Follow TV Tropes

Following

History Main / PortingDisaster

Go To

OR

Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/{{Doom}}'' didn't fare much better here than on the [=32X=]; in fact, some would claim this version is actually ''worse''. ExecutiveMeddling from Creator/JohnCarmack of all people resulted in the developers having to ditch their original, high-performance renderer in favor of a hastily reprogrammed version of the [=32X=] port's renderer, meaning that the game's visuals are on a par with those of the [=PlayStation=] port (the only major downsides being the lack of colored lighting and poorer transparency effects), but performance ranges from mediocre in the ''Doom I'' levels to near-unplayable in the ''Doom II'' levels.
Is there an issue? Send a MessageReason:
None

Added: 134

Changed: 392

Is there an issue? Send a MessageReason:
Updated Bard's Tale III entry (added new point and trimmed down existing text slightly)


* Interplay's ''[[VideoGame/TheBardsTaleTrilogy The Bard's Tale]]'' trilogy games were all originally written for the 8-bit Apple [=IIe=], and subsequently ported to various 8-bit and 16-bit platforms, in the latter case with much improved graphics. There were a few teething issues, especially with the Amiga versions, but otherwise the porting for the first two games was pretty competent... and then came the notoriously terrible MS-DOS port of ''The Bard's Tale III''. Some of its more egregious problems:
** The playing interface was incredibly clumsy and slow compared to the other games. You couldn't speed up message scrolling speed, meaning that you had to either wait several seconds or hit Enter after every single message (and any given battle could involve dozens or even hundreds of messages scrolling past each round). The navigation keys inexplicably wouldn't let you move through doors; you needed to press a special command key which basically forced you to use two hands to move around instead of one. The status window wasn't always cleared properly after certain messages, which meant you couldn't always be sure which status messages were actually current and which were not. Finally, the spell-casting interface was just painful. In previous games you had a choice of either selecting the spell by name from a list (which took longer but was useful if you wanted to see the available spells), or typing a four-letter spell code, which required you to know the code but allowed for very quick casting. Here, however, you were given the worst of both methods: you ''always'' had to select the spell from a list... but the list only showed the four-letter spell codes. This meant that you were not only required to know all of the spell codes, but you ''still'' had to scroll through a long list every single time you cast a spell (and a list of cryptic spell codes meant it took much longer to find the right one).

to:

* Interplay's ''[[VideoGame/TheBardsTaleTrilogy The Bard's Tale]]'' trilogy games were all originally written for the 8-bit Apple [=IIe=], and subsequently ported to various 8-bit and 16-bit platforms, in the latter case with much improved graphics. There were a few teething issues, especially with the Amiga versions, but otherwise the porting for the first two games was pretty competent... and then came the notoriously terrible MS-DOS port 16-bit versions of ''The Bard's Tale III''. Some of its the MS-DOS port's more egregious problems:
** The playing interface was incredibly clumsy and slow extremely awkward compared to the other games. You couldn't speed up message scrolling speed, meaning that you had to either wait several seconds or hit Enter after every single combat message (and any given battle (of which there could involve be dozens or even hundreds of messages scrolling past each round). hundreds). The navigation movement keys inexplicably wouldn't let you move through doors; you needed to press a special command key which basically forced key, forcing you to use two hands to move around for navigation instead of one. The status window wasn't always cleared properly after certain messages, which meant meaning you couldn't always be sure which status messages were actually current and which were not. Finally, the spell-casting interface was just painful. In previous games you had a choice of could either selecting select the spell by name from a list (which took longer but was useful if allowed you wanted to see the available spells), or typing type a four-letter spell code, which required you to know the code but allowed for very quick casting. Here, however, you were given the worst of both methods: you ''always'' had to select the spell from a list... but the list only showed the four-letter spell codes. codes! This meant that you were not only required to know all of the spell codes, but you ''still'' had to scroll through a long list every single time you cast a spell (and a the list of cryptic spell codes meant it took much longer to find the right one).



** A great many of the items in the game simply didn't work at all.

to:

** A great many Many of the items in the game simply didn't work at all.all.
** Bard songs only lasted a single combat round, and weren't cumulative – thus severely breaking one of the game's signature features.



** When the trilogy was re-released years later, emulated versions of the 16-bit ports were used for the first two games, but the original 8-bit Apple [=IIe=] version was used for ''The Bard's Tale III'', in spite of its inferior graphics; evidently the publishers concluded that the 16-bit version was broken beyond redemption.

to:

** The Amiga version (the only other 16-bit port) reportedly also shared many of these bugs. When the trilogy was re-released years later, emulated versions of the 16-bit ports were used for the first two games, but the original 8-bit Apple [=IIe=] version was used for ''The Bard's Tale III'', in spite of its inferior graphics; evidently the publishers concluded that the 16-bit version was broken beyond redemption.
Is there an issue? Send a MessageReason:
Added Bard's Tale III

Added DiffLines:

* Interplay's ''[[VideoGame/TheBardsTaleTrilogy The Bard's Tale]]'' trilogy games were all originally written for the 8-bit Apple [=IIe=], and subsequently ported to various 8-bit and 16-bit platforms, in the latter case with much improved graphics. There were a few teething issues, especially with the Amiga versions, but otherwise the porting for the first two games was pretty competent... and then came the notoriously terrible MS-DOS port of ''The Bard's Tale III''. Some of its more egregious problems:
** The playing interface was incredibly clumsy and slow compared to the other games. You couldn't speed up message scrolling speed, meaning that you had to either wait several seconds or hit Enter after every single message (and any given battle could involve dozens or even hundreds of messages scrolling past each round). The navigation keys inexplicably wouldn't let you move through doors; you needed to press a special command key which basically forced you to use two hands to move around instead of one. The status window wasn't always cleared properly after certain messages, which meant you couldn't always be sure which status messages were actually current and which were not. Finally, the spell-casting interface was just painful. In previous games you had a choice of either selecting the spell by name from a list (which took longer but was useful if you wanted to see the available spells), or typing a four-letter spell code, which required you to know the code but allowed for very quick casting. Here, however, you were given the worst of both methods: you ''always'' had to select the spell from a list... but the list only showed the four-letter spell codes. This meant that you were not only required to know all of the spell codes, but you ''still'' had to scroll through a long list every single time you cast a spell (and a list of cryptic spell codes meant it took much longer to find the right one).
** The frequency of random combat encounters was ''insanely'' high compared to the previous games (and 8-bit versions of this game), and ''any'' action could trigger one, such as turning around or even ending a previous encounter. It wasn't uncommon to move to a new dungeon square and get hit with two or three consecutive fights before your next move! Multiply that by every square of every dungeon, and the result was that many people just found the game unplayable.
** On the flip side, many monsters were completely unable to use their (supposed) special attacks, or in some cases to even attack at all, making them hilariously ineffectual; this even applied to some of the major boss fights.
** A great many of the items in the game simply didn't work at all.
** Anti-magic zones would extinguish light (which they shouldn't), but for some reason didn't prevent spell-casting (as they should); various other special zones didn't behave as they were supposed to either.
** The entire game would crash if too many characters were created in the Refugee Camp.
** When the trilogy was re-released years later, emulated versions of the 16-bit ports were used for the first two games, but the original 8-bit Apple [=IIe=] version was used for ''The Bard's Tale III'', in spite of its inferior graphics; evidently the publishers concluded that the 16-bit version was broken beyond redemption.
Is there an issue? Send a MessageReason:
None


* Not only did the original Windows port of ''VideoGame/QuantumBreak'' require the divisive Windows 10 to run due to running in DirectX 12, it performed terribly even on very high-end systems, especially with NVIDIA cards. [=PCs=] with AMD graphics cards would run the game better, but the performance still isn't great by any stretch. Also, any efforts on part of users to mitigate them were hampered due to how restrictive the Universal Windows Platform, or Games for Windows - Live 2.0 as some would derisively call it, is. The developers eventually gave up on UWP and released a new port on Steam, this time built around [=DirectX11=] and so compatible with older versions of Windows, with considerably better results.

to:

* Not only did the original Windows port of ''VideoGame/QuantumBreak'' require the divisive Windows 10 to run due to running in DirectX [=DirectX=] 12, it performed terribly even on very high-end systems, especially with NVIDIA cards. [=PCs=] with AMD graphics cards would run the game better, but the performance still isn't great by any stretch. Also, any efforts on part of users to mitigate them were hampered due to how restrictive the Universal Windows Platform, or Games for Windows - Live 2.0 as some would derisively call it, is. The developers eventually gave up on UWP and released a new port on Steam, this time built around [=DirectX11=] and so compatible with older versions of Windows, with considerably better results.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/TheLastNinja'', an [[SequelFirst unnumbered]] port of the [=C64=] game by System 3 titled ''[[http://www.mobygames.com/game/last-ninja-2-back-with-a-vengeance Last Ninja 2,]]'' was handled by the same team that worked on ''Conan'' and suffered from the same issues. To make matters worse: Matt Gray, the guy who composed the music in the original C64 version, also did music for a number of Codemasters' NES games, including ''Fantastic VideoGame/{{Dizzy}}'' and ''VideoGame/MicroMachines''. But they couldn't bother to hire him for this one; instead, they wrote new music in-house at Beam Software. (This company also made the execrable ''Franchise/BackToTheFuture'' game with its horribly repetitive BGM.)

to:

* ''VideoGame/TheLastNinja'', an [[SequelFirst unnumbered]] port of the [=C64=] game by System 3 titled ''[[http://www.mobygames.com/game/last-ninja-2-back-with-a-vengeance Last Ninja 2,]]'' was handled by the same team that worked on ''Conan'' and suffered from the same issues. To make matters worse: Matt Gray, the guy who composed the music in the original C64 version, also did music for a number of Codemasters' Creator/{{Codemasters}}' NES games, including ''Fantastic VideoGame/{{Dizzy}}'' and ''VideoGame/MicroMachines''. But they couldn't bother to hire him for this one; instead, they wrote new music in-house at Beam Software. (This company also made the execrable ''Franchise/BackToTheFuture'' game with its horribly repetitive BGM.)
Is there an issue? Send a MessageReason:


** And this was also the case with numerous other games, too, as they now make use of the [=XInput=] {{API}}. Especially the ones released alongside the Xbox 360 versions.

to:

** And this was also the case with numerous other games, too, as they now make use of the [=XInput=] {{API}}.[[UsefulNotes/ApplicationProgrammingInterface API]]. Especially the ones released alongside the Xbox 360 versions.

