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*** A fan-made hack, ''[[https://www.romhacking.net/hacks/6269/ Doom 32X Resurrection]]'', eventually showed that the system was plenty capable of a much better port.
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* ''VideoGame/DarkCastle'' was a hit on the [[Platform/AppleMacintosh Mac]], being possibly the first game ever designed around WASD movement and mouse aiming. It was then ported to systems that lacked a mouse, making it a miserable experience.
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* Creator/CDProjektRed delayed ''VideoGame/Cyberpunk2077'' eight months due to the problems they had getting it to run on the older hardware of the Platform/PlayStation4 and the Platform/XboxOne, and by all accounts, [[https://www.polygon.com/2020/12/9/22166912/cyberpunk-2077-base-ps4-xbox-one-bugs-issues-glitches-performance-trees-bushes it wasn't nearly enough.]] Textures would take upwards of twenty seconds to load in, pop-in was so bad that it was not uncommon for players to get into car accidents because other vehicles materialized right in front of them, and the consoles frequently [[GameBreakingBug crashed out to the dashboard]]. Many fans were left wondering both how things went so wrong[[note]]It should be noted that when the game was initially announced in 2012, the [=PS4=] and Xbox One were about to be released as the next-gen consoles themselves and the game went into proper development in 2015, well into the systems' lifespans but also well before the announcement of the next generation, with the obvious expectation being that it would be able to run on the two generations just fine. Indeed, the trailers released in 2018 [[NeverTrustATrailer all seemed to suggest as much]].[[/note]] and why the developers didn't just cancel the [=PS4=] and Xbox One releases entirely and make the game a [[UsefulNotes/TheNinthGenerationOfConsoleVideoGames next-gen]] and PC exclusive. It was bad enough to prompt the company to [[https://mobile.twitter.com/CyberpunkGame/status/1338390123373801472 publicly apologize for these versions and offer refunds.]] To further illustrate how badly the last-gen versions were botched, at the time of launch, [[https://twitter.com/metacritic/status/1338657833823289345?s=21 the Metacritic scores for the console versions]] were a dismal 47 (for [=PS4=]) and 51 (for Xbox One), whereas the PC version had a significantly higher score of 90/100. The release was so bad that less than a week after release [[https://www.ign.com/articles/sony-removing-cyberpunk-2077-from-ps-store-will-offer-refunds-to-playstation-players-who-already-bought-it Sony pulled the game from its online store and offered refunds]], the latter of which was something they rarely offered to customers who already downloaded the game from PSN. Ultimately, the [=PS4=] and Xbox One versions had development support dropped on September 2022 following the release of Patch 1.6, with the development team focusing on just the [=PS5=], Xbox Series, and PC versions with future content and updates, starting with the "Phantom Liberty" DLC.

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* Creator/CDProjektRed delayed ''VideoGame/Cyberpunk2077'' eight months due to the problems they had getting it to run on the older hardware of the Platform/PlayStation4 and the Platform/XboxOne, and by all accounts, [[https://www.polygon.com/2020/12/9/22166912/cyberpunk-2077-base-ps4-xbox-one-bugs-issues-glitches-performance-trees-bushes it wasn't nearly enough.]] Textures would take upwards of twenty seconds to load in, pop-in was so bad that it was not uncommon for players to get into car accidents because other vehicles materialized right in front of them, and the consoles frequently [[GameBreakingBug crashed out to the dashboard]]. Many fans were left wondering both how things went so wrong[[note]]It should be noted that when the game was initially announced in 2012, the [=PS4=] and Xbox One were about to be released as the next-gen consoles themselves and the game went into proper development in 2015, well into the systems' lifespans but also well before the announcement of the next generation, with the obvious expectation being that it would be able to run on the two generations just fine. Indeed, the trailers released in 2018 [[NeverTrustATrailer all seemed to suggest as much]].[[/note]] and why the developers didn't just cancel the [=PS4=] and Xbox One releases entirely and make the game a [[UsefulNotes/TheNinthGenerationOfConsoleVideoGames [[MediaNotes/TheNinthGenerationOfConsoleVideoGames next-gen]] and PC exclusive. It was bad enough to prompt the company to [[https://mobile.twitter.com/CyberpunkGame/status/1338390123373801472 publicly apologize for these versions and offer refunds.]] To further illustrate how badly the last-gen versions were botched, at the time of launch, [[https://twitter.com/metacritic/status/1338657833823289345?s=21 the Metacritic scores for the console versions]] were a dismal 47 (for [=PS4=]) and 51 (for Xbox One), whereas the PC version had a significantly higher score of 90/100. The release was so bad that less than a week after release [[https://www.ign.com/articles/sony-removing-cyberpunk-2077-from-ps-store-will-offer-refunds-to-playstation-players-who-already-bought-it Sony pulled the game from its online store and offered refunds]], the latter of which was something they rarely offered to customers who already downloaded the game from PSN. Ultimately, the [=PS4=] and Xbox One versions had development support dropped on September 2022 following the release of Patch 1.6, with the development team focusing on just the [=PS5=], Xbox Series, and PC versions with future content and updates, starting with the "Phantom Liberty" DLC.



* Ports of the Clam antivirus program to UsefulNotes/MicrosoftWindows 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. It took Cisco taking ownership of the project and adding more manpower to it that the problem was resolved with the birth of the ''Immunet'' antivirus for Windows, which uses Clam Antivirus as it's backend.

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* Ports of the Clam antivirus program to UsefulNotes/MicrosoftWindows Platform/MicrosoftWindows do not have a real-time scanner. The original UsefulNotes/{{Unix}} Platform/{{UNIX}} versions started including a real-time scanner some years back, and the [[UsefulNotes/MacOS [[Platform/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. It took Cisco taking ownership of the project and adding more manpower to it that the problem was resolved with the birth of the ''Immunet'' antivirus for Windows, which uses Clam Antivirus as it's backend.



* 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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* The UsefulNotes/MicrosoftWindows Platform/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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'''A Administrivia/{{No Recent Examples|please}} rule applies to this trope'''. Examples shouldn't be added until '''six months''' after the ported program is released, to avoid any knee-jerk reactions.



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'''A Administrivia/{{No Recent Examples|please}} rule applies to this trope'''. Examples shouldn't be added until '''six months''' after the ported program is released, to avoid any knee-jerk reactions.


reactions. However, examples may still be added even if the port was fixed during the six-month period, so long as the port had clear issues on its initial release.


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* Creator/CDProjektRed delayed ''VideoGame/Cyberpunk2077'' eight months due to the problems they had getting it to run on the older hardware of the UsefulNotes/PlayStation4 and the UsefulNotes/XboxOne, and by all accounts, [[https://www.polygon.com/2020/12/9/22166912/cyberpunk-2077-base-ps4-xbox-one-bugs-issues-glitches-performance-trees-bushes it wasn't nearly enough.]] Textures would take upwards of twenty seconds to load in, pop-in was so bad that it was not uncommon for players to get into car accidents because other vehicles materialized right in front of them, and the consoles frequently [[GameBreakingBug crashed out to the dashboard]]. Many fans were left wondering both how things went so wrong[[note]]It should be noted that when the game was initially announced in 2012, the [=PS4=] and Xbox One were about to be released as the next-gen consoles themselves and the game went into proper development in 2015, well into the systems' lifespans but also well before the announcement of the next generation, with the obvious expectation being that it would be able to run on the two generations just fine. Indeed, the trailers released in 2018 [[NeverTrustATrailer all seemed to suggest as much]].[[/note]] and why the developers didn't just cancel the [=PS4=] and Xbox One releases entirely and make the game a [[UsefulNotes/TheNinthGenerationOfConsoleVideoGames next-gen]] and PC exclusive. It was bad enough to prompt the company to [[https://mobile.twitter.com/CyberpunkGame/status/1338390123373801472 publicly apologize for these versions and offer refunds.]] To further illustrate how badly the last-gen versions were botched, at the time of launch, [[https://twitter.com/metacritic/status/1338657833823289345?s=21 the Metacritic scores for the console versions]] were a dismal 47 (for [=PS4=]) and 51 (for Xbox One), whereas the PC version had a significantly higher score of 90/100. The release was so bad that less than a week after release [[https://www.ign.com/articles/sony-removing-cyberpunk-2077-from-ps-store-will-offer-refunds-to-playstation-players-who-already-bought-it Sony pulled the game from its online store and offered refunds]], the latter of which was something they rarely offered to customers who already downloaded the game from PSN. Ultimately, the [=PS4=] and Xbox One versions had development support dropped on September 2022 following the release of Patch 1.6, with the development team focusing on just the [=PS5=], Xbox Series, and PC versions with future content and updates, starting with the "Phantom Liberty" DLC.

