 2 version.

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* ''VideoGame/NeedForSpeed: Hot Pursuit 2'' was a completely different game on the the Xbox, PC, and [=GameCube=], all designed by a different development house from the [=PlayStation=] 2 version. While there are some track similarities, the sense of speed is all but gone, the handling is worse, the game in general is far more boring, and [[ArsonMurderAndJaywalking the menus don't look as nice]]. These versions of the game aren't "bad", ''per se'' (as games se''; as games, they're fundamentally sound and could even be fun if you didn't ever get to play weren't familiar with the "good" one), superior [=PS2=] version, but they are that's just the thing - they're considerably inferior to the [=PlayStation=] 2 version.



* ''VideoGame/SimCity 2000'' has the same issues in every single console version. Control responsiveness is unbelievably bad, and for something that stores data on flash or battery-backed RAM instead of magnetic media, the save game loading times are incredibly slow. Also, looking for help? [[ObviousBeta You're instructed to press shift + enter!]]

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* ''VideoGame/SimCity 2000'' has the same issues in every single console version.or handheld version, the vast majority of these caused at least in part by porting to systems that couldn't begin to match the specs of the [=PCs=] or Macs the game was originally designed for. Control responsiveness is unbelievably bad, and for something that stores data on flash or battery-backed RAM instead of magnetic media, the save game loading times are incredibly slow. Also, looking for help? [[ObviousBeta You're instructed to press shift + enter!]]
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* A tie-in for the film ''Film/BeverlyHillsCop'' was released on several platforms, including the UsefulNotes/{{Amiga}}, UsefulNotes/AtariST, UsefulNotes/Commodore64, and PC, among others. The Amiga version has smashing music due to the Paula audio chip. The Atari ST, Spectrum 128K and [=C64=] version was bearable thanks to the PSG sound systems of the former two and the SID chip of the latter. The PC version, however, is this trope played straight. Using only EGA graphics and PC speaker sound, despite the [=AdLib=] and Game Blaster, and indeed the first generation Sound Blaster, being already released when the game came out and VGA was already picking up steam. And even then the PC music was often described as someone strangling an ice cream truck. (The music speed is also tied to the CPU speed, so the faster the computer is, the worse the music sounds - using DOSBox with the default max-cycles setting produces the most painful result.)

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* A tie-in for the film ''Film/BeverlyHillsCop'' was released on several platforms, including the UsefulNotes/{{Amiga}}, UsefulNotes/AtariST, UsefulNotes/Commodore64, and PC, among others. The Amiga version has smashing music due to the Paula audio chip. The Atari ST, Spectrum 128K and [=C64=] version was bearable thanks to the PSG sound systems of the former two and the SID chip of the latter. The PC version, however, is this trope played straight. Using only EGA graphics and PC speaker sound, despite the [=AdLib=] and Game Blaster, and indeed the first generation Sound Blaster, being already released when the game came out and VGA was already picking up steam. And even then the PC music was often described as someone strangling an ice cream truck. (The music speed is also tied to the CPU speed, so the faster the computer is, the worse the music sounds - using DOSBox with the default max-cycles CPU cycle setting produces the most painful result.)
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* A tie-in for the film ''Film/BeverlyHillsCop'' was released on several platforms, including the UsefulNotes/{{Amiga}}, UsefulNotes/AtariST, UsefulNotes/Commodore64, and PC, among others. The Amiga version has smashing music due to the Paula audio chip. The Atari ST, Spectrum 128K and [=C64=] version was bearable thanks to the PSG sound systems of the former two and the SID chip of the latter. The PC version, however, is this trope played straight. Using only EGA graphics and PC speaker sound, despite the [=AdLib=] and Game Blaster, and indeed the first generation Sound Blaster, being already released when the game came out and VGA was already picking up steam. And even then the PC music was often described as someone strangling an ice cream truck. (The music is also tied to the CPU speed, so the faster the computer is, the worse the music sounds.)

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* A tie-in for the film ''Film/BeverlyHillsCop'' was released on several platforms, including the UsefulNotes/{{Amiga}}, UsefulNotes/AtariST, UsefulNotes/Commodore64, and PC, among others. The Amiga version has smashing music due to the Paula audio chip. The Atari ST, Spectrum 128K and [=C64=] version was bearable thanks to the PSG sound systems of the former two and the SID chip of the latter. The PC version, however, is this trope played straight. Using only EGA graphics and PC speaker sound, despite the [=AdLib=] and Game Blaster, and indeed the first generation Sound Blaster, being already released when the game came out and VGA was already picking up steam. And even then the PC music was often described as someone strangling an ice cream truck. (The music speed is also tied to the CPU speed, so the faster the computer is, the worse the music sounds.sounds - using DOSBox with the default max-cycles setting produces the most painful result.)
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* A tie-in for the film ''Film/BeverlyHillsCop'' was released on several platforms, including the UsefulNotes/{{Amiga}}, UsefulNotes/AtariST, UsefulNotes/Commodore64, and PC, among others. The Amiga version has smashing music due to the Paula audio chip. The Atari ST, Spectrum 128K and [=C64=] version was bearable thanks to the PSG sound systems of the former two and the SID chip of the latter. The PC version, however, is this trope played straight. Using only EGA graphics and PC speaker sound, despite the [=AdLib=] and Game Blaster, and indeed the first generation Sound Blaster, being already released when the game came out and VGA was already picking up steam. And even then the PC music was often described as someone strangling an ice cream truck.

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* A tie-in for the film ''Film/BeverlyHillsCop'' was released on several platforms, including the UsefulNotes/{{Amiga}}, UsefulNotes/AtariST, UsefulNotes/Commodore64, and PC, among others. The Amiga version has smashing music due to the Paula audio chip. The Atari ST, Spectrum 128K and [=C64=] version was bearable thanks to the PSG sound systems of the former two and the SID chip of the latter. The PC version, however, is this trope played straight. Using only EGA graphics and PC speaker sound, despite the [=AdLib=] and Game Blaster, and indeed the first generation Sound Blaster, being already released when the game came out and VGA was already picking up steam. And even then the PC music was often described as someone strangling an ice cream truck. (The music is also tied to the CPU speed, so the faster the computer is, the worse the music sounds.)
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* A tie-in for the film ''Film/BeverlyHillsCop'' was released on several platforms, including the UsefulNotes/{{Amiga}}, UsefulNotes/AtariST, UsefulNotes/Commodore64, and PC, among others. The Amiga version has smashing music due to the Paula audio chip. The Atari ST, Spectrum 128K and [=C64=] version was bearable thanks to the PSG sound system. The PC version, however, is this trope played straight. Using only EGA graphics and PC speaker sound, despite the [=AdLib=] and Game Blaster, and indeed the first generation Sound Blaster, being already released when the game came out and VGA was already picking up steam. And even then the PC music was often described as someone strangling an ice cream truck.

