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added Maniac Mansion for Famicom

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* ''ManiacMansion'', in Japan, received a horrible port by Jaleco. Not only the graphics were hugely simplified, saving your progress requires writing passwords ''over a hundred characters long.'' A completely new port, far more faithful to the PC original, was developed by Lucasfilm and Realtime Associates for the American release.
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* ''VideoGame/PlayerunknownsBattlegrounds'' was ported to the Xbox One with poor results. Lots of glitches were present such as the interior of buildings not loading correctly, poor loading performance in general causing objects to be at low visual quality for long periods of time (to the point that textures can seriously look like they're supposed to be in a Nintendo 64 game due to being so blurry), low frame rate during gameplay even on Xbox One X, and delayed inputs. Patches have since managed to bring the One X up to respectable performance levels, outside of instances where server lag is the main issue, but performance on the earlier models is still lacking.

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* ''VideoGame/PlayerunknownsBattlegrounds'' was ported to the Xbox One with poor results. Lots of glitches were present such as the interior of buildings not loading correctly, poor loading performance in general causing objects to be at low visual quality for long periods of time (to the point that textures can seriously look like they're supposed to be as blurry as in a Nintendo 64 game due to being so blurry), game), low frame rate during gameplay even on Xbox One X, and delayed inputs. Patches have since managed to bring the One X up to respectable performance levels, outside of instances where server lag is the main issue, but performance on the earlier models is still lacking.
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* The Playstation 3 port of ''VideoGame/SeriousSam 3: B.F.E'' came out in 2014 due to Croteam's difficulty adapting the game for the [=PS3=] hardware (for comparison, the original PC version was released at the end of 2011 and the Xbox 260 port in 2012). While compressing the game down to a tiny 869 MB size is a moderatly impressive feat, this version suffers from awful framerate even when no enemies are on screen, a ridiculously low resolution, and an army of glitches as [[https://www.youtube.com/watch?v=GcG538KKG4c shown in this video]].

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* The Playstation 3 port of ''VideoGame/SeriousSam 3: B.F.E'' came out in 2014 due to Croteam's difficulty adapting the game for the [=PS3=] hardware (for comparison, the original PC version was released at the end of 2011 and the Xbox 260 360 port in 2012). While compressing the game down to a tiny 869 MB size is a moderatly impressive feat, this version suffers from awful framerate even when no enemies are on screen, a ridiculously low resolution, and an army of glitches as [[https://www.youtube.com/watch?v=GcG538KKG4c shown in this video]].
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* The Playstation 3 port of ''VideoGame/SeriousSam 3: B.F.E'' came out in 2014 due to Croteam's difficulty adapting the game for the PS3 hardware (for comparison, the original PC version was released at the end of 2011 and the Xbox 260 port in 2012). While compressing the game down to a tiny 869 MB size is a moderatly impressive feat, this version suffers from awful framerate even when no enemies are on screen, a ridiculously low resolution, and an army of glitches as [[https://www.youtube.com/watch?v=GcG538KKG4c shown in this video]].

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* The Playstation 3 port of ''VideoGame/SeriousSam 3: B.F.E'' came out in 2014 due to Croteam's difficulty adapting the game for the PS3 [=PS3=] hardware (for comparison, the original PC version was released at the end of 2011 and the Xbox 260 port in 2012). While compressing the game down to a tiny 869 MB size is a moderatly impressive feat, this version suffers from awful framerate even when no enemies are on screen, a ridiculously low resolution, and an army of glitches as [[https://www.youtube.com/watch?v=GcG538KKG4c shown in this video]].
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* The [[UsefulNotes/PlayStation2 PS2]] Classic versions of [[Franchise/JakAndDaxter Jak 1, 2, 3, and X]] are almost unplayable in PAL regions due to massive framerate drops, a miriad of audio issues, cutscenes not playing correctly, and severe input lag.

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* The ports of the first three ''Franchise/RatchetAndClank'' games all have some bad problems. For all of them, the music doesn't loop properly (instead playing the first few seconds of the loop and then restarting), the tour on planet Todano in ''[[VideoGame/RatchetAndClankGoingCommando Going Commando]]'' has had the audio cut for some reason, and sometimes you can see through skyboxes and see the stars of the spacebox.