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* Creator/CDProjektRed delayed ''VideoGame/Cyberpunk2077'' eight months due to the problems they had getting it to run on the older hardware of the UsefulNotes/PlayStation4 Platform/PlayStation4 and the UsefulNotes/XboxOne, Platform/XboxOne, and by all accounts, [[https://www.polygon.com/2020/12/9/22166912/cyberpunk-2077-base-ps4-xbox-one-bugs-issues-glitches-performance-trees-bushes it wasn't nearly enough.]] Textures would take upwards of twenty seconds to load in, pop-in was so bad that it was not uncommon for players to get into car accidents because other vehicles materialized right in front of them, and the consoles frequently [[GameBreakingBug crashed out to the dashboard]]. Many fans were left wondering both how things went so wrong[[note]]It should be noted that when the game was initially announced in 2012, the [=PS4=] and Xbox One were about to be released as the next-gen consoles themselves and the game went into proper development in 2015, well into the systems' lifespans but also well before the announcement of the next generation, with the obvious expectation being that it would be able to run on the two generations just fine. Indeed, the trailers released in 2018 [[NeverTrustATrailer all seemed to suggest as much]].[[/note]] and why the developers didn't just cancel the [=PS4=] and Xbox One releases entirely and make the game a [[UsefulNotes/TheNinthGenerationOfConsoleVideoGames next-gen]] and PC exclusive. It was bad enough to prompt the company to [[https://mobile.twitter.com/CyberpunkGame/status/1338390123373801472 publicly apologize for these versions and offer refunds.]] To further illustrate how badly the last-gen versions were botched, at the time of launch, [[https://twitter.com/metacritic/status/1338657833823289345?s=21 the Metacritic scores for the console versions]] were a dismal 47 (for [=PS4=]) and 51 (for Xbox One), whereas the PC version had a significantly higher score of 90/100. The release was so bad that less than a week after release [[https://www.ign.com/articles/sony-removing-cyberpunk-2077-from-ps-store-will-offer-refunds-to-playstation-players-who-already-bought-it Sony pulled the game from its online store and offered refunds]], the latter of which was something they rarely offered to customers who already downloaded the game from PSN. Ultimately, the [=PS4=] and Xbox One versions had development support dropped on September 2022 following the release of Patch 1.6, with the development team focusing on just the [=PS5=], Xbox Series, and PC versions with future content and updates, starting with the "Phantom Liberty" DLC.



** The UsefulNotes/AtariJaguar port shockingly manages to mostly avert this. There's a couple issues like a handful of missing levels from the original and the lowered resolution, but on the whole the game runs just fine and is pretty fun to play. It's also notable as being the one game where the Jaguar's silly controller is actually a reason to recommend their port, as the keypad allows you to select any weapon on the fly, rather than having to scroll through them with the shoulder buttons. However, there's one big negative: due to the complicated architecture of the Jaguar, a lot of games used the 32 bit sound chip as a co-processor (more details can be found on the Jaguar's [[UsefulNotes/AtariJaguar Useful Notes]] page), including this one. As a result the Jaguar port of ''Doom'' has '''no music during gameplay at all'''. Despite this it's still considered to be the best of the first round of ''Doom'' ports by a mile (the fact that it was the only one actually made by Creator/IdSoftware probably explains why), and can make a pretty good claim to be the best game released for the Jaguar. It really says a lot when most other Doom ports all use a modified engine of the Atari Jaguar port, including the [[PolishedPort widely acclaimed]] [=PlayStation=] port.

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** The UsefulNotes/AtariJaguar Platform/AtariJaguar port shockingly manages to mostly avert this. There's a couple issues like a handful of missing levels from the original and the lowered resolution, but on the whole the game runs just fine and is pretty fun to play. It's also notable as being the one game where the Jaguar's silly controller is actually a reason to recommend their port, as the keypad allows you to select any weapon on the fly, rather than having to scroll through them with the shoulder buttons. However, there's one big negative: due to the complicated architecture of the Jaguar, a lot of games used the 32 bit sound chip as a co-processor (more details can be found on the Jaguar's [[UsefulNotes/AtariJaguar [[Platform/AtariJaguar Useful Notes]] page), including this one. As a result the Jaguar port of ''Doom'' has '''no music during gameplay at all'''. Despite this it's still considered to be the best of the first round of ''Doom'' ports by a mile (the fact that it was the only one actually made by Creator/IdSoftware probably explains why), and can make a pretty good claim to be the best game released for the Jaguar. It really says a lot when most other Doom ports all use a modified engine of the Atari Jaguar port, including the [[PolishedPort widely acclaimed]] [=PlayStation=] port.



** While it's not a broken mess, the UsefulNotes/{{Xbox}} version of ''Doom'' and ''Doom II'' ported by Vicarious Visions, which is contained on the Collector's Edition of ''VideoGame/Doom3'' and ''Resurrection of Evil'', aren't flawless transitions. The music seems to run at a slower speed and the skyboxes for the later episodes don't render properly (which Activision curiously tried to [[HandWave write off]] as the game taking place on Mars). This is apparently because the game isn't a real port but rather a real-time emulation of the original DOS version of the game. On the upside, ''Doom'' and ''Doom II'' each have an exclusive bonus level.
** The ports of the first two games on UsefulNotes/XboxOne, UsefulNotes/PlayStation4, UsefulNotes/NintendoSwitch, and [=iOS=]/Android for the "Year of Doom" in 2019 launched with a great deal of problems. While better from the outset than any official console port done prior to the original Xbox version, the playable resolution was improperly scaled somewhere between 4:3 and 16:9, making everything appear stretched, areas were too bright because shadows were broken from the increased rendering resolution, music and sound effects were slowed down, ''Doom II'' was missing the ''No Rest for the Living'' expansion that was in the previous-gen console ports, and although split-screen multiplayer is available, online multiplayer is not. [[https://kotaku.com/1993-s-doom-requires-a-bethesda-account-to-play-on-swit-1836743713 Most infamously]], however, was the fact that the ports launched with a mandatory log-in to Bethesda.net, despite nothing else about the games at the time actually needing an internet connection.[[note]]The purpose turned out to be enabling an OldSaveBonus that would unlock costumes in the then-upcoming ''VideoGame/DoomEternal''.[[/note]] Fortunately, patches were worked on to fix these ports; after removing the mandatory login, they also fixed the aspect-ratio, lighting and sound, bumped the framerate up from the original's 35 FPS to 60 or higher, 16:9 presentation with widescreen art assets, gyro motion controller support for systems that supported it, a weapon carousel to ease weapon switching (especially for controllers), a new Ultra-Violence+ difficulty, and adding not only ''No Rest for the Living'' as free downloadable add-ons, but also ''VideoGame/{{SIGIL}}'', both halves of ''VideoGame/FinalDoom'', and curated versions of several high-profile [[GameMod mods]] such as both of the episodes of ''Back to Saturn X'', ultimately turning it from this trope into [[PolishedPort one of the best ports of the games ever]].[[note]]The only hiccup, however, is that you need a Bethesda account to play those mods, unless you're on PC or mobile.[[/note]]

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** While it's not a broken mess, the UsefulNotes/{{Xbox}} Platform/{{Xbox}} version of ''Doom'' and ''Doom II'' ported by Vicarious Visions, which is contained on the Collector's Edition of ''VideoGame/Doom3'' and ''Resurrection of Evil'', aren't flawless transitions. The music seems to run at a slower speed and the skyboxes for the later episodes don't render properly (which Activision curiously tried to [[HandWave write off]] as the game taking place on Mars). This is apparently because the game isn't a real port but rather a real-time emulation of the original DOS version of the game. On the upside, ''Doom'' and ''Doom II'' each have an exclusive bonus level.
** The ports of the first two games on UsefulNotes/XboxOne, UsefulNotes/PlayStation4, UsefulNotes/NintendoSwitch, Platform/XboxOne, Platform/PlayStation4, Platform/NintendoSwitch, and [=iOS=]/Android for the "Year of Doom" in 2019 launched with a great deal of problems. While better from the outset than any official console port done prior to the original Xbox version, the playable resolution was improperly scaled somewhere between 4:3 and 16:9, making everything appear stretched, areas were too bright because shadows were broken from the increased rendering resolution, music and sound effects were slowed down, ''Doom II'' was missing the ''No Rest for the Living'' expansion that was in the previous-gen console ports, and although split-screen multiplayer is available, online multiplayer is not. [[https://kotaku.com/1993-s-doom-requires-a-bethesda-account-to-play-on-swit-1836743713 Most infamously]], however, was the fact that the ports launched with a mandatory log-in to Bethesda.net, despite nothing else about the games at the time actually needing an internet connection.[[note]]The purpose turned out to be enabling an OldSaveBonus that would unlock costumes in the then-upcoming ''VideoGame/DoomEternal''.[[/note]] Fortunately, patches were worked on to fix these ports; after removing the mandatory login, they also fixed the aspect-ratio, lighting and sound, bumped the framerate up from the original's 35 FPS to 60 or higher, 16:9 presentation with widescreen art assets, gyro motion controller support for systems that supported it, a weapon carousel to ease weapon switching (especially for controllers), a new Ultra-Violence+ difficulty, and adding not only ''No Rest for the Living'' as free downloadable add-ons, but also ''VideoGame/{{SIGIL}}'', both halves of ''VideoGame/FinalDoom'', and curated versions of several high-profile [[GameMod mods]] such as both of the episodes of ''Back to Saturn X'', ultimately turning it from this trope into [[PolishedPort one of the best ports of the games ever]].[[note]]The only hiccup, however, is that you need a Bethesda account to play those mods, unless you're on PC or mobile.[[/note]]



* ''[[VideoGame/FantasticNightDreamsCotton Magical Night Dreams Cotton 2]]'', ''Magical Night Dreams Cotton Boomerang'', and ''Guardian Force'', three games that already have about five frames (or 1/12 of a second) of input lag on UsefulNotes/SegaSaturn, somehow managed to achieve [[FromBadToWorse even worse lag]] when they were included in City Connection's ''Cotton Guardian Force Tribute'' CompilationReRelease for UsefulNotes/NintendoSwitch and UsefulNotes/PlayStation4, bumping up the input lag to ''10 frames'' (or 1/6 of a second). In [[ShootEmUp a genre where even just two or three frames of input delay can make a world of difference]], 10 frames is just straight up not acceptable. While the Switch is known for having a couple more frames of input lag than its contemporaries, even the [=PS4=] version has roughly the same amount of delay. As it turns out, the games use the ''[=SSF2=]'' Saturn emulator, which is already known for its share of input lag. Inherent lag + emulator lag + console-induced lag + likely lag on the porting team's[[note]]Zerodiv, the team that previously ported Psikyo games to Switch with 7-8 frames of lag and which was later acquired by City Connection[[/note]] port = what many players consider a steaming pile of FakeDifficulty.