to:

* A tie-in for the film ''Film/BeverlyHillsCop'' was released on several platforms, including the UsefulNotes/{{Amiga}}, UsefulNotes/AtariST, UsefulNotes/Commodore64, and PC, among others. The Amiga version has smashing music due to the Paula audio chip. The Atari ST, Spectrum 128K and [=C64=] version was bearable thanks to the PSG sound system.systems of the former two and the SID chip of the latter. The PC version, however, is this trope played straight. Using only EGA graphics and PC speaker sound, despite the [=AdLib=] and Game Blaster, and indeed the first generation Sound Blaster, being already released when the game came out and VGA was already picking up steam. And even then the PC music was often described as someone strangling an ice cream truck.
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Here are some Porting Disasters that were spread across multiple platforms. [Insert something witty here]

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Here are some Porting Disasters that were spread across multiple platforms. [Insert something witty here]
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* ''Redout'' has pretty mixed results across its console ports. The [=PS4=] Pro version averts the trope pretty nicely, looking and playing almost as well as the PC version. The original [=PS4=] doesn't do quite so well, with occasional slowdown, but is an overall decent enough port. The Xbox One X version is also pretty nice, boosting the resolution all the way up to 4K, albeit at the cost of slowdown comparable to the original [=PS4=]. The real disaster is the Xbox One version, which runs at a lower resolution, has several noticeable cutbacks in graphics quality, and has the peak framerate cut down from [=60FPS=] on the other versions to [=30FPS=], and can't even always manage ''that'' framerate smoothly.
* The [=PS4=] and Xbox One ports of ''VideoGame/LichdomBattlemage'' had the dishonor of being named [[https://www.youtube.com/watch?v=L6JXeX9sYYE the worst-ever performing PS4/Xbox One ports tested by Digital Foundry]] at the time. Both ports were weighed down by frame rates that rarely ever rose above 20 FPS, and LoadsAndLoadsOfLoading that could fill an average TV commercial break. The Xbox One port, on top of those problems, also washed everything in an extremely dark color palette, and screen tearing happens all too frequently thanks to the lack of vertical sync. Even worse, the tutorial videos shown during normal gameplay run fine, but they're simply taken from the PC version of the game. [=CryEngine=] 3, while it has had its share of console duds (most infamously ''Sonic Boom'' on Wii U) ''is'' capable of producing good results (''VideoGame/RyseSonOfRome'', ''VideoGame/EverybodysGoneToTheRapture'', ''VideoGame/{{Evolve}}'', etc.), so it's unfortunate that the console versions of ''Lichdom'' were released in such a dire state. Luckily, patches fixed these issues (though only mostly in the case of the [[UsefulNotes/PlayStation4 PS4]] version, which has an unlocked framerate that jumps everywhere in the 30-50 range).

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* ''Redout'' ''VideoGame/{{Redout}}'' has pretty mixed results across its console ports. The [=PS4=] Pro version averts the trope pretty nicely, looking and playing almost as well as the PC version. The original [=PS4=] doesn't do quite so well, with occasional slowdown, but is an overall decent enough port. The Xbox One X version is also pretty nice, boosting the resolution all the way up to 4K, albeit at the cost of slowdown comparable to the original [=PS4=]. The real disaster is the Xbox One version, which runs at a lower resolution, has several noticeable cutbacks in graphics quality, and has the peak framerate cut down from [=60FPS=] on the other versions to [=30FPS=], and can't even always manage ''that'' framerate smoothly.
* The [=PS4=] and Xbox One ports of ''VideoGame/LichdomBattlemage'' had the dishonor of being named [[https://www.youtube.com/watch?v=L6JXeX9sYYE the worst-ever performing PS4/Xbox One ports tested by Digital Foundry]] at the time. Both ports were weighed down by frame rates that rarely ever rose above 20 FPS, and LoadsAndLoadsOfLoading that could fill an average TV commercial break. The Xbox One port, on top of those problems, also washed everything in an extremely dark color palette, and screen tearing happens all too frequently thanks to the lack of vertical sync. Even worse, the tutorial videos shown during normal gameplay run fine, but they're simply taken from the PC version of the game. [=CryEngine=] 3, while it has had its share of console duds (most infamously ''Sonic Boom'' on Wii U) ''is'' capable of producing good results (''VideoGame/RyseSonOfRome'', ''VideoGame/EverybodysGoneToTheRapture'', ''VideoGame/{{Evolve}}'', etc.), so it's unfortunate that the console versions of ''Lichdom'' were released in such a dire state. Luckily, patches fixed these issues (though only mostly in the case of the [[UsefulNotes/PlayStation4 PS4]] version, which has an unlocked framerate that jumps everywhere in the 30-50 range).
smoothly.
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** ''[[VideoGame/ZoneOfTheEnders Zone of the Enders HD Collection]]'' had its problems on both [=PS3=] and Xbox 360, but the former got the raw end of the stick, even more so with ''The 2nd Runner''. It had very inconsistent frame-rate issues that were never present in the [=PS2=] originals (at most it ran only about 30 FPS) and visual effects went missing, all of which is inexcusable running on superior hardware. As it turns out, Konami hired High Voltage Studios to handle the porting job rather than doing it in-house or hiring Bluepoint, the studio that handled the HD Editions of ''VideoGame/MetalGearSolid2'' and ''[[VideoGame/MetalGearSolid3 3]]''. And to put icing on the cake, due to the negative reception the ''Zone of the Enders HD Collection'' received, [[http://www.siliconera.com/2013/05/02/we-might-have-to-wait-a-little-longer-for-a-zone-of-the-enders-sequel/ Ender's Project has been put off indefinitely and the dev team dismantled as a result]]. Thankfully a patch for the [=PS3=] version of ''[=2nd Runner=]'' was developed by Hexa Drive and released a year later, which upgrades the resolution to full 1080p with much smoother frame-rate. Unfortunately, like the ''Silent Hill HD Collection'', Xbox 360 owners were left out from this upgrade.

