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** Related to above, but certain games on older consoles would also switch resolutions between different screens. This was most notable during the SEGA Saturn, PlayStation, and Nintendo 64 era, where games such as ''VideoGame/Tekken1'', ''VideoGame/ChronoCross'', and ''VideoGame/SilentHill1'' would switch between a low and high resolution mode to squeeze out extra detail in the graphics. On original analog hardware, this is a seamless switch, but it becomes a problem for digital signals. Modern televisions, capturing devices, and resolution scaling devices are infamous for dropping the signal when there is a resolution change, which can get bad enough to make certain games genuinely unplayable.

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** Related to above, but certain games on older consoles would also switch resolutions between different screens. This was most notable during the SEGA Saturn, PlayStation, [=PlayStation=], and Nintendo 64 era, where games such as ''VideoGame/Tekken1'', ''VideoGame/ChronoCross'', and ''VideoGame/SilentHill1'' would switch between a low and high resolution mode to squeeze out extra detail in the graphics. On original analog hardware, this is a seamless switch, but it becomes a problem for digital signals. Modern televisions, capturing devices, and resolution scaling devices are infamous for dropping the signal when there is a resolution change, which can get bad enough to make certain games genuinely unplayable.

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** Many games of the past were also intended to be played at much lower resolution, as was standard at the time. This is notable in that trying to get them to play on modern computer screens or [=TVs=] often makes them look ''really'' stretched out. This is one reason many older games have to be modded or somewhat redone so that they can play without causing a ''lot'' of blur or requiring the viewer to squint as they are played at the original resolution.

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** Many games of the past were also intended to be played at much lower resolution, as was standard at the time. This is notable in that trying to get them to play on modern computer screens or [=TVs=] often makes them look ''really'' stretched out. This is one reason many older games have to be modded or somewhat redone so that they can play without causing a ''lot'' of blur or requiring the viewer to squint as they are played at the original resolution.
** Related to above, but certain games on older consoles would also switch resolutions between different screens. This was most notable during the SEGA Saturn, PlayStation, and Nintendo 64 era, where games such as ''VideoGame/Tekken1'', ''VideoGame/ChronoCross'', and ''VideoGame/SilentHill1'' would switch between a low and high resolution mode to squeeze out extra detail in the graphics. On original analog hardware, this is a seamless switch, but it becomes a problem for digital signals. Modern televisions, capturing devices, and resolution scaling devices are infamous for dropping the signal when there is a resolution change, which can get bad enough to make certain games genuinely unplayable.
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** ''VideoGame/MarioKart8'' uses flat animated textures to represent large crowds, like many other games released before and after. Most of the time, this isn't too noticeable. In the Booster Course Pass DLC for ''Mario Kart 8 Deluxe'', though, the [[VideoGame/MarioKartTour Sydney Sprint]] course takes you inside the Sydney Opera House and past multiple "crowd" textures placed so close to the track that you can clearly see how paper-thin the "spectators" are.
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** Many games of the past were also intended to be played at much lower resolution, as was standard at the time. This is notable in that trying to get them to play on modern computer screens or TVs often makes them look ''really'' stretched out. This is one reason many older games have to be modded or somewhat redone so that they can play without causing a ''lot'' of blur or requiring the viewer to squint as they are played at the original resolution.

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** Many games of the past were also intended to be played at much lower resolution, as was standard at the time. This is notable in that trying to get them to play on modern computer screens or TVs [=TVs=] often makes them look ''really'' stretched out. This is one reason many older games have to be modded or somewhat redone so that they can play without causing a ''lot'' of blur or requiring the viewer to squint as they are played at the original resolution.
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*''VideoGame/StreetFighterV'' has a persistent problem with its animation not being made with Unreal Engine 4's JigglePhysics in mind, which are used extensively for characters' clothes and hair. This leads to problems like Necalli's long hair braids getting stuck in his body and spazzing themselves free every time he does certain moves, as just one example. The cutscenes in the added story mode suffer ''heavily'' from a combination of this and ill-fitting motion capture, leading to instances of [[https://youtu.be/llRf1VU6-Y0?t=5672 the jiggle physics going absolutely ballistic]], or problems like Rashid's hook-beard clipping all the into way his chest every time he looks down.
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* ''Videogame/TheDeadlyTowerOfMonsters'' is designed to look like a 1950's B-Movie. One with effects that aren't particularly good.