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* ''[[VideoGame/FantasticNightDreamsCotton Magical Night Dreams Cotton 2]]'', ''Magical Night Dreams Cotton Boomerang'', and ''Guardian Force'', three games that already have about five frames (or 1/12 of a second) of input lag on UsefulNotes/SegaSaturn, Platform/SegaSaturn, somehow managed to achieve [[FromBadToWorse even worse lag]] when they were included in City Connection's ''Cotton Guardian Force Tribute'' CompilationReRelease for UsefulNotes/NintendoSwitch Platform/NintendoSwitch and UsefulNotes/PlayStation4, Platform/PlayStation4, bumping up the input lag to ''10 frames'' (or 1/6 of a second). In [[ShootEmUp a genre where even just two or three frames of input delay can make a world of difference]], 10 frames is just straight up not acceptable. While the Switch is known for having a couple more frames of input lag than its contemporaries, even the [=PS4=] version has roughly the same amount of delay. As it turns out, the games use the ''[=SSF2=]'' Saturn emulator, which is already known for its share of input lag. Inherent lag + emulator lag + console-induced lag + likely lag on the porting team's[[note]]Zerodiv, the team that previously ported Psikyo games to Switch with 7-8 frames of lag and which was later acquired by City Connection[[/note]] port = what many players consider a steaming pile of FakeDifficulty.



* The ''Franchise/SilentHill HD Collection'', an UpdatedRerelease of ''VideoGame/SilentHill2'' and ''VideoGame/SilentHill3'' for UsefulNotes/PlayStation3 and UsefulNotes/Xbox360. The job of remastering these games was outsourced to Hijinx Studios, a mobile/handheld game developer that, on top of having never done a console game before, was forced to use source code from [[http://www.1up.com/features/the-problem-with-preservation the unfinished betas]] of both games due to poor archiving, and to complete the project under a horribly strict and looming deadline. It shows, with both games suffering from many bugs both 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. This is to say nothing of them [[ArsonMurderAndJaywalking replacing the font for the "Silent Hill Ranch" sign with COMIC SANS]]. While a patch was later released to fix at least some of the performance issues, it was ''only'' released for the [=PS3=] version.

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* The ''Franchise/SilentHill HD Collection'', an UpdatedRerelease of ''VideoGame/SilentHill2'' and ''VideoGame/SilentHill3'' for UsefulNotes/PlayStation3 Platform/PlayStation3 and UsefulNotes/Xbox360.Platform/Xbox360. The job of remastering these games was outsourced to Hijinx Studios, a mobile/handheld game developer that, on top of having never done a console game before, was forced to use source code from [[http://www.1up.com/features/the-problem-with-preservation the unfinished betas]] of both games due to poor archiving, and to complete the project under a horribly strict and looming deadline. It shows, with both games suffering from many bugs both major and minor, and overall being noticeably worse than the originals on the UsefulNotes/PlayStation2 Platform/PlayStation2 and UsefulNotes/{{Xbox}}.Platform/{{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. This is to say nothing of them [[ArsonMurderAndJaywalking replacing the font for the "Silent Hill Ranch" sign with COMIC SANS]]. While a patch was later released to fix at least some of the performance issues, it was ''only'' released for the [=PS3=] version.



* ''VideoGame/UnrealTournament'' on the UsefulNotes/PlayStation2 and UsefulNotes/SegaDreamcast includes some entirely new arenas that the PC version never got and some much-needed fixes to item placement on some existing levels, but are otherwise rather poor ports. Several of the more open levels drop frames like crazy, the new maps tend towards simple and uninteresting layouts, several more levels didn't make the cut, and the gamepad controls - especially the Dreamcast with its single analog stick - simply aren't as good as using a mouse and keyboard (which is thankfully an option on both consoles). The Dreamcast version also lacks the Assault game mode entirely, and neither port includes any of the content of the Bonus Packs that were released for the PC version during their development.
* The North American UsefulNotes/PlayStation2 port of ''Taito Legends 2'' features ''Bust-A-Move Again'', which is the original localization of ''[[VideoGame/BubbleBobble Puzzle Bobble 2]]'' (see BadExportForYou for details on what's different between these versions of the game). The developers behind the compilation erroneously gave ''Bust-a-Move Again'' the sound data of ''Puzzle Bobble 2'', resulting in audio errors.

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* ''VideoGame/UnrealTournament'' on the UsefulNotes/PlayStation2 Platform/PlayStation2 and UsefulNotes/SegaDreamcast Platform/SegaDreamcast includes some entirely new arenas that the PC version never got and some much-needed fixes to item placement on some existing levels, but are otherwise rather poor ports. Several of the more open levels drop frames like crazy, the new maps tend towards simple and uninteresting layouts, several more levels didn't make the cut, and the gamepad controls - especially the Dreamcast with its single analog stick - simply aren't as good as using a mouse and keyboard (which is thankfully an option on both consoles). The Dreamcast version also lacks the Assault game mode entirely, and neither port includes any of the content of the Bonus Packs that were released for the PC version during their development.
* The North American UsefulNotes/PlayStation2 Platform/PlayStation2 port of ''Taito Legends 2'' features ''Bust-A-Move Again'', which is the original localization of ''[[VideoGame/BubbleBobble Puzzle Bobble 2]]'' (see BadExportForYou for details on what's different between these versions of the game). The developers behind the compilation erroneously gave ''Bust-a-Move Again'' the sound data of ''Puzzle Bobble 2'', resulting in audio errors.



* ''[=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.

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* ''[=BreakThru=]'', a jeep-based ShootEmUp by Creator/DataEast, had three computer ports published by US Gold. The UsefulNotes/{{Commodore Platform/{{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 Platform/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 Platform/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/{{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 [[https://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.

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* ''[[VideoGame/{{Gradius}} Salamander]]'' for the UsefulNotes/ZXSpectrum Platform/ZXSpectrum and UsefulNotes/AmstradCPC Platform/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 [[https://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.



* 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 UsefulNotes/DOSBox with the default CPU cycle setting produces the most painful result.) However, when properly emulated, there is a still a harsh, but now-warm intonation to the music: https://www.youtube.com/watch?v=QuzGlNWsLAA

to:

* A tie-in for the film ''Film/BeverlyHillsCop'' was released on several platforms, including the UsefulNotes/{{Amiga}}, UsefulNotes/AtariST, UsefulNotes/Commodore64, Platform/{{Amiga}}, Platform/AtariST, Platform/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 UsefulNotes/DOSBox with the default CPU cycle setting produces the most painful result.) However, when properly emulated, there is a still a harsh, but now-warm intonation to the music: https://www.youtube.com/watch?v=QuzGlNWsLAA



* If you're looking to get ''VideoGame/Fallout3'', get the GOG.com version. The Steam version was practically left for dead - not only does it still try to install Games for Windows Live (which can potentially brick the networking stack in Windows 10 machines), but also has bugs galore that have been patched in the GOG.com version and are practically nonexistent in the UsefulNotes/PlayStation3 and UsefulNotes/Xbox360 versions. Even on release, the PC version already ran badly for those who bought the then top-of-the-line Core 2 Duo or [=Athlon64=] x2 dual-core [=CPUs=], as the game was developed for single-core [=CPUs=] running Windows XP in mind and had not been tested with the then-new multicore [=PCs=] whose owners may have opted to also adopt Windows Vista[[note]]the latter is probably justified as Windows Vista was reviled when the game came out. Still, it continued using libraries that have been deprecated in Vista and by Windows 7 have also been abandoned, and thus had even ''more'' bugs pertaining to radio music in Windows 7[[/note]].

to:

* If you're looking to get ''VideoGame/Fallout3'', get the GOG.com version. The Steam version was practically left for dead - not only does it still try to install Games for Windows Live (which can potentially brick the networking stack in Windows 10 machines), but also has bugs galore that have been patched in the GOG.com version and are practically nonexistent in the UsefulNotes/PlayStation3 Platform/PlayStation3 and UsefulNotes/Xbox360 Platform/Xbox360 versions. Even on release, the PC version already ran badly for those who bought the then top-of-the-line Core 2 Duo or [=Athlon64=] x2 dual-core [=CPUs=], as the game was developed for single-core [=CPUs=] running Windows XP in mind and had not been tested with the then-new multicore [=PCs=] whose owners may have opted to also adopt Windows Vista[[note]]the latter is probably justified as Windows Vista was reviled when the game came out. Still, it continued using libraries that have been deprecated in Vista and by Windows 7 have also been abandoned, and thus had even ''more'' bugs pertaining to radio music in Windows 7[[/note]].
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** Stealth and his team at Headcannon returned a year later to develop the content featured in ''Sonic Origins Plus'', and they took the opportunity while returning to fix as many bugs in the base game as possible, such as the buggy Drop Dash implementation in ''Sonic 1'' and ''2'' and various other physics goofs. While not perfect, the end result is definitely a very decent improvement and can be considered more of a PolishedPort than before.

to:

** Stealth and his team at Headcannon returned a year later to develop the content featured in ''Sonic Origins Plus'', and they took the opportunity while returning to fix as many bugs in the base game as possible, such as the buggy Drop Dash implementation in ''Sonic 1'' and ''2'' and various other physics goofs. Later patches eventually fixed some of the other egregious issues such as the game crashing while playing as Tails in Labyrinth Zone, the Game Gear games' atrocious audio quality for the Plus DLC, and giving players the option to disable the smoothing filters. While not perfect, the end result is definitely a very decent improvement and can be considered more of a PolishedPort than before.