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** ''[[VideoGame/ZoneOfTheEnders Zone of the Enders HD Collection]]'' had its problems on both [=PS3=] and Xbox 360, but the former got the raw end of the stick, even more so with ''The 2nd Runner''. It had very inconsistent frame-rate issues that were never present in the [=PS2=] originals (at most it ran only about 30 FPS) and visual effects went missing, all of which is inexcusable running on superior hardware. As it turns out, Konami hired High Voltage Studios to handle the porting job rather than doing it in-house or hiring Bluepoint, the studio that handled the HD Editions of ''VideoGame/MetalGearSolid2'' ''VideoGame/{{Metal Gear Solid 2|SonsOfLiberty}}'' and ''[[VideoGame/MetalGearSolid3 ''[[VideoGame/MetalGearSolid3SnakeEater 3]]''. And to put icing on the cake, due to the negative reception the ''Zone of the Enders HD Collection'' received, [[http://www.siliconera.com/2013/05/02/we-might-have-to-wait-a-little-longer-for-a-zone-of-the-enders-sequel/ Ender's Project has been put off indefinitely and the dev team dismantled as a result]]. Thankfully a patch for the [=PS3=] version of ''[=2nd Runner=]'' was developed by Hexa Drive and released a year later, which upgrades the resolution to full 1080p with much smoother frame-rate. Unfortunately, like the ''Silent Hill HD Collection'', Xbox 360 owners were left out from this upgrade.



* All three console versions of the game ''VideoGame/BatmanArkhamOrigins'' suffer from some form of issues. Both the [=PS3=] and Xbox 360 versions suffer from some nasty [[GameBreakingBug Game-Breaking Bugs]] that apparently Warner Bros. simply has no interest in patching, which involves the game randomly crashing when trying to enter certain areas, along with both versions having a somewhat inconsistent framerate. The 360 suffers from even more freezing issues, occasional black screens, and even save data corruption. The Wii U version seemed to not be hit as hard, as its main issues mainly just involve a somewhat choppy framerate like the other versions, and the gamepad features feel a bit bare bones compared to the Wii U port of ''VideoGame/BatmanArkhamCity'' (likely the result of the Wii U version being handled by Human Head Studios, the people behind ''VideoGame/Prey2006'', instead of the game's primary developer, WB Montreal, who were the studio behind the Wii U port of ''Arkham City'' in the first place), but otherwise the Wii U game actually seems better by comparison due to higher quality graphics and much less game-breaking bugs.
* While not a "disaster" in the "this utterly shames the original product" sense, ''VideoGame/PrimalRage'' has a unique issue: It ''cannot'' be ported correctly. The original game has a very strange encryption scheme and it's never been decoded and all related parties who created it have never been willing to help out with breaking it. So all the ports are based on code that has been [=DRM'd=] by this encryption, resulting in various glitches, missing effects (such as blood color) and being unable to perform certain combos and fatalities properly.

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* All three console versions of the game ''VideoGame/BatmanArkhamOrigins'' suffer from some form of issues. Both the [=PS3=] and Xbox 360 versions suffer from some nasty [[GameBreakingBug Game-Breaking Bugs]] that apparently Warner Bros. simply has no interest in patching, which involves the game randomly crashing when trying to enter certain areas, along with both versions having a somewhat inconsistent framerate. The 360 suffers from even more freezing issues, occasional black screens, and even save data corruption. The Wii U version seemed to not be hit as hard, as its main issues mainly just involve a somewhat choppy framerate like the other versions, and the gamepad features feel a bit bare bones compared to the Wii U port of ''VideoGame/BatmanArkhamCity'' (likely the result of the Wii U version being handled by Human Head Studios, the people behind ''VideoGame/Prey2006'', instead of the game's primary developer, WB Montreal, who were the studio behind the Wii U port of ''Arkham City'' in the first place), but otherwise the Wii U game actually seems better by comparison due to higher quality graphics and much less game-breaking bugs.
* While not a "disaster" in the "this utterly shames the original product" sense, ''VideoGame/PrimalRage'' has a unique issue: It it ''cannot'' be ported correctly. The original game has a very strange encryption scheme and it's which never been decoded decoded, and all related parties who created it have never been willing to help out with breaking it. So all the ports are based on code that has been [=DRM'd=] by this encryption, resulting in various glitches, missing effects (such as blood color) and being unable to perform certain combos and fatalities properly.



* ''VideoGame/SuperMonkeyBall: Deluxe'' on the [=PS2=] and Xbox may have levels and content from both the original games in one DVD, plus more, but both versions suffer from the controls not being anywhere as good from the UsefulNotes/GameCube versions. Worse yet for the [=PS2=] version having some framerate issues and, with the [=PS2=]'s hardware not being as powerful as the [=GameCube=], graphics that don't look as good as the original.
* ''VideoGame/CallOfDutyBlackOpsIII'' on the [=PS3=] and Xbox 360 was clearly an afterthought thrown together to milk the last remaining dollars out of those who hadn't upgraded to a current-gen system at the time. The obvious detail is that the entire single-player campaign from the [=PS4=], Xbox One and PC versions was cut, leaving only the game's multiplayer and Zombies mode. But it gets worse - the graphics look horrendous with art designs that would barely have gotten a pass in the early [=PS2=] era, there are numerous bugs that aren't present in the main versions of the game, it has a very frequent tendency to crash, and the framerate is capped at 30 frames per second, when even the last-gen versions of ''[[VideoGame/CallOfDutyAdvancedWarfare Advanced Warfare]]'' ran at 60. And while the first two pieces of DLC were released (them being the Zombies map The Giant, and the first full map pack Awakening) much later than the current-gen versions got them, following that, Activision quickly abandoned these versions of the game, and no further DLC or patches were released. On the bright side, this also means the [[ScrappyMechanic Black]] [[BribingYourWayToVictory Market]] was never added to these versions...

