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* ''Megumi Rescue'' for the UsefulNotes/SegaMasterSystem, a firefighting-themed BreakingOut game, has to scroll up and down a bit to show the entire building you're rescuing people from. The original UsefulNotes/ArcadeGame used a vertically-tilted monitor, so it didn't have to do this. A loose remake of this game for the Famicom, ''Flying Hero'', avoided this issue by making the buildings shorter.
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* The boss battles of ''VideoGame/CrescentPaleMist'' plays around with this. By pressing the Zoom button while fighting a boss, players can either zoom the screen out to get a better view of their screen and track their opponents more easily, or zoom the screen in to invoke this but get a power boost for their attacks as a trade-off for the limited visibility.
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They're not ports.


-->-- '''LetsPlay/ProtonJon''', playing ''VideoGame/DonkeyKongCountry1'' on [[UsefulNotes/SuperNintendoEntertainmentSystem SNES]] and comparing it to the UsefulNotes/GameBoyColor port

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-->-- '''LetsPlay/ProtonJon''', playing ''VideoGame/DonkeyKongCountry1'' on [[UsefulNotes/SuperNintendoEntertainmentSystem SNES]] and comparing it to the UsefulNotes/GameBoyColor port
remake



* The ''[[Franchise/SuperMarioBros Super Mario Advance]]'' games aren't affected as much due to their smaller sprites and gameplay better translating to horizontal movement. All games attempted to make up for this by adding extra content and giving the player more opportunities to get extra lives. ''Super Mario Advance 2: VideoGame/SuperMarioWorld'' added vertical scrolling for the camera button, while ''Super Mario Advance 4: VideoGame/SuperMarioBros3'' suffers the least as the original NES game already had a smaller viewing resolution from the large HUD which the port completely replaces with a thin status bar and [[https://themushroomkingdom.net/smb3_snes2sma.shtml a lot of levels have been edited]] to better suit the smaller screen.

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* The ''[[Franchise/SuperMarioBros Super Mario Advance]]'' games aren't affected as much due to their smaller sprites and gameplay better translating to horizontal movement. All games attempted to make up for this by adding extra content and giving the player more opportunities to get extra lives. ''Super Mario Advance 2: VideoGame/SuperMarioWorld'' added vertical scrolling for the camera button, while ''Super Mario Advance 4: VideoGame/SuperMarioBros3'' suffers the least as the original NES game already had a smaller viewing resolution from the large HUD which the port remake completely replaces with a thin status bar and [[https://themushroomkingdom.net/smb3_snes2sma.shtml a lot of levels have been edited]] to better suit the smaller screen.



* ''VideoGame/SonicJam'' on the UsefulNotes/GameCom had assets taken straight from the Genesis ''Sonic'' games--big sprites and all. Because of this, you'll often find yourself taking a LeapOfFaith, hoping you survive (or not, given the [[PortingDisaster quality of the port]]).

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* ''VideoGame/SonicJam'' on the UsefulNotes/GameCom had assets taken straight from the Genesis ''Sonic'' games--big sprites and all. Because of this, you'll often find yourself taking a LeapOfFaith, hoping you survive (or not, given the [[PortingDisaster quality of the port]]).remake]]).
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* The two proper ''VideoGame/CrashBandicoot'' platformers on the system, ''VideoGame/CrashBandicootTheHugeAdventure'' and ''VideoGame/CrashBandicoot2NTranced'', though otherwise well-liked tend to be criticized for using the smaller handheld screen to hide boxes and enemies or, at their worst, outright force a LeapOfFaith situation due to the game not making it clear where the next platform is after a jump (or even worse, having hazards that are ''also'' impossible to see along side this). The developers somewhat compensated for this by being noticeably more generous on using [[FollowTheMoney wumpa fruit]] to route the levels compared to other games in the series and Crash starting with a double jump in the latter game, but this hardly helps in the time trial mode which gets rid of wumpa fruit almost completely, essentially forcing the player to know the exact locations of every hazard they can land on during said leaps of faith.
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* Parodied in ''VideoGame/{{Zadette}}'': The {{Retraux}} screen resolution would be acceptable if not for the enormous player character sprite that takes about 80% of the height of the screen. It's also a 3:4 screen, meaning you can't see further ahead than about the main character's height, all played for StylisticSuck.