* The PC version of ''Sonic Origins'', on top of having demanding system requirements for a compilation of remastered Sega Genesis games that can easily run on any smartphone made within the early 2010's, also suffers from many of the same issues seen in the console versions, along with poor performance even on high-end systems and frequent crashes at the title screen.

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* The PC version of ''Sonic Origins'', on top of having demanding system requirements for a compilation of remastered Sega Genesis games that can easily run on any smartphone made within the early 2010's, also suffers from many of the same issues seen in the console versions, along with poor performance even on high-end systems and systems, frequent crashes at the title screen.screen, and save data corruption. Some of these problems have been addressed through patches similarly to the console versions.
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** The UsefulNotes/AtariJaguar port shockingly manages to mostly avert this. There's a couple issues like a handful of missing levels from the original and the lowered resolution, but on the whole the game runs just fine and is pretty fun to play. It's also notable as being the one game where the Jaguar's silly controller is actually a reason to recommend their port, as the keypad allows you to select any weapon on the fly, rather than having to scroll through them with the shoulder buttons. However, there's one big negative: due to the complicated architecture of the Jaguar, a lot of games used the 32 bit sound chip as a co-processor (more details can be found on the Jaguar's [[UsefulNotes/AtariJaguar Useful Notes]] page), including this one. As a result the Jaguar port of ''Doom'' has '''no music during gameplay at all'''. Despite this it's still considered to be the best of the first round of ''Doom'' ports by a mile (the fact that it was the only one actually made by iD Software probably explains why), and can make a pretty good claim to be the best game released for the Jaguar. It really says a lot when most other Doom ports all use a modified engine of the Atari Jaguar port, including the [[PolishedPort widely acclaimed]] [=PlayStation=] port.

to:

** The UsefulNotes/AtariJaguar port shockingly manages to mostly avert this. There's a couple issues like a handful of missing levels from the original and the lowered resolution, but on the whole the game runs just fine and is pretty fun to play. It's also notable as being the one game where the Jaguar's silly controller is actually a reason to recommend their port, as the keypad allows you to select any weapon on the fly, rather than having to scroll through them with the shoulder buttons. However, there's one big negative: due to the complicated architecture of the Jaguar, a lot of games used the 32 bit sound chip as a co-processor (more details can be found on the Jaguar's [[UsefulNotes/AtariJaguar Useful Notes]] page), including this one. As a result the Jaguar port of ''Doom'' has '''no music during gameplay at all'''. Despite this it's still considered to be the best of the first round of ''Doom'' ports by a mile (the fact that it was the only one actually made by iD Software Creator/IdSoftware probably explains why), and can make a pretty good claim to be the best game released for the Jaguar. It really says a lot when most other Doom ports all use a modified engine of the Atari Jaguar port, including the [[PolishedPort widely acclaimed]] [=PlayStation=] port.
Is there an issue? Send a MessageReason:
None


** The UsefulNotes/AtariJaguar port shockingly manages to mostly avert this. There's a couple issues like a handful of missing levels from the original and the lowered resolution, but on the whole the game runs just fine and is pretty fun to play. It's also notable as being the one game where the Jaguar's silly controller is actually a reason to recommend their port, as the keypad allows you to select any weapon on the fly, rather than having to scroll through them with the shoulder buttons. However, there's one big negative: due to the complicated architecture of the Jaguar, a lot of games used the 32 bit sound chip as a co-processor (more details can be found on the Jaguar's [[UsefulNotes/AtariJaguar Useful Notes]] page), including this one. As a result the Jaguar port of ''Doom'' has '''no music during gameplay at all'''. Despite this it's still considered to be the best of the first round of ''Doom'' ports by a mile, and can make a pretty good claim to be the best game released for the Jaguar. It really says a lot when most other Doom ports all use a modified engine of the Atari Jaguar port, including the [[PolishedPort widely acclaimed]] [=PlayStation=] port.

to:

** The UsefulNotes/AtariJaguar port shockingly manages to mostly avert this. There's a couple issues like a handful of missing levels from the original and the lowered resolution, but on the whole the game runs just fine and is pretty fun to play. It's also notable as being the one game where the Jaguar's silly controller is actually a reason to recommend their port, as the keypad allows you to select any weapon on the fly, rather than having to scroll through them with the shoulder buttons. However, there's one big negative: due to the complicated architecture of the Jaguar, a lot of games used the 32 bit sound chip as a co-processor (more details can be found on the Jaguar's [[UsefulNotes/AtariJaguar Useful Notes]] page), including this one. As a result the Jaguar port of ''Doom'' has '''no music during gameplay at all'''. Despite this it's still considered to be the best of the first round of ''Doom'' ports by a mile, mile (the fact that it was the only one actually made by iD Software probably explains why), and can make a pretty good claim to be the best game released for the Jaguar. It really says a lot when most other Doom ports all use a modified engine of the Atari Jaguar port, including the [[PolishedPort widely acclaimed]] [=PlayStation=] port.
Is there an issue? Send a MessageReason:
None


** The UsefulNotes/AtariJaguar port shockingly manages to mostly avert this. There's a couple issues like a handful of missing levels from the original and the lowered resolution, but on the whole the game runs just fine and is pretty fun to play. It's also notable as being the one game where the Jaguar's silly controller is actually a reason to recommend their port, as the keypad allows you to select any weapon on the fly, rather than having to scroll through them with the shoulder buttons. However, there's one big negative: due to the complicated architecture of the Jaguar, a lot of games used the 32 bit sound chip as a co-processor (more details can be found on the Jaguar's [[UsefulNotes/AtariJaguar Useful Notes]] page), including this one. As a result the Jaguar port of ''Doom'' has '''no music during gameplay at all'''. Despite this it's still considered to be the best of the first round of ''Doom'' ports by a mile, and can make a pretty good claim to be the best game released for the Jaguar.

to:

** The UsefulNotes/AtariJaguar port shockingly manages to mostly avert this. There's a couple issues like a handful of missing levels from the original and the lowered resolution, but on the whole the game runs just fine and is pretty fun to play. It's also notable as being the one game where the Jaguar's silly controller is actually a reason to recommend their port, as the keypad allows you to select any weapon on the fly, rather than having to scroll through them with the shoulder buttons. However, there's one big negative: due to the complicated architecture of the Jaguar, a lot of games used the 32 bit sound chip as a co-processor (more details can be found on the Jaguar's [[UsefulNotes/AtariJaguar Useful Notes]] page), including this one. As a result the Jaguar port of ''Doom'' has '''no music during gameplay at all'''. Despite this it's still considered to be the best of the first round of ''Doom'' ports by a mile, and can make a pretty good claim to be the best game released for the Jaguar. It really says a lot when most other Doom ports all use a modified engine of the Atari Jaguar port, including the [[PolishedPort widely acclaimed]] [=PlayStation=] port.
Is there an issue? Send a MessageReason:
That trope is now a redirect.


* ''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 (which cannot be realistically implemented without the use of extremely large ROM chips and custom co-processors). Also, the ports lacked support for the consoles' respective light gun controllers for no reason whatsoever.

to:

* ''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]], 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 (which cannot be realistically implemented without the use of extremely large ROM chips and custom co-processors). Also, the ports lacked support for the consoles' respective light gun controllers for no reason whatsoever.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Stealth and his team at Headcannon returned a year later to develop the content featured in ''Sonic Origins Plus'', and they took the opportunity while returning to fix as many bugs in the base game as possible, such as the buggy Drop Dash implementation in ''Sonic 1'' and ''2'' and various other physics goofs. While not perfect, the end result is definitely a very decent improvement and can be considered more of a PolishedPort than before.
Is there an issue? Send a MessageReason:
None


* ''[[UsefulNotes/RPGMaker RPG Maker MV]]'' received a port to the [=PS4=] and Switch in 2017, and while actually playing games made with it is good enough, actually ''making'' anything is an unbearably clunky experience. Unlike past RPG Maker games on consoles, which simplified the UI to be more compatible with a controller, the port of ''MV'' is basically a copy-paste of the PC version, which is ultimately a double-edged sword - while it's just as powerful as its PC counterpart (bar the total removal of the plugin system for obvious reasons), using it quickly becomes tedious due to the simple fact that the interface was clearly not made with controllers in mind. The Switch version fares ''slightly'' better due to its touchscreen, but the interface wasn't resized to match, meaning that unless you have a stylus you'll likely end up misclicking and fumbling about anyway. The port also suffers from several {{Game Breaking Bug}}s (ranging from locking controls to losing progress and even being forced to redo the tutorial), a profanity filter that repeatedly stumbles over the ScunthorpeProblem, and [[SensoryAbuse incredibly loud music and sound effects during the edit screen that cannot be turned off]].

to:

* ''[[UsefulNotes/RPGMaker RPG Maker MV]]'' received a port to the [=PS4=] and Switch in 2017, and while actually playing games made with it is good enough, actually ''making'' anything is an unbearably clunky experience. Unlike past RPG Maker games on consoles, which simplified the UI to be more compatible with a controller, the port of ''MV'' is basically a copy-paste of the PC version, which is ultimately a double-edged sword - while it's theoretically just as powerful as its PC counterpart (bar the total removal of the plugin system for obvious reasons), using it quickly becomes tedious due to the simple fact that the interface was clearly not made with controllers in mind. The Switch version fares ''slightly'' better due to its touchscreen, but the interface wasn't resized to match, meaning that unless you have a stylus you'll likely end up misclicking and fumbling about anyway. The port also suffers from several {{Game Breaking Bug}}s (ranging from locking controls to losing progress and even being forced to redo the tutorial), a profanity filter that repeatedly stumbles over the ScunthorpeProblem, and [[SensoryAbuse incredibly loud music and sound effects during the edit screen that cannot be turned off]].
Is there an issue? Send a MessageReason:
None