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* ''Videogame/TheDeadlyTowerOfMonsters'' is designed to look like a 1950's B-Movie. One with effects that aren't particularly good.good making it a rather rare instance where this is invoked.
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** Near the end of the cutscene in ''VideoGame/TombRaiderII'' where Lara is speaking to a monk in the oil rig, [[BigBad Marco]] is seen approaching the room from another entrance above Lara. His head briefly clips into the low ceiling as he enters the room. In the very same scene, after Marco kills the monk, he and Lara briefly exchange gunfire, but there's no muzzle flash from either character's guns.

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** Near the end of the cutscene in ''VideoGame/TombRaiderII'' where Lara is speaking to a monk in the oil rig, [[BigBad Marco]] is seen approaching the room from another entrance above Lara. His head briefly clips into the low ceiling as he enters the room. In the very same scene, after Marco kills the monk, he and Lara briefly exchange gunfire, but there's no muzzle flash from either character's guns. In a blink and you miss it moment in the same scene, the moment the camera shifts to show Lara running and diving to safety, you can see the monk's model frozen in his fallen pose with his hands completely in the air from when he got shot just moments ago.
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** Lara's teenage model in ''VideoGame/TombRaiderChronicles'' has a slight error when she holds a torch. Her hands are normally rendered as open palm, but when Lara holds a torch, the hand that is used to hold it suddenly switches to the hand from the adult Lara model, which is rendered as a closed, blocky fist and has a glove on it. This was most likely done in an attempt to save time on changing parts of the model with little effort.

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** Lara's teenage model in ''VideoGame/TombRaiderChronicles'' has a slight error when she holds a torch. Her hands are normally rendered as open palm, but when Lara holds a torch, the hand that is used to hold it suddenly switches to the hand from the adult Lara model, which is rendered as a closed, blocky fist and has a glove on it. This was most likely done in an attempt to save time on changing parts of the model with little effort. The game also has a scene where Lara is in an elevator that's plummeting to the ground and if you hit the emergency brakes, the camera shifts to an outside view of the elevator to show the brakes kicking in. Despite the elevator falling, the background doesn't move, which makes the dramatic scene of Lara possibly falling to her death look completely silly.
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** Games like ''VideoGame/EarthwormJim'' made extensive use of dithering to show more hues of colors.[[https://i.imgur.com/lll7csE.png]]
** Many games with prerendered graphics such as ''VideoGame/DonkeyKongCountry'' look smoother and more colorful in CRT, but more pixelated, jaggy and artifact-ridden in modern displays.[[https://pbs.twimg.com/media/ERt-XslUYAUVCGW?format=jpg&name=orig]] This is one of the reasons old prerendered graphics gained the reputation of aging poorly.

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** Games like ''VideoGame/EarthwormJim'' made extensive use of dithering to show more hues of colors.[[https://i.imgur.com/lll7csE.png]]
png show more hues of colors.]]
** Many games with prerendered pre-rendered graphics such as ''VideoGame/DonkeyKongCountry'' look smoother and more colorful in CRT, [[https://twitter.com/richmond_lee/status/1232717885316812800 but more pixelated, jaggy and artifact-ridden in modern displays.[[https://pbs.twimg.com/media/ERt-XslUYAUVCGW?format=jpg&name=orig]] ]] This is one of the reasons old prerendered pre-rendered graphics gained the reputation of aging poorly.



** On occasion, this also extends to sound effects as well - computer hardware may have trouble reading MIDI files and causing them to sound way differently than when played on the hardware it was originally made for. On a few occasions, the hardware or sound chips themselves are used to perform the sound effects, which emulators might sometimes have difficulty replicating correctly. This is most notable in games like ''VideoGame/ChronoTrigger'' and ''VideoGame/LiveALive'', in which some sound effects (Such as Lavos's roar or Saint Alicia's screaming) get interpreted as sounding closer to sirens, or [[SensoryAbuse shrill beeps]].
** In [[https://www.vogonswiki.com/index.php/List_of_CPU_speed_sensitive_games some games]], especially during TheNineties, certain things were tied to the CPU speed. This means that playing them on modern hardware can cause all sorts of things such as the sound or the animations being way too fast.

