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** ''VideoGame/TombRaiderIII'' has laser traps of different colors in one level. On the PC version, playing the game on high-resolution monitors can make the lasers nearly invisible due to them not being properly rendered for high resolution screens. Likewise, the HUD is rendered in squinty vision in the PC version when playing on high resolution screens. This problem also occurs in the previous two games.

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** ''VideoGame/TombRaiderIII'' has laser traps of different colors in one level. On the PC version, playing the game on high-resolution monitors can make the lasers nearly invisible due to them not being properly rendered for high resolution screens. Likewise, the HUD is rendered in squinty vision in the PC version when playing on high resolution screens. This problem also occurs in the previous two games. The remastered version of the first three games would fix the scaling issues.
** The third game has a cutscene where Dr. Willard uses the artifacts to unlock the meteorite crater. There's supposed to be a beam of light coming from each artifact which would then meet in the middle and create a pillar of light as the meteorite rises into the air. This effect is not shown due to a bug and it only appears when the camera shows Willard looking at Lara before throwing himself into the pit. It makes Willard's reaction to the meteorite rising without any fanfare look a bit silly. The remastered version would restore the effects.


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** The remastered version of the first three games look absolutely stunning, but the new lightning engine simply doesn't work quite well in a lot of areas. Some areas are simply too dark to see clearly, even if there some source of light nearby. This also extends to keys where the updated graphics and lightning can make them blend into the scenery, making them very easy to miss unless you switch to the classic graphics where the keys become bright and large sprites. Ironically, the third game, which was infamous for being extremely dark, makes keys and other items much easier to see in the remastered graphics since they're fully lit up no matter what level of light (or lack thereof) the area has.
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* ''Franchise/MassEffect''

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* ''Franchise/MassEffect''''Franchise/MassEffect'':



** Rather than using dedicated {{skybox}}es staying at a fixed distance from camera, sky throughout the series is rendered at a fixed position on the scenes. This usually isn't that obvious in outdoor areas, but inside spaceships, the space texture is drawn mere metres away from the windows.

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** Rather than using dedicated {{skybox}}es staying at a fixed distance from the camera, the sky throughout the series is rendered at a fixed position on the scenes. This usually isn't that obvious in outdoor areas, but inside spaceships, the space texture is drawn mere metres away from the windows.

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Platform namespace, and using historical present tense (recommended by How To Write An Example)


* Many retro games don't render correctly in modern hardware, or at least not in the way the devs 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:
** Games like classic ''Franchise/SonicTheHedgehog'' [[https://i.imgur.com/qFEvOyh.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.
** Games like ''VideoGame/EarthwormJim'' made extensive use of dithering to [[https://i.imgur.com/lll7csE.png show more hues of colors.]]

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* Many retro games don't render correctly in modern hardware, or at least not in the way the devs 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 makes full use of this was is 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:
** Games like classic ''Franchise/SonicTheHedgehog'' [[https://i.imgur.com/qFEvOyh.png used use 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 depicts them like that.
** Games like ''VideoGame/EarthwormJim'' made make extensive use of dithering to [[https://i.imgur.com/lll7csE.png show more hues of colors.]]



** Other games that use pre-rendered background(s) and video(s) (Such as the ''Final Fantasy'' video games on the Playstation) sometimes look incredibly strange due to the background element(s) having much ''much'' more detail than the characters.

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** Other games that use pre-rendered background(s) and video(s) (Such as the ''Final Fantasy'' video games on the Playstation) Platform/PlayStation) sometimes look incredibly strange due to the background element(s) having much ''much'' more detail than the characters.



* The low refresh rate for the UsefulNotes/GameBoy and UsefulNotes/GameBoyColor caused games to have a blur when in motion. Sometimes developers would exploit this quirk in order to simulate transparency tricks that otherwise wouldn't be possible. One example is the ShootEmUp ''Chikyuu Kaihou Gun ZAS'', which gives the illusion of parallax scrolling and transparencies by alternating between separate background layers each frame; the developers deliberately exploited the ghosting and smearing of the Game Boy's screen to create a composite image. While the effect is genuinely convincing and impressive in its intended setting, playing the game on the UsefulNotes/SuperGameBoy or on modern aftermarket screens will instead result in a nauseating flicker effect.
* The UsefulNotes/GameBoyAdvance was capable of much ''much'' more than the Game Boy. Some developers intentionally downscaled videos to run on the Game Boy Advance. They would seem fine (if not with obvious framerate issues) but if you were to put them on the UsefulNotes/NintendoGameCube Game boy Player, they looked absolutely atrocious.

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* The low refresh rate for the UsefulNotes/GameBoy Platform/GameBoy and UsefulNotes/GameBoyColor caused Platform/GameBoyColor causes games to have a blur when in motion. Sometimes developers would exploit this quirk in order to simulate transparency tricks that otherwise wouldn't be possible. One example is the ShootEmUp ''Chikyuu Kaihou Gun ZAS'', which gives the illusion of parallax scrolling and transparencies by alternating between separate background layers each frame; the developers deliberately exploited the ghosting and smearing of the Game Boy's screen to create a composite image. While the effect is genuinely convincing and impressive in its intended setting, playing the game on the UsefulNotes/SuperGameBoy Platform/SuperGameBoy or on modern aftermarket screens will instead result in a nauseating flicker effect.
* The UsefulNotes/GameBoyAdvance was Platform/GameBoyAdvance is capable of much ''much'' more than the Game Boy. Some developers intentionally downscaled videos to run on the Game Boy Advance. They would seem fine (if not with obvious framerate issues) but if you were to put them on the UsefulNotes/NintendoGameCube Platform/NintendoGameCube Game boy Boy Player, they looked would look absolutely atrocious.