* ''[[UsefulNotes/RPGMaker RPG Maker MV]]'' received a port to the [=PS4=] and Switch in 2017, and while actually playing games made with it is good enough, actually ''making'' anything is an unbearably clunky experience. Unlike past RPG Maker games on consoles, which simplified the UI to be more compatible with a controller, the port of ''MV'' is basically a copy-paste of the PC version, which is ultimately a double-edged sword - while it's just as powerful as its PC counterpart (bar the total removal of the plugin system for obvious reasons), using it quickly becomes tedious due to the simple fact that the interface was clearly not made with controllers in mind. The Switch version fares ''slightly'' better due to its touchscreen, but the interface wasn't resized to match, meaning that unless you have a stylus you'll likely end up misclicking and fumbling about anyway. The port also suffers from several {{Game Breaking Bug}}s (ranging from locking controls to losing progress and even being forced to redo the tutorial), a swear filter that repeatedly runs into the ScunthorpeProblem, and [[SensoryAbuse incredibly loud music and sound effects during the edit screen that cannot be turned off]].

to:

* ''[[UsefulNotes/RPGMaker RPG Maker MV]]'' received a port to the [=PS4=] and Switch in 2017, and while actually playing games made with it is good enough, actually ''making'' anything is an unbearably clunky experience. Unlike past RPG Maker games on consoles, which simplified the UI to be more compatible with a controller, the port of ''MV'' is basically a copy-paste of the PC version, which is ultimately a double-edged sword - while it's just as powerful as its PC counterpart (bar the total removal of the plugin system for obvious reasons), using it quickly becomes tedious due to the simple fact that the interface was clearly not made with controllers in mind. The Switch version fares ''slightly'' better due to its touchscreen, but the interface wasn't resized to match, meaning that unless you have a stylus you'll likely end up misclicking and fumbling about anyway. The port also suffers from several {{Game Breaking Bug}}s (ranging from locking controls to losing progress and even being forced to redo the tutorial), a swear profanity filter that repeatedly runs into stumbles over the ScunthorpeProblem, and [[SensoryAbuse incredibly loud music and sound effects during the edit screen that cannot be turned off]].
Is there an issue? Send a MessageReason:
None


* ''[[UsefulNotes/RPGMaker RPG Maker MV]]'' received a port to the [=PS4=] and Switch in 2017, and while actually playing games made with it is good enough, actually ''making'' anything is an unbearably clunky experience. Unlike past RPG Maker games on consoles, which simplified the UI to be more compatible with a controller, the port of ''MV'' is basically a copy-paste of the PC version, which is ultimately a double-edged sword - while it's just as powerful as its PC counterpart (bar the total removal of the plugin system for obvious reasons), using it quickly becomes tedious due to the simple fact that the interface was clearly not made with controllers in mind. The Switch version fares ''slightly'' better due to its touchscreen, but the interface wasn't resized to match, meaning that unless you have a stylus you'll likely end up misclicking and fumbling about anyway. The port also suffers from several {{Game-Breaking Bug}}s (ranging from locking controls to losing progress and even being forced to redo the tutorial), a swear filter that repeatedly runs into the ScunthorpeProblem, and [[SensoryAbuse incredibly loud music and sound effects during the edit screen that cannot be turned off]].

to:

* ''[[UsefulNotes/RPGMaker RPG Maker MV]]'' received a port to the [=PS4=] and Switch in 2017, and while actually playing games made with it is good enough, actually ''making'' anything is an unbearably clunky experience. Unlike past RPG Maker games on consoles, which simplified the UI to be more compatible with a controller, the port of ''MV'' is basically a copy-paste of the PC version, which is ultimately a double-edged sword - while it's just as powerful as its PC counterpart (bar the total removal of the plugin system for obvious reasons), using it quickly becomes tedious due to the simple fact that the interface was clearly not made with controllers in mind. The Switch version fares ''slightly'' better due to its touchscreen, but the interface wasn't resized to match, meaning that unless you have a stylus you'll likely end up misclicking and fumbling about anyway. The port also suffers from several {{Game-Breaking {{Game Breaking Bug}}s (ranging from locking controls to losing progress and even being forced to redo the tutorial), a swear filter that repeatedly runs into the ScunthorpeProblem, and [[SensoryAbuse incredibly loud music and sound effects during the edit screen that cannot be turned off]].
Is there an issue? Send a MessageReason:
None


* ''[[UsefulNotes/RPGMaker RPG Maker MV]]'' received a port to the [=PS4=] and Switch in 2017, and while they're certainly functional for new users, they're almost unbearably clunky for anyone experienced with it. Unlike past RPG Maker games on consoles, which simplified the UI to be more compatible with a controller, the port of ''MV'' is basically a copy-paste of the PC version, which is ultimately a double-edged sword - while it's just as powerful as its PC counterpart (bar the total removal of the plugin system for obvious reasons), trying to actually make anything quickly becomes tedious due to the simple fact that the interface was clearly not made with controllers in mind. The Switch version fares ''slightly'' better due to its touchscreen, but the interface wasn't resized to match, meaning that unless you have a stylus you'll likely end up misclicking and fumbling about anyway. The port also has [[ArsonMurderAndJaywalking incredibly loud music and sound effects during the edit screen that cannot be turned off]], though thankfully actually ''playing'' the games you or other people have made is a much more pleasant affair.

to:

* ''[[UsefulNotes/RPGMaker RPG Maker MV]]'' received a port to the [=PS4=] and Switch in 2017, and while they're certainly functional for new users, they're almost actually playing games made with it is good enough, actually ''making'' anything is an unbearably clunky for anyone experienced with it. experience. Unlike past RPG Maker games on consoles, which simplified the UI to be more compatible with a controller, the port of ''MV'' is basically a copy-paste of the PC version, which is ultimately a double-edged sword - while it's just as powerful as its PC counterpart (bar the total removal of the plugin system for obvious reasons), trying to actually make anything using it quickly becomes tedious due to the simple fact that the interface was clearly not made with controllers in mind. The Switch version fares ''slightly'' better due to its touchscreen, but the interface wasn't resized to match, meaning that unless you have a stylus you'll likely end up misclicking and fumbling about anyway. The port also has [[ArsonMurderAndJaywalking suffers from several {{Game-Breaking Bug}}s (ranging from locking controls to losing progress and even being forced to redo the tutorial), a swear filter that repeatedly runs into the ScunthorpeProblem, and [[SensoryAbuse incredibly loud music and sound effects during the edit screen that cannot be turned off]], though thankfully actually ''playing'' the games you or other people have made is a much more pleasant affair.off]].
Is there an issue? Send a MessageReason:
None


* ''[[UsefulNotes/RPGMaker RPG Maker MV]]'' received a port to the [=PS4=] and Switch in 2017, and while they're certainly functional for new users, they're almost unbearably clunky and limiting for anyone experienced with it. Unlike past RPG Maker games on consoles, which simplified the UI to be more compatible with a controller, the port of ''MV'' is basically a copy-paste of the PC version, which is ultimately a double-edged sword - while it's just as powerful as its PC counterpart (bar the total removal of the plugin system for obvious reasons), it can quickly become a slog having to navigate it all. The Switch version fares ''slightly'' better due to its touchscreen, but the interface wasn't resized to match the smaller screen, meaning that unless you have a stylus you'll likely end up misclicking and fumbling about regardless. The port also has [[ArsonMurderAndJaywalking incredibly loud music and sound effects during the edit screen that cannot be turned off]]. Thankfully, actually ''playing'' the games you make is a much more pleasant affair.

to:

* ''[[UsefulNotes/RPGMaker RPG Maker MV]]'' received a port to the [=PS4=] and Switch in 2017, and while they're certainly functional for new users, they're almost unbearably clunky and limiting for anyone experienced with it. Unlike past RPG Maker games on consoles, which simplified the UI to be more compatible with a controller, the port of ''MV'' is basically a copy-paste of the PC version, which is ultimately a double-edged sword - while it's just as powerful as its PC counterpart (bar the total removal of the plugin system for obvious reasons), it can trying to actually make anything quickly become a slog having becomes tedious due to navigate it all. the simple fact that the interface was clearly not made with controllers in mind. The Switch version fares ''slightly'' better due to its touchscreen, but the interface wasn't resized to match the smaller screen, match, meaning that unless you have a stylus you'll likely end up misclicking and fumbling about regardless. anyway. The port also has [[ArsonMurderAndJaywalking incredibly loud music and sound effects during the edit screen that cannot be turned off]]. Thankfully, off]], though thankfully actually ''playing'' the games you make or other people have made is a much more pleasant affair.

