Follow TV Tropes

Following

History Main / PortingDisaster

Go To

OR

Is there an issue? Send a MessageReason:
None

Added DiffLines:

*** Running on Intel does make it particularly awful, but that's not to say it was great on PowerPC. Even on a G5 it ran sluggishly.
Is there an issue? Send a MessageReason:
None


* The PSX port of ''{{Descent}}'' is a piece of absolute @#$^. Though it features the awesome soundtrack from the Macintosh version, as well as remixes of the licenses songs(by Ogre of SkinnyPuppy and TypeONegative) from ''Descent II'', it is completely ruined by blocky graphics, slideshow-level framerate(making firefights in large rooms nearly unplayable), and awkward controls(no analog support unless you have the rare Analog Joystick or the original Dual Analog pad, and even then it still kind of sucks).

to:

* The PSX port of ''{{Descent}}'' is a piece of absolute @#$^. Though it features the awesome soundtrack from the Macintosh version, as well as remixes of the licenses songs(by Ogre of SkinnyPuppy and TypeONegative) from ''Descent II'', it is completely ruined by blocky graphics, graphics(so you can hardly see enemies at a distance), slideshow-level framerate(making firefights in large rooms nearly unplayable), and awkward controls(no analog support unless you have the rare Analog Joystick or the original Dual Analog pad, and even then it still kind of sucks).
Is there an issue? Send a MessageReason:
None


* The PSX port of ''{{Descent}}'' is a piece of absolute @#$^. Though it features the awesome soundtrack from the Macintosh version, as well as remixes of the licenses songs(by Ogre of SkinnyPuppy and TypeONegative) from ''Descent II'', it is completely ruined by blocky graphics, slideshow-level framerate(making firefights in large rooms nearly unplayable), and awkward controls(no analog support unless you have the rare Analog Joystick, and even then it still kind of sucks).

to:

* The PSX port of ''{{Descent}}'' is a piece of absolute @#$^. Though it features the awesome soundtrack from the Macintosh version, as well as remixes of the licenses songs(by Ogre of SkinnyPuppy and TypeONegative) from ''Descent II'', it is completely ruined by blocky graphics, slideshow-level framerate(making firefights in large rooms nearly unplayable), and awkward controls(no analog support unless you have the rare Analog Joystick, Joystick or the original Dual Analog pad, and even then it still kind of sucks).
Is there an issue? Send a MessageReason:
None


* The PSX port of ''{{Descent}}'' is a piece of absolute @#$^. Though it features the awesome soundtrack from the Macintosh version, as well as remixes of a few songs from ''Descent II'', it is completely ruined by blocky graphics, slideshow-level framerate(making firefights in large rooms nearly unplayable), and awkward controls(no analog support unless you have the rare Analog Joystick, and even then it still kind of sucks).

to:

* The PSX port of ''{{Descent}}'' is a piece of absolute @#$^. Though it features the awesome soundtrack from the Macintosh version, as well as remixes of a few songs the licenses songs(by Ogre of SkinnyPuppy and TypeONegative) from ''Descent II'', it is completely ruined by blocky graphics, slideshow-level framerate(making firefights in large rooms nearly unplayable), and awkward controls(no analog support unless you have the rare Analog Joystick, and even then it still kind of sucks).
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* The PSX port of ''{{Descent}}'' is a piece of absolute @#$^. Though it features the awesome soundtrack from the Macintosh version, as well as remixes of a few songs from ''Descent II'', it is completely ruined by blocky graphics, slideshow-level framerate(making firefights in large rooms nearly unplayable), and awkward controls(no analog support unless you have the rare Analog Joystick, and even then it still kind of sucks).
Is there an issue? Send a MessageReason:
Salamander

Added DiffLines:

* The port of the arcade game Salamander was a particular mess, with the majority of the screen taken up with the HUD, really slow gameplay (you don't get a speed up untill half-way into the first level. You need it well before then.) and [[http://www.youtube.com/watch?v=DMcvCM5Rw_8 one or two bugs]] which actually makes one of the boss battles rely entirely on luck. Couple that, with only the first stage having an actual lay-out, and the rest of them comprised of the odd enemy floating across the screen, and you have a real keeper. He lies.
Is there an issue? Send a MessageReason:
None


* The Xbox360 version of FinalFantasyXIII is rendered in SD and then upscaled to HD, even though the console supports HD level graphics rendering. And oh, you need to swap discs. On the other hand, at least the 360 version allow the owners of the disc to install the game onto the 360's hard disk. Square claims that it's due to storage and processor limitations, but then how do you reckon the other games that've managed to work around those issues?
Is there an issue? Send a MessageReason:
Added Worms World Party

