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No Port For You

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If the "Only on Xbox" tag and Microsoft logo don't keep you from hoping for a PS2 release, we don't know what will.

"And it's strange to see [the American Girls Collection] not doing an Android port of their games, when the market share makes them attractive."
Adolf Hitler, Hitler Rants
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The Evil Twin of Multi-Platform and Port Overdosed, and a worse outcome than Porting Disaster.

Say you have this console or operating system to which you are very much accustomed to. You more or less have everything made for the platform installed or on discs/cartridges, but there's this one game or application you wanted or needed so badly, but couldn't get as it was released on only a particular platform other than what you have. Sure enough, you can buy a new console or install an alternative OS, but that's a major barrier to entry for some who do not have the budget or just couldn't be bothered to get a certain device for the sole purpose of playing certain games.

As with No Export for You, No Port For You could be due to technical limitations, censorship, licensing or whatever complications that may arise with the release of a piece of software, or just limited resources, or for some inexplicable reason even if the platform the game wasn't released on has a significant market share. It could also apply to non-software pieces of digital media, like for example films not yet released on DVD or Blu-ray. However, it could also be due to "exclusivity deals", in which a company pays a developer to make a game only exclusively for their platform.

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Expect many modern Arcade Games to fall under this, as many of them use specialized controllers that would be too expensive if they were faithfully made for the consumer market; the more economic alternatives would be to adapt the controls to a gamepad or produce a lower-budget version of the gimmick controller, often with clunky results either way.

Naturally, there are workarounds for this, like emulation for example; emulating more recent systems are a long shot however, but progress has been made with seventh-generation console emulators, such as Xenia, RPCS3, Citra, CEMU, and the most popular of them all; Dolphin. Even the Nintendo Switch is starting to have emulation projects being made too. Fan-made ports do exist as well, especially for games whose source codes have been released in the public domain or under a permissive license.

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Despite communicating with the same hardware fundamentally underneath, the other two Operating Systems for the PC Market, MacOS and Linux, also get afflicted with this, as most games released on PC are for Windows only. While the list of games that work on both of these systems is increasing, thanks to increased adoption and better understanding by the general consumer and big videogame companies alike about what these OS's can actually be like to use, it's a far cry from the hundreds of thousands of games the PC gaming space has to offer natively. Much like how Emulation can help run games from consoles on computers, MacOS and Linux both have Wine Bottler for the former, and plain old WINE for the latter. Linux also has Proton, a repackaged version of Wine primarily used for running Windows-only Steam games, which makes it theoretically possible to play any game released onto Windows.

When it comes to smartphone games, originally the bulk of high-profile mobile games were released on iOS only, with Android routinely being left out in the cold. It wasn't until the mid-2010s that more and more mobile games started getting ported to Android, with most games now being released on both at launch. You're still out of luck if you use any other mobile phone platform, however.

Contrast with Multi-Platform and Reformulated Game, where a game gets versions or ports for multiple platforms at the time of its release (especially with licensed games). The complete polar opposite is Port Overdosed, where the game gets released on every platform under the sun the developer can think of, even if the platform is not a good fit.

See also No Export for You and Bad Export for You for restrictions of a regional sort. For cases when the game is ported at all yet developers did a rather shoddy job at it, see Porting Disaster.


Video Game Examples:

    open/close all folders 
    General/Common Cases 
  • Prior to Activision's foundation in 1979, all games tended to be exclusive to the consoles they were developed for. It wasn't until a bunch of disillusioned former Atari developers called it quits and formed said video game studio that Multi-Platform titles came to be.
  • First-party developed titles are almost always this, for an obvious reason: exclusive titles created by the platform creator's own video game studios are meant as an incentive for the consumer to chose their gaming platform over the competition. So you're never going to see Nintendo's Mario series on a Sony platform, or Sony's Gran Turismo games on a Microsoft console. Exceptions exist as stated in the Notable Subversions folder below.
  • Nintendo has had issues with major multiplatform titles skipping release on their systems since the Nintendo 64 but ameliorated beginning with the Nintendo Switch. While part of this was initially due to burnt bridges caused by their draconian policies in the 1990s, these days it mostly comes down to technical limitations. While both the N64 and Nintendo GameCube were just as, if not more powerful, than the competition, they also suffered serious game size limitations due to their formats: cartridges instead of CD, and a proprietary form of MiniDVD instead of DVD, respectively. This meant many games would require significant cuts or unacceptable levels of compression to play on Nintendo's system.note  Following that, every Nintendo console from the Wii onward bowed out of the power race to focus on alternate ways of attracting people to their hardware (i.e. gimmicks such as motion controls and "hybrid" play), making these systems too underpowered to receive ports of graphically intense titles unless a developer goes out of their way to create a version specifically for Nintendo's hardware, hire another developer (specifically a porting house) to do it, or simply make a thin client with the game itself streamed from a cloud server especially if the game being adapted is too intense for the Switch to run natively even with major sacrifices.
  • One of the many reasons why virtual machine software and Wine exist is due to MacOS, Linux and a myriad of Unix-based operating systems not getting a fair share of the pie, as the vast majority of games (and software in general, such as productivity applications) are released only for Microsoft Windows, a form of vendor lock-in.
  • Some genres don't seem to get any PC treatment whatsoever, or when they do, they're rather uncommon. See if you can name any big-name boxing, wrestling or Mixed Martial Arts title for Windows, let alone Mac or Linux. It could be either due to the genre being best played on the comfort of one's living room, or others tend to end up either unplayable or just plain awkward on a joystick or a keyboard.
    • Conversely, some genres like Real-Time Strategy or city-building games are generally PC-exclusive by default, because they're designed from the ground up to be played with mouse and keyboard, and trying to adapt their control schemes to a gamepad involves some very unhappy compromises at best. Not to mention some of the more complicated examples being very CPU and RAM intensive, while putting a relatively small load on the graphics hardware, which is the exact opposite of optimal for console specs.
  • Mobile games will generally stay mobile due to either relying on a "free-to-play" model that console makers wouldn't approve of, or due to touchscreen controls which simply cannot be replicated very well with a keyboard-and-mouse combo or a gamepad. Some mobile games that do not rely on the F2P model do get ported to the now-retired PlayStation Vita or Nintendo Switch, two systems with multi-touch capacitive touchscreens similar to those found on smartphones, however early on, Switch ports of mobile games (particularly VOEZ, Deemo, and Lanota) were widely criticized for not being compatible in TV mode, leading to Nintendo to mandate that all games must have control schemes that are compatible in TV mode. This often leads to devs having to implement such schemes just to get Nintendo's approval, regardless of whether they are as intuitive as touchscreen controls.
  • When TV game shows were ported to home computers in the late 1980s and early 1990s, owners of Atari 8-Bit Computers were out of luck, except for homebrews of Jeopardy! and Wheel of Fortune.

