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Sarcasm Mode cleanup


* The 360 port of ''TabletopGame/BloodBowl'''s original PC version covered everything except for one ''[[SarcasmMode small]]'' omission--online leagues. Removing the online multiplayer leagues from ''Blood Bowl'' is the equivalent to removing multiplayer from a ''fighting game,'' gutting the main draw of the entire game. The result was best summarized in [[WebVideo/TheAngryJoeShow Angry Joe's]] review of the game where he was mostly complimentary towards the game in general for most of the review until he got around to mentioning the omission of multiplayer leagues, where his attitude suddenly turned ''violently'' nasty. He ended up giving the 360 version a score of 2/10 almost solely for this reason--yeah, it was ''that'' big of an omission.

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* The 360 port of ''TabletopGame/BloodBowl'''s original PC version covered everything except for one ''[[SarcasmMode small]]'' omission--online leagues. ported over the gameplay well... but lacked online leagues, gutting the main draw of the entire game. Removing the online multiplayer leagues from ''Blood Bowl'' is the equivalent to removing multiplayer from a ''fighting game,'' gutting the main draw of the entire fighting game. The result was best summarized in [[WebVideo/TheAngryJoeShow Angry Joe's]] review of the game where he was mostly complimentary towards the game in general for most of the review until he got around to mentioning the omission of multiplayer leagues, where his attitude suddenly turned ''violently'' nasty. He ended up giving the 360 version a score of 2/10 almost solely for this reason--yeah, it was ''that'' big of an omission.
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Hertz was actually involved in the development of the Mega Drive port of Out Run, not Sims.


* ''[[VideoGame/OutRun Turbo [=OutRun=]]]'': With Sims doing a respectable job at porting the original ''VideoGame/OutRun'' to the Genesis, it would seem natural for Sega to contract them again for the sequel. Unfortunately, Sega handed the porting duties for ''Turbo [=OutRun=]'' to Tiertex instead, a company with a spotty track record of butchering home conversions of popular arcade games, which resulted in the Genesis version having worse graphics and sound quality, with many of the more elaborate background effects missing, as well as jerkier controls.

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* ''[[VideoGame/OutRun Turbo [=OutRun=]]]'': With Sims Hertz doing a respectable job at porting the original ''VideoGame/OutRun'' to the Genesis, it would seem natural for Sega to contract them again for the sequel. Unfortunately, Sega handed the porting duties for ''Turbo [=OutRun=]'' to Tiertex instead, a company with a spotty track record of butchering home conversions of popular arcade games, which resulted in the Genesis version having worse graphics and sound quality, with many of the more elaborate background effects missing, as well as jerkier controls.
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* The [=GameCube=] port of ''VideoGame/CrashBandicootTheWrathOfCortex''--which was handled by Eurocom rather than Creator/TravellersTales--suffers from extremely downgraded graphics and abysmal frame rate issues that cause the game to run below 30 frames per second in most levels (you heard right, ''below'' 30 frames per second) despite running on more powerful hardware. [[ArsonMurderAndJaywalking Additionally]], the music that plays in the level Medieval Madness is recycled from a previous level, The Gauntlet, as opposed to the unique theme the level has in the other versions.

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* The [=GameCube=] port of ''VideoGame/CrashBandicootTheWrathOfCortex''--which was handled by Eurocom rather than Creator/TravellersTales--suffers from extremely downgraded graphics and abysmal frame rate issues that cause the game to run below 30 frames per second in most levels (you heard right, ''below'' 30 frames per second) despite running on more powerful hardware. [[ArsonMurderAndJaywalking Additionally]], the music that plays in the level Medieval Madness is recycled from a previous level, The Gauntlet, as opposed to the unique theme the level has in the other versions. Eurocom used the Xbox version as a basis for the [=GameCube=] port (the Traveller's Tales development team lists three "Xbox Programmers" in the credits), which explains some things.
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* The arcade version of ''[[WesternAnimation/WileECoyoteAndTheRoadRunner Road Runner]]'', while benefitting from a good presentation that captured the aesthetic of the cartoons well, was already a game that wasn't particularly fun to play due to its slippery controls and finicky level design. The NES port by Beam Software takes away what redeeming qualities the arcade original had, with poor graphics that make Wile E. Coyote look more like the Nesquik Bunny, an utterly butchered version of the game's PublicDomainSoundtrack with screechingly-high notes and the tempo sped up to the point where some of the tracks become unrecognizable, and the faults in the controls and level design being further magnified.
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* Creator/{{Sega}}'s [=GameCube=] to [=PS2=] ports are notorious for being some of the worst ports on the platform:

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* Creator/{{Sega}}'s [=GameCube=] to [=PS2=] ports are notorious for being some of the worst ports on the platform:platform, not that it stopped most of these from obtaining the "Greatest Hits" label due to strong sales figures:
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This is more hardware limitations making the game more difficult (artificially or otherwise) than the port itself being bad


* The Nintendo Switch Online versions of ''VideoGame/PokemonStadium'' 1 and 2, due to the games' Transfer Pak functionality not being available, forcing players to use the games' Rental Pokémon, which have poor stats and/or movesets, making all of the battles that much more difficult.
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* The Xbox 360 port of ''VideoGame/{{Forza}} Horizon 2'' developed by SUMO Digital made a lot of sacrifices, such as removing the weather effects and certain parts of the map that were present in the Xbox One version, along with downgraded textures, which are understandable given the 360's weaker hardware. While it's far from unplayable, this version of the game suffers from pop-in issues, poor collision detection where cars can clip through the ground (and buildings in some cases) or hit invisible walls, and broken physics.

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* The Xbox 360 port of ''VideoGame/{{Forza}} Horizon ''VideoGame/ForzaHorizon 2'' developed by SUMO Digital made a lot of sacrifices, such as removing the weather effects and certain parts of the map that were present in the Xbox One version, along with downgraded textures, which are understandable given the 360's weaker hardware. While it's far from unplayable, this version of the game suffers from pop-in issues, poor collision detection where cars can clip through the ground (and buildings in some cases) or hit invisible walls, and broken physics.
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* The Nintendo Switch Online versions of ''VideoGame/PokemonStadium'' 1 and 2, due to the games' Transfer Pak functionality not being available, forcing players to use the games' Rental Pokémon, which have poor stats and/or movesets, making all of the battles that much more difficult.
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* ''VideoGame/SplinterCell Trilogy'' is a compilation of the [[VideoGame/SplinterCell1 first]] [[VideoGame/SplinterCellPandoraTomorrow three]] [[VideoGame/SplinterCellChaosTheory games]] that omits fundamental features like the option to invert look controls - which had been in every prior release of the same games. After initially claiming that [[NeverMyFault inverted controls were not an industry standard]] - and following a lengthy outcry from frustrated customers -- Ubisoft patched it. Several months later. The compilation also lacks the DLC for the original game, a pack of three missions that, regardless of their importance to the series' storyline, have remained needlessly difficult to acquire on any platform ever since the shutdown of the original Xbox Live (the only completely legit manners of acquiring it - only on PC, mind - before a rerelease on Website/GogDotCom being special editions of the later ''Chaos Theory'' and a separate purchasable "Mission Pack" that [[NoExportForYou never left Europe]]).

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* ''VideoGame/SplinterCell Trilogy'' is a compilation of the [[VideoGame/SplinterCell1 first]] [[VideoGame/SplinterCellPandoraTomorrow three]] [[VideoGame/SplinterCellChaosTheory games]] that omits fundamental features like the option to invert look controls - which had been in every prior release of the same games. After initially claiming that [[NeverMyFault inverted controls were not an industry standard]] - and following a lengthy outcry from frustrated customers -- Ubisoft patched it. Several months later. The compilation also lacks the DLC for the original game, a pack of three missions that, regardless of their importance to the series' storyline, have remained needlessly difficult to acquire on any platform ever since the shutdown of the original Xbox Live (the only completely legit manners of acquiring it - only on PC, mind - before a rerelease on Website/GogDotCom Platform/GogDotCom being special editions of the later ''Chaos Theory'' and a separate purchasable "Mission Pack" that [[NoExportForYou never left Europe]]).
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%% Just because it's "not as pretty" doesn't make it a disaster.