Added: 970

Removed: 970

Is there an issue? Send a MessageReason:
None


[[folder:Nintendo Switch]]
* Despite some graphical downgrades, the Nintendo Switch version of ''[[VideoGame/DragonQuestHeroes Dragon Quest Heroes II]]'' [[https://www.youtube.com/watch?v=cbRA1mCbrac seems to suffer some performance issues]], usually dropping from 30 to 20 FPS during combat while docked, while it almost always runs at sub-30 FPS in portable mode, and fails to reach HD resolutions. For such an action-focused game, this is less than optimal.
* The Nintendo Switch version of ''Troll and I'' suffers from poor optimization, resulting in an atrocious framerate in both cutscenes and gameplay, poorly textured shadows, and [[GameBreakingBug game breaking bugs]] that include the game softlocking and putting the PlayerCharacter in a bottomless void, save data corruption, crashes, and loading the PlayerCharacter into the wrong area after a cutscene, resulting in a game over. That last glitch can happen not even ''half an hour into the game.''
[[/folder]]



[[folder:Nintendo Switch]]
* Despite some graphical downgrades, the Nintendo Switch version of ''[[VideoGame/DragonQuestHeroes Dragon Quest Heroes II]]'' [[https://www.youtube.com/watch?v=cbRA1mCbrac seems to suffer some performance issues]], usually dropping from 30 to 20 FPS during combat while docked, while it almost always runs at sub-30 FPS in portable mode, and fails to reach HD resolutions. For such an action-focused game, this is less than optimal.
* The Nintendo Switch version of ''Troll and I'' suffers from poor optimization, resulting in an atrocious framerate in both cutscenes and gameplay, poorly textured shadows, and [[GameBreakingBug game breaking bugs]] that include the game softlocking and putting the PlayerCharacter in a bottomless void, save data corruption, crashes, and loading the PlayerCharacter into the wrong area after a cutscene, resulting in a game over. That last glitch can happen not even ''half an hour into the game.''
[[/folder]]

Changed: 448

Is there an issue? Send a MessageReason:
None


* ''VideoGame/TheLastNinja'', an [[SequelFirst unnumbered]] port of the [=C64=] game by System 3 titled ''[[http://www.mobygames.com/game/last-ninja-2-back-with-a-vengeance Last Ninja 2,]]'' was handled by the same team that worked on ''Conan'' and suffered from the same issues. To make matters worse: Matt Gray, the guy who composed the music in the original C64 version, also did music for a number of Codemasters' NES games, including ''Fantastic VideoGame/{{Dizzy}}'' and ''VideoGame/MicroMachines''. But they couldn't bother to hire him for this one; instead, they wrote new music in-house at Beam Software. (This company also made the execrable ''Franchise/BackToTheFuture'' game with its severely limited BGM.)

to:

* ''VideoGame/TheLastNinja'', an [[SequelFirst unnumbered]] port of the [=C64=] game by System 3 titled ''[[http://www.mobygames.com/game/last-ninja-2-back-with-a-vengeance Last Ninja 2,]]'' was handled by the same team that worked on ''Conan'' and suffered from the same issues. To make matters worse: Matt Gray, the guy who composed the music in the original C64 version, also did music for a number of Codemasters' NES games, including ''Fantastic VideoGame/{{Dizzy}}'' and ''VideoGame/MicroMachines''. But they couldn't bother to hire him for this one; instead, they wrote new music in-house at Beam Software. (This company also made the execrable ''Franchise/BackToTheFuture'' game with its severely limited horribly repetitive BGM.)



* ''VideoGame/MickeyMania: The Timeless Adventures of Franchise/MickeyMouse'' was missing a stage present in all other versions of the game on the SNES, but more importantly, despite being a cartridge-based game, it somehow had loading times ''longer than the CD-based versions of the game'' for the Sega CD and PS (the Mega Drive original had no loading times at all). The controls and sound quality also suffered. Also, the missing stage from the SNES version is a rotating tower in the same vein as ''Nebulus''/''Castelian'', which was released for systems roughly one generation ''older''.

to:

* ''VideoGame/MickeyMania: The Timeless Adventures of Franchise/MickeyMouse'' was missing a stage present in all other versions of the game on the SNES, but more importantly, despite being a cartridge-based game, it somehow had loading times ''longer than the CD-based versions of the game'' for the Sega CD and PS (the Mega Drive original had no loading times at all). The controls and sound quality also was better as a result of the developers having access to sample-based sound hardware instead of the Mega Drive's YM2612 synth, but the controls suffered. Also, the missing stage from the SNES version is a rotating tower area in the same vein second level. It's anyone's guess as ''Nebulus''/''Castelian'', which was released for systems roughly one generation ''older''.to why. It obviously wasn't that the hardware couldn't handle it, since there's a nearly identical stage that appears toward the end of the game... but that ''wasn't'' removed.
Is there an issue? Send a MessageReason:
None