    Specific Games 
  • Aka to Blue is exclusive to smartphones and arcades; the smartphone version doesn't even have Bluetooth controller support. The developers have stated that the costs of console development kits and the relative obscurity of Steam in Japannote  caused them to pass over more conventional consumer platforms.
  • American Girl is guilty of this - for no explicable reason other than mentioning on their Facebook page that they are comfortable with iOS development. Even if Android's market share "makes them attractive" they only released most of their recent games for Apple's mobile operating system.
    • This is compounded by the fact that the companion app for a toy television made for Maryellen Larkin is designed with regular-size iPad models in mind, since the TV playset essentially acts as a specialised case for the original model up to the iPad 4. While there are Android devices using a similar form factor, e.g. Goopads and models from lesser-known firms, they're few and far behind, and most tablets are just too small or odd-sized for it to fit inside the television.
    • Also, the comfort zone excuse is moot considering how the mobile games were written using cross-platform libraries like Adobe AIR or Unity for example. With the case of AIR all you have to do is to recompile the Flash project with little or no changes and set Android as a target, provided you have Android Studio installed. Whether American Girl was paid off by Apple to snub Android users or not is anyone's guess.
    • In general, anything put out by Mattel/Fisher-Price for the mobile platform tends to be this, if not a bad port that is several versions behind the iOS version, and all of their mobile accessories to date are for iDevices only. Many have speculated that they have an exclusivity deal with Apple.
    • Still an issue as of the recently released Wellie Wishers game, and that's despite AG's assurances of a port or two for other platforms, along with children's electronics firm Nabi (who were recently acquired by Mattel) releasing an American Girl-themed variant of their Nabi SE tablet. The latter would've given them an even bigger reason for them to port most of their games to Android, but strangely enough this hasn't been the case as of now.
      • Except that as it turns out, they did make a port of some of those games. The clincher is that not only it's exclusively available upon purchase of the American Girl-themed tablet, it is not available from other tablets in the series.
      • While the original WellieWishers remains iOS exclusive, Garden Fun is available on both Android and iOS worldwide. Except that the Android port of the game became a Porting Disaster when it was first launched, crashing silently on a number of devices, and was even made worse with the 1.1 update, of which American Girl seemingly forgot to upload the updated OBB files for the game; this was later corrected in a recent hotfix.
  • The original Bayonetta was released on both the Xbox 360 and the PS3 and was later re-released on the Wii U, PC, PS4 and Xbox One. Its sequels, on the other hand, are exclusive to Nintendo platforms, as they provided PlatinumGames with funding for the development for those games when Sega wouldn't.
  • The Command & Conquer series has had a rather mixed history on consoles: while the PC version of Tiberian Dawn is quite obviously the definitive release, it did receive conversions to the Sega Saturn, PlayStation and Nintendo 64, the latter being the first C&C game to be presented in full polygonal 3D, predating Renegade and Generals. Red Alert only got a PlayStation conversion, and the series has been PC exclusive starting with Tiberian Sun onward likely due to limitations imposed by consoles in terms of performance and controls. It wouldn't be until Command & Conquer: Tiberium Wars when the series would be released for consoles and PC simultaneously, albeit with a retooled interface and controls to account for a gamepad as well as population and resource limits due to limited hardware.
  • A number of Dead or Alive titles were exclusive to the Xbox, like Dead or Alive 3, Dead Or Alive Xtreme Beach Volleyball and Dead or Alive: Ultimate, a remake of the first two games. This was also the case with Dead or Alive 4 and Dead or Alive Xtreme 2 for the Xbox 360. The series became Multi-Platform once again upon the release of the fifth title, though there still are some exclusives, in this case for PlayStation consoles, namely Dead or Alive Paradise for the PSP and the Asia-only Dead or Alive Xtreme 3 for the PS4 and Vita.
  • Mobile apps based on the Fancy Nancy series are exclusive to iOS for whatever reason. Much like American Girl, ports for the other platform are nowhere to be found, though a dedicated fan or a savvy parent could just load up a ROM of the DS game and play it on an emulator.
