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*** The same modders also made ''[[VideoGame/FinalDoom Final Doom CE]]'', a proper [=PlayStation=] equivalent which adds [[DummiedOut the many cut levels]], and (despite the game already having [[PolishedPort a good PC port]] as explained in the folder above) ''[[VideoGame/Doom64 Doom 64 CE]]'': in addition to the aforementioned graphical enhancements, the mod adds cut enemies and redesigns them to fit the game's art style (it also redesigns the Sergeant as a bald Zombieman to avoid the original iteration's confusion), and in addition to the normal campaign (called "The Absolution") and "The Lost Levels", you can even play three additional campaigns from previous ''Doom 64'' conversions.

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*** The same modders also made ** ''[[VideoGame/FinalDoom Final Doom CE]]'', CE]]'' is a proper [=PlayStation=] equivalent of ''Final Doom'' which adds [[DummiedOut the many cut levels]], and (despite the game already having [[PolishedPort a good PC port]] as explained in the folder above) port]]) ''[[VideoGame/Doom64 Doom 64 CE]]'': in addition to the aforementioned graphical enhancements, the mod adds cut enemies and redesigns them to fit the game's art style (it also redesigns the Sergeant as a bald Zombieman to avoid the original iteration's confusion), and in addition to the normal campaign (called "The Absolution") and "The Lost Levels", you can even play three additional campaigns from previous ''Doom 64'' conversions.
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* ''VideoGame/EtherVapor'' was already a cult hit in the indie shoot 'em up scene thanks to its impressive visuals for the time and unique perspective altering gameplay, but was released only in Japan for many years, and outside of a Boss Rush mode and the Overdrive version of Ex-Tio as unlockables, it was fairly light on the replay value outside of score chasing. The 2011 ''Remaster'' version of the game, which would be the version to be officially translated by Nyu Media through Steam, DESURA, and directly from their website, features enhanced visuals and sound quality while retaining its original presentation, new but optional arcade-styled transitions in place of the story cutscenes, online leaderboards, made unlocking content easier for players who already unlocked everything in the original while adding in a new bonus Ex-Tio with alternate weapons that offers its own playstyle, can run at resolutions above the original release's 640 × 480 (but is still limited to 4:3 resolutions up to 1600 × 1200 due to how the game was designed), and improved gamepad support for modern XInput controllers with added rumble feedback.
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* ''Film/{{Heat}}'' is a remake of the obscure MadeForTVMovie ''L.A. Takedown''. ''L.A. Takedown'' displays some of Creator/MichaelMann's usual flair and presents an interesting story, but is as cheap as you'd expect a 80's Made for TV movie to look and badly suffers from lackluster acting across the broad. ''Heat'', being a Hollywood blockbuster, is able to leverage its AllStarCast and increased budget to bring out the script's potential. Every retrospective treat ''L.A Takedown'' as a first draft of ''Heat'' more than a movie in its own right.
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** ''VideoGame/KirbysReturnToDreamland'' is still considered to be the start of a series renaissance and a nostalgic classic for many, ''Return to Dreamland Deluxe'' is considered by many to be the superior version, with improved graphics, two brand new copy abilities, an entire side mode devoted to Magolor showing [[spoiler:what happened to him after the player defeats him and why he ended up pulling a HeelFaceTurn]], Merry Magoland, which allows players to play all the minigames in co-op and an even harder version of the True Arena, complete with [[spoiler:making Magolor's Soul, something of an AntiClimaxBoss in the orginal game, into an utter monster.]]
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* ''VideoGame/{{Gradius}}'';

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* ''VideoGame/{{Gradius}}'';''VideoGame/{{Gradius}}'':

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* The original arcade version of ''VideoGame/{{Gradius}} III'' gets a lot of criticism for being fiendishly hard, even by [[NintendoHard arcade game standards]] and not even having continues, with some very questionable boss and level design decisions like the infamous semi-randomized "Cube Rush" segment in stage 9 that ends so many runs. The Super NES adaptation redesigns the stages and bosses, with some of the more obnoxious elements like the crystal stage and the post-FinalBoss EscapeSequence being removed entirely, and adds continues (albeit a limited number). Most fans regard this as superior to the arcade version just for being a lot more reasonable in difficulty.