** While it's generally agreed that the PC version's music is terrible, the Spectrum 48K port's music isn't too far behind given that the platform too only had a beeper for the game to work with (along with a title screen with what appears to be Eddie Murphy suffering from third degree sunburn). The only thing that makes it bearable is that it sounds less like someone strangling an ice-cream truck and more like someone autotuning their farts.

to:

** While it's generally agreed that the PC version's music is terrible, the Spectrum 48K port's music isn't too far behind given that the platform too only had a beeper for the game to work with (along with a title screen with what appears to be Eddie Murphy suffering from third second degree sunburn). The only thing that makes it bearable is that it sounds less like someone strangling an ice-cream truck and more like someone autotuning their farts.

Added: 550

Removed: 550

Is there an issue? Send a MessageReason:
None


* The Steam version of ''VideoGame/SonicMania'' comes bundled with [[{{DRM}} Denuvo]], which was the reason why this version was delayed for 2 weeks after the console releases, at 400 Megabytes (compared to the 300 megabytes of the UsefulNotes/NintendoSwitch version). One side effect of this is that ''the game requires an always online connection''. Want to play it offline on a laptop, tablet, or a handheld PC like the GPD Win? Tough luck. To top it off, customers weren't even warned about this on the store page in the initial hours of release.



* The Steam version of ''VideoGame/SonicMania'' comes bundled with [[{{DRM}} Denuvo]], which was the reason why this version was delayed for 2 weeks after the console releases, at 400 Megabytes (compared to the 300 megabytes of the UsefulNotes/NintendoSwitch version). One side effect of this is that ''the game requires an always online connection''. Want to play it offline on a laptop, tablet, or a handheld PC like the GPD Win? Tough luck. To top it off, customers weren't even warned about this on the store page in the initial hours of release.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* The Steam version of ''VideoGame/SonicMania'' comes bundled with [[{{DRM}} Denuvo]], which was the reason why this version was delayed for 2 weeks after the console releases, at 400 Megabytes (compared to the 300 megabytes of the UsefulNotes/NintendoSwitch version). One side effect of this is that ''the game requires an always online connection''. Want to play it offline on a laptop, tablet, or a handheld PC like the GPD Win? Tough luck. To top it off, customers weren't even warned about this on the store page in the initial hours of release.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''Ultima: Runes of Virtue II'' somehow ended up being an inferior port of a ''Game Boy'' game. Not only were all the character portraits completely redesigned for no obvious reason (the Game Boy original had them essentially ripped from ''VideoGame/UltimaVI''), but the game's overall graphical style was changed to a much more cartoonish one that seemed ill-suited to the series. On top of that, the already-spotty hit detection of the Game Boy version was made vastly worse, and the animations that indicated when you were being hit were removed, making battles a major chore.
Is there an issue? Send a MessageReason:
None


* Konami made a PS1 port of ''[[VideoGame/DanceDanceRevolution Dancing Stage]] Fusion'', which was released for [=PlayStation 2=] in 2004 and as an arcade title as a trial run for [=DDR SuperNOVA=]. Konami had, in all other markets, shifted ''Dance Dance Revolution'' console releases exclusively to PS2 in 2002 with ''DDRMAX''. However, it is unknown why they even bothered; it only had 12 songs ''at all'' (''Dancing Stage Party Edition'' had 51, and PS2 ''Fusion'' had 54), and it used a re-skin of the aging and already abandoned ''DDR 4th Mix'' engine with a modified UI and ''DDR Extreme'' graphics pasted into the gameplay screen. Witness the curiosity of [[https://www.youtube.com/watch?v=UVObglxFVu8 playing "Kakumei"]], with freeze arrows expunged because they didn't exist yet.

to:

* Konami made a PS1 [=PS1=] port of ''[[VideoGame/DanceDanceRevolution Dancing Stage]] Fusion'', which was released for [=PlayStation 2=] in 2004 and as an arcade title as a trial run for [=DDR SuperNOVA=]. Konami had, in all other markets, shifted ''Dance Dance Revolution'' console releases exclusively to PS2 [=PS2=] in 2002 with ''DDRMAX''. However, it It is unknown why they even bothered; it only had 12 songs ''at all'' (''Dancing Stage Party Edition'' had 51, and PS2 ''Fusion'' had 54), and it used a re-skin of the aging and already abandoned ''DDR ''Dance Dance Revolution 4th Mix'' engine (seen also on the U.S. ''Konamix'' and other past versions) with a modified UI and ''DDR Extreme'' graphics assets pasted into the gameplay screen.in. Witness the curiosity of [[https://www.youtube.com/watch?v=UVObglxFVu8 playing "Kakumei"]], with freeze arrows expunged because they didn't exist yet.
Is there an issue? Send a MessageReason:
PS 3 Minecraft added

Added DiffLines:

* ''VideoGame/{{Minecraft}}'' is VERY broken on the PS3. Aside from suffering from a highly limited world size, the PS3 completely fails to keep up with the mobs and physics of the game, leading to a sharp difficulty decrease compared to other versions. TNT would take several seconds to explode and redstone machines will simply not work as intended. Chunk loading can be painfully slow, especially when using flight-enabling items like the elytra. Before June 2017, the game would often show up a "Failed to Load" error, caused by the very limited split-memory of the system - prompting 4J Studios to completely rewrite the UI code. Framerate issues are also very common and even game-breaking in split screen modes.