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%% Just because it's "not as pretty" or has a replacement or rearranged soundtrack that you don't like doesn't make it a disaster.
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* The Nintendo Switch Online version of ''VideoGame/FZeroX'' is regarded as a terrible emulation of the Platform/Nintendo64 edition. The controls are weirdly over-sensitive and even machines with good grip slide out if you turn with any meaningful force. It doesn't help that the game's [[SugarWiki/VisualEffectsOfAwesome iconic 60 FPS visuals]] (something not frequently seen with polygonal N64 games, as most run at 30 FPS) frequently bog down to 30 or even 20 FPS, when literally no other ''F-Zero'' game runs at anything short of 60. About the only improvement in most players' eyes is the addition of online multiplayer (by having each player take control of one simulated N64 controller).

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* The Nintendo Switch Online version of ''VideoGame/FZeroX'' is regarded as a terrible emulation of the Platform/Nintendo64 edition. The controls are weirdly over-sensitive and even machines with good grip slide out if you turn with any meaningful force.force, making it a harder game for all the wrong reasons. It doesn't help that the game's [[SugarWiki/VisualEffectsOfAwesome iconic 60 FPS visuals]] (something not frequently seen with polygonal N64 games, as most run at 30 FPS) frequently bog down to 30 or even 20 FPS, when literally no other ''F-Zero'' game runs at anything short of 60. About the only improvement in most players' eyes is the addition of online multiplayer (by having each player take control of one simulated N64 controller).
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* The Nintendo Switch Online version of ''VideoGame/FZeroX'' is a terrible emulation of the Platform/Nintendo64 edition. The controls are weirdly over-sensitive and even machines with good grip slide out if you turn with any meaningful force. It doesn't help that the game's [[SugarWiki/VisualEffectsOfAwesome iconic 60 FPS visuals]] (something not frequently seen with polygonal N64 games, as most run at 30 FPS) frequently bog down to 30 or even 20 FPS, when literally no other ''F-Zero'' game runs at anything short of 60. About the only improvement in most players' eyes is the addition of online multiplayer (by having each player take control of one simulated N64 controller).

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* The Nintendo Switch Online version of ''VideoGame/FZeroX'' is regarded as a terrible emulation of the Platform/Nintendo64 edition. The controls are weirdly over-sensitive and even machines with good grip slide out if you turn with any meaningful force. It doesn't help that the game's [[SugarWiki/VisualEffectsOfAwesome iconic 60 FPS visuals]] (something not frequently seen with polygonal N64 games, as most run at 30 FPS) frequently bog down to 30 or even 20 FPS, when literally no other ''F-Zero'' game runs at anything short of 60. About the only improvement in most players' eyes is the addition of online multiplayer (by having each player take control of one simulated N64 controller).
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* The Nintendo Switch Online version of ''VideoGame/FZeroX'' is a terrible emulation of the Platform/Nintendo64 edition. The controls are weirdly over-sensitive and even machines with good grip slide out if you turn with any meaningful force. It doesn't help that the game's [[SugarWiki/VisualEffectsOfAwesome iconic 60 FPS visuals]] (something not frequently seen with polygonal N64 games, as most run at 30 FPS) frequently bog down to 30 or even 20 FPS, when literally no other ''F-Zero'' game runs at anything short of 60.