  • Ford Truck Mania was released exclusively for the original PlayStation in 2003. While it isn't unheard of for a third-party game to be a console exclusive, what makes Ford Truck Mania so interesting is that by the time it was released, the PlayStation 2 has been around for three years.
  • Gears of War was exclusive to Microsoft Studios's Xbox systems even before they bought the rights to the franchise. Thought funnily enough, it was later revealed that series developer Epic Games did build a version of the first Gears of War for the PlayStation 3 internally as an Unreal engine test. An almost fully functional version, just lacking optimization, no less. So PS3 port of Gears technically did exist, they only didn't release it.
  • Several of Hallmark Card's apps, especially the e-books for their Interactive Story Buddy toys, are iOS only as well, to the annoyance of Android-device-owning parents.
  • Certain Kairosoft games are Android-only.
  • The King of Fighters XIV is a console exclusive for PlayStation 4, while both past and future entries are mutliplatform.
  • While The Legend of Heroes: Trails in the Sky - First & Second Chapter had a release for both PC and Playstation Portable note , Trails in the Sky - The 3rd had its English release only for PC as XSeed didn't had enough time to port it to PSP.
  • The main developer of PC game Mega Man Maker WreckingPrograms listed "mobile or console versions" among the "Deconfirmed Features". That means fans are never to request ports for consoles or for mobile phones.
  • Metal Gear Solid 4 only saw release on the PlayStation 3, due to Kojima wanting to make full use of the Blu-ray format's storage space. At the time of its release 50 gigabytes of data was unheard of for a game, in contrast to most titles eating up six or eight. As of this writing, it's the only mainline MGS title that was never ported to any other platform, as MGS2, 3 and Peace Walker were eventually released to the Xbox 360 alongside the PS3 via the HD Collection and MGSV was developed as a multiplatform game from the get-go. While Kojima would go on to state that he would be willing to port MGS4 to other consoles if they supported the Blu-ray format (which both the PS4 and Xbox One did), he would leave Konami shortly after the completion of MGSV, leaving MGS4 stuck in PS3-only limbo.
  • Nintendo once licensed out their characters to Philips as part of a failed deal to create a CD add-on, with Hotel Mario and The Legend Of Zelda C Di Games being Philips CD-i-exclusives.
  • While Onimusha is primarily a PlayStation franchise, the original game Onimusha: Warlords also received an Xbox port under the name Genma Onimusha, which featured a plethora of new content, including new costumes, increased difficulty, green souls which increase attack power, and new areas. Due to the 2019 remaster of the game not containing the content from this version, the Xbox (or the Xbox 360 through backwards compatibility) is still the only way to experience this version of the game.
  • None of SEGA's Performai games (maimai, CHUNITHM, and O.N.G.E.K.I.) are available on home platforms, as a curse of being arcade games that use specialized controllers.
  • The main entries of Atlus's Persona series has always been exclusive to PlayStation systems. However, spin-offs entries are surprisingly multiplatform releases, with the exception of Persona Q: Shadow of the Labyrinth and its sequel, which were exclusive to the Nintendo 3DS. The the first game did receive a Japan-only PC port though, while Persona 4 Golden also eventually found its way to Steam.
  • The compilation Phoenix Wright: Ace Attorney Trilogy HD was released for iOS and Android in Japan, but other countries only got it on iOS for some reason, despite every subsequent mobile release being available on both platforms in all regions.
  • Puyo Puyo Chronicle: In a rarity for major Puyo Puyo games which are usually ported to whatever consoles are supported at the time, Chronicle is only available on one platform, the Nintendo 3DS. This can likely be attributed to the larger-than-average amount of time/money that would be required to make the 3DS game look acceptable on HD platforms.
  • Konami's and M2's ReBirth line of WiiWare games (Gradius ReBirth, Contra ReBirth, and Castlevania The Adventure Rebirth) became non-purchasable effective March 2018 along with the rest of the Wii Shop Channel's catalog, and non-downloadable effective January 2019. The only legitimate way to play them now is to have a Wii that already had it downloaded prior to the termination of the Wii Shop Channel service.
  • In spite of efforts by fans to coax Rockstar Games into releasing a Red Dead Redemption PC port, word has it that the codebase was messy enough to rule out a Windows release. Given how badly they screwed up with Grand Theft Auto IV in 2008, the latter isn't that far-fetched of an excuse. On the other hand, Red Dead Redemption was notoriously so full of bugs even on the platforms it was released on that they probably decided that revisiting the messy code to try to fix things was not worth it. Same goes with Midnight Club: Los Angeles and a few others.