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* The ports of the first three ''Franchise/RatchetAndClank'' games all have some bad problems. For all of them, the music doesn't loop properly (instead playing the first few seconds of the loop and then restarting), the tour on planet Todano in ''[[VideoGame/RatchetAndClankGoingCommando Going Commando]]'' has had the audio cut for some reason, and sometimes you can see through skyboxes and see the stars of the spacebox. Along with this, not all of the pre-rendered cutscenes from the first two games were scaled to fit a 16:9 aspect ratio nor were they actually converted into high definition. ''[[VideoGame/RatchetAndClankUpYourArsenal Up Your Arsenal]]'' gets it the worst with ''none'' of the cutscenes being converted.
** ''[[VideoGame/RatchetDeadlocked Ratchet: Deadlocked HD]]'' gets it even worse than the HD Collection. Options in the menu are flatout missing such as the ability to turn off tutorials meaning that you will always hear Clank instructing you on what to do regardless of what difficulty you play on and how many times you beat the game. Once again the pre-rendered cutscenes were not scaled properly or converted, however now the in-game cutscenes have the characters constantly jittering back and forth for now reason. The in-game cutscenes also have a terrible clipping issue, leading to the [[http://i.imgur.com/pBlyDN4.jpg infamous image of the camera clipping into Ratchet's head during the cutscene before the first mission]].
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* ''VideoGame/PacMan'', quite possibly the reigning king of infamously bad porting jobs and one of the major players in UsefulNotes/TheGreatVideoGameCrashOf1983. Being the most popular arcade game of its day, Atari ''knew'' that having the home version on their system could be a license to print money for them, so they wanted the game on their hands as fast as possible, released the unfinished ''[[ObviousBeta alpha]]'' version as soon as it was done, bugs and all (the game couldn't even draw all the ghosts on-screen at once, instead having them flicker in and out of existence), and manufactured 12 million copies of it (2 million more than the userbase at the time, believing that [[KillerApp the game would boost hardware sales too]]). The end result was a complete disaster for Atari. And yet the buggy mess of a game was ''still'' the best-selling game on the 2600, ever (7 million copies). A pile of these, along with the equally disastrous ''VideoGame/ETTheExtraTerrestrial'', were buried in the New Mexico desert, creating a famous urban legend until [[http://kotaku.com/e-t-found-in-new-mexico-landfill-1568100161 they were unearthed in early 2014]].

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* ''VideoGame/PacMan'', quite possibly the reigning king of infamously bad porting jobs and one of the major players in UsefulNotes/TheGreatVideoGameCrashOf1983. Being the most popular arcade game of its day, Atari ''knew'' that having the home version on their system could be a license to print money for them, so they wanted the game on their hands as fast as possible, released the unfinished ''[[ObviousBeta alpha]]'' version as soon as it was done, bugs and all (the game couldn't even draw all the ghosts on-screen at once, instead having them flicker in and out of existence), and manufactured 12 million copies of it (2 million more than the userbase at the time, believing that [[KillerApp the game would boost hardware sales too]]). The end result was a complete disaster for Atari. And yet the buggy mess of a game was ''still'' the best-selling game on the 2600, ever (7 million copies). A pile of these, along with the equally disastrous ''VideoGame/ETTheExtraTerrestrial'', were buried in the New Mexico desert, creating a famous urban legend until [[http://kotaku.com/e-t-found-in-new-mexico-landfill-1568100161 they were unearthed in early 2014]].2014.]]



* ''[[VideoGame/AladdinVirginGames Aladdin]]'' fares rather badly. While the bootleg port by Super Game still had graphical and control problems, the official port by NMS Software suffered from these flaws to a greater extent. But it got worse when another pirate original version, ''[[https://www.youtube.com/watch?v=pDALg0iLeIU Aladdin II]]'', was released....

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* ''[[VideoGame/AladdinVirginGames Aladdin]]'' fares rather badly. While the bootleg port by Super Game still had graphical and control problems, the official port by NMS Software suffered from these flaws to a greater extent. But it got worse when another pirate original version, ''[[https://www.youtube.com/watch?v=pDALg0iLeIU Aladdin II]]'', II,]]'' was released....
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* The [=PS3=] port of ''VideoGame/DragonAgeInquisition'' is infamous due to the console not being able to keep up with the game physics and scope, long load times and frequent console freezes on large areas like the hinderlands and Skyhold. Not helping is the fact that later DLC and patches caused more instability and bugs to the game with the Black Emporium DLC bugging out the sound effects, music and an infinite load screen that leads to a console restart if the game is exited from the console menu.

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* The [=PS3=] port of ''VideoGame/DragonAgeInquisition'' is infamous due to the console not being able to keep up with the game physics and scope, long load times and frequent console freezes on large areas like the hinderlands and Skyhold. Not helping is the fact that later DLC and patches caused more instability and bugs to the game with the Black Emporium DLC bugging out the sound effects, music and causing an infinite load screen when leaving the area that leads to a console restart if the game is exited from the console menu.
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The problems with the SOTN port have nothing to do with the Saturn being "bad at 3D"


* ''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 canceled 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 due to the fact that 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. This is because the game was originally built on a 3D engine (only noticeable in a few places like the FinalBoss), and the Saturn had trouble handling 3D games.