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** On occasion, this also extends to sound effects as well - computer hardware may have trouble reading MIDI files and causing them to sound way differently than when played on the hardware it was originally made for. On a few occasions, the hardware or sound chips themselves are used to perform the sound effects, which emulators might sometimes have difficulty replicating correctly. This is most notable in games like ''VideoGame/ChronoTrigger'' and ''VideoGame/LiveALive'', in which some sound effects (Such (such as Lavos's roar or Saint Alicia's screaming) get interpreted as sounding closer to sirens, or [[SensoryAbuse shrill beeps]].
** In [[https://www.vogonswiki.com/index.php/List_of_CPU_speed_sensitive_games some games]], games,]] especially during TheNineties, certain things were tied to the CPU speed. This means that playing them on modern hardware can cause all sorts of things such as the sound or the animations being way too fast.
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** ''VideoGame/FinalFantasyVI'' often uses Mode 7 to dazzling effect, such as navigating the overworld or for various spell effects. The cart ride from Vector is not one of those moments, with ugly masses of brown pixels standing in for the cart track and any passing mechanical structures. The high-definition mobile release and its ports finally gave the scene a presentable appearance.

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** ''VideoGame/FinalFantasyVI'' often uses Mode 7 to dazzling effect, such as navigating the overworld or for various spell effects. The cart ride from Vector is not one of those moments, with ugly masses of brown pixels standing in for the cart track and any passing mechanical structures. The high-definition mobile release and its ports finally gave the scene a presentable appearance. When it comes to the world map, the Pixel Remaster version has the map sprites incredibly bright and oversaturated on the colors. It's speculated that the map sprites were lifted directly from the GBA version (which was made bright to compensate for the lack of backlighting).
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** The device the Augers use to take the girl's blood in the infamous "Bathroom" death scene literally looks like a toy. Given that WordOfGod states that they chose this ''on purpose'' so kids wouldn't think to replicate it in real life this is actually somewhat of an invoked trope.
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** In [[https://www.vogonswiki.com/index.php/List_of_CPU_speed_sensitive_games some games]], especially during TheNineties, certain things were tied to the CPU speed. This means that playing them on modern hardware can cause all sorts of things such as the sound or the animations being way too fast.
Is there an issue? Send a MessageReason:
None

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** Many games of the past were also intended to be played at much lower resolution, as was standard at the time. This is notable in that trying to get them to play on modern computer screens or TVs often makes them look ''really'' stretched out. This is one reason many older games have to be modded or somewhat redone so that they can play without causing a ''lot'' of blur or requiring the viewer to squint as they are played at the original resolution.
** On occasion, this also extends to sound effects as well - computer hardware may have trouble reading MIDI files and causing them to sound way differently than when played on the hardware it was originally made for. On a few occasions, the hardware or sound chips themselves are used to perform the sound effects, which emulators might sometimes have difficulty replicating correctly. This is most notable in games like ''VideoGame/ChronoTrigger'' and ''VideoGame/LiveALive'', in which some sound effects (Such as Lavos's roar or Saint Alicia's screaming) get interpreted as sounding closer to sirens, or [[SensoryAbuse shrill beeps]].
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*** Tails on player races are... not handled well to say the least, in that they clip through their clothes and outfits where it makes no sense - even through their weapons and tools. Au Ra in particular also sometimes have their reptilian tails ''rotate'' when they are sitting down (when a cutscene relies on it) but it doesn't stretch - meaning it looks like it's getting ''peeled off''. ''OUCH''.
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Not an example of the trope.


* ''VideoGame/StarFox64'' has one level that takes place in what can be considered the sun. The colors are mostly orange, red, yellow, and white and they are quite bright. On the UsefulNotes/VirtualConsole version, the colors in the same level appear muted and are not as vibrant.
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Not an example of the trope.


* ''VideoGame/PokemonSnap'' has a speed up feature that lets you move your vehicle faster if you need to skip parts of the stage. Because everything is scripted, the speed up feature also speeds up everything else. It can make certain Pokémon that jump about look quite silly at double speed.
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** ''VideoGame/TheLegendOfZeldaFourSwordsAdventures'' uses hand-drawn sprites for most characters and bosses, which makes Phantom Ganon and the Helmaroc King stand out badly. Both use prerendered sprites of their ''Wind Waker'' models, with no attempt to make them fit the rest of the game's art style.
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*** The updated character models don't look quite right. Asuka in ''VideoGame/GrandTheftAutoIII'' looks ComicallyCrosseyed and some characters in ''Vice City'' lost some details like wrinkles on their faces. Characters in ''San Andreas'' have it the worst, such as Denise (CJ's first girlfriend) looking like an old woman and her bandana becoming black and blending in with her hair. The character models also gained individually modeled fingers, but the old animations are still used and are assumed the characters ''don't'' have fingers, so you get situations where characters are waving their hands about without moving their fingers or holding guns weirdly.