  • Senjin Aleste is arcade-exclusive, unusually for an Aleste game, as all prior games in the series have been exclusive to consoles and PCs.
  • Despite the 2013 remasters of Sonic the Hedgehog and Sonic the Hedgehog 2 being well-received, both are exclusive to mobile devices despite the demand for a broader multiplatform release. This is despite the 2011 remaster of Sonic the Hedgehog CD being released on PlayStation Network (though Japan inexplicably didn't get it on PSN), Xbox Live, and Steam. The reason is that Sega signed a deal with Nintendo which requires them to publish three Sonic games exclusive to Nintendo consoles before any could come out on competing platforms, which excluded mobile games. But even after the contract expired and Sonic Lost World was ported to PC, the Sonic 1 and 2 remasters remained mobile-exclisive until the 2022 multiplatform Compilation Rerelease Sonic Origins.
  • Sifu was released for PC via Epic Games Store and on consoles via PlayStation 4 and 5, but there's no Xbox One or Xbox Series X port in sight.
  • Splinter Cell: Conviction only received an Xbox 360 version besides Windows, with Ubisoft citing the game series being developed with the Xbox in mind since the original; despite the fact that both past and future entries were on Sony and Nintendo consoles as well, though the latter two conversions were cut down compared to Xbox and Windows due to memory limitations.
  • The Spot the Dog mobile games are iOS exclusive as well. In fact, Penguin Interactive are only publishing for iOS devices.
  • Street Fighter V was released on both Windows and Linux, but as far as consoles are concerned, Capcom had a deal with Sony and thus the only system it is available on is the PlayStation 4.
  • None of the Tetris: The Grand Master arcade games have ever been ported to a consumer platform. A PS2 port for Tetris: The Grand Master 2 was allegedly in the works only to be cancelled. This isn't Arika's fault, though; The Tetris Company' has a series of strict guidelines on what is allowed in a game carrying the Tetris brand and gameplay, and the TGM series goes blatantly outside of those guidelines, which unfortunately means that it is extremely unlikely there will ever be a port of any arcade TGM game. While there is Tetris: The Grand Master ACE, its adherence to the same guidelines (which were made after TGM 2 and were still quite lax when TGM 3 was released, but got very strict sometime between the releases of 3 and ACE) result in a drastically different and less challenging game than the arcade TGM games.
  • The Yakuza franchise, after being exclusive to PlayStation systems for a long time, had each of its games ported to the the Xbox One, along with PCs. However, its spin-off games, Judgment and Lost Judgment, have been caught up in Executive Meddling that has thrown the status of PC ports for the series (and by extension, the future of the series itself) into question. Protagonist Takayuki Yagami is played by Takuya Kimura, and the game recreates Kimura's looks for the character. But Kimura's agency, Johnny's & Associates (a.k.a Johnny's Entertainment), have refused to allow for a PC port to be made due to a dispute regarding Kimura's likeness. Because of this, a PC port of any game in the series looks unlikely for the foreseeable future.
    • Despite the series branching out drastically, four home console Yakuza titles still have yet to make their way to non-PlayStation platforms, those being the Japan-exclusive samurai duo consisting of Ryū ga Gotoku Kenzan! (exclusive to PS3) and Ryū ga Gotoku Ishin! (PS3 and PS4), Yakuza: Dead Souls (PS3 only), and Fist of the North Star: Lost Paradise (PS4 only). For the first case, both games were released at a time when the franchise's popularity outside Japan was in question, the former being a very early entry in the series and the latter being released at a time when Sega had lost faith in bringing Yakuza games overseas due to the failure of Dead Souls - given that PlayStation is the dominant line of consoles in Japan, it more than makes sense that they were exclusive since they never made it outside the country. In the second case, as stated prior, Dead Souls was a failure outside Japan and was almost singlehandedly blamed for nearly killing the franchise in the west, making it anything but surprising that it's been left untouched. Finally, in the third case, while Lost Paradise was released at the peak of the series' growth in worldwide recognition, it received significantly weaker reviews and fan reception than the rest of the games, which may have made Sega reluctant to bring it elsewhere. Time will only tell if this changes.