* The clouds in ''VideoGame/FireEmblemThreeHouses'' look bizarrely blocky to the point you can practically count the squares despite being on the UsefulNotes/NintendoSwitch so there's pretty much no excuse for this. The sun when viewed on the battlefield isn't much better either, often having sunset colours despite battles usually taking place in bright daylight. The produce in the market stalls are also clearly flat rather than modelled.
* ''VideoGame/TheForceUnleashed 2'' has amazing graphics for the most part. Of course, if you start blowing up barrels, the barrels in the three-dimensional world look like some two-dimensional thing out of the UsefulNotes/Nintendo64.

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* The clouds in ''VideoGame/FireEmblemThreeHouses'' look bizarrely blocky to the point you can practically count the squares despite being on the UsefulNotes/NintendoSwitch Platform/NintendoSwitch so there's pretty much no excuse for this. The sun when viewed on the battlefield isn't much better either, often having sunset colours despite battles usually taking place in bright daylight. The produce in the market stalls are also clearly flat rather than modelled.
* ''VideoGame/TheForceUnleashed 2'' has amazing graphics for the most part. Of course, if you start blowing up barrels, the barrels in the three-dimensional world look like some two-dimensional thing out of the UsefulNotes/Nintendo64.Platform/Nintendo64.



* The UsefulNotes/TurboGrafx16 version of ''VideoGame/{{It Came from the Desert|1992}}'' has plenty of these:

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* The UsefulNotes/TurboGrafx16 Platform/TurboGrafx16 version of ''VideoGame/{{It Came from the Desert|1992}}'' has plenty of these:



* ''VideoGame/KingdomHeartsChainOfMemories'' has a few pre-rendered cutscenes that apparently turns the game into 3D. When played on a Game Boy Advance or a DS, it looks alright... but when played on the UsefulNotes/GameCube adapter? You end up with an utter eye-searing and pixellated mess. The game otherwise looks ''better'' in many ways due to a TV showing more colour and detail in the backgrounds.

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* ''VideoGame/KingdomHeartsChainOfMemories'' has a few pre-rendered cutscenes that apparently turns the game into 3D. When played on a Game Boy Advance or a DS, it looks alright... but when played on the UsefulNotes/GameCube Platform/GameCube adapter? You end up with an utter eye-searing and pixellated mess. The game otherwise looks ''better'' in many ways due to a TV showing more colour and detail in the backgrounds.



** ''VideoGame/TheLegendOfZeldaTheWindWaker'' uses environment mapping for the flat surface of a shallow lake inside a boss room. The room, summoned enemies, and the boss itself are correctly reflected, but Link, the player character, is not visible at all in the reflection. Then again, by the time the developers got to that boss room, they were hastily trying to finish the game before the deadline. This is fixed in the UsefulNotes/WiiU HD version. The game also features very impressive distortion effects that are marred by one flaw - anything near the point of distortion is ''reflected''. This does not apply to heat-based distortion, which is perfect.

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** ''VideoGame/TheLegendOfZeldaTheWindWaker'' uses environment mapping for the flat surface of a shallow lake inside a boss room. The room, summoned enemies, and the boss itself are correctly reflected, but Link, the player character, is not visible at all in the reflection. Then again, by the time the developers got to that boss room, they were hastily trying to finish the game before the deadline. This is fixed in the UsefulNotes/WiiU Platform/WiiU HD version. The game also features very impressive distortion effects that are marred by one flaw - anything near the point of distortion is ''reflected''. This does not apply to heat-based distortion, which is perfect.



* Creator/DeepSilver's "[[https://youtu.be/YngbHOz--oc Masterclass]]" trailer for ''VideoGame/MightyNo9'' quickly became infamous and {{memetic|Mutation}} for single-sprite "explosion" effects that look more like pizzas, complete with a carpet bombing scene to draw attention to them. The [[VideoGame/MegaManClassic original]] ''VideoGame/{{Mega Man|Classic}}'' [[VideoGame/MegaManClassic games]] ''for the UsefulNotes/{{N|intendoEntertainmentSystem}}ES'' have better-looking explosions than this.

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* Creator/DeepSilver's "[[https://youtu.be/YngbHOz--oc Masterclass]]" trailer for ''VideoGame/MightyNo9'' quickly became infamous and {{memetic|Mutation}} for single-sprite "explosion" effects that look more like pizzas, complete with a carpet bombing scene to draw attention to them. The [[VideoGame/MegaManClassic original]] ''VideoGame/{{Mega Man|Classic}}'' [[VideoGame/MegaManClassic games]] ''for the UsefulNotes/{{N|intendoEntertainmentSystem}}ES'' Platform/{{N|intendoEntertainmentSystem}}ES'' have better-looking explosions than this.



* Some of the backgrounds in ''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 UsefulNotes/VirtualConsole releases also make the dialogue boxes and HUD look pixelated, by contrast with everything 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.

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* Some of the backgrounds in ''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 UsefulNotes/VirtualConsole Platform/VirtualConsole releases also make the dialogue boxes and HUD look pixelated, by contrast with everything 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 Platform/Nintendo64 hardware.



* Several UsefulNotes/SegaDreamcast games fall victim to this. Some examples:

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* Several UsefulNotes/SegaDreamcast Platform/SegaDreamcast games fall victim to this. Some examples:



* ''VideoGame/SuperMario64'' has the Chain Chomp enemy whose mouth is colored red. On the UsefulNotes/VirtualConsole version, the red was strangely changed to purple, giving the enemy a purple mouth. Some people thought Nintendo was trying to censor the game, but it turns out that it was just a glitch with the game's emulator. Likewise, every character and enemy has a circular shadow below them, including Mario. If Mario falls into a {{Bottomless Pit|s}}, the camera keeps its distance to make it look like Mario is falling to his death. On closer inspection, you can see Mario's shadow underneath him as he falls and it's easier to see if the level's skybox are clouds, making it look as though his shadow is floating in the middle of the air. This one is present in all versions.