Added DiffLines:

* ''{{Worms}} World Party'' was for the most part a decent port from the PC version, except for the atrocious network code. The most notable of the many GameBreakingBugs was the lobby system bug - if ''anyone'' disconnected from a lobby at ''any time'' (including leaving to another lobby before a match starts, disconnecting during a match, or skipping the post-match wrap up stats) everyone in that lobby would have to ''power down'' (not reset) their Dreamcast, or else everyone's game would be stuck forever on the lobby screen the next time it showed up.
Is there an issue? Send a MessageReason:
None


** [[CapcomVsWhatever Capcom Vs. SNK 2 EO]], a unique case in that the main fix to this version, that is the removal of the [[GoodBadBugs roll cancel glitch]] is the main reason that the this version is considered inferior to the previous ones on the PS2 and DreamCast.

to:

** * [[CapcomVsWhatever Capcom Vs. SNK 2 EO]], a unique case in that the main fix to this version, that is the removal of the [[GoodBadBugs roll cancel glitch]] is the main reason that the this version is considered inferior to the previous ones on the PS2 and DreamCast.

Added: 162

Changed: 269

Is there an issue? Send a MessageReason:
None


* The port of [[StreetFighterIII Street Fighter III 3rd Strike]] included in the Double Impact compilation is generally considered inferior to the arcade version.




to:

** [[CapcomVsWhatever Capcom Vs. SNK 2 EO]], a unique case in that the main fix to this version, that is the removal of the [[GoodBadBugs roll cancel glitch]] is the main reason that the this version is considered inferior to the previous ones on the PS2 and DreamCast.
Is there an issue? Send a MessageReason:
None


* The Playstation port of the N64 game adaptation of the tv series [[South Park]] was plagued by Poor graphics, Draw distance, Numerous bugs and Repetitive voice acting. This is the reason why FPS games do not do so well on PSX and goes perfect on N64.

to:

* The Playstation port of the N64 and PC game adaptation of the tv series [[South Park]] {{South Park}} was plagued by Poor graphics, Draw distance, Numerous bugs and Repetitive voice acting. This is the reason why FPS games do not do so well on PSX and goes perfect on N64.N64 and PC.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*The Playstation port of the N64 game adaptation of the tv series [[South Park]] was plagued by Poor graphics, Draw distance, Numerous bugs and Repetitive voice acting. This is the reason why FPS games do not do so well on PSX and goes perfect on N64.
Is there an issue? Send a MessageReason:
Posting the same thing as before.


* ''ChronoTrigger'' for the PS1 had some insufferable loading times. Imagine running up the tower of a castle, in a series of rooms where each room takes longer to load than the time it takes to travel across the room. The official explaination for the long load times was that the Playstation version included the entire original japanese ROM of the SuperNintendo version of the game, which fit just barely into the Playstation's RAM along with the compatibility files. However, instead of swapping out the japanese ROM with an english one, the localization team included a translation patch, which was applied to the game in real time, forcing the game to keep swapping data in and out of the console's RAM.

to:

* ''ChronoTrigger'' for the PS1 had some insufferable loading times. Imagine running up the tower of a castle, in a series of rooms where each room takes longer to load than the time it takes to travel across the room. The official explaination for the long load times was that the Playstation version included the entire original japanese ROM of the SuperNintendo version of the game, which fit just barely into the Playstation's RAM along with the compatibility files. However, instead of swapping out the japanese ROM with an english one, the localization team included a translation patch, which was applied to the game in real time, forcing the game to keep swapping data in and out of the console's RAM.

Added: 346

Removed: 346

Is there an issue? Send a MessageReason:
oops.


* The X360 and PS3 versions of ''EnemyTerritoryQuakeWars''. Very downgraded graphics, missing features (including permanent stat growth, one of the main feature of the original version), limited to 16 players instead of 32 and ridiculously strong auto-aim. At least one ID Software employee called it a textbook example of how not to port a game.



* The X360 and PS3 versions of ''EnemyTerritoryQuakeWars''. Very downgraded graphics, missing features (including permanent stat growth, one of the main feature of the original version), limited to 16 players instead of 32 and ridiculously strong auto-aim. At least one ID Software employee called it a textbook example of how not to port a game.

Added: 346

Removed: 542

Is there an issue? Send a MessageReason:
The game has to suck because of the porting job. If we listed every time a game got downgraded music or graphics when ported, we'd list damn near every ports ever made.