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* ''VideoGame/SuperMonkeyBall: Deluxe'' on the [=PS2=] and Xbox may have levels and content from both the original games in one DVD, plus more, but both versions suffer from the controls not being anywhere as good from as the UsefulNotes/GameCube versions. Worse yet for the [=PS2=] version having some framerate issues and, with the [=PS2=]'s hardware not being as powerful as the [=GameCube=], graphics that don't look as good as the original.
* ''VideoGame/CallOfDutyBlackOpsIII'' on the [=PS3=] and Xbox 360 was clearly an afterthought thrown together to milk the last remaining dollars out of those who hadn't upgraded to a current-gen system at the time. The obvious detail is that the entire single-player campaign from the [=PS4=], Xbox One and PC versions was cut, leaving only the game's multiplayer and Zombies mode. But it gets worse - the graphics look horrendous with art designs that would barely have gotten a pass in the early [=PS2=] era, there are numerous bugs that aren't present in the main versions of the game, it has a very frequent tendency to crash, and the framerate is capped at 30 frames per second, when even the last-gen versions of ''[[VideoGame/CallOfDutyAdvancedWarfare Advanced Warfare]]'' ran at 60. And while the first two pieces of DLC were released (them being the Zombies map The Giant, and the first full map pack Awakening) much later than the current-gen versions got them, following that, Activision quickly abandoned these versions of the game, and no further DLC or patches were released. On the bright side, this also means the [[ScrappyMechanic Black]] [[BribingYourWayToVictory Market]] was never added to these versions...versions.
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Here are some Porting Disasters that were spread across multiple platforms. [Insert something witty here]