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* ''VideoGame/SuperMario64'' has the Chain Chomp enemy whose mouth is colored red. On the UsefulNotes/VirtualConsole Platform/VirtualConsole version, the red was strangely changed to purple, giving the enemy a purple mouth. Some people thought Nintendo was trying to censor the game, but it turns out that it was just a glitch with the game's emulator. Likewise, every character and enemy has a circular shadow below them, including Mario. If Mario falls into a {{Bottomless Pit|s}}, the camera keeps its distance to make it look like Mario is falling to his death. On closer inspection, you can see Mario's shadow underneath him as he falls and it's easier to see if the level's skybox are clouds, making it look as though his shadow is floating in the middle of the air. This one is present in all versions.



* ''VideoGame/WanganMidnight Maximum Tune 3'' and its two {{Updated Rerelease}}s have notoriously short draw distances coupled with no fog to mask them. As a result, bridges and buildings just materialize out of nowhere as you drive towards them. While such disadvantage is very common on UsefulNotes/{{Playstation}} games, keep in mind that WMMT 3 is a 2007 arcade game.

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* ''VideoGame/WanganMidnight Maximum Tune 3'' and its two {{Updated Rerelease}}s have notoriously short draw distances coupled with no fog to mask them. As a result, bridges and buildings just materialize out of nowhere as you drive towards them. While such disadvantage is very common on UsefulNotes/{{Playstation}} Platform/PlayStation games, keep in mind that WMMT 3 is a 2007 arcade game.
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* The UsefulNotes/GameBoyAdvance was capable of much ''much'' more than the Game Boy. Some developers intentionally downscaled videos to run on the Game Boy Advance. They would seem fine (if not with obvious framerate issues) but if you were to put them on the UsefulNotes/NintendoGameCube Game boy Player, they looked absolutely atrocious.
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** Other games that use pre-rendered background(s) and video(s) (Such as the ''Final Fantasy'' video games on the Playstation) sometimes look incredibly strange due to the background element(s) having much ''much'' more detail than the characters.


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* ''VideoGame/KingdomHeartsChainOfMemories'' has a few pre-rendered cutscenes that apparently turns the game into 3D. When played on a Game Boy Advance or a DS, it looks alright... but when played on the UsefulNotes/GameCube adapter? You end up with an utter eye-searing and pixellated mess. The game otherwise looks ''better'' in many ways due to a TV showing more colour and detail in the backgrounds.
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*** In general, the animation in the FMVs for the game has not aged gracefully at all. It was Square's first attempt at CG animation and it really, really shows. The higher rez character models have noticeable seams in their joints (as they were made out of NURBS models instead of box-modeling them like today's meshes), the characters have poor body mechanics and have no sense of weight in their movement at all, and have stiff, dead-eyed expressions throughout the whole thing. In the opening cutscene when Aerith rises, you can tell the animator just had her float up from the (off-screen) ground because her (non-existent) legs don't bend properly. The scenes that mix in-game models with FMV footage tend to be really dodgy too (the falling bridge scene from Mt. Nibel being a good example of this).

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*** In general, the animation in the FMVs [=FMVs=] for the game has not aged gracefully at all. It was Square's first attempt at CG animation and it really, really shows. The higher rez character models have noticeable seams in their joints (as they were made out of NURBS models instead of box-modeling them like today's meshes), the characters have poor body mechanics and have no sense of weight in their movement at all, and have stiff, dead-eyed expressions throughout the whole thing. In the opening cutscene when Aerith rises, you can tell the animator just had her float up from the (off-screen) ground because her (non-existent) legs don't bend properly. The scenes that mix in-game models with FMV footage tend to be really dodgy too (the falling bridge scene from Mt. Nibel being a good example of this).
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Trope was cut/disambiguated due to cleanup


** ''VideoGame/TombRaiderAnniversary'' has a scene where Lara [[TheseHandsHaveKilled looks at her hands after she kills Larson]] and quickly wipes her hands. She also looks at her hands when [[BigBad Natla]] remarks how she and Lara [[NotSoDifferent are quite alike]]. In the ending, Lara looks at her hands one more time with a smile knowing she did what she had to do to save the world. In all three scenes, there's no blood on Lara's hands, so it's assumed the "blood on her hands" from killing Larson was a way to keep the game rated T. Turns out that having Lara wear certain unlockable outfits actually has blood show up on her hands and it vanishes in the ending to symbolize that she's now clean. This make the first time viewing of Lara freaking out over the imaginary blood on her hands look completely silly.

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** ''VideoGame/TombRaiderAnniversary'' has a scene where Lara [[TheseHandsHaveKilled looks at her hands after she kills Larson]] and quickly wipes her hands. She also looks at her hands when [[BigBad Natla]] remarks how she and Lara [[NotSoDifferent [[NotSoDifferentRemark are quite alike]]. In the ending, Lara looks at her hands one more time with a smile knowing she did what she had to do to save the world. In all three scenes, there's no blood on Lara's hands, so it's assumed the "blood on her hands" from killing Larson was a way to keep the game rated T. Turns out that having Lara wear certain unlockable outfits actually has blood show up on her hands and it vanishes in the ending to symbolize that she's now clean. This make the first time viewing of Lara freaking out over the imaginary blood on her hands look completely silly.
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** ''VideoGame/TombRaiderAnniversary'' has a scene where Lara [[TheseHandsHaveKilled looks at her hands after she kills Larson]] and quickly wipes her hands. She also looks at her hands when [[BigBad Natla]] remarks how she and Lara [[NotSoDifferent are quite alike]]. In the ending, Lara looks at her hands one more time with a smile knowing she did what she had to do to save the world. In all three scenes, there's no blood on Lara's hands, so it's assumed the "blood on her hands" from killing Larson was a way to keep the game rated T. Turns out that having Lara wear certain unlockable outfits actually has blood show up on her hands and it vanishes in the ending to symbolize that she's now clean. This make the first time viewing of Lara freaking out over the imaginary blood on her hands look completely silly.
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* Done intentionally in ''VideoGame/MetalGearSolid2''. When Fortune blasts the [=SEALs=] with her railgun, they come flying up in a manner animated to look like a bad stunt shot from a conventional movie, and one subtly [[FalseCameraEffects collides with the 'camera']].