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*** The updated character models don't look quite right. Asuka in ''VideoGame/GrandTheftAutoIII'' looks ComicallyCrosseyed and some characters in ''Vice City'' lost some details like wrinkles on their faces. Characters in ''San Andreas'' have it the worst, such as Denise (CJ's first girlfriend) looking like an old woman and her bandana becoming black and blending in with her hair. The character models also gained individually modeled fingers, but the old animations are still used and are assumed they assume the characters ''don't'' have fingers, so you get situations where characters are waving their hands about without moving their fingers or holding guns weirdly.

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* ''VideoGame/GrandTheftAutoSanAndreas'':
** In one mission, you have to follow Caesar to meet up with everyone else for some illegal street racing. CJ's sister, Kendl, is seen riding with Caesar in the cut scene. During the actual game play, Kendl's model is strangely replaced with a female NPC.
** The HD remaster gives all the character models a very noticeable shiny look to them, which even applies to their skin.

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* ''VideoGame/GrandTheftAutoSanAndreas'':
''VideoGame/GrandTheftAuto'':
** In ''VideoGame/GrandTheftAutoSanAndreas'' has one mission, mission where you have to follow Caesar to meet up with everyone else for some illegal street racing. CJ's sister, Kendl, is seen riding with Caesar in the cut scene. During the actual game play, Kendl's model is strangely replaced with a female NPC.
** The
NPC.[[note]] Kendl's overworld model was based on a beta design and when the dev team finalized Kendel's cutscene model, they didn't have time to make an overworld model of her.[[/note]] Another goof occurs in the HD remaster gives where all the character models have a very noticeable shiny look to them, which even applies to their skin.


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** The ''Grand Theft Auto Trilogy - Definitive Edition'' attempts to bring the Playstation 2 ''Grand Theft Auto'' trilogy to modern platforms with a visual overhaul. While it does a good job in some aspects, many other elements are outright broken:
*** The rain lacks alpha channels, making it appear as a solid white line instead of being transparent. This makes it [[InterfaceScrew incredibly difficult to see anything]]. If you approach a body of water while it's raining, the rain isn't rendered over the water.
*** The updated character models don't look quite right. Asuka in ''VideoGame/GrandTheftAutoIII'' looks ComicallyCrosseyed and some characters in ''Vice City'' lost some details like wrinkles on their faces. Characters in ''San Andreas'' have it the worst, such as Denise (CJ's first girlfriend) looking like an old woman and her bandana becoming black and blending in with her hair. The character models also gained individually modeled fingers, but the old animations are still used and are assumed the characters ''don't'' have fingers, so you get situations where characters are waving their hands about without moving their fingers or holding guns weirdly.
*** The fog was completely removed and the draw distance was greatly increased in the remaster. This is not an issue for ''III'' or ''Vice City'' due to the former not having planes or helicopters and the latter being able to pass off the city taking place on islands. The lack of draw distance doesn't work in ''San Andreas's'' favor since the setting is supposed to be in multiple areas and seeing the map from above makes the whole game look smaller than it actually is. The lack of fog and increased draw distance also means you can see major landmarks like Mount Chiliad from almost anywhere in the game no matter how far away you are.

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* In ''VideoGame/ShadowTheHedgehog'', there's a cutscene in which the title character encounters a room full of robotic copies of himself. The intended dramatic effect is ruined by the (most likely hardware-influenced) decision to render all of the Shadow androids using his low-detail model--including one positioned directly in front of the camera, giving the player a very close look at its low-res textures and polygonal quills.