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%% No nitpicking examples.
%% Make sure the program really, really stands out as a disaster.
%% If you have any doubt, leave it out.
%% Just because it's "not as pretty" doesn't make it a disaster.
%%
%% (Games played on a sub-spec machines aren't candidates.)
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[[folder:Consoles]]
* The UsefulNotes/{{Wii}} and UsefulNotes/WiiU versions of ''VideoGame/AngryBirds Trilogy'' were developed later than the UsefulNotes/PlayStation3 and UsefulNotes/{{Xbox 360}} versions. While the latter versions at least change up the presentation quite a bit, the Wii and Wii U versions have no such effort, looking more like the mobile versions (complete with the pigs still having their outdated character design). The Wii U is an HD console, so in all likelihood the devs ''could have'' just ported over the graphics from the [=PS3=] or 360 versions. For whatever reason, they chose not to.
* ''VideoGame/CongoBongo'' had bad graphics or missing levels in all ports. As the game is presented in 3/4 isometric perspective, it was actually put on consoles that could not handle that view such as the Atari 2600. The sole exception was the SG-1000 conversion handled by Sega themselves, which ditched the isometric perspective completely in favor of a semi top-down view.
* ''VideoGame/DonkeyKong'' was screwed up horribly in some way in most ports (excluding ''VideoGame/DonkeyKong94'', which is more of a remake), ranging from awful controls, to completely messed up graphics and music, to even cutting out the cement factory or elevator stages (or both). [[http://www.youtube.com/watch?v=ErdZEOTpKL8 These]] [[http://www.youtube.com/watch?v=eVcKjBBuKIE videos]] show several different versions of the game. One of them is the NES version, and another is a graphics hack of the NES version, both of which are very good despite lacking the cement factory stage -- and even that was re-added to a limited rerelease during the '[=10s=]. The rest? They all suck horribly, though special mention goes to the ZX Spectrum version, which is especially bad. When the UsefulNotes/{{Intellivision}} version was released, people at Mattel suspected it to be an act of sabotage on the part of Coleco.
* ''VideoGame/{{Doom}}'''s many console ports suffered in one way or another:
** While the SNES version is indeed a marvelous achievement, the pros are ''far'' outweighed by the cons. The graphics of the original were greatly downgraded; enemies are no longer [[LudicrousGibs gibbed]] when suffering from close-range explosions, many textures have been simplified or removed outright (and enemy sprites, leading the infamous "crab-walking" baddies that always faced you), the framerate is rather uneven, and the frames can even skip some sprite animations if more than three enemies are on-screen at close-range. The lighting was also significantly altered, making certain lit walls where secrets are hidden like any other wall, which can cause frustration if you're trying to remember which freaking panel that upgrade was put behind. To make it worse, they even had the '''gall''' to add EasyModeMockery; if you're playing the easy difficulty levels, it only lets you play the first episode, ''Knee-Deep in the Dead''. If you want to play the third episode ''Inferno'' and see the FinalBoss, you were forced to play on Ultra-Violence or Nightmare!, the two hardest difficulties. The Super Famicom version fixes this.\\
\\
The sound effects are muffled as well, a good portion of the levels have been excised, and [[FakeDifficulty it's impossible to turn and sidestep at the same time]]--something that even the SNES port of ''VideoGame/Wolfenstein3D'' could manage. The only truly good part of the game is its soundtrack, which is fun to listen to because the SNES's sampler makes the MIDI soundtrack sound much more like real instruments than the Sound Blaster's FM synth ever could[[note]]Unless you cut your teeth with the PC version of Doom on a PC with a Gravis Ultrasound, then the SNES version sounds absolutely muffled compared to the glory that is the Ultrasound. Because, like the SNES' [=SPC700=], the Ultrasound was a sampler-based sound card, which Doom had full support for and would load its own custom soundfonts if one is used, and unlike the SNES' [=SPC700=], it had ''at least'' '''four''' times the amount of memory compared to the [=SPC700=] (256kb upgradable to 1MB, vs 64kb). And the [=AWE32=] (another sampler-based card) ain't too far behind either.[[/note]].
** The Sega [=32X=] port was inexplicably inferior to the SNES version despite being on a superior hardware. Despite the graphics being better, the entire third episode was missing along with the bosses and BFG-9000, beating the game would load up a DOS prompt if the player cheated or used the level select and the soundtrack was ''butchered''. Especially unforgivable because the FM chip in the Genesis[[note]]the [=YM2612=]; the 32X uses 2 PWM channels[[/note]] is very similar to the [=YM2608=] (the FM chip used on later versions of the UsefulNotes/{{PC88}} and UsefulNotes/{{PC98}}), and it even has an additional PSG chip for sound effects.
** Art Data Interactive's port on the 3DO. [[http://www.youtube.com/watch?v=msfL7XRe6DQ Small screen and low frame-rate ahoy!]] When put next to Interplay's port of ''VideoGame/Wolfenstein3D'' on the same console, this is inexcusable. The single bright spot, picked up on pretty much every review, was the awesome music, rerecorded specifically for this version. Just a shame that there were so few levels that some of the original songs were not present. The port was frequently rumoured to have been accidentally mastered from an earlier build, but as [[https://github.com/Olde-Skuul/doom3do it turns out]], it was programmed by ''one person'', who was misled on the state of the port before their arrival and then only given ten weeks to actually create it.
** The Saturn port is an absolute mess, being closed to the 32X port despite being on a noticeably more powerful machine. The primary reason for its issues is that Creator/JohnCarmack was [[ExecutiveMeddling very strict]] about not allowing them to use hardware rendering due to texture warping, so they were forced to ditch the original high-performance render in favor of a hastily-reprogrammed version of the 32X port's renderer - the result being that there's no texture warping, but at the cost of completely random bouts of slowdown, sometimes even when looking at a blank wall, with the overall experience generally ranging from mediocre in the ''Doom I'' levels to nearly unplayable in the ''Doom II'' levels. It's further plagued with jerky, unresponsive controls that are mapped to a decidedly questionable control scheme, non-musical sound effects of low quality, and no multiplayer of any kind in the North American version, which takes half the fun out of ''Doom''.
* ''VideoGame/EnemyTerritoryQuakeWars'' on Xbox 360 and [=PS3=] had badly downgraded graphics, missing features (including permanent stat growth, one of the main feature of the original version), was limited to 16 players instead of 32 and had ridiculously strong auto-aim. At least one ID Software employee called it a textbook example of how not to port a game.
* ''VideoGame/{{Gauntlet}}: Dark Legacy'' was ported to the Xbox from the [=PS2=] version and gained some new features (such as the ability to store powerups and use them later), but also gained new glitches. The [=GameCube=] version was even worse, having glitches, slowdown, and missing health meters on bosses, though a later release fixed these.
* ''VideoGame/LichdomBattlemage'' on [=PlayStation 4=] and Xbox One has two huge problems: ''atrocious'' performance, with the game always staying between 10-20 frames per second, and ''atrocious'' loading times, clocking in at several minutes, while having the audacity of still needing to stream in textures afterwards. But on the bright side, a patch was later released, showing astronomical improvements in performance over the earlier build. The Xbox One version stays at a near constant 30FPS with vertical sync. However, the PlayStation 4 version has an unlocked framerate up to 60FPS, making it inconsistent but still playable, especially compared to the stock version. The only sacrifice made was a drop from a native 1080p to 900p on both consoles.