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* Parodied in ''VideoGame/{{Zadette}}'': The {{Retraux}} screen resolution would be acceptable if not for the enormous player character sprite that takes about 80% of the height of the screen. It's also a 3:4 4:3 screen, meaning you can't see further ahead than about the main character's height, all played for StylisticSuck.
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* When ''VideoGame/BattleGaregga'' was ported to the Sega Saturn, it added some display options on account of the original game being presented on a vertically-oriented monitor. The most optimal way to play is to rotate your TV, but if you don't want to or can't do that, there are three alternative display options, all of which have their own problems. There is pillarboxed 3:4, which keeps the entire playing area visibible but harder to see the game's [[RealIsBrown realistically-colored bullets]], a full-width option that expands the play area to the width of the TV but also omits a lot of vertical space, and finally a wobble variant of the previous option that allows the screen to scroll up and down in accordance with the player's vertical movement, at the expense of potentially causing motion sickness. This is averted with the ''Battle Garegga Rev.2016'' release on [=PS4=] and Xbox One, consoles that mandate an HDTV so even in pillarboxed 3:4, you can still see every single detail.
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* ''VideoGame/MetroidIIReturnOfSamus'' ran into this relative to the preceding ''[[VideoGame/Metroid1 Metroid]]'' on the NES. In addition to the usual reduced screen size, the number of pixels per tile was increased, allowing for more detailed sprites to compensate for the lack of color. This was what started the series convention for the Varia Suit granting Samus her now-iconic [[ShouldersOfDoom shoulders]], for example. A consequence of this was it was very easy to run into trouble against enemies on the edge of the screen, but on the flipside the player could exploit this against certain enemies if their enemy was in a consistent spot in their line of fire.
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[[folder:Smartphones]]

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[[folder:Smartphones]][[folder:Mobile Phones]]
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Nowadays, screen sizes and resolutions, even for mobile devices, have become [[TechnologyMarchesOn large enough]] that the crunch has mostly become a DiscreditedTrope. Most manufacturers have agreed upon 16:9, and the handful of aversions (most notably "tall" smartphones and the occasional 16:10 tablet) usually offer the player an option of either stretching the pixels to fit the screen or pillarboxing to emulate older games. And newer releases generally have no problem changing their aspect ratios and resolutions by themselves. Of course, this trope does still happen in some unfortunate cases.
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* Creator/{{Gameloft}}'s mobile versions of ''VideoGame/SplinterCell'' on low-end devices such as the [[Creator/{{Nokia}} Nokia 3510i]] (96x65) took the ''Super Mario Bros. Deluxe'' approach by scrolling the screen vertically when needed, as the games were based off the 128x128 Series 40 versions.

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* Creator/{{Gameloft}}'s mobile versions of ''VideoGame/SplinterCell'' on low-end devices such as the [[Creator/{{Nokia}} Nokia 3510i]] (96x65) took the ''Super Mario Bros. Deluxe'' approach by scrolling panning the screen vertically when needed, as the games were based off the 128x128 Series 40 versions.
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* Creator/{{Gameloft}}'s mobile versions of ''VideoGame/SplinterCell'' on low-end devices such as the [[Creator/{{Nokia}} Nokia 3510i]] (96x65) took the ''Super Mario Bros. Deluxe'' approach by scrolling the screen vertically when needed, as the games were based off the 128x128 Series 40 versions.
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** ''[[VideoGame/SonicTheHedgehog1 Sonic the Hedgehog Genesis]]'' is the king of this trope on the GBA. The sprites were virtually unchanged from their Genesis counterparts resulting in Sonic's sprite taking up most of the screen. Labyrinth Zone's RiseToTheChallenge section becomes nigh-impossible to beat, since the camera remains centered on Sonic while immediate obstacles are just off the top of the screen.