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* Done intentionally in ''VideoGame/MetalGearSolid2''.''VideoGame/MetalGearSolid2SonsOfLiberty''. When Fortune blasts the [=SEALs=] with her railgun, they come flying up in a manner animated to look like a bad stunt shot from a conventional movie, and one subtly [[FalseCameraEffects collides with the 'camera']].

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Wanted to organize the page by splitting off examples between two folders.


[[foldercontrol]]

[[folder:General Hardware]]



** Many games of the past were 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 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 Alethea'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.
** The UsefulNotes/GameBoy ShootEmUp ''Chikyuu Kaihou Gun ZAS'' gives the illusion of parallax scrolling and transparencies by alternating between separate background layers each frame; the developers deliberately exploited the ghosting and smearing of the Game Boy's screen to create a composite image. While the effect is genuinely convincing and impressive in its intended setting, playing the game on the UsefulNotes/SuperGameBoy or on modern aftermarket screens will instead result in a nauseating flicker effect.

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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 as Lavos's roar or Saint Alethea'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.
** * The low refresh rate for the UsefulNotes/GameBoy and UsefulNotes/GameBoyColor caused games to have a blur when in motion. Sometimes developers would exploit this quirk in order to simulate transparency tricks that otherwise wouldn't be possible. One example is the ShootEmUp ''Chikyuu Kaihou Gun ZAS'' ZAS'', which gives the illusion of parallax scrolling and transparencies by alternating between separate background layers each frame; the developers deliberately exploited the ghosting and smearing of the Game Boy's screen to create a composite image. While the effect is genuinely convincing and impressive in its intended setting, playing the game on the UsefulNotes/SuperGameBoy or on modern aftermarket screens will instead result in a nauseating flicker effect.
[[/folder]]

[[folder:Individual Games]]


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A couple of alterations of The Legend of Zelda and Resident Evil entries. In addition, the entries of said franchises are now listed in release date order.


** ''VideoGame/TheLegendOfZeldaALinkToThePast'': Gibo enemies use transparent sprites. The problem is that when they're onscreen, the effect is applied to other unrelated sprites as well. The devs tried to hide this effect failure by not placing any objects in the rooms with Gibos, but you can still make objects such as rupees, bombs or fairies spawn in them, as well as use the medallions, and see that their sprites are transparent for no discernible reason. This was fixed in the GBA remake.



** In ''VideoGame/TheLegendOfZeldaMajorasMask'', Gyorg's introductory cinematic has an attempt at a "freeze frame" effect as the creature dramatically leaps out of the water, during which his name appears onscreen. However, the fact that the splashing water keeps moving well after Gyorg has stopped makes it ''very'' obvious that the effect is accomplished by just locking Gyorg's model in place for a few seconds during its jump animation and not actually freezing the image. The 3DS remake rectifties this by making the boss move in slow motion during its intro.

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** In ''VideoGame/TheLegendOfZeldaMajorasMask'', Gyorg's introductory cinematic has an attempt at a "freeze frame" effect as the creature dramatically leaps out of the water, during which his its name appears onscreen. However, the fact that the splashing water keeps moving well after Gyorg has stopped makes it ''very'' obvious that the effect is accomplished by just locking Gyorg's model in place for a few seconds during its jump animation and not actually freezing the image. The 3DS remake rectifties rectifies this by making the boss move in slow motion during its intro.



** ''VideoGame/TheLegendOfZeldaALinkBetweenWorlds'': The devs wanted to mimic the top-down 3/4 perspective of ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past]]''. However, for some reason, they refused to use an angled camera. Their solution? Making it so that ''nearly everything is actually leaning backwards'', while having the camera face directly from the top to hide it. The problem is that you can make the camera angle change by merging into a wall, which in many places, lets you see that things are unnaturally leaning backwards, and it looks as ridiculous as you'd expect.
** ''VideoGame/TheLegendOfZeldaALinkToThePast'': Gibo enemies use transparent sprites. The problem is that when they're onscreen, the effect is applied to other unrelated sprites as well. The devs tried to hide this effect failure by not placing any objects in the rooms with Gibos, but you can still make objects such as rupees, bombs or fairies spawn in them, as well as use the medallions, and see that their sprites are transparent for no discernible reason. This was fixed in the GBA remake.
** ''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 in which it explodes 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 in which it explodes into nothingness, making it look as though it just died.
** ''VideoGame/TheLegendOfZeldaALinkBetweenWorlds'': The devs wanted to mimic the top-down 3/4 perspective of ''[[VideoGame/TheLegendOfZeldaALinkToThePast A ''A Link to the Past]]''.Past''. However, for some reason, they refused to use an angled camera. Their solution? Making it so that ''nearly everything is actually leaning backwards'', while having the camera face directly from the top to hide it. The problem is that you can make the camera angle change by merging into a wall, which in many places, lets you see that things are unnaturally leaning backwards, and it looks as ridiculous as you'd expect.
** ''VideoGame/TheLegendOfZeldaALinkToThePast'': Gibo enemies use transparent sprites. The problem is that when they're onscreen, the effect is applied to other unrelated sprites as well. The devs tried to hide this effect failure by not placing any objects in the rooms with Gibos, but you can still make objects such as rupees, bombs or fairies spawn in them, as well as use the medallions, and see that their sprites are transparent for no discernible reason. This was fixed in the GBA remake.
** ''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 in which it explodes into nothingness, making it look as though it just died.
expect.