Added: 970

Removed: 935

Is there an issue? Send a MessageReason:
Switch has handheld ARM architecture.


[[folder:Nintendo Switch]]
* Despite some graphical downgrades, the Nintendo Switch version of ''[[VideoGame/DragonQuestHeroes Dragon Quest Heroes II]]'' [[https://www.youtube.com/watch?v=cbRA1mCbrac seems to suffer some performance issues]], usually dropping from 30 to 20 FPS during combat while docked, while it almost always runs at sub-30 FPS in portable mode. For such an action-focused game, this is less than optimal.
* The Nintendo Switch version of ''Troll and I'' suffers from poor optimization, resulting in an atrocious framerate in both cutscenes and gameplay, poorly textured shadows, and [[GameBreakingBug game breaking bugs]] that include the game softlocking and putting the PlayerCharacter in a bottomless void, save data corruption, crashes, and loading the PlayerCharacter into the wrong area after a cutscene, resulting in a game over. That last glitch can happen not even ''half an hour into the game.''
[[/folder]]


Added DiffLines:

[[folder:Nintendo Switch]]
* Despite some graphical downgrades, the Nintendo Switch version of ''[[VideoGame/DragonQuestHeroes Dragon Quest Heroes II]]'' [[https://www.youtube.com/watch?v=cbRA1mCbrac seems to suffer some performance issues]], usually dropping from 30 to 20 FPS during combat while docked, while it almost always runs at sub-30 FPS in portable mode, and fails to reach HD resolutions. For such an action-focused game, this is less than optimal.
* The Nintendo Switch version of ''Troll and I'' suffers from poor optimization, resulting in an atrocious framerate in both cutscenes and gameplay, poorly textured shadows, and [[GameBreakingBug game breaking bugs]] that include the game softlocking and putting the PlayerCharacter in a bottomless void, save data corruption, crashes, and loading the PlayerCharacter into the wrong area after a cutscene, resulting in a game over. That last glitch can happen not even ''half an hour into the game.''
[[/folder]]
Is there an issue? Send a MessageReason:
None


* ''VideoGame/RedFaction: Guerrilla'' ran far too fast on Windows 7 computers (which rather quickly replaced Vista as the go-to modern Microsoft OS), which forced players to use a third party hacking program to slow down the game's refresh rate. Furthermore, the game carried an infamous bug where Games for Windows Live informed the player that a patch was available and was mandatory for online gameplay (even if the game itself was already up to date). Every time without fail, should the player have accepted the patch download, the game's framerate was reduced to a crawl (in the '''main menu''', mind you) and eventually froze. Even Volition's release of a manual patch to fix this didn't work for many, making online multiplayer completely unplayable. The Steam re-release published by Nordic Games, the new owner of the Red Faction IP, doesn't have this issue and run through PolishedPort instead.

to:

* ''VideoGame/RedFaction: Guerrilla'' ran far too fast on Windows 7 computers (which rather quickly replaced Vista as the go-to modern Microsoft OS), which forced players to use a third party hacking program to slow down the game's refresh rate. Furthermore, the game carried an infamous bug where Games for Windows Live informed the player that a patch was available and was mandatory for online gameplay (even if the game itself was already up to date). Every time without fail, should the player have accepted the patch download, the game's framerate was reduced to a crawl (in the '''main menu''', mind you) and eventually froze. Even Volition's release of a manual patch to fix this didn't work for many, making online multiplayer completely unplayable. The On the other hand, the Steam re-release published by Nordic Games, the new owner of the Red Faction IP, doesn't have this issue the aforementioned issues, no longer require Games for Windows Live, and run through PolishedPort instead.
Is there an issue? Send a MessageReason:
None


** The Steam release of the PC version also displays a bizarre issue where, unless both the client and the game are installed to the C: drive, the game will run, but only show the opening titles and not progress past the loading screen that comes immediately afterwards, which would ordinarily lead to the main menu. Oddly enough, years later the Steam release of ''VideogGame/SaintsRowIV'', a ''vastly'' superior port, would suffer from the exact same issue.

to:

** The Steam release of the PC version also displays a bizarre issue where, unless both the client and the game are installed to the C: drive, the game will run, but only show the opening titles and not progress past the loading screen that comes immediately afterwards, which would ordinarily lead to the main menu. Oddly enough, years later the Steam release of ''VideogGame/SaintsRowIV'', a ''vastly'' superior port, would suffer from the exact same issue.issue, although the cracked Saints Row IV will work on any drive with other, vastly more minor problem instead: graphics settings will revert to default upon next time launch if installed on C drive probably because of protected write area.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* The Xplosiv version of ''VideoGame/ResidentEvil3Nemesis'', which was made mainly for Windows XP, is a mess. With glitches who don't appear in any other version of the game (such as the background clipping out, Jill walking in the air and the game freezing at random intervals), the game sometimes not starting at all and, most of all, the removing of both the Mercenaries bonus mini-game due to a mistake by the developers (making it now impossible to get the infinite weapons and the infinite bullets for every weapon) and the NewGamePlus save system (which means that you can't unlock any epilogue due to the game not detecting a completed save).
Is there an issue? Send a MessageReason:
None