    Notable Subversions 
  • "Timed exclusives", where a game is contracted to be released for only one or two platforms (often a particular console and a PC release), with the possibly of it being released to other platforms once the period of exclusivity is over. While publishers have become more upfront about when a game is an example of this over time, it's still common to see a game's status as this be hidden in order to maximize sales. And in both cases, it's rare for it to be stated exactly how long this exclusive period lasts, though it is usually no longer than a year.

  • For a good while, the The BBC iPlayer wasn't made available to the Xbox 360 due to UK licensing laws. Microsoft wanted to lock all video streaming services behind the Xbox Live Gold subscription service but the BBC, if they allowed the iPlayer on the platform, were and still are legally forbidden to charge for UK access to their content as the content charge is already part of the TV license fee. It was eventually averted and the Xbox got their own version that was available to all Xbox Live members including Silver (non-paying users).
  • After the PS2 port of beatmania IIDX 16 EMPRESS in 2009, it seemed as if IIDX was destined to be arcade-exclusive going forward. However, in 2015, Konami released a PC port of IIDX, beatmania IIDX INFINITASnote , as well as a smartphone port in 2019, beatmania IIDX ULTIMATE MOBILE that not only use touch controls but can also be played with a proprietary controller made for the game.
  • For the longest time, Crash Bandicoot and Spyro the Dragon games have remained console-exclusive until the late 2010s, when the Crash Bandicoot N. Sane Trilogy and Spyro Reignited Trilogy were released for the PC a year after their original releases on consoles (2018 for the N. Sane Trilogy alongside the Xbox One and Switch versions, and 2019 for the Reignited Trilogy, alongside the Switch version). However, this trend happened yet again, as Crash Team Racing: Nitro-Fueled, despite being released on PlayStation 4, Xbox One and Switch in 2019, has yet to get a PC release, even after the final content update in spring of 2020, and Activision doesn't seem very interested in bringing the kart racer over to the PC market for whatever reason.
  • Bethesda originally announced that Fallout Shelter was to be iOS-only. One huge backlash from fans later, and it saw ports to Android, PC, consoles, and even Tesla cars over the following few years.
  • The mainline Final Fantasy series used to be exclusive to Nintendo platforms, before switching to Sony with Final Fantasy VII. The franchise would become multiplatform starting with Final Fantasy XIII and all prior games would see slowly re-release on other consoles, PC, and mobile devices in the subsequent years. However the Final Fantasy VII Remake was released exclusively on Sony's platforms, only getting a PC port a year later with no since of being port to non-Sony consoles. And Final Fantasy XVI was announced as a PlayStation 5 exclusive.
  • Grand Theft Auto: Liberty City Stories used to be a Sony exclusive (and at one time was touted as a Killer App for the PSP). After ten years of wishful speculation from fans, an iOS port was released. As to why Grand Theft Auto: Vice City Stories wasn't given the same treatment is anyone's guess.
    • Besides the official smart device ports from Lucid Games, a UK-based porting house whom R* contracted to handle the conversion, two unauthorised ports for Windows were also made, an earlier, incomplete one using the San Andreas engine, and a more-feature complete effort running off the Vice City engine.note 
  • Nintendo:
    • The arcade versions of the Donkey Kong trilogy, the original Mario Bros., Popeye, and other Nintendo games were never ported in their original state due to legal complications of Nintendo using Ikegami Tsushinki's Donkey Kong code for their other games. The NES versions were often the ones being released on modern platforms. It is not until the Nintendo Switch came out where Hamster Corporation gained access to some of these games and ported them under Nintendo's license for the Arcade Archives series.
    • The Pokémon series. Despite Nintendo owning all the character trademarks, the actual property is split in unknown percentages between it, franchise creator Game Freak, and Creatures, Inc. (with the three creating "The Pokémon Company" in order to manage the brand). Meaning that while major installments are locked to Nintendo platforms, there are also several spin-offs for Android and iOS (most notably Pokémon GO), educational games for PCs and Macs, and even a few titles on the Sega Pico, an educational console made by Sega when they were still a hardware competitor.
    • The Interplay Super Mario Bros. edutainment games, which were released for Mac OS Classic, DOS and Windows 3.x.
    • Super Mario Run marked Nintendo's first in-house effort at developing games for smart devices. Unlike later mobile titles, it was initially developed solely for iOS platforms. A port for Android was later released in 2017, however.
    • Super Mario Bros. saw a reworked version for Japanese home micros of the day such as the PC-8801 and Sharp X1 called Super Mario Bros. Special. As the PC-8801 and X1 is drastically inferior to the Famicom in terms of graphical capabilities, several concessions had to be made, most notably the ommission of smooth scrolling, instead presenting the game as a screen-by-screen platformer not unlike the Prince of Persia.