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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 canceled 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 due to the fact that 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. This is because the game was originally built on a 3D engine (only noticeable in a few places like the FinalBoss), and the Saturn had trouble handling 3D games.
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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 canceled 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 due to the fact that 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.

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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 canceled 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 due to the fact that 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. This is because the game was originally built on a 3D engine (only noticeable in a few places like the FinalBoss), and the Saturn had trouble handling 3D games.
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Changed "->" to rightward arrows


* A DVD player example: After Digital Leisure did an overall good job on porting first two parts of [[VideoGame/DragonsLair that series with Dirk the Daring]], they suddenly decided to port ''Dragon's Lair 3D: Return to the Lair'' as well. As the result of '''double''' '''GenreShift''' (interactive movie -> third-person arcade -> interactive movie or something that resembles it), as well as completely non-cinematic camera angles during the gameplay and the badly decreased "clicks per minute" count (mainly caused by the fact that in the original ''[=DL3D=]'', not everything was trying to kill you), ''Dragon's Lair III'' is probably what you should ignore just to buy their ''[[PolishedPort Dragon's Lair Trilogy]]'' alone. Even ''VideoGame/TombRaider'' did better when ''Angel of Darkness'' hit the DVD players, no matter if ''TR'' fans loved it or not..

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* A DVD player example: After Digital Leisure did an overall good job on porting the first two parts of [[VideoGame/DragonsLair that series with Dirk the Daring]], they suddenly decided to port ''Dragon's Lair 3D: Return to the Lair'' as well. As the result of '''double''' '''GenreShift''' '''double GenreShift''' (interactive movie -> third-person arcade -> interactive movie or something that resembles it), as well as completely non-cinematic camera angles during the gameplay and the badly decreased "clicks per minute" count (mainly caused by the fact that in the original ''[=DL3D=]'', not everything was trying to kill you), ''Dragon's Lair III'' is probably what you should ignore just to buy their ''[[PolishedPort Dragon's Lair Trilogy]]'' alone. Even ''VideoGame/TombRaider'' did better when ''Angel of Darkness'' hit the DVD players, no matter if ''TR'' fans loved it or not..
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The PS 1/Saturn Street F Ighter C Ollection has innacuracies and weird (possible deliberate) gameplay changes, but it's the kind of difference that only really matter to the competitive 1%. Hardly a disaster, seeing as it got (and still continue to get) positive reviews.


* ''[[Franchise/StreetFighter Super Street Fighter II Turbo]]'', widely considered the best ''Street Fighter'' ever made (and the greatest fighting game ever made by some), had an abysmal Playstation port that had numerous {{Game Breaking Bug}}s and an extremely imbalanced roster. Quite famously this was the version of the game that was used for [[Creator/TheKingOfHate DarkSydePhil's]] fourth tournament placement below three Japanese players [[SmallNameBigEgo that led to him proclaiming himself]] "the best pro ''Super Street Fighter II Turbo'' player in America"; the terrible quality of the port and the balance issues were cited as a major reason to question the legitimacy of this dubious boast.
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* [[http://bootleggames.wikia.com/wiki/Aladdin_II_(Mega_Drive) Aladdin II,]] an [[UnlicensedGame unlicensed]] conversion of the [[VideoGame/AladdinCapcom SNES version of Aladdin]] made by an unknown Taiwanese company. This port is notable for being significantly worse not only than the original, [[UpToEleven but worse than the]] [[UsefulNotes/NintendoEntertainmentSystem Famicom]] conversion done by the other Taiwanese developer, [[http://bootleggames.wikia.com/wiki/Hummer_Team Hummer Team,]] despite being converted to the more powerful system. This version somehow makes Hummer Team's conversion look tremendously better, especially in terms of controls and game mechanics (yes, these were flawed in Hummer Team's conversion too, but not to such extent, because in this conversion, both controls and mechanics are just broken, compared to the original and ''even Hummer Team's conversion''). Also, unlike the original and the Famicom versions, this version lacks password feature, Genie's bonus games, a bonus round where Aladdin and Jasmine ride on the magic carpet, and finally, the developers of this version not even tried to port the soundtrack from the original game [[RecycledSoundtrack and just reused a few themes from some of their other games]], which were scattered and repeated ''through out entire game'' (for example, one theme was reused ''four times''). The only redeeming aspect of this version is that it has most of the cutscenes and the second phase of Jafar's final boss fight from the SNES original (where he transforms in to a snake), which were absent in the Famicom conversion. But that's it.