* ''[[VideoGame/MightAndMagic Might & Magic 2]]'' had decent graphics, especially compared to some older versions of the game. The control scheme took getting used to, but that wasn't too bad for a turn-based RPG. Unfortunately, someone messed up the computer AI, because enemies always had a predictable pattern -- they would attack the party members in order, one after the other. Doesn't sound that bad? That includes party members out of melee (who are typically there for ''[[SquishyWizard very good reason]]''), turning the thing from mildly annoying to unbelievably frustrating. The [[NoExportForYou British and German-exclusive]] SNES version fixes the computer AI.

to:

* ''[[VideoGame/MightAndMagic Might & Magic 2]]'' had decent graphics, especially compared to some older versions of the game. The control scheme took getting used to, but that wasn't too bad for a turn-based RPG. Unfortunately, someone messed up the computer AI, because enemies always had a predictable pattern -- they would attack the party members in order, one after the other. Doesn't sound that bad? That includes party members out of melee (who are typically there for ''[[SquishyWizard very good reason]]''), turning the thing from mildly annoying to unbelievably frustrating. The [[NoExportForYou British and German-exclusive]] Europe-exclusive]] SNES version fixes the computer AI.all of these problems.
Is there an issue? Send a MessageReason:
None


* Despite some graphical downgrades, the Nintendo Switch version of ''Dragon Quest Heroes II'' [[https://www.youtube.com/watch?v=cbRA1mCbrac seems to suffer some performance issues]], usually dropping from 30 to 20 FPS during combat while docked, while it almost always runs at sub-30 FPS in portable mode. For such an action-focused game, this is less than optimal.

to:

* Despite some graphical downgrades, the Nintendo Switch version of ''Dragon ''[[VideoGame/DragonQuestHeroes Dragon Quest Heroes II'' II]]'' [[https://www.youtube.com/watch?v=cbRA1mCbrac seems to suffer some performance issues]], usually dropping from 30 to 20 FPS during combat while docked, while it almost always runs at sub-30 FPS in portable mode. For such an action-focused game, this is less than optimal.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* The Nintendo Switch version of ''Troll and I'' suffers from poor optimization, resulting in an atrocious framerate in both cutscenes and gameplay, poorly textured shadows, and [[GameBreakingBug game breaking bugs]] that include the game softlocking and putting the PlayerCharacter in a bottomless void, save data corruption, crashes, and loading the PlayerCharacter into the wrong area after a cutscene, resulting in a game over. That last glitch can happen not even ''half an hour into the game.''

Added: 446

Changed: 56

Is there an issue? Send a MessageReason:
None


* A tie-in for the film ''Film/BeverlyHillsCop'' was released on 4 platforms: UsefulNotes/{{Amiga}}, UsefulNotes/AtariST, UsefulNotes/Commodore64, and PC. The Amiga version has smashing music due to the Paula audio chip. The Atari ST and [=C64=] version was bearable thanks to the PSG sound system. The PC version, however, is this trope play straight. Using only EGA graphics and PC speaker sound, despite the [=AdLib=] and Game Blaster, and indeed the first generation Sound Blaster, being already released when the game came out and VGA was already picking up steam. And even then the PC music was often described as someone strangling an ice cream truck.

to:

* A tie-in for the film ''Film/BeverlyHillsCop'' was released on 4 platforms: several platforms, including the UsefulNotes/{{Amiga}}, UsefulNotes/AtariST, UsefulNotes/Commodore64, and PC.PC, among others. The Amiga version has smashing music due to the Paula audio chip. The Atari ST ST, Spectrum 128K and [=C64=] version was bearable thanks to the PSG sound system. The PC version, however, is this trope play played straight. Using only EGA graphics and PC speaker sound, despite the [=AdLib=] and Game Blaster, and indeed the first generation Sound Blaster, being already released when the game came out and VGA was already picking up steam. And even then the PC music was often described as someone strangling an ice cream truck.
** While it's generally agreed that the PC version's music is terrible, the Spectrum 48K port's music isn't too far behind given that the platform too only had a beeper for the game to work with (along with a title screen with what appears to be Eddie Murphy suffering from third degree sunburn). The only thing that makes it bearable is that it sounds less like someone strangling an ice-cream truck and more like someone autotuning their farts.
Is there an issue? Send a MessageReason:
Clean up on the Mega Man Mobile ports' entry.