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Changed: 146

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** The ports of the first two games on UsefulNotes/XboxOne, UsefulNotes/PlayStation4, UsefulNotes/NintendoSwitch, and [=iOS=]/Android for the "Year of Doom" in 2019 launched with a great deal of problems. While better from the outset than any official console port done prior to the original Xbox version, the playable resolution was improperly scaled somewhere between 4:3 and 16:9, making everything appear stretched, areas were too bright because shadows were broken from the increased rendering resolution, music and sound effects were slowed down, ''Doom II'' was missing the ''No Rest for the Living'' expansion that was in the previous-gen console ports, and although split-screen multiplayer is available, online multiplayer is not. [[https://kotaku.com/1993-s-doom-requires-a-bethesda-account-to-play-on-swit-1836743713 Most infamously]], however, was the fact that the ports launched with a mandatory log-in to Bethesda.net, despite nothing else about the games at the time actually needing an internet connection.[[note]]The purpose turned out to be enabling an OldSaveBonus that would unlock costumes in the then-upcoming ''VideoGame/DoomEternal''.[[/note]] Fortunately, patches were worked on to fix these ports; after removing the mandatory login, they also fixed the aspect-ratio, lighting and sound, bumped the framerate up from the original's 35 FPS to 60 or higher, 16:9 presentation with widescreen art assets, gyro motion controller support for systems that supported it, a weapon carousel to ease weapon switching (especially for controllers), a new Ultra-Violence+ difficulty, and adding not only ''No Rest for the Living'' as free downloadable add-ons, but also ''VideoGame/{{SIGIL}}'', both halves of ''VideoGame/FinalDoom'', and curated versions of several high-profile [[GameMod mods]] such as both of the episodes of ''Back to Saturn X'', ultimately turning it from this trope into [[PolishedPort one of the best ports of the games ever]].[[note]]The only hiccup, however, is that you need a Bethesda account to play those mods, unless you're on PC or mobile, which someone who has access to the curated mod files can send them to other players.[[/note]]

to:

** The ports of the first two games on UsefulNotes/XboxOne, UsefulNotes/PlayStation4, UsefulNotes/NintendoSwitch, and [=iOS=]/Android for the "Year of Doom" in 2019 launched with a great deal of problems. While better from the outset than any official console port done prior to the original Xbox version, the playable resolution was improperly scaled somewhere between 4:3 and 16:9, making everything appear stretched, areas were too bright because shadows were broken from the increased rendering resolution, music and sound effects were slowed down, ''Doom II'' was missing the ''No Rest for the Living'' expansion that was in the previous-gen console ports, and although split-screen multiplayer is available, online multiplayer is not. [[https://kotaku.com/1993-s-doom-requires-a-bethesda-account-to-play-on-swit-1836743713 Most infamously]], however, was the fact that the ports launched with a mandatory log-in to Bethesda.net, despite nothing else about the games at the time actually needing an internet connection.[[note]]The purpose turned out to be enabling an OldSaveBonus that would unlock costumes in the then-upcoming ''VideoGame/DoomEternal''.[[/note]] Fortunately, patches were worked on to fix these ports; after removing the mandatory login, they also fixed the aspect-ratio, lighting and sound, bumped the framerate up from the original's 35 FPS to 60 or higher, 16:9 presentation with widescreen art assets, gyro motion controller support for systems that supported it, a weapon carousel to ease weapon switching (especially for controllers), a new Ultra-Violence+ difficulty, and adding not only ''No Rest for the Living'' as free downloadable add-ons, but also ''VideoGame/{{SIGIL}}'', both halves of ''VideoGame/FinalDoom'', and curated versions of several high-profile [[GameMod mods]] such as both of the episodes of ''Back to Saturn X'', ultimately turning it from this trope into [[PolishedPort one of the best ports of the games ever]].[[note]]The only hiccup, however, is that you need a Bethesda account to play those mods, unless you're on PC or mobile, which someone who has access to the curated mod files can send them to other players.mobile.[[/note]]



* ''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 superpower 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!

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* ''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 are practically guaranteed to freeze the game, it will tends to lock up more often on the crazier end-game missions, 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 superpower 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!


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* ''[[UsefulNotes/RPGMaker RPG Maker MV]]'' received a port to the [=PS4=] and Switch in 2017, and while they're certainly functional for new users, they're almost unbearably clunky and limiting for anyone experienced with it. Unlike past RPG Maker games on consoles, which simplified the UI to be more compatible with a controller, the port of ''MV'' is basically a copy-paste of the PC version, which is ultimately a double-edged sword - while it's just as powerful as its PC counterpart (bar the total removal of the plugin system for obvious reasons), it can quickly become a slog having to navigate it all. The Switch version fares ''slightly'' better due to its touchscreen, but the interface wasn't resized to match the smaller screen, meaning that unless you have a stylus you'll likely end up misclicking and fumbling about regardless. The port also has [[ArsonMurderAndJaywalking incredibly loud music and sound effects during the edit screen that cannot be turned off]]. Thankfully, actually ''playing'' the games you make is a much more pleasant affair.
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* The 2015 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. Luckily, they're getting a new Steam port as part of the Final Fantasy Pixel Remastered series, which uses Record Keeper's FFVI inspired artstyle.

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* The 2015 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. Luckily, they're getting a they were later replaced with new Steam port ports as part of the Final ''Final Fantasy Pixel Remastered Remaster'' series, which uses ''Final Fantasy Record Keeper's FFVI inspired Keeper''[='s=] ''FFVI''-inspired artstyle.
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Removed Tales of Symphonia Remastered PS4, Xbox One and Nintendo Switch due to breaking the six month rule policy provided by No Recent Examples. A Plague Tale: Requiem got Performance Mode options on the PS5 and Series X, while Gotham Knights uses DRS in the latest update (not counting as a disaster despite the lack of performance mode).


* ''VideoGame/GothamKnights'' and ''VideoGame/APlagueTaleRequiem'' on the [=PS5=] and Xbox Series X/S got hit with a severe 30 FPS rate (poorly optimized performance and due to the '''lack of Performance Mode (in 1080p/1440p 60fps without ray-tracing effects) nor Fidelity Mode (in 4K 30fps with RT effects; Series S is 1440p)''' options), while the PC version got better framerate with adjustable graphical and resolution settings (varies by the player's specs).



* ''[[VideoGame/TalesOfSymphonia Tales of Symphonia: Remastered]]'' is based on the [=PS3=] ''Chronicles'' port (itself based on the [=PS2=] port) but runs worse and [[https://twitter.com/kyusenkyou/status/1626349328557309952?s=20 loads slower]] than the native [=PS3=] hardware despite being on stronger platforms.
** The Switch port in particular is a mess, with missing screen transitions and backgrounds, longer load times than the 2003 original [[https://twitter.com/kyusenkyou/status/1626177093385207808 (including after battle as slower than the actual [=PS2=] hardware)]] and an inconsistent framerate (both inside and outside of battles) (such as Collete's [[spoiler: and Mithos's]] Angel Wing effects in battle, as well for [[https://twitter.com/kyusenkyou/status/1634888753482469377?s=20 dungeons]]), on top of being locked at 30fps (the game's animation was changed from 60fps on the UsefulNotes/GameCube to 30fps on the UsefulNotes/PS2, and all future versions were based on this port). The framerate drop would be an understandable compromise for the Switch's weaker hardware if not for one thing: like many games of the era, [[https://www.youtube.com/watch?v=4QPBSeIvJt8 the game logic is tied to the framerate]], resulting in a sluggish experience with broken physics due to effectively being forced to run at half the speed it was originally programmed for. There are also missing dialogue boxes compared to the UsefulNotes/GameCube original (because the number of text boxes was increased in localization, but the UsefulNotes/PS3 release and all subsequent ports use the original Japanese text boxes).
Mrph1 MOD

Changed: 17

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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, a game may end up butchered across multiple platforms.

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The more ports a game receives, the likelier it is that one of them will suffer from this trope.a PortingDisaster. Sometimes, however, a game may end up butchered across multiple platforms.
Mrph1 MOD

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'''A Administrivia/{{No Recent Examples|please}} rule applies to this trope'''. Examples shouldn't be added until '''six months''' after the ported program is released, to avoid any knee-jerk reactions.


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* ''VideoGame/{{Wreckless}}: The Yakuza Missions'' heavilly suffered when it was ported from the original Xbox to the Gamecube and Playstation 2. The original release fully leveraged the Xbox's hardware for advanced post-processing effects that gave the game a very distinctive look - it can almost pass as a game for the next generation of consoles beside the low rendering resolution. By contrast, the later versions look almost a generation ''behind'', with very crude lightning and low-resolution texturing. The issues are more than skin-deep, as various changes made to the gameplay play havok with the original design. The [=PS2] and Gamecube versions add the ability to shoot rockets from your cars: the mission timer was reduced in many instances presumably to balance this addition, but the problem is that the rockets do barely any damage and can't be replenished. Add to that that the overal speed was slowed down and that traffic no longer blink out of existence after you hit and you get an already-NintendoHard game made harder for the wrong reasons. While the port does try to make up for its downgrades with a ([[MisbegottenMultiplayerMode ill-conceived]]) multiplayer mode and a generous heaping of bonus missions and vehicles, most who played both versions agree this does not make for these flaws.

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* ''VideoGame/{{Wreckless}}: The Yakuza Missions'' heavilly heavily suffered when it was ported from the original Xbox to the Gamecube and Playstation 2. The original release fully leveraged the Xbox's hardware for advanced post-processing effects that gave the game a very distinctive look - it can almost pass as a game for the next generation of consoles beside the low rendering resolution. By contrast, the later versions look almost a generation ''behind'', with very crude lightning and low-resolution texturing. The issues are more than skin-deep, as various changes made to the gameplay play havok with the original design. The [=PS2] [=PS2=] and Gamecube versions add the ability to shoot rockets from your cars: the mission timer was reduced in many instances presumably to balance this addition, but the problem is that the rockets do barely any damage and can't be replenished. Add to that that the overal speed was slowed down and that traffic no longer blink out of existence after you hit and you get an already-NintendoHard game made harder for the wrong reasons. While the port does try to make up for its downgrades with a ([[MisbegottenMultiplayerMode ill-conceived]]) multiplayer mode and a generous heaping of bonus missions and vehicles, most who played both versions agree this does not make for these flaws.
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Big P Emu my man


** The UsefulNotes/AtariJaguar port shockingly manages to mostly avert this. There's a couple issues like a handful of missing levels from the original and the lowered resolution, but on the whole the game runs just fine and is pretty fun to play. It's also notable as being the one game where the Jaguar's silly controller is actually a reason to recommend their port, as the keypad allows you to select any weapon on the fly, rather than having to scroll through them with the shoulder buttons. However, there's one big negative: due to the complicated architecture of the Jaguar[[note]]How complicated? The internals of the Jaguar are such a shitshow that coming up on the 30th anniversary of the its release date a stable, reliable emulator still doesn't exist. Keep in mind that people have been emulating SNES and Genesis games since the late 90s and an emulator already exists for the UsefulNotes/NintendoSwitch[[/note]] a lot of games used the 32 bit sound chip as a co-processor (more deatails can be found on the Jaguar's [[UsefulNotes/AtariJaguar Useful Notes]] page), including this one. As a result the Jaguar port of ''Doom'' has '''no music during gameplay at all'''. Despite this it's still considered to be the best of the first round of ''Doom'' ports by a mile, and can make a pretty good claim to be the best game released for the Jaguar.