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** ''[[VideoGame/SonicTheHedgehog1 Sonic the Hedgehog Genesis]]'' is the king of this trope on the GBA. The sprites were virtually unchanged from their Genesis counterparts resulting in Sonic's sprite taking up most of the screen. Labyrinth Zone's RiseToTheChallenge section becomes nigh-impossible to beat, since the camera remains centered on Sonic while immediate obstacles are just off the top of the screen. The GBA's reduced resolution is also a drawback for the BossBattle at the end of Marble Zone, where the inability to keep the Egg Scorcher and the two platforms it takes turns firebombing all onscreen at once may cause some cheap deaths, though the fact that the boss flies lower in this version also permits the CheeseStrategy of having Sonic repeatedly bounce on top of it.
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** ''[[VideoGame/SonicTheHedgehog1 Sonic the Hedgehog Genesis]]'' is the king of this trope on the GBA. The sprites were virtually unchanged from their Genesis counterparts resulting in Sonic's sprite taking up most of the screen. This naturally makes the game hard to play for the [[FakeDifficulty wrong reasons]] and makes [[ThatOneLevel Labyrinth Zone]] nigh-impossible to beat.

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** ''[[VideoGame/SonicTheHedgehog1 Sonic the Hedgehog Genesis]]'' is the king of this trope on the GBA. The sprites were virtually unchanged from their Genesis counterparts resulting in Sonic's sprite taking up most of the screen. This naturally makes the game hard to play for the [[FakeDifficulty wrong reasons]] and makes [[ThatOneLevel Labyrinth Zone]] Zone's RiseToTheChallenge section becomes nigh-impossible to beat.beat, since the camera remains centered on Sonic while immediate obstacles are just off the top of the screen.
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* ''VideoGame/{{Darius}}burst Chronicle Saviours'' features ''Dariusburst Another Chronicle EX'' as part of the package. ''DBACEX'' (like the original ''Dariusburst Another Chronicle'') uses a pair of widescreen displays for a total resolution of 2560×720 with a 32:9 aspect ratio. This is fine for the UsefulNotes/PlayStation4 and PC versions of ''DBCS'', and the PC version even has dual monitor support, the game will letterbox the screen and it's still fairly playable. UsefulNotes/PlaystationVita version? You better be playing on a PS TV, because if you decide to play ''DBACEX'' on a Vita, enjoy playing the game on a ''960×270'' window!

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* ''VideoGame/{{Darius}}burst Chronicle Saviours'' features ''Dariusburst Another Chronicle EX'' as part of the package. ''DBACEX'' (like the original ''Dariusburst Another Chronicle'') ''DBACEX'''s arcade cabinet uses a pair of widescreen displays for a total resolution of 2560×720 with a 32:9 aspect ratio. This is fine for the UsefulNotes/PlayStation4 and PC versions of ''DBCS'', where the game will have letterboxes and is still fairly playable, with the PC version even has dual monitor support, the game will letterbox the screen supporting ultrawide and it's still fairly playable. dual-monitor setups. The UsefulNotes/PlaystationVita version? You better be playing on If you don't have a PS TV, because if you decide to play ''DBACEX'' on a Vita, enjoy playing squinting to try and make anything out in the game on a ''960×270'' window!
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* ''VideoGame/MarioKart Tour'' got into a lot of controversy upon its release for displaying in ''portrait'' mode instead of landscape like most mobile racers. This meant that the player couldn't see the side of the road (much like ''Crash Nitro Kart'' mentioned above) which gave it a bunch of TrialAndErrorGameplay for new players. It wasn't until months after launch that a landscape mode was added.

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* ''VideoGame/MarioKart Tour'' ''VideoGame/MarioKartTour'' got into a lot of controversy upon its release for displaying in ''portrait'' mode instead of landscape like most mobile racers. This meant that the player couldn't see the side of the road (much like ''Crash Nitro Kart'' mentioned above) which gave it a bunch of TrialAndErrorGameplay for new players. It wasn't until months after launch that a landscape mode was added.
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* The arcade version of ''[[VideoGame/PacMan Pac-Mania]]'' is '''infamous''' for this, as Namco made the perplexing decision to use a TATE (vertical widescreen) display despite the game's [[IsometricProjection isometric mazes]] being more suited to a 4:3 display. The result is a game that's NintendoHard at best and--in [[ThatOneLevel Jungly Steps]]--[[FakeDifficulty incredibly cheap]] at worst. The biggest reason most of the (pre ''Namco Museum'') home ports are seen as {{Polished Port}}s is because of the increased horizontal screen space.