* ''VideoGame/ResidentEvil4'' was given an HD remaster on consoles and PC. While the game itself looks fine overall with the improved textures, lighting, and shadows, a lot of the textures in the environment look like they were just upscaled badly as a sharpened mess. This is even worse with the full motion videos where they're blown up into a blurry and jaggy mess. The reload animations for the rifles are strangely played in 30 FPS while everything else in the game runs at 60 FPS. Even the subtitles are screwed up where Leon's text during the commlink scenes can sometimes vanish before Leon is finished speaking.
* The HD remaster of ''VideoGame/ResidentEvil'' is done beautifully. All the character and enemy models have their textures redone to be crisp and sharp and many rooms and environments look spectacular with the upgraded textures and lightning effects. However, some areas are not as fortunate; certain rooms are simply upscaled and sharpened from their original versions instead of having an HD version, which makes it stick out quite badly. Overall, the graphical upgrades are still quite an improvement over the HD remaster of ''VideoGame/ResidentEvil4''
** The original Gamecube version of the remake has a scene in Jill's campaign where she overhears Barry in the next room talking to someone. Because there's no filter over the second speaker, you can clearly hear that it's Wesker who is blackmailing Barry, which ruins the surprise towards the end of the game. The HD remaster fixes this by making Wesker's voice sound muffled, but you can still hear him if you listen closely.
* The first three games in the ''Franchise/ResidentEvil'' games look fine, but the immersion can be broken if you kill a monster next to a wall. Because all the backgrounds are pre rendered, any enemy body that goes limp on top of the wall look like it's phasing into the wall. The game also has to do a quick load whenever you transition from one part of the room to another due to the camera switching angles and there's also a slight pause on the exact moment that you are killed.
* ''VideoGame/ResidentEvil2Remake'' has a slight goof during the scene between Claire and Annette in the sewers. Annette is speaking to Claire through a video monitor and the scene switches to Annette's view where she sees Claire on the screen. The screen shows Claire in her default outfit, even if you have her wearing something completely different.
* ''VideoGame/ResidentEvil3Remake'' has everything done in motion capture except for one scene where Nemesis grabs Jill with its tentacle after she snags the vaccine. Jill is supposed to be stabbing the tentacle with her knife, but the motions don't match the intended action; instead of using a forceful stab, the motion looks like she's just lightly tapping with the knife. Likewise, Jill's facial expression during that scene looks like she's in pain and struggling, but not quite there. Jill's voice actress, who also did the motion capture, confirmed that she did not mocap that scene.
* When Alexia in ''VideoGame/ResidentEvilCodeVeronica'' wakes up from her test tube, the fluid she's suspended in starts to drain and you can see her hair move during the drainage. When the water goes below her head, Alexia's hair suddenly magnetizes to her back like it's glue.

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* ''VideoGame/ResidentEvil4'' ''Franchise/ResidentEvil'':
** For their time, the [[VideoGame/ResidentEvil1 first]] [[VideoGame/ResidentEvil2 three]] [[VideoGame/ResidentEvil3Nemesis games]] look fine for the most part, but the immersion can be broken if you kill a monster next to a wall. Because all the backgrounds are pre-rendered, any enemy body that goes limp on top of the wall look like it's phasing into the wall. The game also has to do a quick load whenever you transition from one part of the room to another due to the camera switching angles and there's also a slight pause on the exact moment that you are killed.
** When Alexia in ''VideoGame/ResidentEvilCodeVeronica'' wakes up from her test tube, the fluid she's suspended in starts to drain and you can see her hair move during the drainage. When the water goes below her head, Alexia's hair suddenly magnetizes to her back like it's glue.
** The HD remaster of ''VideoGame/ResidentEvilRemake'' is done beautifully. All the character and enemy models have their textures redone to be crisp and sharp and many rooms and environments look spectacular with the upgraded textures and lightning effects. However, some areas are not as fortunate; certain rooms are simply upscaled and sharpened from their original versions instead of having an HD version, which makes it stick out quite badly. Overall, the graphical upgrades are still quite an improvement over the HD remaster of ''VideoGame/ResidentEvil4''
*** The original Gamecube version of the remake has a scene in Jill's campaign where she overhears Barry in the next room talking to someone. Because there's no filter over the second speaker, you can clearly hear that it's Wesker who is blackmailing Barry, which ruins the surprise towards the end of the game. The HD remaster fixes this by making Wesker's voice sound muffled, but you can still hear him if you listen closely.
** ''Resident Evil 4''
was given an HD remaster on consoles and PC. While the game itself looks fine overall with the improved textures, lighting, and shadows, a lot of the textures in the environment look like they were just upscaled badly as a sharpened mess. This is even worse with the full motion videos where they're blown up into a blurry and jaggy mess. The reload animations for the rifles are strangely played in 30 FPS while everything else in the game runs at 60 FPS. Even the subtitles are screwed up where Leon's text during the commlink scenes can sometimes vanish before Leon is finished speaking.
* The HD remaster of ''VideoGame/ResidentEvil'' is done beautifully. All the character and enemy models have their textures redone to be crisp and sharp and many rooms and environments look spectacular with the upgraded textures and lightning effects. However, some areas are not as fortunate; certain rooms are simply upscaled and sharpened from their original versions instead of having an HD version, which makes it stick out quite badly. Overall, the graphical upgrades are still quite an improvement over the HD remaster of ''VideoGame/ResidentEvil4''
** The original Gamecube version of the remake has a scene in Jill's campaign where she overhears Barry in the next room talking to someone. Because there's no filter over the second speaker, you can clearly hear that it's Wesker who is blackmailing Barry, which ruins the surprise towards the end of the game. The HD remaster fixes this by making Wesker's voice sound muffled, but you can still hear him if you listen closely.
* The first three games in the ''Franchise/ResidentEvil'' games look fine, but the immersion can be broken if you kill a monster next to a wall. Because all the backgrounds are pre rendered, any enemy body that goes limp on top of the wall look like it's phasing into the wall. The game also has to do a quick load whenever you transition from one part of the room to another due to the camera switching angles and there's also a slight pause on the exact moment that you are killed.
*
''VideoGame/ResidentEvil2Remake'' has a slight goof during the scene between Claire and Annette in the sewers. Annette is speaking to Claire through a video monitor and the scene switches to Annette's view where she sees Claire on the screen. The screen shows Claire in her default outfit, even if you have her wearing something completely different.
* ** ''VideoGame/ResidentEvil3Remake'' has everything done in motion capture except for one scene where Nemesis grabs Jill with its tentacle after she snags the vaccine. Jill is supposed to be stabbing the tentacle with her knife, but the motions don't match the intended action; instead of using a forceful stab, the motion looks like she's just lightly tapping with the knife. Likewise, Jill's facial expression during that scene looks like she's in pain and struggling, but not quite there. Jill's voice actress, who also did the motion capture, confirmed that she did not mocap that scene.
* When Alexia in ''VideoGame/ResidentEvilCodeVeronica'' wakes up from her test tube, the fluid she's suspended in starts to drain and you can see her hair move during the drainage. When the water goes below her head, Alexia's hair suddenly magnetizes to her back like it's glue.
scene.
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* The ''WesternAnimation/ThomasAndFriends'' PC game ''Trouble on the Tracks'' has a particularly [[{{Narm}} laughable]] example in James' [[https://youtu.be/ZgKKwpdj3HY?t=1m44s crash at the beginning.]] if his poorly rendered shock face wasn't bad enough, his driver and fireman jankily slide out of his cab while he '''LITERALLY''' jumps off the tracks and lands on the ground in the most stiff manner imaginable. the choppy camera pan doesn't help.