  • Originally, the English-language release of Phoenix Wright: Ace Attorney – Dual Destinies was only to be released on the 3DS eShop, which is not available in many countries. After a few people wrote in and seemingly eons of silence from Capcom, they made a surprise announcement and promptly released an iOS port, which is widely applauded not only as a Polished Port that fixes various Dub-Induced Plot Holes that surfaced in the North American 3DS release, but also for being cheaper than the 3DS version. A just as polished Android port surfaced the next year.
    • This also applies to Phoenix Wright: Ace Attorney – Spirit of Justice, which was 3DS-only when it was released in 2015. It was annoying because again, not only is the console is region-locked, but also digital-only in English-speaking markets, and there are many countries that do not have access to the eShop. An iOS version alongside an Android version was finally released into the world nearing the end of September 2017, with the same attention to details that Dual Destinies received when ported. However, there is two non-canon DLCs that isn't ported along with the rest of the game...
    • For a long while Apollo Justice: Ace Attorney and both Ace Attorney Investigations: Miles Edgeworth titles were only available on the Nintendo DS. It wasn't until December 2016 that they would receive ports to other platforms, with Apollo Justice getting a mobile port then and a 3DS port in November 2017. Both Investigations titles would get mobile ports on December 2017 (although with the second title still unlocalized).
  • Raiden V was initially an Xbox One exclusive, an odd choice given that the Raiden series is made by Japanese producers and "commercial failure" is a very polite way of describing how successful the Xbox One is in Japan. However, an Updated Re-release later came to PS4 and PC, and further later to Nintendo Switch.
  • The Resident Evil remake, along with Resident Evil 0 and Resident Evil 4, were all initially announced as GameCube-exclusives. While RE4 ended being just a timed-exclusive before it got ported to the PS2 less than a year after its initial release, REmake and RE0 actually remained exclusive to Nintendo consoles for many years, with the only ports of either game being the Wii versions released in 2008. It wasn't until 2014 (12 years after its original GameCube release) that Capcom announced that REmake would be remastered on non-Nintendo platforms, first getting a stand-alone physical release on the PS3 in Japan at the end of the year, followed by a worldwide digital release on five different platforms (Steam, PS4, PS3, Xbox One, Xbox 360) in early 2015. RE0 followed suit with a digital release on the same five platforms in early 2016.
  • The video game hacking community discovered in 2020 that the Sammy Atomiswave arcade hardware is Dreamcast hardware with a few modifications. As a result, the Dreamcast hacking community produced a slew of homebrew ports of Atomiswave games, including for games that never got an official home port, intended for use with a hardware modification that allows the Dreamcast to read SD cards.
  • Sega did this on occasion while they were still a console manufacturer. A port for Sonic the Hedgehog CD came out for Windows as early as 1996, only three years after its original release, and a port for Sonic 3 & Knuckles came a year after. After that, a lot of their games are ported to Windows roughly 6 months to a year after their initial platform release.
    • Even before that, their early arcade games received conversions of varying quality to many 8-bit computers like the ZX Spectrum and Commodore 64 a few months after release (albeit outsourced to porting houses) since the 80s. They even had Tengen convert several of their games to the NES.
  • A number of side-games based on Sony Computer Entertainment-owned or published franchises did see releases on Android and iOS, namely Uncharted: Fortune Hunter and the Coca-Cola-sponsored PlayStation All-Stars Island. Although this is largely because Sony also produces Android cellphones and also did a brand crossover once (read: the PlayStation Phone). In addition, select Sony-published AAA titles from their back catalogue saw a Windows release, some of them being Horizon Zero Dawn, Days Gone and God Of War 2018. This along with Microsoft committing to release at least some of their previously-Xbox exclusive franchises to Windows makes Nintendo the lone holdout when it comes to home computer ports of first-party console games.
    • MLB: The Show 21 is an interesting example: as other attempts at a definitive Major League Baseball simulation faltered in comparison to The Show, MLB worked out a deal with Sony to bring their seminal sim elsewhere since there's little financial point for MLB to have a well-regarded official baseball game if it's only exclusive to one console, thus leading to a port of MLB: The Show 21 for the Xbox One and Series S/X. Seeing the PlayStation logo and Sony wordmarks on an Xbox game is indeed baffling. Even more so when it was announced that the game would launch day-and-date onto Microsoft’s Game Pass subscription service; this was later confirmed to be a decision by MLB, who published the Xbox versions themselves under their MLB Advanced Media subsidiary.
    • Death Stranding is developed by Hideo Kojima, but was published by Sony. Thus it's a little surprising to see the game appear on Steam and Epic Game Store alongside the PS4 and PS5. However, the PC ports are instead published by [[505Games]], somewhat averting this.
  • Xbox Game Studios has dabbled in this, being owned by a corporation that also owns one of the most widely-used computer operating systems on the planet.