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* The arcade version of ''[[VideoGame/PacMan Pac-Mania]]'' Pac-Mania]]'', while regarded as a classic, is '''infamous''' known for this, as Namco made the perplexing decision to use a TATE (vertical widescreen) display despite the game's [[IsometricProjection isometric mazes]] being more suited to a 4:3 display. The result is This isn't a game that's NintendoHard at best and--in problem in the first two worlds, but Sandbox Land and [[ThatOneLevel Jungly Steps]]--[[FakeDifficulty incredibly cheap]] at worst. Steps]] can be a bit unfair as a result. The biggest reason most many of the (pre ''Namco Museum'') home ports are seen as {{Polished Port}}s is because of the increased horizontal screen space.space, which makes the game easier.



* In the first [[VideoGame/GrandTheftAutoClassic Grand Theft Auto]], you would usually view the game through a top-down camera with a limited field of view surrounding your character. This could be mitigated once you got into a vehicle, as the camera would helpfully zoom out so you could see what was in front of you, as well as see enough to figure out where you were on the map. Come VideoGame/GrandTheftAuto2 however, and the zoom-out function appears to have been weakened drastically, to the point that it is much more difficult for you to properly utilize any of the benefits that could have assisted you as in the first game. As well as not having a good-enough field of vision to see the amount of traffic in front of you, (especially in the first sector where fast cars are scarce) or be able to make out where you were going, it also rendered your character much more susceptible to ambushes from threats. It could also wind up compromising your ability to see enemies from far away if you were looking for them, or needed a strategy to approach them without blindly walking into danger. For the PC version, you would need to download a debug patch in order to just zoom the camera out in order to mitigate this problem, barring that you don't mind fewer vehicles and pedestrians appearing on the screen (you often required many people and vehicles to appear in order to pass a ''Kill Frenzy'') while doing so.

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* In the first [[VideoGame/GrandTheftAutoClassic ''[[VideoGame/GrandTheftAutoClassic Grand Theft Auto]], Auto]]'', you would usually view the game through a top-down camera with a limited field of view surrounding your character. This could be mitigated once you got into a vehicle, as the camera would helpfully zoom out so you could see what was in front of you, as well as see enough to figure out where you were on the map. Come VideoGame/GrandTheftAuto2 ''VideoGame/GrandTheftAuto2'' however, and the zoom-out function appears to have been weakened drastically, to the point that it is much more difficult for you to properly utilize any of the benefits that could have assisted you as in the first game. As well as not having a good-enough field of vision to see the amount of traffic in front of you, (especially in the first sector where fast cars are scarce) or be able to make out where you were going, it also rendered your character much more susceptible to ambushes from threats. It could also wind up compromising your ability to see enemies from far away if you were looking for them, or needed a strategy to approach them without blindly walking into danger. For the PC version, you would need to download a debug patch in order to just zoom the camera out in order to mitigate this problem, barring that you don't mind fewer vehicles and pedestrians appearing on the screen (you often required many people and vehicles to appear in order to pass a ''Kill Frenzy'') while doing so.
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* ''VideoGame/ResidentEvilRemake'' and ''VideoGame/ResidentEvilZero'''s HD remasters are vertically crunched for 16:9 aspect mode, which the game attempts to alleviate with vertical panning, though important objects and enemies still often get hidden out of frame. Therefore, the pillar-boxed 4:3 mode is preferable.

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* ''VideoGame/ResidentEvilRemake'' and ''VideoGame/ResidentEvilZero'''s HD remasters are vertically crunched cropped for 16:9 aspect display mode, which the game attempts to alleviate with vertical panning, though important objects and enemies still often get hidden out of frame. Therefore, the pillar-boxed 4:3 mode is preferable.
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* ''VideoGame/ResidentEvilRemake'' and ''VideoGame/ResidentEvilZero'''s HD remasters are vertically crunched for 16:9 aspect mode, which the game attempts to alleviate with vertical panning, though important objects still often get hidden out of frame. Therefore, the pillar-boxed 4:3 mode is preferable.