* In ''VideoGame/ShadowTheHedgehog'', there's a cutscene in which the title character encounters a room full of robotic copies of himself. The intended dramatic effect is ruined by the (most likely hardware-influenced) decision to render all of the Shadow androids using his low-detail model--including one positioned directly in front of the camera, giving the player a very close look at its low-res textures and polygonal quills.
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* In ''VideoGame/ShadowTheHedgehog'', there's a cutscene in which the title character encounters a room full of robotic copies of himself. The intended dramatic effect is ruined by the (most likely hardware-influenced) decision to render all of the Shadow androids using his low-detail model--including one positioned directly in front of the camera, giving the player a very close look at its low-res textures and polygonal quills.
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* ''VideoGame/{{Xenoblade}}'''s definitive edition did a ''lot'' of clean-up to its visuals. ''Especially'' to the character models. The characters no longer look incredibly blurry or low-res compared to the SceneryPorn background, nor are you viewing them on the screen of a New 3DS. It shows nothing but SugarWiki/VisualEffectsOfAwesome... until you visit Frontier Village and end up seeing the Nopons close-up during a cutscene. Every Nopon except for Riki's mouths ''do not move''. And when Riki's mouth ''does'' move, it's obviously pixel-mouth (a popular animation tactic in heavily stylized games, such as ''VideoGame/XenobladeChronicles2''.) ''Un''like VideoGame/XenobladeChronicles2 however... Riki's the only one in the world who does this, meaning he looks ''very'' out of place. It's still better than those static-faced Nopon though.

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* ''VideoGame/{{Xenoblade}}'''s ''VideoGame/XenobladeChronicles1'''s definitive edition did a ''lot'' of clean-up to its visuals. ''Especially'' to the character models. The characters no longer look incredibly blurry or low-res compared to the SceneryPorn background, nor are you viewing them on the screen of a New 3DS. It shows nothing but SugarWiki/VisualEffectsOfAwesome... until you visit Frontier Village and end up seeing the Nopons close-up during a cutscene. Every Nopon except for Riki's mouths ''do not move''. And when Riki's mouth ''does'' move, it's obviously pixel-mouth (a popular animation tactic in heavily stylized games, such as ''VideoGame/XenobladeChronicles2''.) ''Un''like VideoGame/XenobladeChronicles2 however... VideoGame/XenobladeChronicles2, however, Riki's the only one in the world who does this, meaning he looks ''very'' out of place. It's still better than those static-faced Nopon though.
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** Games like classic ''Franchise/SonicTheHedgehog'' used dithering to produce transparency.[[https://i.imgur.com/qFEvOyh.png]] Modern displays led to the misconception that the waterfalls in Green Hill Zone are supposed to look like a bunch of lines, which became so widespread that even ''VideoGame/SonicMania'' depicted them like that.

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** Games like classic ''Franchise/SonicTheHedgehog'' used dithering to produce transparency.[[https://i.imgur.com/qFEvOyh.png]] png used dithering to produce transparency.]] Modern displays led to the misconception that the waterfalls in Green Hill Zone are supposed to look like a bunch of lines, which became so widespread that even ''VideoGame/SonicMania'' depicted them like that.



* Some of the backgrounds in ''VideoGame/PaperMario'' are [[https://thekingofgrabs.files.wordpress.com/2018/10/paper-mario-n64-104.jpg really poorly compressed,]] with obvious artifacts that make them look really jarring even on the original hardware. The Virtual Console releases also make the dialogue boxes and hud look pixelated, by contrast with everything else.

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* Some of the backgrounds in ''VideoGame/PaperMario'' ''VideoGame/PaperMario64'' are [[https://thekingofgrabs.files.wordpress.com/2018/10/paper-mario-n64-104.jpg really poorly compressed,]] with obvious artifacts that make them look really jarring even on the original hardware. The Virtual Console UsefulNotes/VirtualConsole releases also make the dialogue boxes and hud HUD look pixelated, by contrast with everything else.else, as well as showing [[https://www.mariowiki.com/images/2/28/Monstar.png a circle of stars surrounding Monstar]] rather than [[https://www.youtube.com/watch?v=DcdW7xFbnsg the stars "falling" into the center of its sprite]] as on UsefulNotes/Nintendo64 hardware.



* ''VideoGame/PokemonSnap'' has a speed up feature that lets you move your vehicle faster if you need to skip parts of the stage. Because everything is scripted, the speed up feature also speeds up everything else. It can make certain Pokemon that jump about look quite silly at double speed.

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* ''VideoGame/PokemonSnap'' has a speed up feature that lets you move your vehicle faster if you need to skip parts of the stage. Because everything is scripted, the speed up feature also speeds up everything else. It can make certain Pokemon Pokémon that jump about look quite silly at double speed.