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* The ''WesternAnimation/ThomasAndFriends'' PC game ''Trouble on the Tracks'' has a particularly [[{{Narm}} laughable]] example in James' [[https://youtu.be/ZgKKwpdj3HY?t=1m44s crash at the beginning.]] if his poorly rendered shock face wasn't bad enough, his driver and fireman jankily slide out of his cab while he '''LITERALLY''' jumps off the tracks and lands on the ground in the most stiff manner imaginable. the choppy camera pan {{pan}} doesn't help.
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* Some games in the ''VideoGame/{{Atelier}}'' series have {{Finishing Move}}s that show spectacular and flashy animations when used to end an encounter. However, those in ''VideoGame/AtelierShallieAlchemistsOfTheDuskSea'' have a glaring flaw: they never actually show the enemy's death animation! Many of them hide this by having the final blow of the attack cause a big, flashy explosion that masks the enemy's model, followed by immediately cutting away to the character striking a victory pose, but in some of them (such as Shallistera's, Miruca's, and Homura's), the enemy isn't hidden well enough, and there's enough of a delay before cutting to the victory pose that you can clearly see the enemy recovering from the "pain" animation and going back into their idle stance, even though they're supposed to be dead. This makes them feel much less impactful than they could be.

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* Some games in the ''VideoGame/{{Atelier}}'' series ''VideoGame/AtelierSeries'' have {{Finishing Move}}s that show spectacular and flashy animations when used to end an encounter. However, those in ''VideoGame/AtelierShallieAlchemistsOfTheDuskSea'' have a glaring flaw: they never actually show the enemy's death animation! Many of them hide this by having the final blow of the attack cause a big, flashy explosion that masks the enemy's model, followed by immediately cutting away to the character striking a victory pose, but in some of them (such as Shallistera's, Miruca's, and Homura's), the enemy isn't hidden well enough, and there's enough of a delay before cutting to the victory pose that you can clearly see the enemy recovering from the "pain" animation and going back into their idle stance, even though they're supposed to be dead. This makes them feel much less impactful than they could be.
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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=], and Nintendo 64 era, where games such as ''VideoGame/Tekken1'', ''Franchise/{{Tekken}}'', ''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/EternalDarkness'' has a couple instances of using texture maps as a matte painting of sorts, such as when Alex is shown the corpse of her grandfather Edward, or nearly any time the outside world is shown through a doorway, and they're all incredibly obvious, especially when the game is played on an high resolution emulator.

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* ''VideoGame/EternalDarkness'' ''VideoGame/EternalDarkness'':
** The game
has a couple instances of using texture maps as a matte painting of sorts, such as when Alex is shown the corpse of her grandfather Edward, or nearly any time the outside world is shown through a doorway, and they're all incredibly obvious, especially when the game is played on an high resolution emulator.emulator.
** One of the "Sanity effects" would do things like try to make the player think the TV volume is suddenly being turned down. Of course, nowadays, it's a dead giveaway that this isn't actually happening thanks to [[InterfaceSpoiler the interface for "Volume" having been changed]] since the [=2000s=]



* The actors in ''VideoGame/NightTrap'' sport some very obvious microphones. The costumes for the Augers also look incredibly hokey, even by the game's (relatively low) standards. In fact, [[NarmCharm the actors and film crew were laughing during filming]].