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* ''VideoGame/ResidentEvilRemake'' and ''VideoGame/ResidentEvilZero'''s HD remasters are vertically crunched for 16:9 aspect mode, which the game attempts to alleviate with vertical panning, though important objects and enemies still often get hidden out of frame. Therefore, the pillar-boxed 4:3 mode is preferable.
Is there an issue? Send a MessageReason:
None


''VideoGame/ResidentEvilRemake'' and ''VideoGame/ResidentEvilZero'''s HD remasters are vertically crunched for 16:9 aspect mode, which the game attempts to alleviate with vertical panning, though important objects still often get hidden out of frame. Therefore, the pillar-boxed 4:3 mode is preferable.

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* ''VideoGame/ResidentEvilRemake'' and ''VideoGame/ResidentEvilZero'''s HD remasters are vertically crunched for 16:9 aspect mode, which the game attempts to alleviate with vertical panning, though important objects still often get hidden out of frame. Therefore, the pillar-boxed 4:3 mode is preferable.
Is there an issue? Send a MessageReason:
None


''VideoGame/ResidentEvilRemake'' and ''ResidentEvilZero'''s HD remasters are vertically crunched for 16:9 aspect mode, which the game attempts to alleviate with vertical panning, though important objects still often get hidden out of frame.

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''VideoGame/ResidentEvilRemake'' and ''ResidentEvilZero'''s ''VideoGame/ResidentEvilZero'''s HD remasters are vertically crunched for 16:9 aspect mode, which the game attempts to alleviate with vertical panning, though important objects still often get hidden out of frame.frame. Therefore, the pillar-boxed 4:3 mode is preferable.
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''VideoGame/ResidentEvilRemake'' and ''ResidentEvilZero'''s HD remasters are vertically crunched for 16:9 aspect mode, which the game attempts to alleviate with vertical panning, though important objects still often get hidden out of frame.
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* The first ''Donkey Kong Land'' had this problem due to Creator/{{Rare}}'s inexperience with the Game Boy's smaller screen. This resulted in them importing the sprites from ''VideoGame/DonkeyKongCountry1'' without properly resizing them. Future ''Land'' games would try to resize/redraw the sprites to make things more fair, though some problems still remain.

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* The first ''Donkey Kong Land'' had this problem due to Creator/{{Rare}}'s inexperience with the Game Boy's smaller screen. This resulted in them importing the sprites from ''VideoGame/DonkeyKongCountry1'' without properly resizing them. Future ''Land'' games would try to resize/redraw the sprites to make things more fair, though some problems still remain.this problem would return with the GBC port of ''Country''.

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* ''Ms. VideoGame/PacMan'' completely redrew the graphics for the smaller screen. The upshot is that you can see the whole maze. The downside is that everything in the maze is downright '''microscopic''', which is really bad if you're playing on real hardware.



** Despite being a ReformulatedGame, ''VideoGame/Rayman3HoodlumHavoc'' focused more on sprite detail than playability. This made the game's primary goal (finding lums) much more difficult than it should have been. Its sequel, ''VideoGame/RaymanRavingRabbids'' wasn't any better about this.

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** Despite being a ReformulatedGame, ''VideoGame/Rayman3HoodlumHavoc'' focused more on sprite detail than playability. This made the game's primary goal (finding lums) much more difficult than it should have been.been and made later levels border on TrialAndErrorGameplay. Its sequel, ''VideoGame/RaymanRavingRabbids'' wasn't any better about this.



** ''Sonic the Hedgehog Genesis''. The original ''VideoGame/SonicTheHedgehog1''[='=]s assets were haphazardly imported into the ''Sonic Advance'' engine with no regard whatsoever for the engine's art size limits. The result? The engine chokes while trying to deal with the massive sprites.

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** ''Sonic ''[[VideoGame/SonicTheHedgehog1 Sonic the Hedgehog Genesis''. Genesis]]'' is the king of this trope on the GBA. The original ''VideoGame/SonicTheHedgehog1''[='=]s assets sprites were haphazardly imported into virtually unchanged from their Genesis counterparts resulting in Sonic's sprite taking up most of the ''Sonic Advance'' engine with no regard whatsoever screen. This naturally makes the game hard to play for the engine's art size limits. The result? The engine chokes while trying [[FakeDifficulty wrong reasons]] and makes [[ThatOneLevel Labyrinth Zone]] nigh-impossible to deal with the massive sprites.beat.