** The ''[[VideoGame/MegaManClassic Mega Man]]'' Mobile series of games, which are ports of ''VideoGame/MegaMan1'', ''VideoGame/MegaMan2'', ''VideoGame/MegaMan3'', ''VideoGame/MegaMan4'', ''VideoGame/MegaMan5'', and ''VideoGame/MegaMan6''. However, all of these games share the same problems. For one, the framerate is barely a ''quarter'' of the NES originals -- unless you enable a "turbo mode" which boosts it up all the way to... a third of the NES versions -- and for another, the games' controls are very unresponsive, leading to frequent deaths. On top of that, there's no proper screen transitions either; the screen blacks out momentary each time you move to the next room. Not to mention, all of these games cost anywhere from $2.00 USD to $4.00 USD! Combined, that's around $12-30 USD! You can get the ''Mega Man Legacy Collection'' for [=PlayStation=] 4, Xbox One, and Steam for only $15 USD, or the same collection on the 3DS for a similar price. [[ArsonMurderAndJaywalking Oh yeah, and the games use the action icons from the iOS port of]] ''VideoGame/MegaManX1''.

to:

** The ''[[VideoGame/MegaManClassic Mega Man]]'' Mobile ''VideoGame/{{Mega Man|Classic}} Mobile'' series of games, games in 2016, which are ports of ''VideoGame/MegaMan1'', ''VideoGame/MegaMan2'', ''VideoGame/MegaMan3'', ''VideoGame/MegaMan4'', ''VideoGame/MegaMan5'', and ''VideoGame/MegaMan6''. However, all of these games share the same problems. For one, the framerate is barely a ''quarter'' of the NES originals -- unless you enable a "turbo mode" which boosts it up all the way to... a third of the NES versions -- and for another, the games' controls are very unresponsive, leading to frequent deaths. On top of that, there's no proper screen transitions either; the screen blacks out momentary each time you move to the next room. Not to mention, all All of these games cost anywhere from $2.00 USD $2 to $4.00 $4 USD! Combined, that's around $12-30 USD! $12-30! You can get the ''Mega Man Legacy Collection'' for [=PlayStation=] 4, Xbox One, [=3DS=], and Steam for only $15 USD, digitally or the same collection on the 3DS at retail for a similar price. [[ArsonMurderAndJaywalking Oh yeah, and the games use the same action icons from the iOS port of]] ''VideoGame/MegaManX1''.
Is there an issue? Send a MessageReason:
None


** ''VideoGame/{{Somari}}'': Also known as ''[[XMeetsY Mario in Sonic's World - The Game]]''. Technically, it's a port, because it doesn't change the game's original idea, save for adding Mario instead of Sonic and making him able to spindash. But, as in case with ''VideoGame/SuperMarioWorld'', the controls aren't clearly responsive, plus the [[CheckPointStarvation lack of checkpoints makes it three times harder]] (not five times harder, because Scrap Brain Zone just isn't here), not to mention that the game is incredibly glitchy. And the [[FakeDifficulty Buzz Bombers with insanely good accuracy]]. You can't even move fast without getting sniped by one out of nowhere.

to:

** ''VideoGame/{{Somari}}'': Also known as ''[[XMeetsY ''[[JustForFun/XMeetsY Mario in Sonic's World - The Game]]''. Technically, it's a port, because it doesn't change the game's original idea, save for adding Mario instead of Sonic and making him able to spindash. But, as in case with ''VideoGame/SuperMarioWorld'', the controls aren't clearly responsive, plus the [[CheckPointStarvation lack of checkpoints makes it three times harder]] (not five times harder, because Scrap Brain Zone just isn't here), not to mention that the game is incredibly glitchy. And the [[FakeDifficulty Buzz Bombers with insanely good accuracy]]. You can't even move fast without getting sniped by one out of nowhere.
Is there an issue? Send a MessageReason:
False information. The international release of Dark Souls 3 was released on April 12. 2016 on all platforms. The PC version was not delayed longer than the console versions.


** While ''VideoGame/DarkSoulsII'' had a rather decent port (minus the poor keyboard controls), the PC port of ''VideoGame/DarkSoulsIII'' carries the torch. Along with the tremendously laggy netcode, the game suffers frequent crashes and very high FPS slowdown even on top hardware. This is even more egregious as the PC version was actually delayed compared to the console version.

to:

** While ''VideoGame/DarkSoulsII'' had a rather decent port (minus the poor keyboard controls), the PC port of ''VideoGame/DarkSoulsIII'' carries the torch. Along with the tremendously laggy netcode, the game suffers frequent crashes and very high FPS slowdown even on top hardware. This is even more egregious as the PC version was actually delayed compared to the console version.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/ElfBowlingOneAndTwo'' weren't exactly known for being excellent games even on the PC, but the problems arose when you had to pay for the DS versions despite the original versions being obtainable ''for free''. While certainly not a good move, that alone wouldn't qualify it for this. Even setting that aside, however, it loses some animation and sound effects found in the original versions and lowers the overall graphical quality, while adding nothing that weren't already in the PC versions. The games were pretty minimalist in the first place, so there's no reason this had to happen.

to:

* ''VideoGame/ElfBowlingOneAndTwo'' weren't exactly known for being excellent games even on the PC, but the problems arose when you had to pay for the DS versions despite the original versions being obtainable ''for free''. While certainly not a good move, that alone wouldn't qualify it for this. Even setting that aside, however, it loses some animation and sound effects found in the original versions and lowers the overall graphical quality, while adding nothing that weren't wasn't already in the PC versions. The games were pretty minimalist in the first place, so there's no reason this had to happen.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/ElfBowlingOneAndTwo'' weren't exactly known for being excellent games even on the PC, but the problems arose when you had to pay for the DS versions despite the original version being obtainable ''for free''. While certainly not a good move, that alone wouldn't qualify it for this. Even setting that aside, however, it loses some animation and sound effects found in the original versions and lowers the overall graphical quality, while adding nothing that weren't already in the PC versions. The games were pretty minimalist in the first place, so there's no reason this had to happen.

to:

* ''VideoGame/ElfBowlingOneAndTwo'' weren't exactly known for being excellent games even on the PC, but the problems arose when you had to pay for the DS versions despite the original version versions being obtainable ''for free''. While certainly not a good move, that alone wouldn't qualify it for this. Even setting that aside, however, it loses some animation and sound effects found in the original versions and lowers the overall graphical quality, while adding nothing that weren't already in the PC versions. The games were pretty minimalist in the first place, so there's no reason this had to happen.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/ElfBowlingOneAndTwo'' weren't exactly known for being excellent games even on the PC, but the problems arose when you had to pay for the DS versions despite the origonal version being obtainable ''for free''. That alone wouldn't qualify it for this, but even if one chose to set that aside, it loses some animation and sound effects found in the original versions and lowers the overall graphical quality, while adding nothing that weren't already in the PC versions. The games were pretty minimalist in the first place, so there's no reason this had to happen.

to:

* ''VideoGame/ElfBowlingOneAndTwo'' weren't exactly known for being excellent games even on the PC, but the problems arose when you had to pay for the DS versions despite the origonal original version being obtainable ''for free''. That While certainly not a good move, that alone wouldn't qualify it for this, but even if one chose to set this. Even setting that aside, however, it loses some animation and sound effects found in the original versions and lowers the overall graphical quality, while adding nothing that weren't already in the PC versions. The games were pretty minimalist in the first place, so there's no reason this had to happen.

Added: 575

Changed: 96

Is there an issue? Send a MessageReason:
None


* ''Ultra VideoGame/StreetFighterIV'' on [=PS4=] was handled by Other Ocean Interactive, with the original game itself being handled by a team other than Dimps (who developed all the prior ''Street Fighter IV'' editions up until ''Arcade Edition 2012''). This resulted with the [=PS4=] version launching in a very sorry state, with [[https://www.youtube.com/watch?v=H3_uTlgodXE graphical]] [[https://www.youtube.com/watch?v=Wkm84zBl4ug errors]], [[https://www.youtube.com/watch?v=t37aduSSFNc audio]] [[https://www.youtube.com/watch?v=kvo6O_Jxb6M errors]], and [[https://www.youtube.com/watch?v=_wxkyhNy6fY other glitches]] that didn't appear on the other platforms. TournamentPlay organizers are all saying that if this can't be cleaned up come time for their events that the [=PS4=] version will be disregarded in lieu of the Xbox 360 version. This is especially troubling considering a big complaint of the [=PS3=] version is input lag and this game was going to rectify that along with running at a consistent 60 frames per second in 1080p while allowing [=PS3=] players to use their existing sticks. But with all its myriad of inherent problems, the advantages it was supposed to bring seem to be moot unless they can be cleaned up. However, all of the issues have been fixed with three patches in the month following its release.

to:

* ''Ultra VideoGame/StreetFighterIV'' on [=PS4=] was handled by Other Ocean Interactive, with the original game itself being handled by a team other than Dimps (who developed all the prior ''Street Fighter IV'' editions up until ''Arcade Edition 2012''). This resulted with the [=PS4=] version launching in a very sorry state, with [[https://www.youtube.com/watch?v=H3_uTlgodXE graphical]] [[https://www.youtube.com/watch?v=Wkm84zBl4ug errors]], [[https://www.youtube.com/watch?v=t37aduSSFNc audio]] [[https://www.youtube.com/watch?v=kvo6O_Jxb6M errors]], and [[https://www.youtube.com/watch?v=_wxkyhNy6fY other glitches]] that didn't appear on the other platforms. TournamentPlay organizers are all saying that if this can't be cleaned up come time for their events that the [=PS4=] version will be disregarded in lieu of the Xbox 360 version. This is especially troubling considering a big complaint of the [=PS3=] version is input lag and this game was going to rectify that along with running at a consistent 60 frames per second in 1080p while allowing [=PS3=] players to use their existing sticks. But with all its myriad of inherent problems, the advantages it was supposed to bring seem to be moot unless they can be cleaned up. However, all of the issues have been fixed with three patches in the month following its release.release, and it became a PolishedPort for it, becoming the ''new'' standard version for tournament play.


Added DiffLines:

* ''VideoGame/ElfBowlingOneAndTwo'' weren't exactly known for being excellent games even on the PC, but the problems arose when you had to pay for the DS versions despite the origonal version being obtainable ''for free''. That alone wouldn't qualify it for this, but even if one chose to set that aside, it loses some animation and sound effects found in the original versions and lowers the overall graphical quality, while adding nothing that weren't already in the PC versions. The games were pretty minimalist in the first place, so there's no reason this had to happen.

Top