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* * ''VideoGame/{{Gradius}}'';
** The version of ''Gradius II: GOFER no Yabou'' on the [[Platform/NintendoEntertainmentSystem Famicom]] is a re-imagining of the arcade game, featuring rearranged stage layouts, with some of them having gimmicks exclusive to this version, and unlike the past two ''Gradius'' games on NES, it introduces stages that can scroll diagonally when the NES doesn't natively support scrolling in non-cardinal directions. All of this gives it graphical fidelity on par with contemporary arcade games, and additionally this is the only NES ''Gradius'' game to have four Options at once (NES ''Gradius'' and NES ''Life Force'' only support two, and Famicom ''Salamander'' (the Japanese version of ''Life Force'') only supports three. And it being a console game, it has a difficulty curve that's somewhat more reasonable than the arcade version. However, to make the graphical aplomb work, the game has to use a special chip that requires the extra pins in the Famicom's cartridge slot, which are not present in the cartridge slot of the American-released NES, and so the game [[NoExportForYou never left Japan]].
**
The original arcade version of ''VideoGame/{{Gradius}} ''Gradius III'' gets a lot of criticism for being fiendishly hard, even by [[NintendoHard arcade game standards]] and not even having continues, with some very questionable boss and level design decisions like the infamous semi-randomized "Cube Rush" segment in stage 9 that ends so many runs. The Super NES adaptation redesigns the stages and bosses, with some of the more obnoxious elements like the crystal stage and the post-FinalBoss EscapeSequence being removed entirely, and adds continues (albeit a limited number). Most fans regard this as superior to the arcade version just for being a lot more reasonable in difficulty.



* ''Franchise/SuperMarioBros'': While the original NES platformers are well regarded as being classics, the remakes included in ''VideoGame/SuperMarioAllStars'' are regarded by many fans to be superior to the original games, due to having more detailed graphics, an upgraded soundtrack, and having better save features (and in ''VideoGame/SuperMarioBros3'''s case, a save feature at all, given that the original game notoriously lacks one).

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* ''Franchise/SuperMarioBros'': While the original NES platformers are well regarded as being classics, the remakes included in ''VideoGame/SuperMarioAllStars'' are regarded by many fans to be superior to the original games, due to having more detailed graphics, an upgraded soundtrack, and having better save features (and in ''VideoGame/SuperMarioBros3'''s case, a save feature at all, given that the original game notoriously lacks one).one despite its unusually large scope and long length compared to past games).
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Removing potholes to So Bad Its Horrible


** ''VideoGame/ZeldasAdventure'' is often considered the single worst game in ''Franchise/TheLegendOfZelda'' series, being one of the infamous [[VideoGame/TheLegendOfZeldaCDiGames CD-i games]]. And unlike its siblings ''Link: The Faces of Evil'' and ''Zelda: The Wand of Gamelon'', has [[DarthWiki/SoBadItsHorrible little enjoyment factor]], [[SoBadItsGood ironic or otherwise]]. The fan made Platform/GameBoy VideoGameDemake, however, has seen much higher acclaim than the original version. The downgraded graphics have been seen as aesthetically closer to the style of ''Zelda'', and the addition of music livens up a mostly silent game. And additions of quality-of-life features from ''[[VideoGame/TheLegendOfZeldaLinksAwakening Link's Awakening]]'', as well as ''[[VideoGame/TheLegendOfZeldaOracleGames Oracle of Ages/Seasons]]'', make an otherwise tedious game much more playable.

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** ''VideoGame/ZeldasAdventure'' is often considered the single worst game in ''Franchise/TheLegendOfZelda'' series, being one of the infamous [[VideoGame/TheLegendOfZeldaCDiGames CD-i games]]. And unlike its siblings ''Link: The Faces of Evil'' and ''Zelda: The Wand of Gamelon'', has [[DarthWiki/SoBadItsHorrible little enjoyment factor]], factor, [[SoBadItsGood ironic or otherwise]]. The fan made Platform/GameBoy VideoGameDemake, however, has seen much higher acclaim than the original version. The downgraded graphics have been seen as aesthetically closer to the style of ''Zelda'', and the addition of music livens up a mostly silent game. And additions of quality-of-life features from ''[[VideoGame/TheLegendOfZeldaLinksAwakening Link's Awakening]]'', as well as ''[[VideoGame/TheLegendOfZeldaOracleGames Oracle of Ages/Seasons]]'', make an otherwise tedious game much more playable.
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* ''VideoGame/{{Insanity}}'': The original version is considered to be a bad game (though not without potential) by both the few who have played it and the creator herself; Creator/{{Uri}} regards it as an OldShame and it's never been released outside of Japan. Translator vgperson stated it barely qualified as a game, instead being "a flimsy container for a story, and a strangely-paced one at that." After gaining more experience in game-making, Uri released a remake of ''Insanity'' in 2020, which is far more polished with updated graphics, more puzzles, improved characterization, and a less confusing narrative. This is considered the definitive version and is the only version available outside of Japan.

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* ''VideoGame/{{Insanity}}'': ''VideoGame/{{Insanity|Uri}}'': The original version is considered to be a bad game (though not without potential) by both the few who have played it and the creator herself; Creator/{{Uri}} regards it as an OldShame and it's never been released outside of Japan. Translator vgperson stated it barely qualified as a game, instead being "a flimsy container for a story, and a strangely-paced one at that." After gaining more experience in game-making, Uri released a remake of ''Insanity'' in 2020, which is far more polished with updated graphics, more puzzles, improved characterization, and a less confusing narrative. This is considered the definitive version and is the only version available outside of Japan.

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