** While the former at least took ''some'' measures to make the game easier (like removing Jungle Zone Act 2's RatchetScrolling), the latter game didn't even bother, making certain levels ('''especially''' Green Hills Act 3) an absolute nightmare to complete.

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** While the former at least game took ''some'' ''many'' measures to make the game easier (like removing Jungle Zone Act 2's RatchetScrolling), the latter game didn't even bother, making certain levels ('''especially''' Green Hills Act 3) an absolute nightmare to complete.



* ''VideoGame/{{Rayman3|Hoodlum Havoc}}'' was a port of the GBA version (itself a victim of this trope as seen above), trading in horizontal screen space for vertical. The already [[GuideDangIt hard-to-find]] lums have become even harder to locate thanks to the resolution and fighting enemies has become an absolute chore.
* ''Sonic N'', the N-Gage port of the first ''VideoGame/{{Sonic Advance|Trilogy}}'', was a victim of the N-Gage's vertically oriented screen--you can ''barely'' see ahead of Sonic making the whole game one giant LuckBasedMission. There is an option to letterbox the screen allowing you to see more but it's too small to make anything out, making it useless.

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* ''VideoGame/{{Rayman3|Hoodlum ''VideoGame/{{Rayman 3|Hoodlum Havoc}}'' was a port of the GBA version (itself a victim of this trope as seen above), trading in horizontal screen space for vertical. The already [[GuideDangIt hard-to-find]] lums have become even harder to locate thanks to the resolution and fighting enemies has become an absolute chore.
* ''Sonic N'', the N-Gage port of the first ''VideoGame/{{Sonic Advance|Trilogy}}'', was also a victim of the N-Gage's vertically oriented screen--you can ''barely'' see ahead of Sonic making the whole game one giant LuckBasedMission. There is an option to letterbox the screen allowing you to see more but it's too small to make anything out, making it useless.



* The UsefulNotes/AtariST version of ''[[VideoGame/PacMan Pac-Mania]]'', rather annoyingly, suffers from half of the screen being taken up by the HUD and VanityWindow.

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* The UsefulNotes/AtariST arcade version of ''[[VideoGame/PacMan Pac-Mania]]'', rather annoyingly, suffers from half Pac-Mania]]'' is '''infamous''' for this, as Namco made the perplexing decision to use a TATE (vertical widescreen) display despite the game's [[IsometricProjection isometric mazes]] being more suited to a 4:3 display. The result is a game that's NintendoHard at best and--in [[ThatOneLevel Jungly Steps]]--[[FakeDifficulty incredibly cheap]] at worst. The biggest reason most of the (pre ''Namco Museum'') home ports are seen as {{Polished Port}}s is because of the increased horizontal screen being taken up by the HUD and VanityWindow. space.

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* The ''VideoGame/MegaManClassic'' games weren't ports from the NES, but they used the same sprites which makes the play area really cramped. Also, the [[LifeMeter energy meters]] take up the bottom 16 pixels of the screen, making the play area that much smaller.



* ''VideoGame/{{Shantae}}'' sometimes makes the player perform [[LeapOfFaith Leaps of Faith]] due to the developers sacrificing screen space for smooth sprite animations. This makes travelling around Sequin Land much harder than intended.

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* ''VideoGame/{{Shantae}}'' sometimes makes the player perform [[LeapOfFaith Leaps of Faith]] due to the developers sacrificing screen space for smooth sprite animations. This makes travelling traveling around Sequin Land much harder than intended.
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VideoGame.Pandemonium has been moved to VideoGame.Pandemonium 1996 for disambiguation purposes.


* ''VideoGame/{{Pandemonium}}'' had bad draw distance and low frame rates on top of the screen problems.