* The X360 and PS3 versions of ''EnemyTerritoryQuakeWars''. Very downgraded graphics, missing features (including permanent stat growth, one of the main feature of the original version), limited to 16 players instead of 32 and ridiculously strong auto-aim. At least one ID Software employee called it a textbook example of how not to port a game.



* To some extents, the GBA versions of DonkeyKongCountry 1-3. The gameplay itself was fine, but the graphics and music were pretty much utterly ruined, as were the sound effects. The former were so bright and cheery most of the atmosphere was gone (see, Toxic Tower was now bright acid green down to even the walls, or Haunted Hall, which seemed like daytime), and the latter were... just really, really not up to the quality of the SNES games (in the first two games, the soundtrack of the third was completely new and is YourMileageMayVary)
Is there an issue? Send a MessageReason:
None


* Both console versions of ''Rainbow Six 3'' suffered during conversion, but the PS2 version took the biggest hit, given the hardware limitations. The levels were, according to IGN, "cropped like a butch haircut, stripped like a captive terrorist, and given a facelift like Michael Jackson".

to:

* Both console versions The PS2 port (of the XBox version) of ''Rainbow Six 3'' suffered during conversion, but the PS2 version took the biggest a major hit, given the hardware limitations. The levels were, according to IGN, "cropped like a butch haircut, stripped like a captive terrorist, and given a facelift like Michael Jackson".
Is there an issue? Send a MessageReason:
None


* For a good while, the PC version of ''GrandTheftAutoIV'' was considered particularly infamous, not only thanks to noticable performance issues and a clumsy mouse-and-keyboard interface, but particularly because Rockstar decided to package the game with an extra piece of software known as the Rockstar Social Club, a utility created to handle the game's multiplayer connectivity, which in its original iteration would run on top of the game (along with [=SecuROM=] and Games For Windows Live) and nag you to log into it not only whenever you wanted to play, but on startup as well. It was so bad that {{Steam}} gave out ''refunds''[[hottip:Typographic symbol:To clarify, Steam NEVER gives out refunds.]] to angry gamers. Since the game's launch in December 2008, many of the game's performance issues have now been ironed out, and Rockstar Social Club has been integrated into the game software itself...almost a year and a half after launch.

to:

* For a good while, the PC version of ''GrandTheftAutoIV'' was considered particularly infamous, not only thanks to noticable performance issues and a clumsy mouse-and-keyboard interface, but particularly because Rockstar decided to package the game with an extra piece of software known as the Rockstar Social Club, a utility created to handle the game's multiplayer connectivity, which in its original iteration would run on top of the game (along with [=SecuROM=] and Games For Windows Live) and nag you to log into it not only whenever you wanted to play, but on startup as well. It was so bad that {{Steam}} gave out ''refunds''[[hottip:Typographic symbol:To ''refunds''[[hottip:*:To clarify, Steam NEVER gives out refunds.]] to angry gamers. Since the game's launch in December 2008, many of the game's performance issues have now been ironed out, and Rockstar Social Club has been integrated into the game software itself...almost a year and a half after launch.
Is there an issue? Send a MessageReason:
None


* For a good while, the PC version of ''GrandTheftAutoIV'' was considered particularly infamous, not only thanks to noticable performance issues and a clumsy mouse-and-keyboard interface, but particularly because Rockstar decided to package the game with an extra piece of software known as the Rockstar Social Club, a utility created to handle the game's multiplayer connectivity, which in its original iteration would run on top of the game (along with [=SecuROM=] and Games For Windows Live) and nag you to log into it not only whenever you wanted to play, but on startup as well. It was so bad that {{Steam}} gave out ''refunds'' to angry gamers. Since the game's launch in December 2008, many of the game's performance issues have now been ironed out, and Rockstar Social Club has been integrated into the game software itself...almost a year and a half after launch.

to:

* For a good while, the PC version of ''GrandTheftAutoIV'' was considered particularly infamous, not only thanks to noticable performance issues and a clumsy mouse-and-keyboard interface, but particularly because Rockstar decided to package the game with an extra piece of software known as the Rockstar Social Club, a utility created to handle the game's multiplayer connectivity, which in its original iteration would run on top of the game (along with [=SecuROM=] and Games For Windows Live) and nag you to log into it not only whenever you wanted to play, but on startup as well. It was so bad that {{Steam}} gave out ''refunds'' ''refunds''[[hottip:Typographic symbol:To clarify, Steam NEVER gives out refunds.]] to angry gamers. Since the game's launch in December 2008, many of the game's performance issues have now been ironed out, and Rockstar Social Club has been integrated into the game software itself...almost a year and a half after launch.