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* While the ''VideoGame/NancyDrew'' games were never going to win any graphical awards, there have been a few occasions where it has a few... questionable decisions, especially when it comes to photographs:
** In "Stay tuned for danger", some pictures that Nancy could examine depict the characters in the past. Unfortunately, Her Interactive used actual people and photoshopped the characters' faces (rendered in CGI) onto their heads. They never did ''this'' again for ''obvious'' reasons.
** "White Wolf of Icicle Creek" features a ''very'' realistic looking photograph of a younger version of one of the game's suspects, identifiable because of the birthmark on his face. It looks rather out of place compared to the rest of the game.
** "Secret of the Old Clock" uses real-life photographs of the time the game takes place (TheThirties) whenever Nancy visits some areas. While it looks less out of place compared to the other two examples (as they're overlaid with the "overworld" map) and does help contribute to its atmosphere, the fact the photos are in black and white while the game is in colour can look a bit odd.
* The actors in ''VideoGame/NightTrap'' sport some very obvious microphones. The costumes for the Augers also look incredibly hokey, even by the game's (relatively low) standards. In fact, [[NarmCharm the actors and film crew were laughing during filming]].filming]], so the laughter the player delivers is definitely the IntendedAudienceReaction.
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* ''VideoGame/BadursGateIII'' is a ''very'' beautiful game. Sadly, it still has a few instances of this:

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* ''VideoGame/BadursGateIII'' ''VideoGame/BaldursGateIII'' is a ''very'' beautiful game. Sadly, it still has a few instances of this:
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* ''VideoGame/BadursGateIII'' is a ''very'' beautiful game. Sadly, it still has a few instances of this:
** When entering conversation with characters (ie companions), they will swap from having a neutral expression to their current expression - sometimes their neutral expressions look a bit hostile. This can be quite fitting for someone such as Lae'zel, but it's quite jarring when Gale goes from shooting a borderline DeathGlare to complimenting how much of a hero you are.
** If a character is shapeshifted into a large creature - ie an owlbear - and enters a conversation, the camera will notably clip through them.
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dewick FMV


* The ''VideoGame/CommandAndConquer'' series usually has decent cutscenes, despite them being largely {{FMV}}s on a greenscreen. But in ''Tiberian Sun'', there are scenes where real actors are talking to noticeably CGI armies of soldiers.

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* The ''VideoGame/CommandAndConquer'' series usually has decent cutscenes, despite them being largely {{FMV}}s on [[LiveActionCutscene live-action FMVs]] with the actors in front of a greenscreen. But in ''Tiberian Sun'', there are scenes where real actors are talking to noticeably CGI armies of soldiers.
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* Two shots in ''VideoGame/AceCombat7'' show a [[https://kotaku.com/ace-combat-7s-most-lovable-character-is-a-picture-of-a-1831875794 dog]] that is a [[StockFootageFailure pair of badly cut out stock images]] of two completely different dogs.

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* Two shots in ''VideoGame/AceCombat7'' ''VideoGame/AceCombat7SkiesUnknown'' show a [[https://kotaku.com/ace-combat-7s-most-lovable-character-is-a-picture-of-a-1831875794 dog]] that is a [[StockFootageFailure pair of badly cut out stock images]] of two completely different dogs.

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* In ''VideoGame/PokemonColosseum'', despite Jumpluff's body being made up of four spheres, its shadow is four ''squares''. The sequel fixed this.
* The Bonsly Photo in ''VideoGame/PokemonXDGaleOfDarkness'' is obviously just official art of Bonsly plopped over a screenshot of Phenac City with a bad drop shadow.
* In ''VideoGame/PokemonXAndY'', [[spoiler:Geosenge Town being destroyed by the Ultimate Weapon]] is nowhere near as impactful as it should be because [[spoiler:the "destruction" amounts to ''rotating the house models 90 degrees''. They don't collapse or anything. It just looks like somebody knocked over a bunch of toy houses.]]
* ''VideoGame/PokemonSunAndMoon'' features non-interactive doors on various walls throughout the game in an attempt to make the game world [[GatelessGhetto seem larger without wasting cartridge space on additional rooms]]. This would have worked better if the "dummy" doors weren't of vastly lower detail than real ones, lacking tidbits such as door frames or 3D doorknobs, and they end up looking exactly like fake doors painted on a wall.
* ''VideoGame/PokemonScarletAndViolet'' are notoriously buggy games, with models glitching out and animations not rendering properly. [=NPCs=] placed further away from the camera run at a lower framerate, which is not uncommon for modern games -- even ''VideoGame/PokemonLegendsArceus'' does this for distant Pokémon. However, other games (including ''Legends: Arceus'') don't trigger this effect on [=NPCs=] less than five meters away from the camera, and never on enormous animated landmarks visible from miles off. Huge swathes of the background scenery also look laughably amateurish; many areas consist of little more than vague, blobby shapes with tiled textures and aggressive normal maps slapped on.

to:

* ''Franchise/{{Pokemon}}'':
**
In ''VideoGame/PokemonColosseum'', despite Jumpluff's body being made up of four spheres, its shadow is four ''squares''. The sequel fixed this.
* ** The Bonsly Photo in ''VideoGame/PokemonXDGaleOfDarkness'' is obviously just official art of Bonsly plopped over a screenshot of Phenac City with a bad drop shadow.
* ** In ''VideoGame/PokemonXAndY'', [[spoiler:Geosenge Town being destroyed by the Ultimate Weapon]] is nowhere near as impactful as it should be because [[spoiler:the "destruction" amounts to ''rotating the house models 90 degrees''. They don't collapse or anything. It just looks like somebody knocked over a bunch of toy houses.]]
* ** ''VideoGame/PokemonSunAndMoon'' features non-interactive doors on various walls throughout the game in an attempt to make the game world [[GatelessGhetto seem larger without wasting cartridge space on additional rooms]]. This would have worked better if the "dummy" doors weren't of vastly lower detail than real ones, lacking tidbits such as door frames or 3D doorknobs, and they end up looking exactly like fake doors painted on a wall.
* ** ''VideoGame/PokemonScarletAndViolet'' are notoriously buggy games, with models glitching out and animations not rendering properly. [=NPCs=] placed further away from the camera run at a lower framerate, which is not uncommon for modern games -- even ''VideoGame/PokemonLegendsArceus'' does this for distant Pokémon. However, other games (including ''Legends: Arceus'') don't trigger this effect on [=NPCs=] less than five meters away from the camera, and never on enormous animated landmarks visible from miles off. Huge swathes of the background scenery also look laughably amateurish; many areas consist of little more than vague, blobby shapes with tiled textures and aggressive normal maps slapped on.
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* The emotional climax of ''VideoGame/AssassinsCreedIVBlackFlag'' is somewhat spoiled when you notice that just as Anne Bonny starts to sing "The Parting Glass" a empty chair quickly floats across the screen in the background.