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* ''VideoGame/HeroesOfMightAndMagic III'': The Conflux town is blatantly unfinished, due to the devs rushing it as a hasty replacement for the scrapped Forge. Some of the buildings are clearly copy-pasted from the adventure map, and barely fit into their environment (you can even see a building in the foreground ''underneath'' the Altar of Water). The parapets on the castle aren't the same height for some reason. The mountains and clouds around the Phoenix dwelling are also shifted slightly to the right in a little rectangle. Also, some trees and mountains in the background are rendered very poorly.
** The popular GameMod ''VideoGame/HornOfTheAbyss'' fixes Conflux, although it has its own problem. [[TwoDVisualsThreeDEffects All of the new creatures are 3D models that were converted into sprites.]] The team did a pretty good job matching the artstyle of the base game regardless, but their creatures are still a lot shinier than official ones. Sea Serpents stick out particularly harshly due to having nothing to hide their round, coiled bodies.



* ''VideoGame/WarCraft'' 3: Reforged has this in spades:

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* ''VideoGame/WarCraft'' 3: Reforged ''VideoGame/WarCraft III: Reforged'' has this in spades:



** On release, many models were still placeholders and animations were missing from both the Reforged as well as the original (and the original was missing shading too), since it now shares a client with Reforged and thus inherts all this issues that didn't happen in the original.
** During the last orc campaign mission in RoC section, skies would turn black when infernals were summoned instead of the correct red.

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** On release, many models were still placeholders and animations were missing from both the Reforged as well as the original (and the original was missing shading too), since it now shares a client with Reforged and thus inherts inherits all this issues that didn't happen in the original.
** During the last orc campaign mission in RoC [=RoC=] section, skies would turn black when infernals were summoned instead of the correct red.
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*** The game also has quite a problem with textures. Viewed from afar, the game looks fantastic with its art style. Viewing certain things up close shows a number of blemishes on the textures. The most notable example is Hien, a major NPC with a unique outfit. Viewing him up close (which will happen in a lot of cutscenes) shows how horribly pixelated the textures on his outfit are. Likewise, the [[spoiler: Crystal Exarch]] has a lot of pixelation on his body when he starts to crystalize. Likewise, the Carbuncle mount's nose, when viewed up close, is just a patch of pixels rather than an actual nose texture.

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*** The game also has quite a problem with textures. Viewed from afar, the game looks fantastic with its art style. Viewing certain things up close shows a number of blemishes on the textures. The most notable example is Hien, a major NPC with a unique outfit. Viewing him up close (which will happen in a lot of cutscenes) shows how horribly pixelated the textures on his outfit are. Likewise, the [[spoiler: Crystal Exarch]] has a lot of pixelation on his body when he starts to crystalize. Likewise, The pixel problem also occurs on the Carbuncle mount's nose, nose where, when viewed up close, is just a patch of pixels rather than an actual nose texture.
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** ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' has an animation for every possible movement Link can do, but there's no animation for Link doing a backflip while aiming the bow, slingshot, or hookshot; his model just rotates in a full circle without any animations at all. Strangely, the 3DS version gives Link updated animations and he still lacks animations from the previous backflip problem.

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** ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' has an animation for every possible movement Link can do, but there's no animation for Link doing a backflip while aiming the bow, slingshot, or hookshot; his model just rotates in a full circle without any animations at all. Strangely, the 3DS version gives Link updated animations and he still lacks animations from the previous backflip problem. The game also had BottomlessPits look not so bottomless; throw a bomb or any other item down the pit and you'll see it land on the "floor" below in the empty void. Later games would mask this better by having objects vanish once they fell down far enough.
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** Final Fantasy VII Remake has a chapter where Cloud and Aerith pick flowers. Not only do the flowers suddenly appear in Cloud's hand when reaches over, when he puts them in the basket, the basket is suddenly full.

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** Final Fantasy VII Remake ''VideoGame/FinalFantasyVIIRemake'' has a chapter where Cloud and Aerith pick flowers. Not only do the flowers suddenly appear in Cloud's hand when reaches over, when he puts them in the basket, the basket is suddenly full.