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** The UsefulNotes/AtariJaguar port shockingly manages to mostly avert this. There's a couple issues like a handful of missing levels from the original and the lowered resolution, but on the whole the game runs just fine and is pretty fun to play. It's also notable as being the one game where the Jaguar's silly controller is actually a reason to recommend their port, as the keypad allows you to select any weapon on the fly, rather than having to scroll through them with the shoulder buttons. However, there's one big negative: due to the complicated architecture of the Jaguar[[note]]How complicated? The internals of the Jaguar are such a shitshow that coming up on the 30th anniversary of the its release date a stable, reliable emulator still doesn't exist. Keep in mind that people have been emulating SNES and Genesis games since the late 90s and an emulator already exists for the UsefulNotes/NintendoSwitch[[/note]] Jaguar, a lot of games used the 32 bit sound chip as a co-processor (more deatails details can be found on the Jaguar's [[UsefulNotes/AtariJaguar Useful Notes]] page), including this one. As a result the Jaguar port of ''Doom'' has '''no music during gameplay at all'''. Despite this it's still considered to be the best of the first round of ''Doom'' ports by a mile, and can make a pretty good claim to be the best game released for the Jaguar.
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None

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* ''VideoGame/{{Wreckless}}: The Yakuza Missions'' heavilly suffered when it was ported from the original Xbox to the Gamecube and Playstation 2. The original release fully leveraged the Xbox's hardware for advanced post-processing effects that gave the game a very distinctive look - it can almost pass as a game for the next generation of consoles beside the low rendering resolution. By contrast, the later versions look almost a generation ''behind'', with very crude lightning and low-resolution texturing. The issues are more than skin-deep, as various changes made to the gameplay play havok with the original design. The [=PS2] and Gamecube versions add the ability to shoot rockets from your cars: the mission timer was reduced in many instances presumably to balance this addition, but the problem is that the rockets do barely any damage and can't be replenished. Add to that that the overal speed was slowed down and that traffic no longer blink out of existence after you hit and you get an already-NintendoHard game made harder for the wrong reasons. While the port does try to make up for its downgrades with a ([[MisbegottenMultiplayerMode ill-conceived]]) multiplayer mode and a generous heaping of bonus missions and vehicles, most who played both versions agree this does not make for these flaws.
Is there an issue? Send a MessageReason:
None


** The UsefulNotes/AtariJaguar port shockingly manages to mostly avert this. There's a couple issues like a handful of missing levels from the original and the lowered resolution, but on the whole the game runs just fine and is pretty fun to play. It's also notable as being the one game where the Jaguar's silly controller is actually a reason to recommend their port, as the keypad allows you to select any weapon on the fly, rather than having to scroll through them with the shoulder buttons. However, there's one big negative: due to the complicated architecture of the Jaguar[[note]]How complicated? The internals of the Jaguar are such a shitshow that coming up on the 30th anniversary of the its release date a stable, reliable emulator still doesn't exist. Keep in mind that people have been emulating SNES and Genesis games since the late 90s and an emulator already exists for the UsefulNotes/NintendoSwitch[[/note]] a lot of games used the 32 bit sound chip as a co-processor (more deatails can be found on the Jaguar's [[UsefulNotes/AtariJaguar Useful Notes]] page), including this one. As a result the Jaguar port of ''Doom'' has '''no music during gameplay at all'''. Despite this it's still considered to be the best of the first round of ''Doom'' ports by a mile.

to:

** The UsefulNotes/AtariJaguar port shockingly manages to mostly avert this. There's a couple issues like a handful of missing levels from the original and the lowered resolution, but on the whole the game runs just fine and is pretty fun to play. It's also notable as being the one game where the Jaguar's silly controller is actually a reason to recommend their port, as the keypad allows you to select any weapon on the fly, rather than having to scroll through them with the shoulder buttons. However, there's one big negative: due to the complicated architecture of the Jaguar[[note]]How complicated? The internals of the Jaguar are such a shitshow that coming up on the 30th anniversary of the its release date a stable, reliable emulator still doesn't exist. Keep in mind that people have been emulating SNES and Genesis games since the late 90s and an emulator already exists for the UsefulNotes/NintendoSwitch[[/note]] a lot of games used the 32 bit sound chip as a co-processor (more deatails can be found on the Jaguar's [[UsefulNotes/AtariJaguar Useful Notes]] page), including this one. As a result the Jaguar port of ''Doom'' has '''no music during gameplay at all'''. Despite this it's still considered to be the best of the first round of ''Doom'' ports by a mile.mile, and can make a pretty good claim to be the best game released for the Jaguar.
Is there an issue? Send a MessageReason:
None


** The UsefulNotes/AtariJaguar port shockingly manages to mostly avert this. There's a couple issues like a handful of missing levels from the original and the lowered resolution, but on the whole the game runs just fine and is pretty fun to play. It's also notable as being the one game where the Jaguar's silly controller is actually a reason to recommend their port, as the keypad allows you to select any weapon on the fly, rather than having to scroll through them with the shoulder buttons. However, there's one big negative: due to the complicated architecture of the Jaguar a lot of games used the 32 bit sound chip as a co-processor (more deatails can be found on the Jaguar's [[UsefulNotes/AtariJaguar Useful Notes]] page), including this one. As a result the Jaguar port of ''Doom'' has '''no music during gameplay at all'''. Despite this it's still considered to be the best of the first round of ''Doom'' ports by a mile.

to:

** The UsefulNotes/AtariJaguar port shockingly manages to mostly avert this. There's a couple issues like a handful of missing levels from the original and the lowered resolution, but on the whole the game runs just fine and is pretty fun to play. It's also notable as being the one game where the Jaguar's silly controller is actually a reason to recommend their port, as the keypad allows you to select any weapon on the fly, rather than having to scroll through them with the shoulder buttons. However, there's one big negative: due to the complicated architecture of the Jaguar[[note]]How complicated? The internals of the Jaguar are such a shitshow that coming up on the 30th anniversary of the its release date a stable, reliable emulator still doesn't exist. Keep in mind that people have been emulating SNES and Genesis games since the late 90s and an emulator already exists for the UsefulNotes/NintendoSwitch[[/note]] a lot of games used the 32 bit sound chip as a co-processor (more deatails can be found on the Jaguar's [[UsefulNotes/AtariJaguar Useful Notes]] page), including this one. As a result the Jaguar port of ''Doom'' has '''no music during gameplay at all'''. Despite this it's still considered to be the best of the first round of ''Doom'' ports by a mile.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The UsefulNotes/AtariJaguar port shockingly manages to mostly avert this. There's a couple issues like a handful of missing levels from the original and the lowered resolution, but on the whole the game runs just fine and is pretty fun to play. It's also notable as being the one game where the Jaguar's silly controller is actually a reason to recommend their port, as the keypad allows you to select any weapon on the fly, rather than having to scroll through them with the shoulder buttons. However, there's one big negative: due to the complicated architecture of the Jaguar a lot of games used the 32 bit sound chip as a co-processor (more deatails can be found on the Jaguar's [[UsefulNotes/AtariJaguar Useful Notes]] page), including this one. As a result the Jaguar port of ''Doom'' has '''no music during gameplay at all'''. Despite this it's still considered to be the best of the first round of ''Doom'' ports by a mile.
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Source of Symphonia's innocent port (from kyusenkyou on Twitter)


* ''[[VideoGame/TalesOfSymphonia Tales of Symphonia: Remastered]]'' is based on the [=PS3=] ''Chronicles'' port (itself based on the [=PS2=] port) but runs worse and loads slower than the native [=PS3=] hardware despite being on stronger platforms.
** The Switch port in particular is a mess, with missing screen transitions and backgrounds, longer load times than the 2003 original and an inconsistent framerate outside of battles, on top of being locked at 30fps (the game's animation was changed from 60fps on the UsefulNotes/GameCube to 30fps on the UsefulNotes/PS2, and all future versions were based on this port). The framerate drop would be an understandable compromise for the Switch's weaker hardware if not for one thing: like many games of the era, [[https://www.youtube.com/watch?v=4QPBSeIvJt8 the game logic is tied to the framerate]], resulting in a sluggish experience with broken physics due to effectively being forced to run at half the speed it was originally programmed for. There are also missing dialogue boxes compared to the UsefulNotes/GameCube original (because the number of text boxes was increased in localization, but the UsefulNotes/PS3 release and all subsequent ports use the original Japanese text boxes).