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* The emotional climax of ''VideoGame/AssassinsCreedIVBlackFlag'' is somewhat spoiled when you notice that that, just as Anne Bonny starts to sing "The Parting Glass" Glass", a empty chair quickly floats across the screen in the background.
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None


* ''VideoGame/PokemonScarletAndViolet'' are notoriously buggy games, with models glitching out and animations not rendering properly. [=NPCs=] placed further away from the camera run at a lower framerate, which isn't uncommon for modern games -- but other games don't trigger this effect on [=NPCs=] less than five meters away from the camera, and never on enormous animated landmarks visible from miles off. Huge swathes of the background scenery also look laughably amateurish; many areas consist of little more than vague, blobby shapes with tiled textures and aggressive normal maps slapped on.

to:

* ''VideoGame/PokemonScarletAndViolet'' are notoriously buggy games, with models glitching out and animations not rendering properly. [=NPCs=] placed further away from the camera run at a lower framerate, which isn't is not uncommon for modern games -- but even ''VideoGame/PokemonLegendsArceus'' does this for distant Pokémon. However, other games (including ''Legends: Arceus'') don't trigger this effect on [=NPCs=] less than five meters away from the camera, and never on enormous animated landmarks visible from miles off. Huge swathes of the background scenery also look laughably amateurish; many areas consist of little more than vague, blobby shapes with tiled textures and aggressive normal maps slapped on.
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graphics > graphical


* ''VideoGame/SniperPathOfVengeance'' has plenty of graphic issues, owing to the game being produced by a ''near-bankrupt'' company (it's the last output of Mirage Media SC before said company folded), from mooks clipping through walls and doors to falling enemies having their bodies contorting like rubber dummies to a shootout near some stairs where a mook's model isn't rendered to be aligned with the stairs - [[https://youtu.be/r_m9soMabhA?t=4348 leading to the slain mook somehow "floating" a few feet off the ground when killed]].

to:

* ''VideoGame/SniperPathOfVengeance'' has plenty of graphic graphical issues, owing to the game being produced by a ''near-bankrupt'' company (it's the last output of Mirage Media SC before said company folded), from mooks clipping through walls and doors to falling enemies having their bodies contorting like rubber dummies to a shootout near some stairs where a mook's model isn't rendered to be aligned with the stairs - [[https://youtu.be/r_m9soMabhA?t=4348 leading to the slain mook somehow "floating" a few feet off the ground when killed]].
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Have > has after Sniper path of vengeance


* ''VideoGame/SniperPathOfVengeance'' have plenty of graphic issues, owing to the game being produced by a ''near-bankrupt'' company (it's the last output of Mirage Media SC before said company folded), from mooks clipping through walls and doors to falling enemies having their bodies contorting like rubber dummies to a shootout near some stairs where a mook's model isn't rendered to be aligned with the stairs - [[https://youtu.be/r_m9soMabhA?t=4348 leading to the slain mook somehow "floating" a few feet off the ground when killed]].

to:

* ''VideoGame/SniperPathOfVengeance'' have has plenty of graphic issues, owing to the game being produced by a ''near-bankrupt'' company (it's the last output of Mirage Media SC before said company folded), from mooks clipping through walls and doors to falling enemies having their bodies contorting like rubber dummies to a shootout near some stairs where a mook's model isn't rendered to be aligned with the stairs - [[https://youtu.be/r_m9soMabhA?t=4348 leading to the slain mook somehow "floating" a few feet off the ground when killed]].
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* ''VideoGame/ColdWinter'' have occasional phasing errors, awkwardly-rubbery animation models, and then there's the Garbage Matte for enemy placement - like this part from the ''first'' stage where [[https://youtu.be/4XgOUYQiGsA?t=559 the afterimage of a dead mook a few rooms away appears as a ghostly floating silhouette]].
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* ''VideoGame/SuperMario64'' has the Chain Chomp enemy whose mouth is colored red. On the UsefulNotes/VirtualConsole version, the red was strangely changed to purple, giving the enemy a purple mouth. Some people thought Nintendo was trying to censor the game, but it turns out that it was just a glitch with the game's emulator. Likewise, every character and enemy has a circular shadow below them, including Mario. If Mario falls into a BottomlessPit, the camera keeps its distance to make it look like Mario is falling to his death. On closer inspection, you can see Mario's shadow underneath him as he falls and it's easier to see if the level's skybox are clouds, making it look as though his shadow is floating in the middle of the air. This one is present in all versions.

to:

* ''VideoGame/SuperMario64'' has the Chain Chomp enemy whose mouth is colored red. On the UsefulNotes/VirtualConsole version, the red was strangely changed to purple, giving the enemy a purple mouth. Some people thought Nintendo was trying to censor the game, but it turns out that it was just a glitch with the game's emulator. Likewise, every character and enemy has a circular shadow below them, including Mario. If Mario falls into a BottomlessPit, {{Bottomless Pit|s}}, the camera keeps its distance to make it look like Mario is falling to his death. On closer inspection, you can see Mario's shadow underneath him as he falls and it's easier to see if the level's skybox are clouds, making it look as though his shadow is floating in the middle of the air. This one is present in all versions.

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