    • Beginning in the 2010s, many Xbox games began seeing dual-releases on the also Microsoft-owned Windows OS, either at launch or a few months afterward.
    • For several years, Microsoft would have versions of their titles available on Nintendo handhelds, ranging from the Game Boy Color to the Nintendo DS. These were developed either in-house or by external studios, and published by other companies like THQ.
    • Following the failure of the Windows Phone/Mobile failing to gain market share, numerous Windows OS games, along with several productivity applications, began being ported to Android and iOS.
    • Minecraft. Even after buying out the property, Microsoft continued to develop ports and updates for numerous platforms.
    • In 2016, Microsoft announced a "Play Anywhere" initiative, meaning any and all Microsoft Studios games from then on would release simultaneously on Xbox and PC, with one digital purchase entitling the buyer to play the game on both platforms. Initially they were exclusive to their Windows 10 app store, but starting with The Master Chief Collection in 2019, they're also releasing them on Steam, albeit without the cross-ownership. However, the functionality for multiplayer in the Steam versions is compatible with the Xbox/Windows Store versions, utilising the Xbox system rather than Steamworks. Other functionality may also be linked on a game-by-game basis; for example, ‘’Halo’’ titles will synchronise game saves across all platforms, while ‘’Forza’’ titles do not implement this, and there is no way to transfer game progress from the Xbox version to Steam or vice versa.
    • Following the release of Halo 2 on PC in 2007, which many consider to be a Porting Disaster due to requiring the much-maligned Windows Vista and Games for Windows Live, among other reasons, no Halo games were released on PC for 10 years. This changed with Halo Wars 2 in 2017, which saw a PC release as part of Microsoft's "Play Anywhere" program and was subverted nearly fully in 2019 when Microsoft announced that Halo: The Master Chief Collection would be coming to PC, leaving Halo 5: Guardians as the only Halo game not available on PC. note 
    • An interesting case occurred with the acquisition by Microsoft of Double Fine Productions, who were developing Psychonauts 2 at the time the deal was made. Due to the many funding sources in place for this game (including crowdfunding and having sold publishing rights to Starbreeze Software, who later went bankrupt; Microsoft repurchased the rights from them before release) the game came to the PS4 alongside its PC and Xbox releases on launch day. Played straight however with the next-gen releases; while Xbox players got a native version for Xbox Series X|S, PS5 players have to make do with the PS4 release running under backwards compatibility.
  • For years the Yakuza series has been exclusive to PlayStation consoles, aside from Ryu Ga Gotoku 1 & 2 HD for Wii U, a one-off compilation for the Wii U containing remastered ports of the first two Yakuza titles originally released for the PS2 that remained in Japan. This was due to the fact that the series was developed primarily for the Japanese market in mind, where the PlayStation has always been the dominant gaming platform since the series's inception. However, after Yakuza 0 brought mainstream success to the series in the west, Sega saw fit to port over the games to other platforms. Since then, Yakuza 0, along with Kiwami and Kiwami 2 (which are remakes of the first two games), have been ported to PC (via Steam) and Xbox One digitally. Yakuza: Like A Dragon, the seventh mainline entry, would also end up being released in the west on Windows and Xbox consoles in addition to the PS4 version. The Yakuza Remastered Collection, which contains ports of Yakuza 3 through 5, have since be released digitally on Steam and Xbox as well, with Yakuza 6 scheduled to be released on March 2021, meaning that at least all the mainline entries are no longer locked to Sony consoles. Nintendo continues to receive the short end of the stick, however, as Sega has no known plans to bring any of the Yakuza games to Nintendo Switch.
  • For decades, CAVE would port their games to the platforms of just about every major game platform maker: Sega, Sony, Microsoft, Apple (iPhone), and Google (Android). However, the one platform maker they avoided for the longest time was Nintendo. There is a CAVE game for Nintendo DS, Ketsui Death Label, but it's a spinoff game that focuses on the bosses, rather than being a straight port of the original game. It was not until 2019 that an arcade CAVE game was ported proper for a Nintendo system, ESP Ra.De. Psi for Nintendo Switch (in addition to a PS4 version). 2021 would then see Mushihime-sama, Espgaluda II and DoDonPachi Resurrection ported to Switch as well.

Non-gaming examples:

  • While certain films did receive Blu-ray releases, some titles are unfortunately stuck on DVD or perhaps even on VHS. In spite of Legend Films' efforts at remastering Shirley Temple's back catalogue, a high-def release seems out of the question at least for now.
  • Ditto with Baby Peggy - Undercrank Productions' recent release of a restored version of The Family Secret is only on DVD, and that's in spite of the Library of Congress bringing up the film's quality to par with Charlie Chaplin re-issues.
    • Also true with the documentary about her career entitled The Elephant in the Room. By the time of its release in 2012, surely an HD release isn't out of the question given the film's 16:9 aspect ratio.
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