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* The Nintendo Switch Online version of ''VideoGame/FZeroX'' is a terrible emulation of the Platform/Nintendo64 edition. The controls are weirdly over-sensitive and even machines with good grip slide out if you turn with any meaningful force. It doesn't help that the game's [[SugarWiki/VisualEffectsOfAwesome iconic 60 FPS visuals]] (something not frequently seen with polygonal N64 games, as most run at 30 FPS) frequently bog down to 30 or even 20 FPS, when literally no other ''F-Zero'' game runs at anything short of 60. About the only improvement in most players' eyes is the addition of online multiplayer (by having each player take control of one simulated N64 controller).
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* The Nintendo Switch Online version of ''VideoGame/FZeroX'' is a terrible emulation of the Platform/Nintendo64 edition. The controls are weirdly over-sensitive and even machines with good grip slide out if you turn with any meaningful force. It doesn't help that the game's [[VisualEffectsOfAwesome iconic 60 FPS visuals]] (something not frequently seen with polygonal N64 games) frequently bog down to 30 or even 20 FPS, when literally no other ''F-Zero'' game runs at anything short of 60.

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* The Nintendo Switch Online version of ''VideoGame/FZeroX'' is a terrible emulation of the Platform/Nintendo64 edition. The controls are weirdly over-sensitive and even machines with good grip slide out if you turn with any meaningful force. It doesn't help that the game's [[VisualEffectsOfAwesome [[SugarWiki/VisualEffectsOfAwesome iconic 60 FPS visuals]] (something not frequently seen with polygonal N64 games) games, as most run at 30 FPS) frequently bog down to 30 or even 20 FPS, when literally no other ''F-Zero'' game runs at anything short of 60.
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* The NIntendo Switch Online version of ''VideoGame/FZeroX'' is a terrible emulation of the Platform/Nintendo64 edition. The controls are weirdly over-sensitive and even machines with good grip slide out if you turn with any meaningful force. It doesn't help that the game's [[VisualEffectsOfAwesome iconic 60 FPS visuals]] (something not frequently seen with polygonal N64 games) frequently bog down to 30 or even 20 FPS, when literally no other ''F-Zero'' game runs at anything short of 60.

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* The NIntendo Nintendo Switch Online version of ''VideoGame/FZeroX'' is a terrible emulation of the Platform/Nintendo64 edition. The controls are weirdly over-sensitive and even machines with good grip slide out if you turn with any meaningful force. It doesn't help that the game's [[VisualEffectsOfAwesome iconic 60 FPS visuals]] (something not frequently seen with polygonal N64 games) frequently bog down to 30 or even 20 FPS, when literally no other ''F-Zero'' game runs at anything short of 60.
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* The NIntendo Switch Online version of ''VideoGame/FZeroX'' is a terrible emulation of the Platform/Nintendo64 edition. The controls are weirdly over-sensitive and even machines with good grip slide out if you turn with any meaningful force. It doesn't help that the game's [[VisualEffectsOfAwesome iconic 60 FPS visuals]] (something not frequently seen with polygonal N64 games) frequently bog down to 30 or even 20 FPS, when literally no other ''F-Zero'' game runs at anything short of 60.
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* ''Double Dragon 3: The Rosetta Stone'' was an already mediocre arcade sequel, but the Genesis version suffers from missing animation frames (with many of the moves missing), bad hit detection (enemies don't react to the player's attacks until their health runs out), different button inputs for the special moves (even though the Genesis controller had three action buttons matching the numbers of buttons in the arcade version), butchered renditions of the arcade game's music (one of the few redeeming aspects of the original) and poor character balance (especially in the final two stages, where a close-range attack from an enemy does more harm than projectiles such as arrows and fireballs). To make matters worse, they based the port on the U.S. version of the arcade game, which had the credit-feeding item shops, instead of the Japanese version, which featured selectable characters and all the special moves usable from the get-go.