Changed: 437

Removed: 285

Is there an issue? Send a MessageReason:
None


* ''{{Bully}}: Scholarship Edition'' for the PC. "PRESS <MOUSEWHEEL UP> AND <MOUSEWHEEL DOWN> TOGETHER!" '''''[[ImpossibleTask WHAT?!]]'''''
** To clarify, it looks like something the orks dropped out of the sky, The outside areas are 100% washed out, the graphics, while sublime, glitch often, the sounds glitch horribly, the control scheme is god-awful and the mouse control is like moving a joystick stuck in cold porridge.

to:

* ''{{Bully}}: Scholarship Edition'' for the PC. "PRESS <MOUSEWHEEL UP> AND <MOUSEWHEEL DOWN> TOGETHER!" '''''[[ImpossibleTask WHAT?!]]'''''
** To clarify, it
PC looks like something the orks [[{{Warhammer40000}} Orks]] dropped out of the sky, The outside areas are 100% washed out, the graphics, while sublime, glitch often, the sounds glitch horribly, the control scheme is god-awful (particularly when the player is told to "press <mousewheel up> and <mousewheel down> together") and the mouse control is like moving a joystick stuck in cold porridge.
Is there an issue? Send a MessageReason:
None


** To clarify, it looks like something the [[warhammer40000 Orks]] dropped out of the sky, The outside areas are 100% washed out, the graphics, while sublime, glitch often, the sounds glitch horribly, the control scheme is god-awful and the mouse control is like moving a joystick stuck in cold porridge.

to:

** To clarify, it looks like something the [[warhammer40000 Orks]] orks dropped out of the sky, The outside areas are 100% washed out, the graphics, while sublime, glitch often, the sounds glitch horribly, the control scheme is god-awful and the mouse control is like moving a joystick stuck in cold porridge.
Is there an issue? Send a MessageReason:
None


** To clarify, it looks like something the [[Warhammer40000 Orks]] dropped out of the sky, The outside areas are 100% washed out, the graphics, while sublime, glitch often, the sounds glitch horribly, the control scheme is god-awful and the mouse control is like moving a joystick stuck in cold porridge.

to:

** To clarify, it looks like something the [[Warhammer40000 [[warhammer40000 Orks]] dropped out of the sky, The outside areas are 100% washed out, the graphics, while sublime, glitch often, the sounds glitch horribly, the control scheme is god-awful and the mouse control is like moving a joystick stuck in cold porridge.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** To clarify, it looks like something the [[Warhammer40000 Orks]] dropped out of the sky, The outside areas are 100% washed out, the graphics, while sublime, glitch often, the sounds glitch horribly, the control scheme is god-awful and the mouse control is like moving a joystick stuck in cold porridge.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* TheyJustDidntCare about the 2600 port of ''{{BurgerTime}}''. The gameplay normally proceeded at a crawl, but ground to a halt when the pepper attack was used. The graphics were horribly degraded: burger ingredients and most enemies were rectangular blobs.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* To some extents, the GBA versions of DonkeyKongCountry 1-3. The gameplay itself was fine, but the graphics and music were pretty much utterly ruined, as were the sound effects. The former were so bright and cheery most of the atmosphere was gone (see, Toxic Tower was now bright acid green down to even the walls, or Haunted Hall, which seemed like daytime), and the latter were... just really, really not up to the quality of the SNES games (in the first two games, the soundtrack of the third was completely new and is YourMileageMayVary)
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''Donkey Kong Country'' for Game Boy Color. The tasteful graphics were downgraded, the music was rewritten (including a total rewriting of the Game Over tune), it was slow, and they somehow managed to destroy the balance between Donkey Kong and Diddy Kong. As a result, Donkey Kong had no weaknesses at all, and Diddy did less (and was ugly at that)