* ''VideoGame/TheLionKing'' for the NES was a disaster, with sluggish and unresponsive controls, physics and jumping mechanics that are broken beyond belief, and short levels (the game can be completed in under 20 minutes) which are presented without any kind of story context. On top of that, the game only covers the young Simba levels from the 16-bit games, meaning that not only do you not play as the eponymous Lion King, but ''the film's villain Scar is completely absent from gameplay'' (outside of the EasyModeMockery ending screen). What's sad about this port is even the ''bootleg port'' created by Super Game is superior to it both gameplay-wise and aesthetically (musically as well, since all of Super Game's ports are done with the Konami sound engine) and even resembles the original game more. North American and Japanese gamers were at least spared from seeing this exist in their region, as it was only released in PAL territories. There's evidence pointing towards this port being [[ObviousBeta an unfinished release]], as the Game Boy version of the game manages to include every level from its 16-bit counterparts except Be Prepared while polishing up some of the rough spots.
** The UsefulNotes/MicrosoftWindows port was cited by some to have been the reason why game developers initially stuck to MS-DOS, and as one of the reasons for [=DirectX=]'s inception. The game used [=WinG=], a graphics backend library Microsoft developed in an attempt to address issues with game development on Windows, as the latter operating system added unnecessary overhead and did not allow for close-to-metal access to hardware unlike DOS. While the Windows port did work to an extent, it caused quite a PR disaster when millions of Compaq Presarios came shipped with incompatible graphics drivers, leading to [=BSODs=], tantrums among children, and thus disgruntled parents.
* ''VideoGame/NeedForSpeed: Hot Pursuit 2'' was a completely different game on the the Xbox, PC, and [=GameCube=], all designed by a different development house from the [=PlayStation=] 2 version. While there are some track similarities, the sense of speed is all but gone, the handling is worse, the game in general is far more boring, and [[ArsonMurderAndJaywalking the menus don't look as nice]]. These versions of the game aren't "bad", ''per se'' (as games they're fundamentally sound and could even be fun if you didn't ever get to play the "good" one), but they are considerably inferior to the [=PlayStation=] 2 version.
* ''VideoGame/RevolutionX''. Half of the reason for its checkered reputation comes from its abysmal SNES and Genesis ports, which are better-known than the original coin-op light gun game.[[note]]The other half is because of [[WidgetSeries its sheer absurdity]], [[SoBadItsGood but that's not for this page]].[[/note]] The arcade game had digitized graphics of higher resolution than what those two consoles could handle ([[http://www.sydlexia.com/revcomp.htm here's a comparison]]) and actual Music/{{Aerosmith}} songs for BGM. Also, the ports lacked support for the consoles' respective light gun controllers for no reason whatsoever.
* While ''VideoGame/RiseOfTheRobots'' is abysmal on any console, some ports managed to make it even worse. The two only elements of the game that people generally agree are good are a well-done techno soundtrack (and depending on which port you're playing, an alternate soundtrack by Music/{{Queen}}'s Brian May) and very fluid pre-rendered graphics. While the Genesis and SNES ports had lower quality music, the Amiga and MS-DOS port had ''no music at all'', the Game Gear port completely tanked all of the game's only redeeming qualities, with understandably the worst graphics and musical quality of them all, while somehow managing to play even ''worse'' than the other ports (it's stuck on permanent hard mode, which in the other ports meant that [[TheComputerIsACheatingBastard the game resorted to blatant cheating and button-reading to win]]).
* ''VideoGame/SimCity 2000'' has the same issues in every single console version. Control responsiveness is unbelievably bad, and for something that stores data on flash or battery-backed RAM instead of magnetic media, the save game loading times are incredibly slow. Also, looking for help? [[ObviousBeta You're instructed to press shift + enter!]]
* The ''Franchise/SilentHill HD Collection'', an UpdatedRerelease of ''VideoGame/SilentHill2'' and ''VideoGame/SilentHill3'' for UsefulNotes/PlayStation3 and UsefulNotes/{{Xbox 360}}.
** The remaster job was outsourced to Hijinx Studios, a mobile/handheld game developer that had never done a console game before, using source code from [[http://www.1up.com/features/the-problem-with-preservation the unfinished betas]] of both games due to poor archiving. It shows, with both games suffering from many bugs major and minor and overall being noticeably worse than the originals on the UsefulNotes/PlayStation2 and UsefulNotes/{{Xbox}}. There is rampant slowdown to the point of rendering the games (particularly ''[=SH3=]'') virtually unplayable, the voices fall out of sync with the characters' lips, some of the texture work looks unfinished and recycled from the original versions (clashing badly with the redone sections), the lighting is actually ''worse'' to the point of making navigation almost impossible in some parts, and most damningly, ''[=SH2=]''[='=]s famous fog effects are so broken as to render certain parts of the game laughable. Given that the remasters were running on superior hardware, there was no excuse for them to be worse on a technical level. What makes that all even worse is that source code is not even required to produce an HD version of a [=PS2=] game. All you need is a retail copy and a team of programmers savvy in the [=PS2=] language, which was how the HD versions of ''VideoGame/{{ICO}}'' and ''VideoGame/ShadowOfTheColossus'' were made. Thankfully, Konami patched the [=PS3=] version, and ''[=SH2=]'' works pretty well now with minor issues (they mostly fixed the fog effects, though they're still somewhat less impressive than the original). Xbox 360 owners, however, were screwed as they didn't get that patch. All told, the InternetBackdraft from the whole debacle was so bad that many ''Silent Hill'' fans boycotted the collection out of spite.
** And all of that doesn't even get into the creative decisions, the biggest one being that both games came with redone voice acting that quickly proved controversial among fans of the series. In ''[=SH3=]'', for instance, the teenage protagonist Heather suffered a dramatic case of DawsonCasting, sounding like a forty-year-old woman imitating a teenage girl. (Comparisons between the originals and the remasters can be seen [[https://www.youtube.com/watch?v=UV_NC4JGntM here]] and [[https://www.youtube.com/watch?v=pu0JUqrZoYM here]].) Fortunately, with ''[=SH2=]'' the original voice track is still available as an option, but because Konami couldn't clear all the original voice actors for ''[=SH3=]'' in time for release (the VA for Heather turned out to be working in China, and the VA for Douglas had [[AuthorExistenceFailure died just before the original game was released]]), only the new voice track is available in that game.
* ''Starfighter 3000'', the Saturn and [=PlayStation=] ports of the 3DO game ''Starfighter'', has terrible draw distance and less graphical detail than the original, quite baffling considering how much weaker the 3DO is. The original version made heavy use of the 3DO's ARM RISC processors, but even there the port could have turned out much better than it did. The Saturn version is [[http://www.youtube.com/watch?v=JJYLjHgelPI especially bad]].
* Ports by High Voltage Studios:
** ''[[VideoGame/ZoneOfTheEnders Zone of the Enders HD Collection]]'' had its problems on both [=PS3=] and Xbox 360, but the former got the raw end of the stick, even more so with ''The 2nd Runner''. It had very inconsistent frame-rate issues that were never present in the [=PS2=] originals (at most it ran only about 30 FPS) and visual effects went missing, all of which is inexcusable running on superior hardware. As it turns out, Konami hired High Voltage Studios to handle the porting job rather than doing it in-house or hiring Bluepoint, the studio that handled the HD Editions of ''VideoGame/MetalGearSolid2'' and ''[[VideoGame/MetalGearSolid3 3]]''. And to put icing on the cake, due to the negative reception the ''Zone of the Enders HD Collection'' received, [[http://www.siliconera.com/2013/05/02/we-might-have-to-wait-a-little-longer-for-a-zone-of-the-enders-sequel/ Ender's Project has been put off indefinitely and the dev team dismantled as a result]]. Thankfully a patch for the [=PS3=] version of ''[=2nd Runner=]'' was developed by Hexa Drive and released a year later, which upgrades the resolution to full 1080p with much smoother frame-rate. Unfortunately, like the ''Silent Hill HD Collection'', Xbox 360 owners were left out from this upgrade.
** The studio has been responsible for a number of other terrible ports since then: ''VideoGame/MortalKombat9'', ''VideoGame/InjusticeGodsAmongUs'' and ''VideoGame/MortalKombatX'' were all optimisation disasters. Their [=PlayStation=] 4 and Xbox One ports of ''VideoGame/SaintsRowIV'' were missing several effects and possessed a janky frame rate. Their [=PlayStation=] 4 port of ''Injustice'', however, left the game completely intact with no noted issues.
* All three console versions of the game ''VideoGame/BatmanArkhamOrigins'' suffer from some form of issues. Both the [=PS3=] and Xbox 360 versions suffer from some nasty [[GameBreakingBug Game-Breaking Bugs]] that apparently Warner Bros. simply has no interest in patching, which involves the game randomly crashing when trying to enter certain areas, along with both versions having a somewhat inconsistent framerate. The 360 suffers from even more freezing issues, occasional black screens, and even save data corruption. The Wii U version seemed to not be hit as hard, as its main issues mainly just involve a somewhat choppy framerate like the other versions, and the gamepad features feel a bit bare bones compared to the Wii U port of ''VideoGame/BatmanArkhamCity'' (likely the result of the Wii U version being handled by Human Head Studios, the people behind ''VideoGame/Prey2006'', instead of the game's primary developer, WB Montreal, who were the studio behind the Wii U port of ''Arkham City'' in the first place), but otherwise the Wii U game actually seems better by comparison due to higher quality graphics and much less game-breaking bugs.
* While not a "disaster" in the "this utterly shames the original product" sense, ''VideoGame/PrimalRage'' has a unique issue: It ''cannot'' be ported correctly. The original game has a very strange encryption scheme and it's never been decoded and all related parties who created it have never been willing to help out with breaking it. So all the ports are based on code that has been [=DRM'd=] by this encryption, resulting in various glitches, missing effects (such as blood color) and being unable to perform certain combos and fatalities properly.
* The "HD Remasters" of ''VideoGame/{{Prototype}}'' and ''VideoGame/{{Prototype 2}}'' for the [=PlayStation=] 4 and Xbox One, which were uneventfully churned out by Activision, [[https://www.youtube.com/watch?v=UGqkhkS4fqI actually run worse]] than their [=PlayStation=] 3 and Xbox 360 counterparts. Seeing how the games run worse on more powerful hardware is inexcusable and it shows that these are just lazy ports rather than actual remasters.
* ''VideoGame/SaintsRowIV'' is a trainwreck on every console. Occasional lag refusing to blow up cars one by one on Veteran Child's boss fight will inevitably cause him to create a chain reaction of exploding cars that will 99% of the time freeze the game, it will lock up more often on the crazier end-game missions, (really any over the top usage of the black hole gun or tons of explosions cause a hard lock) and to top it off if you're an achievement/trophy hunter/completionist all versions have the achievement/trophy ''Where is my Cape?'' glitched to a point that if that glitch happens you must start a new game and follow a specific set of requirements while recollecting all 1,255 Data Clusters just to be able to buy every single super power to qualify for it and even if you followed those requirements the game more often than not won't give it to you. Have fun replaying the game over and over just for 100% or a Platinum Trophy!
* ''VideoGame/SuperMonkeyBall: Deluxe'' on the [=PS2=] and Xbox may have levels and content from both the original games in one DVD, plus more, but both versions suffer from the controls not being anywhere as good from the UsefulNotes/GameCube versions. Worse yet for the [=PS2=] version having some framerate issues and, with the [=PS2=]'s hardware not being as powerful as the [=GameCube=], graphics that don't look as good as the original.
* ''VideoGame/CallOfDutyBlackOpsIII'' on the [=PS3=] and Xbox 360 was clearly an afterthought thrown together to milk the last remaining dollars out of those who hadn't upgraded to a current-gen system at the time. The obvious detail is that the entire single-player campaign from the [=PS4=], Xbox One and PC versions was cut, leaving only the game's multiplayer and Zombies mode. But it gets worse - the graphics look horrendous with art designs that would barely have gotten a pass in the early [=PS2=] era, there are numerous bugs that aren't present in the main versions of the game, it has a very frequent tendency to crash, and the framerate is capped at 30 frames per second, when even the last-gen versions of ''[[VideoGame/CallOfDutyAdvancedWarfare Advanced Warfare]]'' ran at 60. And while the first two pieces of DLC were released (them being the Zombies map The Giant, and the first full map pack Awakening) much later than the current-gen versions got them, following that, Activision quickly abandoned these versions of the game, and no further DLC or patches were released. On the bright side, this also means the [[ScrappyMechanic Black]] [[BribingYourWayToVictory Market]] was never added to these versions...
* ''Redout'' has pretty mixed results across its console ports. The [=PS4=] Pro version averts the trope pretty nicely, looking and playing almost as well as the PC version. The original [=PS4=] doesn't do quite so well, with occasional slowdown, but is an overall decent enough port. The Xbox One X version is also pretty nice, boosting the resolution all the way up to 4K, albeit at the cost of slowdown comparable to the original [=PS4=]. The real disaster is the Xbox One version, which runs at a lower resolution, has several noticeable cutbacks in graphics quality, and has the peak framerate cut down from [=60FPS=] on the other versions to [=30FPS=], and can't even always manage ''that'' framerate smoothly.
* The [=PS4=] and Xbox One ports of ''VideoGame/LichdomBattlemage'' had the dishonor of being named [[https://www.youtube.com/watch?v=L6JXeX9sYYE the worst-ever performing PS4/Xbox One ports tested by Digital Foundry]] at the time. Both ports were weighed down by frame rates that rarely ever rose above 20 FPS, and LoadsAndLoadsOfLoading that could fill an average TV commercial break. The Xbox One port, on top of those problems, also washed everything in an extremely dark color palette, and screen tearing happens all too frequently thanks to the lack of vertical sync. Even worse, the tutorial videos shown during normal gameplay run fine, but they're simply taken from the PC version of the game. [=CryEngine=] 3, while it has had its share of console duds (most infamously ''Sonic Boom'' on Wii U) ''is'' capable of producing good results (''VideoGame/RyseSonOfRome'', ''VideoGame/EverybodysGoneToTheRapture'', ''VideoGame/{{Evolve}}'', etc.), so it's unfortunate that the console versions of ''Lichdom'' were released in such a dire state. Luckily, patches fixed these issues (though only mostly in the case of the [[UsefulNotes/PlayStation4 PS4]] version, which has an unlocked framerate that jumps everywhere in the 30-50 range).
[[/folder]]