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* ''Double Dragon 3: The Rosetta Stone'' was an already mediocre arcade sequel, but the Genesis version suffers from missing animation frames (with many of the moves missing), bad hit detection (enemies don't react to the player's attacks until their health runs out), different button inputs for the special moves (even though the Genesis controller had three action buttons matching the numbers of buttons in the arcade version), butchered renditions of the arcade game's music (one of the few redeeming aspects of the original) and poor character balance (especially in the final two stages, where a close-range attack from an enemy does more harm than projectiles such as arrows and fireballs). To make matters worse, they based the port on the [[BadExportForYou U.S. version of the arcade game, game]], which had the credit-feeding item shops, instead of the Japanese version, which featured selectable characters and all the special moves usable from the get-go.
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* The ''VideoGame/{{DOOM}}'' port does have a few points in the "Pro" column like being mostly uncensored (unlike the infamous SNES version of ''VideoGame/Wolfenstein3D''), retaining more levels than some other ports along with all weapons and enemies from the original, having a truly excellent take on the PC version's MIDI soundtrack, and coming on a spiffy-looking red cartridge. As for the Cons, though, the graphics are very muddy and heavily pixelated, floor and ceiling textures have been removed, the number of enemy sprites have been reduced so that they "crab-walk" and always face the player, several levels are still cut, and perhaps worst of all, [[FakeDifficulty, the control scheme will not let you turn and strafe at the same time]], eliminating ''the'' best strategy for dealing with the game's heavy hitters. That ''DOOM'' was able to be ported to the SNES in the first place is impressive and it's actually not the worst console version of the game (that dishonor goes to the Platform/Sega32X port), but it unfortunately does sit near the bottom of the list, regardless.

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* The ''VideoGame/{{DOOM}}'' port does have a few points in the "Pro" column like being mostly uncensored (unlike the infamous SNES version of ''VideoGame/Wolfenstein3D''), retaining more levels than some other ports along with all weapons and enemies from the original, having a truly excellent take on the PC version's MIDI soundtrack, and coming on a spiffy-looking red cartridge. As for the Cons, though, the graphics are very muddy and heavily pixelated, floor and ceiling textures have been removed, the number of enemy sprites have been reduced so that they "crab-walk" and always face the player, several levels are still cut, and perhaps worst of all, [[FakeDifficulty, [[FakeDifficulty the control scheme will not let you turn and strafe at the same time]], eliminating ''the'' best strategy for dealing with the game's heavy hitters. That ''DOOM'' was able to be ported to the SNES in the first place is impressive and it's actually not the worst console version of the game (that dishonor goes to the Platform/Sega32X port), but it unfortunately does sit near the bottom of the list, regardless.
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* The ''VideoGame/DOOM'' port does have a few points in the "Pro" column like being mostly uncensored (unlike the infamous SNES version of ''VideoGame/Wolfenstein3D''), retaining more levels than some other ports along with all weapons and enemies from the original, having a truly excellent take on the PC version's MIDI soundtrack, and coming on a spiffy-looking red cartridge. As for the Cons, though, the graphics are very muddy and heavily pixelated, floor and ceiling textures have been removed, the number of enemy sprites have been reduced so that they "crab-walk" and always face the player, several levels are still cut, and perhaps worst of all, [[FakeDifficulty, the control scheme will not let you turn and strafe at the same time]], eliminating ''the'' best strategy for dealing with the game's heavy hitters. That ''DOOM'' was able to be ported to the SNES in the first place is impressive and it's actually not the worst console version of the game (that dishonor goes to the Platform/Sega32X port), but it unfortunately does sit near the bottom of the list, regardless.