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* ''[[VideoGame/TalesOfSymphonia Tales of Symphonia: Remastered]]'' is based on the [=PS3=] ''Chronicles'' port (itself based on the [=PS2=] port) but runs worse and [[https://twitter.com/kyusenkyou/status/1626349328557309952?s=20 loads slower slower]] than the native [=PS3=] hardware despite being on stronger platforms.
** The Switch port in particular is a mess, with missing screen transitions and backgrounds, longer load times than the 2003 original [[https://twitter.com/kyusenkyou/status/1626177093385207808 (including after battle as slower than the actual [=PS2=] hardware)]] and an inconsistent framerate (both inside and outside of battles, battles) (such as Collete's [[spoiler: and Mithos's]] Angel Wing effects in battle, as well for [[https://twitter.com/kyusenkyou/status/1634888753482469377?s=20 dungeons]]), on top of being locked at 30fps (the game's animation was changed from 60fps on the UsefulNotes/GameCube to 30fps on the UsefulNotes/PS2, and all future versions were based on this port). The framerate drop would be an understandable compromise for the Switch's weaker hardware if not for one thing: like many games of the era, [[https://www.youtube.com/watch?v=4QPBSeIvJt8 the game logic is tied to the framerate]], resulting in a sluggish experience with broken physics due to effectively being forced to run at half the speed it was originally programmed for. There are also missing dialogue boxes compared to the UsefulNotes/GameCube original (because the number of text boxes was increased in localization, but the UsefulNotes/PS3 release and all subsequent ports use the original Japanese text boxes).
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None


** The Nintendo Switch has many problems of its own, such as an atrocious frame rate, the graphical settings being massively cut back to the point of losing some details and effects that were present on the ''[=PS2=]'' version, the resolution being unimpressive, and vehicle pop-in being so bad that it's possible for cars to spawn right in front of you, leading to unavoidable collisions and potential mission failures. [[https://www.youtube.com/watch?v=Y1JJt7xHTlE Digital Foundry]] named the Switch port as the single worst version of the trilogy ever to be released, worse even than the [=PS2=], original Xbox, and mobile ports.

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** The Nintendo Switch has many problems of its own, such as an atrocious frame rate, the graphical settings being massively cut back to the point of losing some details and effects that were present on the ''[=PS2=]'' version, the resolution being unimpressive, and vehicle pop-in being so bad that it's possible for cars to spawn right in front of you, leading to unavoidable collisions and potential mission failures. [[https://www.youtube.com/watch?v=Y1JJt7xHTlE Digital Foundry]] named the Switch port as the single worst version of the trilogy ever to be released, even worse even than the [=PS2=], original Xbox, and mobile ports.



* ''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, LoadsAndLoadsOfLoading, 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/TalesOfSymphonia Tales of Symphonia: Remastered]]'' is based on the [=PS3=] ''Chronicles'' port (itself based on the [=PS2=], but runs worse and loads slower than the native [=PS3=] hardware; despite ran on the stronger platforms).
** The Switch port features missing screen transitions, backgrounds, longer load times than the 2003 original and has random frame drops outside of battle, on top of being locked at 30fps (the game's animation was changed from 60fps on the UsefulNotes/GameCube to 30fps on the UsefulNotes/PS2 and all future ports were based on this port. [[https://www.youtube.com/watch?v=4QPBSeIvJt8 Adjusting the frame rate is avoidable which resulted in increases the game's speed, as well for wracked physics.)]] and featuring missing dialogue boxes compared to the UsefulNotes/GameCube original (because the number of text boxes was increased in localization, but the UsefulNotes/PS3 release and all subsequent ports use the original Japanese text boxes).

to:

* ''[[VideoGame/TalesOfSymphonia Tales of Symphonia: Remastered]]'' is based on the [=PS3=] ''Chronicles'' port (itself based on the [=PS2=], [=PS2=] port) but runs worse and loads slower than the native [=PS3=] hardware; hardware despite ran being on the stronger platforms).
platforms.
** The Switch port features in particular is a mess, with missing screen transitions, transitions and backgrounds, longer load times than the 2003 original and has random frame drops an inconsistent framerate outside of battle, battles, on top of being locked at 30fps (the game's animation was changed from 60fps on the UsefulNotes/GameCube to 30fps on the UsefulNotes/PS2 UsefulNotes/PS2, and all future ports versions were based on this port. port). The framerate drop would be an understandable compromise for the Switch's weaker hardware if not for one thing: like many games of the era, [[https://www.youtube.com/watch?v=4QPBSeIvJt8 Adjusting the frame rate game logic is avoidable which resulted in increases tied to the game's speed, as well for wracked physics.)]] and featuring framerate]], resulting in a sluggish experience with broken physics due to effectively being forced to run at half the speed it was originally programmed for. There are also missing dialogue boxes compared to the UsefulNotes/GameCube original (because the number of text boxes was increased in localization, but the UsefulNotes/PS3 release and all subsequent ports use the original Japanese text boxes).
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None


** The ''Classic Edition'' of ''Far Cry 3'' (both base and ''Blood Dragon''[[note]]ironic on the latter which runs worse than the [=PS3=] nor [=X360=][[/note]]) on the [=PS4=] and Xbox One is not based on PC, but the inferior console ports with performance issues, in addition to removing co-op multiplayer and ''Blood Dragon''.

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** The ''Classic Edition'' of ''Far Cry 3'' (both base and ''Blood Dragon''[[note]]ironic on the latter which runs worse than the [=PS3=] nor [=X360=][[/note]]) [=X360=] ports.[[/note]]) on the [=PS4=] and Xbox One is not based on PC, but the inferior console ports with performance issues, in addition to removing co-op multiplayer and ''Blood Dragon''.



* ''VideoGame/GothamKnights'' and ''VideoGame/APlagueTaleRequiem'' on the [=PS5=] and Xbox Series X/S got hit with a severe 30 FPS rate (due to the '''lack of Performance Mode (in 1080p/1440p 60fps without ray-tracing effects) nor Fidelity Mode (in 4K 30fps with RT effects; Series S is 1440p)''' options), while the PC version got better framerate with adjustable graphical and resolution settings (varies by the player's specs).

to:

* ''VideoGame/GothamKnights'' and ''VideoGame/APlagueTaleRequiem'' on the [=PS5=] and Xbox Series X/S got hit with a severe 30 FPS rate (due (poorly optimized performance and due to the '''lack of Performance Mode (in 1080p/1440p 60fps without ray-tracing effects) nor Fidelity Mode (in 4K 30fps with RT effects; Series S is 1440p)''' options), while the PC version got better framerate with adjustable graphical and resolution settings (varies by the player's specs).



* ''[[VideoGame/TalesOfSymphonia Tales of Symphonia: Remastered]]'' is based on the [=PS3=] ''Chronicles'' port (itself based on the [=PS2=], but runs worse and loads slower than the native [=PS3=] hardware.
** The Switch port features missing screen transitions, backgrounds, longer load times than the 2003 original and has random frame drops outside of battle, on top of being locked at 30fps (the game's animation was changed from 60fps on the UsefulNotes/GameCube to 30fps on the UsefulNotes/PS2 and all future ports were based on this port. [[https://www.youtube.com/watch?v=4QPBSeIvJt8 Adjusting the frame rate on PC increases the game's speed, as well for wracked physics.]]) and featuring missing dialogue boxes compared to the UsefulNotes/GameCube original (because the number of text boxes was increased in localization, but the UsefulNotes/PS3 release and all subsequent ports use the original Japanese text boxes).

to:

* ''[[VideoGame/TalesOfSymphonia Tales of Symphonia: Remastered]]'' is based on the [=PS3=] ''Chronicles'' port (itself based on the [=PS2=], but runs worse and loads slower than the native [=PS3=] hardware.
hardware; despite ran on the stronger platforms).
** The Switch port features missing screen transitions, backgrounds, longer load times than the 2003 original and has random frame drops outside of battle, on top of being locked at 30fps (the game's animation was changed from 60fps on the UsefulNotes/GameCube to 30fps on the UsefulNotes/PS2 and all future ports were based on this port. [[https://www.youtube.com/watch?v=4QPBSeIvJt8 Adjusting the frame rate on PC is avoidable which resulted in increases the game's speed, as well for wracked physics.]]) )]] and featuring missing dialogue boxes compared to the UsefulNotes/GameCube original (because the number of text boxes was increased in localization, but the UsefulNotes/PS3 release and all subsequent ports use the original Japanese text boxes).



* ''VideoGame/XCOM2'' has pretty bad performance on both [=PS4=] and Xbox One. ''The Wrath of the Chosen'' expansion, instead of fixing it, made the performance ten times worse, to the point where many players would consider it unplayable. An awful frame rate that frequently dips into the single digits, controls that jerk and tend to randomly delay, and hanging and crashes galore. The console port was not done by the same development team that created the original PC game[[labelnote:*]]Blind Squirrel Games, the team of ''BioShock: The Collection'', ''[[VideoGame/WWEVideoGames WWE 2K18]]'''s Switch port and the remastering process of ''[[VideoGame/SonicColors Sonic Colors Ultimate]]'').[[/labelnote]], and it really shows.

to:

* ''VideoGame/XCOM2'' has pretty bad performance on both [=PS4=] and Xbox One. ''The Wrath of the Chosen'' expansion, instead of fixing it, made the performance ten times worse, to the point where many players would consider it unplayable. An awful frame rate that frequently dips into the single digits, controls that jerk and tend to randomly delay, and hanging and crashes galore. The console port was not done by the same development team that created the original PC game[[labelnote:*]]Blind Squirrel Games, the team of ''BioShock: ''[=BioShock=]: The Collection'', ''[[VideoGame/WWEVideoGames WWE 2K18]]'''s Switch port and the remastering process of ''[[VideoGame/SonicColors Sonic Colors Ultimate]]'').[[/labelnote]], and it really shows.

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