[[folder:Computers]]
* ''[=BreakThru=]'', a jeep-based ShootEmUp by Creator/DataEast, had three computer ports published by US Gold. The UsefulNotes/{{Commodore 64}} version had dishwater-ugly backgrounds, stupid sound effects, terrible hit detection and enemy vehicles that did things like drive over water. The UsefulNotes/ZXSpectrum version had awkward keyboard controls, barely any sound, bad collision detection, and a lack of enemies, though the graphics weren't terrible for the system. The UsefulNotes/AmstradCPC version had programming similar to the Spectrum version, but the game window was inexplicably much smaller; it received the lowest score for any game reviewed in ''AMTIX!'' magazine.
* ''VideoGame/DoubleDragonI'':
** The game was ported by UK-based Binary Design to home computer platforms in 1988, who were ordered by Mastertronic (the publisher that commissioned them) to finish these ports under a strict deadline, resulting in most of them turning out to be total rushjobs. A common problem all of these ports shared was the fact that the developers attempted to adapt the arcade game's three-button combat system to work on one-button joysticks that were standard for PC gaming back then. This meant that instead of having dedicated buttons for kicking, jumping and punching, players only had a single fire button for everything and performing anything other than a standing punch required rather counter-intuitive joystick/button combinations (e.g. Down-Away+Fire for a backward whirlwind kick, Down-Forward+Fire for a jump kicks). The uppercut and roundhouse kicks were also missing in these versions, since enemies lacked their stunned animations -- instead they simply fall down to the floor after a few hits. On top of all that, these versions had non-existent music and sound effects due to the floppy disk format they were released on.
** The Amiga and Atari ST versions, with both of them running on 16-bit hardware, could've theoretically reproduced the arcade version's visuals -- instead they feature laughably amateurish art assets in which all the male character (except the Abobos and Machine Gun Willy) are recolors of the same generic guy. The IBM PC version looked even worse, as it only supported the already dated CGA and EGA graphic cards. ''VideoGame/DoubleDragonII'' and ''3'' fared better visually on these platforms (especially ''3'', which resembled the arcade version pretty closely), but still suffered from the aforementioned controls and sound issues.
** The Commodore 64 version used a sprite stacking technique for its graphics that resulted in all the characters having an invisible waist. The manual for this version actually featured an apology and explanation from the developers for using this technique. When Ocean Software got the rights to re-release ''Double Dragon'' on the [=C64=], they chose to create their own conversion instead of re-releasing the Binary Design one, which was considerably better looking, but was one-player only and lacked the final boss battle against Machine Gun Willy.
** The Amstrad CPC actually had two versions of ''Double Dragon''. The version distributed in the UK was based on the ZX Spectrum version, while the version distributed in other European countries such as France and Spain used art assets similar to the Amiga version and is generally regarded to be the better of the two versions, although it's only compatible with CPC 6128 models.
* ''[[VideoGame/{{Gradius}} Salamander]]'' for the UsefulNotes/ZXSpectrum and UsefulNotes/AmstradCPC (the latter being a cheap conversion of the former, as was all too often the case). The majority of the screen was taken up with the HUD. The action was slow -- you don't get a speed up until halfway into the first level, and need it well before then. There are [[http://www.youtube.com/watch?v=DMcvCM5Rw_8 one or two bugs]] that make one of the {{boss battle}}s a LuckBasedMission. Only the first stage has an actual layout; the rest of them just have the odd enemy floating across the screen.
* ''VideoGame/StreetFighterII'' received home computer ports of the original ''World Warrior'' for the western market in 1993.
** Aside from the fact that ''World Warrior'' was already considered vestigial by that time (the 16-bit consoles were already receiving ports of the previous year's ''Champion Edition'' and ''Hyper Fighting'' editions), the conversions were all being handled by U.S. Gold, a company with a spotty track record when it came to porting arcade games to home computers.
** [[http://www.scary-crayon.com/games/sf2pc/ The IBM PC port]] was a total trainwreck. Everybody moved like they were paralyzed, combos were impossible (the sprites were invincible while taking damage), if you won while in mid-air your character would stop and do his/her victory pose defying all rules of gravity, and there were only three songs -- Ken's theme (which became the title theme), the character select theme (which was the only theme to play during gameplay '''at all''') and Zangief's ending theme (which was now everyone's ending theme).
** The [=C64=] version had the large, detailed character sprites became tiny, unrecognizable messes of pixels and five-minute loads to move on to the next stage. On top of all that, instead of three-punch and three-kick buttons, it was played with a joystick which only had one button.
* ''VideoGame/{{Turrican}}'' qualifies in every 8-bit computer version '''not''' on the C64 (the computer it was originally programmed for). Broken controls, choppy scrolling, and missing level features abound, and the graphics take strange liberties with the original material. Of course, this is probably more due to the computers' lack of hardware-accelerated sprites and scrolling (which the C64 had) than the programmers' incompetence, but one wonders why they attempted it at all. The exception is the Amstrad CPC version, which is well regarded and highly playable. Despite the scrolling and smaller game screen, the graphics are far better than the C64 graphics (but then the C64 has a horrendously drab palette to pick colors from). Still not sure why Turrican is green though when perfectly usable blues are available in the Amstrad palette and were used elsewhere in the games.
* Rare non-game example: Ports of the Clam antivirus program to UsefulNotes/MicrosoftWindows still do not have a real-time scanner. The original UsefulNotes/{{Unix}} versions started including a real-time scanner some years back, and the [[UsefulNotes/MacOS OS X]] version, while unable to get the original real-time scanner working, compensated with a completely rewritten real-time scanner called ''[=ClamXAV=] Sentry''. However, the Windows version lacked this basic amenity, because apparently the devs lack the manpower to make a port and no one else cared.
* While not a "disaster", per se, certain PC games around the early and mid-[=2000s=] (the ''VideoGame/PrinceOfPersiaTheSandsOfTime'' trilogy and ''VideoGame/NeedForSpeedMostWanted'' 2005 spring to mind) have process threading issues on multi-core systems, which can cause jerky performance. This is because these games buffer information for preprocessing on the assumption of operating on a single-core system. In a multi-core environment, the process scheduler will grab queued threads and assign them to the cores for simultaneous processing. This in turn screws up things like order of execution and output scheduling, which the games aren't coded to handle, hence the jerkiness due to having to compensate for possible out of order data (and can occasionally cause crashes if the engine doesn't handle it right). The solution is to typically shut off all but one core for the game's executable to run its requests through (this can be done at runtime in the Task Manager or by using a hex patcher to modify the game executable directly).
* The Steam releases of ''VideoGame/FinalFantasyV'' and ''VideoGame/FinalFantasyVI'' are direct ports of the mobile versions, which have clunky interfaces that weren't meant for PC gaming. Entire chunks of the battle screen are taken up by needlessly huge menu options, and although the "run" and "fast-forward battle" icons had their functionality removed and assigned to keys/buttons, they inexplicably weren't removed from the interface. On top of that, ''Final Fantasy VI'' had bad lag, sound problems, and it couldn't even be played in offline mode. The issues were resolved quickly, but the clunky interface remained.
* ''VideoGame/JetSetRadio'''s Steam port only lets you configure keyboard controls, and it was a straight port of the [=X360=] port (a port of a port), thus using the 360 buttons as reference (e.g. "Hold down LT to center the camera"). You can, in fact, use a controller, but the controls will most likely be screwed up (for example, if using a [=PS3=] controller, the A button will be Triangle, or the Start button will be R2), and there is no option to configure them anywhere. If you want to have proper gamepad support, you will either have to download a controller program like [=MotionInJoy=] or you will have to download [[http://steamcommunity.com/app/205950/discussions/0/864946409163562007/ a fan-made patch]]. Emphasis on ''fan-made patch''. The Steam version of the game also infamously and inexplicably ''refuses to save'' on some copies. Re-downloading it... doesn't really help, and the main way of fixing it is to use a hex editor to modify the executable file. Even ''that'' doesn't always work.
* A tie-in for the film ''Film/BeverlyHillsCop'' was released on several platforms, including the UsefulNotes/{{Amiga}}, UsefulNotes/AtariST, UsefulNotes/Commodore64, and PC, among others. The Amiga version has smashing music due to the Paula audio chip. The Atari ST, Spectrum 128K and [=C64=] version was bearable thanks to the PSG sound system. The PC version, however, is this trope played straight. Using only EGA graphics and PC speaker sound, despite the [=AdLib=] and Game Blaster, and indeed the first generation Sound Blaster, being already released when the game came out and VGA was already picking up steam. And even then the PC music was often described as someone strangling an ice cream truck.
** While it's generally agreed that the PC version's music is terrible, the Spectrum 48K port's music isn't too far behind given that the platform too only had a beeper for the game to work with (along with a title screen with what appears to be Eddie Murphy suffering from second degree sunburn). The only thing that makes it bearable is that it sounds less like someone strangling an ice-cream truck and more like someone autotuning their farts.
[[/folder]]

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