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* The ''VideoGame/DOOM'' ''VideoGame/{{DOOM}}'' port does have a few points in the "Pro" column like being mostly uncensored (unlike the infamous SNES version of ''VideoGame/Wolfenstein3D''), retaining more levels than some other ports along with all weapons and enemies from the original, having a truly excellent take on the PC version's MIDI soundtrack, and coming on a spiffy-looking red cartridge. As for the Cons, though, the graphics are very muddy and heavily pixelated, floor and ceiling textures have been removed, the number of enemy sprites have been reduced so that they "crab-walk" and always face the player, several levels are still cut, and perhaps worst of all, [[FakeDifficulty, the control scheme will not let you turn and strafe at the same time]], eliminating ''the'' best strategy for dealing with the game's heavy hitters. That ''DOOM'' was able to be ported to the SNES in the first place is impressive and it's actually not the worst console version of the game (that dishonor goes to the Platform/Sega32X port), but it unfortunately does sit near the bottom of the list, regardless.
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* The ''VideoGame/DOOM'' port does have a few points in the "Pro" column like being mostly uncensored (unlike the infamous SNES version of ''VideoGame/Wolfenstein3D''), retaining more levels than some other ports along with all weapons and enemies from the original, having a truly excellent take on the PC version's MIDI soundtrack, and coming on a spiffy-looking red cartridge. As for the Cons, though, the graphics are very muddy and heavily pixelated, floor and ceiling textures have been removed, the number of enemy sprites have been reduced so that they "crab-walk" and always face the player, several levels are still cut, and perhaps worst of all, [[FakeDifficulty, the control scheme will not let you turn and strafe at the same time]], eliminating ''the'' best strategy for dealing with the game's heavy hitters. That ''DOOM'' was able to be ported to the SNES in the first place is impressive and it's actually not the worst console version of the game (that dishonor goes to the Platform/Sega32X port), but it unfortunately does sit near the bottom of the list, regardless.
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Changing UR Ls around (due to Remywiki updating the pages)


* ''[[https://remywiki.com/CS_DS_Fever Dancing Stage Fever]]'' (2003) and ''[[https://remywiki.com/CS_DS_Fusion Dancing Stage Fusion]]'' (2004) were released in Europe for the Platform/PlayStation and the Platform/PlayStation2. In other regions, Konami had shifted ''VideoGame/DanceDanceRevolution'' home console releases exclusively to [=PS2=] beginning with the Japanese and North American home console releases of ''DDRMAX'' (both released in 2002). The [=PlayStation=] versions of ''Fever'' and ''Fusion'' are both reskins of the ''4th Mix''[=/=]''Konamix'' engine (with the latter also pasting in graphics from ''DDR Extreme'' as well), and thus include fewer songs and modify those that remain to conform with its limitations, such as removing Freeze Arrows (see [[https://youtu.be/zuFkISnbSnE?si=-2OZudwxUUnPB7MT "Kakumei"]] for example).[[/folder]]

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* ''[[https://remywiki.com/CS_DS_Fever com/CS_DS_Fever_PS2 Dancing Stage Fever]]'' (2003) and ''[[https://remywiki.com/CS_DS_Fusion com/CS_DS_Fusion_PS2 Dancing Stage Fusion]]'' (2004) were released in Europe for the Platform/PlayStation and the Platform/PlayStation2. In other regions, Konami had shifted ''VideoGame/DanceDanceRevolution'' home console releases exclusively to [=PS2=] beginning with the Japanese and North American home console releases of ''DDRMAX'' (both released in 2002). The [=PlayStation=] versions of ''Fever'' ''[[https://remywiki.com/CS_DS_Fever_PS1 "Fever"]]'' and ''Fusion'' ''[[https://remywiki.com/CS_DS_Fusion_PS1 "Fusion"]]'' are both reskins of the ''4th Mix''[=/=]''Konamix'' engine (with the latter also pasting in graphics from ''DDR Extreme'' as well), and thus include fewer songs and modify those that remain to conform with its limitations, such as removing Freeze Arrows (see [[https://youtu.be/zuFkISnbSnE?si=-2OZudwxUUnPB7MT "Kakumei"]] for example).[[/folder]]
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* While ''VideoGame/SonicColors Ultimate'' isn't a perfect release (see the list of [[PortingDisaster/{{Multiplatform}} Disastrous Multiplatform Ports]]), the Nintendo Switch version seems to have it the worst out of all the versions released. Players took notice of an issue where hopping between planets will cause the graphics to [[SensoryAbuse flicker or take on garish colors]], due to memory leaks occurring if the player does so. This is an insult to the source game, which played on and ran just fine on ''the Wii'', which the Switch is more powerful than!