Changed: 1237

Removed: 806

Is there an issue? Send a MessageReason:
None


* ''ResidentEvil4'' on the PC is a particularly hated example of this. It was promised we would get GameCube-quality graphics with the Playstation 2 content (which was finally delivered with the Wii version). For some reason, the [=PS2=] version was ported whole...minus the shading and lighting, meaning every environment in the game was lit at 100% brightness with no shadows, thus no atmosphere, and had to have that patched. Then again, Capcom farmed out that porting job (by that goddamn SourceNext of Japan responsible for those), along with the PC ports of ''{{Onimusha}} 3'' and ''DevilMayCry 3''.
** TO MAKE MATTERS WORSE, the quick-time events were near-impossible to complete if you weren't using a gamepad, because the button prompts were limited to "button 3" and "button 4" instead of the actual keys on the keyboard. To make matters worse, they accidentally switched the icons for button 3 and button 4 around, so following the on-screen prompts would actually just get you killed. Someone eventually came up with a fan-made patch to fix this one also. Fortunately, the devoted mod community of the PC version of ''Resident Evil 4'' has not only patched all these but released mods that up the graphics above and beyond any other version of the game, give the FPS purists their mouse aiming, and change the quick-time event icons to match up with the most common gamepads such as the Xbox 360 one.

to:

* ''ResidentEvil4'' on the PC is a particularly hated example of this. It The game was promised we would get supposed to tout GameCube-quality graphics with the Playstation 2 content (which was finally delivered content, something that wouldn't happen until the Wii version. Instead, [=SourceNext=] (whom Capcom commissioned to develop the PC version, along with the Wii version). For some reason, PC ports of ''{{Onimusha}} 3'' and ''DevilMayCry 3'') ported the [=PS2=] PS2 version was ported whole...minus of the game as it was, with grainy pre-rendered cutscenes and all, but without the shading and lighting, meaning every environment in the game was lit at 100% brightness with no shadows, thus no atmosphere, and had to have that patched. Then again, Capcom farmed out that porting job (by that goddamn SourceNext of Japan responsible for those), along with The game's controls were gimped to boot, to the PC ports of ''{{Onimusha}} 3'' point where the game could be played on a keyboard and ''DevilMayCry 3''.
** TO MAKE MATTERS WORSE,
''only'' the keyboard, without mouselook like most PC shooters, and on top of all that, the quick-time events were near-impossible to complete if you weren't using a gamepad, because the button prompts were limited to "button 3" and "button 4" instead of the actual keys on the keyboard. To make matters worse, And just to add insult to injury, they accidentally switched the icons for button 3 and button 4 around, so following the on-screen prompts would actually just get you killed. Someone eventually came up with a fan-made patch to fix this one also.killed. Fortunately, the devoted mod community of the PC version of ''Resident Evil 4'' has not only patched all these but released mods that up the graphics above and beyond any other version of the game, give the FPS purists their mouse aiming, and change the quick-time event icons to match up with the most common gamepads such as the Xbox 360 one.
Is there an issue? Send a MessageReason:
None


* ''ChronoTrigger'' for the PS1 had some insufferable loading times. Imagine running up the tower of a castle, in a series of rooms where each room takes longer to load than the time it takes to travel across the room.

to:

* ''ChronoTrigger'' for the PS1 had some insufferable loading times. Imagine running up the tower of a castle, in a series of rooms where each room takes longer to load than the time it takes to travel across the room. The official explaination for the long load times was that the Playstation version included the entire original japanese ROM of the SuperNintendo version of the game, which fit just barely into the Playstation's RAM along with the compatibility files. However, instead of swapping out the japanese ROM with an english one, the localization team included a translation patch, which was applied to the game in real time, forcing the game to keep swapping data in and out of the console's RAM.
Is there an issue? Send a MessageReason:
None


* The PC version of ''MetalGearSolid2'' (ported from the Xbox version, making it a port of a port) would have been better had it actually been compatible with anything. To play it, it needs to be patched to Hell and back. With ''fanmade patches''.

to:

* The PC version of ''MetalGearSolid2'' ''[[MetalGearSolid2 Metal Gear Solid 2:]] [[UpdatedRerelease Substance]]'' (ported from the Xbox version, making it a port of a port) would have been better had it actually been compatible with anything. To play it, it needs to be patched to Hell and back. With ''fanmade patches''.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

[[folder: AtariJaguar]]
*The Jaguar CD port of ''SpaceAce''. For some reasons, the visual cues appears '''after''' the game expect you to perform the commands, killing you before you can even do anything. Considering ''Space Ace'' is a FullMotionVideo game where the gameplay consist solely of performing commands when the game tells you to, the whole thing is completely unplayable.
[[/folder]]

Is there an issue? Send a MessageReason:
None


** The [=iPhone=] version is full of random graphical glitches and a couple of (since fixed) GameBreakingBugs (Random deletion of saved heroes and locking out unfinished missions.)

to:

** The [=iPhone=] version is full of random graphical glitches and a couple of (since fixed) GameBreakingBugs {{Game Breaking Bug}}s (Random deletion of saved heroes and locking out unfinished missions.)

Top