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* ''VideoGame/{{Pandemonium}}'' ''VideoGame/Pandemonium1996'' had bad draw distance and low frame rates on top of the screen problems.
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[[folder: Atari Lynx (160×102)]]

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[[folder: Atari [[folder:Atari Lynx (160×102)]]



[[folder: Game Boy (Color) (160×144)]]

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[[folder: Game [[folder:Game Boy (Color) (160×144)]]



[[folder: Game Boy Advance (240×160)]]

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[[folder: Game [[folder:Game Boy Advance (240×160)]]



[[folder: Game Gear (160×144)]]

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[[folder: Game [[folder:Game Gear (160×144)]]



[[folder: Game.com (200×160)]]

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[[folder: Game.[[folder:Game.com (200×160)]]



[[folder: N-Gage (176×208)]]

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[[folder: N-Gage [[folder:N-Gage (176×208)]]



* ''VideoGame/{{Rayman 3|Hoodlum Havoc}}'' was a port of the GBA version (itself a victim of this trope as seen above), trading in horizontal screen space for vertical. The already [[GuideDangIt hard-to-find]] lums have become even harder to locate thanks to the resolution and fighting enemies has become an absolute chore.

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* ''VideoGame/{{Rayman 3|Hoodlum ''VideoGame/{{Rayman3|Hoodlum Havoc}}'' was a port of the GBA version (itself a victim of this trope as seen above), trading in horizontal screen space for vertical. The already [[GuideDangIt hard-to-find]] lums have become even harder to locate thanks to the resolution and fighting enemies has become an absolute chore.
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** The worse example of ''Sonic 2''[='=]s Screen Crunch is the first boss (pictured above). The bouncing balls are ridiculously hard to dodge in the Game Gear version--not helped by unpredictable heights they bounce at in the port. This trope singlehandedly turned a pushover of a boss into a ThatOneBoss.

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** The worse worst example of ''Sonic 2''[='=]s Screen Crunch is the first boss (pictured above). The bouncing balls are ridiculously hard to dodge in the Game Gear version--not helped by unpredictable heights they bounce at in the port. This trope singlehandedly turned a pushover of a boss into a ThatOneBoss.
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SubTrope to CameraScrew. Also see PortingDisaster and FakeDifficulty. Often goes hand in hand with TrialAndErrorGameplay. Not to be confused with CameraAbuse (when the viewscreen is crunched into smithereens either for humor or adding tension) or ShootTheTelevision (when a character destroys an in-universe screen). [[JustForFun/IThoughtItMeant And don't mistake this for a breakfast cereal]]. This is one of the reasons why developers might make a ReformulatedGame instead. Similar to PanAndScan for movies.

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SubTrope to CameraScrew. Also see PortingDisaster and FakeDifficulty. Often goes hand in hand with TrialAndErrorGameplay. Not to be confused with CameraAbuse (when the viewscreen is crunched into smithereens either for humor or adding tension) or ShootTheTelevision (when a character destroys an in-universe screen). [[JustForFun/IThoughtItMeant And don't mistake this for a breakfast cereal]]. This is one of the reasons why developers might make a ReformulatedGame instead. Similar to PanAndScan for movies.



* ''VideoGame/DoubleDragon'' is a ''doozy''. As the graphics, which were of a 256×224 game, were ported more or less 1:1 to the UsefulNotes/AtariLynx (aside from some sundry alterations such as the player's foot during a kick), this means you're getting only ''2/7'' of what the arcade game offered and character sprites stand at almost ''half'' the height of the screen.

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* ''VideoGame/DoubleDragon'' is a ''doozy''. As the graphics, which were of a 256×224 game, were ported more or less 1:1 to the UsefulNotes/AtariLynx (aside from some sundry alterations such as the player's foot during a kick), this means you're getting only ''2/7'' ''28%'' of what the arcade game offered and character sprites stand at almost ''half'' the height of the screen.
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On my last edit: I felt the quote's attribution was a bit too wordy, so I condensed it (and added some appropriate wicks while I was at it).
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-->-- '''LetsPlay/ProtonJon''', Playing VideoGame/DonkeyKongCountry on the SNES, after cutting from Screen Crunched version of Mine-Cart Carnage on the Game Boy Color port.

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-->-- '''LetsPlay/ProtonJon''', Playing VideoGame/DonkeyKongCountry playing ''VideoGame/DonkeyKongCountry1'' on [[UsefulNotes/SuperNintendoEntertainmentSystem SNES]] and comparing it to the SNES, after cutting from Screen Crunched version of Mine-Cart Carnage on the Game Boy Color port.
UsefulNotes/GameBoyColor port

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