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* While ''VideoGame/SonicColors Ultimate'' isn't a perfect release (see the list of [[PortingDisaster/{{Multiplatform}} Disastrous Multiplatform Ports]]), the Nintendo Switch version seems to have it the worst out of all the versions released. Players took notice of an issue where hopping between planets will cause the graphics to [[SensoryAbuse flicker or take on garish colors]], due to memory leaks occurring if the player does so. This is an insult to To rub salt in the source game, which played on wound, the original game was designed for and ran just fine on ''the Wii'', the ''Platform/{{Wii}}'', which the Switch is much more powerful than!than.
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* Microconsoles (which are relatively low-cost consoles with games pre-baked into them) like the NES Classic Edition and the Sega Genesis Mini are already not exactly known for input response, often having around 5-7 frames of input lag, but the worst one by far is the Sega Astro City Mini V, a collection of vertically-oriented arcade games, with many of the games receiving additional input lag [[https://twitter.com/moftsoft/status/1553418497711308800 ranging]] anywhere from about 6 frames for ''VideoGame/MoonCresta'' to '''10 frames''' for ''VideoGame/ArmedPoliceBatrider'' (and just to add insult to injury, this is ''Batrider''[='=]s first and only home port) -- the general trend being that the more modern the hardware that the game was originally released on, the worse its input lag. As many of the games on this device are [[ShootEmUp shmups]], a genre where having low input latency is absolutely important, it makes many of these games nearly unplayable, and left a horribly sour taste amongst the shmup community.

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* Microconsoles (which are relatively low-cost consoles with games pre-baked into them) like the NES Classic Edition and the Sega Genesis Mini are already not exactly known for input response, often having around 5-7 frames of input lag, but the worst one by far is the Sega Astro City Mini V, a collection of vertically-oriented arcade games, with many of the games receiving additional input lag [[https://twitter.com/moftsoft/status/1553418497711308800 ranging]] anywhere from about 6 frames for ''VideoGame/MoonCresta'' to '''10 frames''' for ''VideoGame/ArmedPoliceBatrider'' (and just to add insult to injury, this is ''Batrider''[='=]s first and only home port) -- the general trend being that the more modern the hardware that the game was originally released on, the worse its input lag.lag (and the fact that ''Moon Cresta'', itself a game running on early 1980s hardware that 2020s technology should be able to emulate with little issue, has that much input lag is saying something). As many of the games on this device are [[ShootEmUp shmups]], a genre where having low input latency is absolutely important, it makes many of these games nearly unplayable, and left a horribly sour taste amongst the shmup community.
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* ''Platform/{{Gorf}}'' had some of the worst controls on the Platform/Atari5200, a system with an analog stick that was notoriously problematic to begin with.

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* ''Platform/{{Gorf}}'' ''{{Videogame/Gorf}}'' had some of the worst controls on the Platform/Atari5200, a system with an analog stick that was notoriously problematic to begin with.

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* ''Akumajo Dracula X: Gekka no Yasokyoku''[[note]]"Devil Castle Dracula X: Nocturne in the Moonlight"[[/note]], a Saturn port of ''VideoGame/CastlevaniaSymphonyOfTheNight'' which never left Japan, attempted to add some additional features by making Maria playable and adding two new areas. Unfortunately, the novelty of the new features are quickly cancelled out by the actual quality of the port itself: the added areas do not match the overall graphical level of the original PS version at all, the game suffers from constant slowdown when the screen is filled with enemies, most of the graphical transparency effects are lost or replaced with dithering, and the game loads before and after entering the transition rooms between areas (you know, those rooms that were there to ''lessen'' the loading times in the first place). It also loads when entering or exiting the main menu and because the Saturn controller doesn't have as many buttons as the [=PS1=] one, there's no dedicated button to open the map: as a result, you need to enter the main menu every time you want to check the map, meaning a process that took a second on a [=PS1=] now takes around 30 seconds.