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*** The game also has quite a problem with textures. Viewed from afar, the game looks fantastic with its art style. Viewing certain things up close shows a number of blemishes on the textures. The most notable example is Hien, a major NPC with a unique outfit. Viewing him up close (which will happen in a lot of cutscenes) shows how horribly pixelated the textures on his outfit are. Likewise, the [[spoiler: Crystal Exarch]] has a lot of pixelation on his body when he starts to crystalize.

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*** The game also has quite a problem with textures. Viewed from afar, the game looks fantastic with its art style. Viewing certain things up close shows a number of blemishes on the textures. The most notable example is Hien, a major NPC with a unique outfit. Viewing him up close (which will happen in a lot of cutscenes) shows how horribly pixelated the textures on his outfit are. Likewise, the [[spoiler: Crystal Exarch]] has a lot of pixelation on his body when he starts to crystalize. Likewise, the Carbuncle mount's nose, when viewed up close, is just a patch of pixels rather than an actual nose texture.


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* ''VideoGame/PokemonSnap'' has a speed up feature that lets you move your vehicle faster if you need to skip parts of the stage. Because everything is scripted, the speed up feature also speeds up everything else. It can make certain Pokemon that jump about look quite silly at double speed.
Is there an issue? Send a MessageReason:
None


** ''VideoGame/TheLegendOfZeldaTheMinishCap'': Early in the story Link defeats a Deku Scrub who attacked Zelda, prompting it to apologize and promise to stop attacking people and go back to his cave, right supposedly leaving. The problem is that the devs didn't bother making an animation of the Scrub walking away, so they just had him use the standard enemy death animation, with it exploding into nothingness, making it look as though it just died.

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** ''VideoGame/TheLegendOfZeldaTheMinishCap'': Early in the story Link defeats a Deku Scrub who attacked Zelda, prompting it to apologize and promise to stop attacking people and go back to his cave, right before supposedly leaving. The problem is that the devs didn't bother making an animation of the Scrub walking away, so they just had him use the standard enemy death animation, with animation in which it exploding explodes into nothingness, making it look as though it just died.

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* Many retro games don't render correctly in modern hardware, or at least not in the way the devs intended, leading to this trope. For instance, old console games would often exploit imperfections in old [=TVs=] and display methods to produce visual effects than the system couldn't natively output. A technique that made full use of this was dithering, which would take advantage of the pixel blending in composite to display more colors or transparency, but in modern displays it looks like a set of lines or checkerboard dots instead (unless a special filter is used to simulate the old look). Some examples of these "tricks" would be:

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* Many retro games don't render correctly in modern hardware, or at least not in the way the devs intended, leading to this trope.intended. For instance, old console games would often exploit imperfections in old [=TVs=] and display methods to produce visual effects than the system couldn't natively output. A technique that made full use of this was dithering, which would take advantage of the pixel blending in composite to display more colors or transparency, but in modern displays it looks like a set of lines or checkerboard dots instead (unless a special filter is used to simulate the old look). Some examples of these "tricks" would be:



* ''VideoGame/DonkeyKongCountry2DiddysKongQuest'':
** In the lava stages, beginning with Hot-Head Hop, the kill barrier is located at the bottom of the screen, but the surface of the lava isn't, allowing you to pass below the surface of the lava without getting hurt. It's especially noticeable in the stage Red Hot Ride, which has slowly descending hot-air balloon platforms. Of course, no one's complaining from a gameplay standpoint, as it makes this already NintendoHard game somewhat easier, but it still looks weird.

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* ''VideoGame/DonkeyKongCountry2DiddysKongQuest'':
''VideoGame/DonkeyKongCountry'':
** ''VideoGame/DonkeyKongCountry2DiddysKongQuest'': In the lava stages, beginning with Hot-Head Hop, the kill barrier is located at the bottom of the screen, but the surface of the lava isn't, allowing you to pass below the surface of the lava without getting hurt. It's especially noticeable in the stage Red Hot Ride, which has slowly descending hot-air balloon platforms. Of course, no one's complaining from a gameplay standpoint, as it makes this already NintendoHard game somewhat easier, but it still looks weird.


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* ''VideoGame/OctopathTraveler'': The lantern lighting in dungeons is strangely executed. No matter which direction you’re facing, there will always be a huge shadow being cast northward due to your body being between the lantern and that direction... no matter where your sprite shows the lantern to actually be. Even when you walk in that direction and the lantern is completely unobstructed by your body, the light acts as if it’s coming from the south.

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