* ''Akumajo Dracula X: Gekka no Yasokyoku''[[note]]"Devil Castle Dracula X: Nocturne in the Moonlight"[[/note]], a Saturn port of ''VideoGame/CastlevaniaSymphonyOfTheNight'' which never left Japan, attempted to add some additional features by making Maria playable and adding two new areas. Unfortunately, the novelty of the new features are quickly cancelled out by the actual quality of the port itself: the added areas do not match the overall graphical level of the original PS version at all, the game suffers from constant slowdown when the screen is filled with enemies, most of the graphical transparency effects are lost or replaced with dithering, and the game loads before and after entering the transition rooms between areas (you know, those rooms that were there to ''lessen'' the loading times in the first place). It also loads when entering or exiting the main menu and because the Saturn controller doesn't have as many buttons as the [=PS1=] one, there's no dedicated button to open the map: as a result, you need to enter the main menu every time you want to check the map, meaning a process that took a second on a [=PS1=] now takes around 30 seconds.



* The Saturn version of ''VideoGame/TimeCommando'', released exclusively in Japan, suffers from a worse framerate, lower quality character models that lack dithering, and a nasty GameBreakingBug that crashes the game upon reaching a specific point in the second Future level, rendering the game [[UnintentionallyUnwinnable unwinnable]].

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* The Saturn version of ''VideoGame/TimeCommando'', released exclusively in Japan, suffers from a worse framerate, bad framerates, lower quality character models that lack lighting and dithering, and a nasty GameBreakingBug that crashes the game upon reaching a specific point in the second Future level, rendering the game [[UnintentionallyUnwinnable unwinnable]].

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added the Saturn port of Time Commando


* ''Layer Section II'', a Japan-only Saturn port of ''{{VideoGame/Ray|Series}}Storm'', despite having a few novelties over the [=PlayStation=] version such a playable R-GRAY 0 without playing 13 Ship Mode and CGI cutscenes between stages, the system's notorious [=3D=] handicap couldn't handle a shoot 'em up such as this, unlike its predecessor. The graphics were downgraded with worse visual effects but not even these changes could prevent the frequent frame rates that plague this port, which brings the gameplay to a slow crawl and introduces input lag. Many of the game's sound effects and music also sounds worse compared to other home ports of the game.



* ''Layer Section II'', a Japan-only Saturn port of ''{{VideoGame/Ray|Series}}Storm'', despite having a few novelties over the [=PlayStation=] version such a playable R-GRAY 0 without playing 13 Ship Mode and CGI cutscenes between stages, the system's notorious [=3D=] handicap couldn't handle a shoot 'em up such as this, unlike its predecessor. The graphics were downgraded with worse visual effects but not even these changes could prevent the frequent frame rates that plague this port, which brings the gameplay to a slow crawl and introduces input lag. Many of the game's sound effects and music also sounds worse compared to other home ports of the game.

to:

* ''Layer Section II'', a Japan-only *The Saturn port of ''{{VideoGame/Ray|Series}}Storm'', despite having a few novelties over the [=PlayStation=] version such of ''VideoGame/TimeCommando'', released exclusively in Japan, suffers from a playable R-GRAY 0 without playing 13 Ship Mode and CGI cutscenes between stages, the system's notorious [=3D=] handicap couldn't handle a shoot 'em up such as this, unlike its predecessor. The graphics were downgraded with worse visual effects but not even these changes could prevent the frequent frame rates framerate, lower quality character models that plague this port, which brings lack dithering, and a nasty GameBreakingBug that crashes the gameplay to game upon reaching a slow crawl and introduces input lag. Many of specific point in the game's sound effects and music also sounds worse compared to other home ports of second Future level, rendering the game.game [[UnintentionallyUnwinnable unwinnable]].

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