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* [[http://bootleggames.wikia.com/wiki/Aladdin_II_(Mega_Drive) Aladdin II,]] an [[UnlicensedGame unlicensed]] conversion of the [[VideoGame/AladdinCapcom SNES version of Aladdin]] made by an unknown Taiwanese company. This port is notable for being significantly worse not only than the original, [[UpToEleven [[EpicFail but worse than the]] [[UsefulNotes/NintendoEntertainmentSystem Famicom]] conversion done by the other Taiwanese developer, [[http://bootleggames.wikia.com/wiki/Hummer_Team Hummer Team,]] despite being converted to the more powerful system. This version somehow makes Hummer Team's conversion look tremendously better, especially in terms of controls and game play mechanics (yes, these were flawed in Hummer Team's conversion too, but not to such extent, because in this conversion, game, both controls and mechanics of these are just broken, compared to the original and ''even Hummer Team's conversion''). Also, unlike the original and the Famicom versions, this version lacks password feature, Genie's bonus games, a bonus round where Aladdin and Jasmine ride on the magic carpet, and finally, the developers of this version not even tried to port the soundtrack from the original game [[RecycledSoundtrack and just reused a few themes from some of their other games]], which were scattered and repeated ''through out entire game'' (for example, one theme was reused ''four times''). The only redeeming aspect of this version is that it has most of the cutscenes and the second phase of Jafar's final boss fight from the SNES original (where he transforms in to a snake), which were absent in the Famicom conversion. But that's it.
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** Their conversion of ''VideoGame/GhostsNGoblins'' turned [[NintendoHard hard]], but playable Arcade original into nigh-impossible mess, by making controls ''ungodly slow and unresponsive'', along with plaguing the game with all of this developer's well known problems, such as slow frame rate, [[LoadsAndLoadsOfLoading long loading times...on a cartridge,]] [[GameBreakingBug game breaking bugs (sometimes boss of stage 4 will fail to spawn),]] bland graphics [[MostAnnoyingSound and annoying sound effects.]] The Japanese version is even worse, as unlike overseas versions, [[DifficultyByRegion this version gives players absolutely]] [[UpToEleven zero continues,]] which means, that you are forced to beat the whole game two times in a row, to see the good ending, '''with only three lives'''. There is a code, that lets you continue infinitely in the Japanese version, but why decided to make the ability to continue hidden is anybody's guess.

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** Their conversion of ''VideoGame/GhostsNGoblins'' turned [[NintendoHard hard]], but playable Arcade original into nigh-impossible mess, by making controls ''ungodly slow and unresponsive'', along with plaguing the game with all of this developer's well known problems, such as slow low frame rate, [[LoadsAndLoadsOfLoading long loading times...on a cartridge,]] [[GameBreakingBug game breaking bugs (sometimes boss of stage 4 will fail to spawn),]] bland graphics [[MostAnnoyingSound and annoying sound effects.]] The Japanese version is even worse, as unlike overseas versions, [[DifficultyByRegion this version gives players absolutely]] [[UpToEleven zero continues,]] which means, that you are forced have '''only three lives''' for the entire game. Good luck trying to beat the whole game two times in a row, it ''twice'' to see the good ending, '''with only three lives'''. ending. There is a code, that lets you continue infinitely in the Japanese version, but why they decided to make the ability to continue hidden is anybody's guess.
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* ''Aladdin II'', an [[UnlicensedGame unlicensed]] port of the [[VideoGame/AladdinCapcom SNES version of Aladdin]] made by an unknown Chinese company. This port is notable for being significantly worse not only than the original, ''but worse than the earlier [[UsefulNotes/NintendoEntertainmentSystem NES]] port done by the other Chinese developer, [[http://bootleggames.wikia.com/wiki/Hummer_Team Hummer Team,]]'' despite being ported to the more powerful system. This version makes Hummer Team's port look even more impressive, especially in terms of controls and game mechanics (yes, these were pretty flawed in Hummer Team's port too, but not to such extent, because in this port these are just downright broken compared to the original version and ''even Hummer Team's port''). Also, unlike the original and NES versions, this version lacks password feature, Genie's bonus games, a bonus round where Aladdin and Jasmine ride on the magic carpet, and finally, the developers of this version not even tried to port the soundtrack from the original game [[RecycledSoundtrack and just reused a few songs from some of their previous games]], which were scattered and repeated ''through out entire game'' (for example, one song was reused ''four times''). The only redeeming aspect of this version is that it has most of the cutscenes and the second phase of Jafar's final boss fight from the SNES original, which were absent in the NES port. But that's it.

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* ''Aladdin II'', an [[UnlicensedGame unlicensed]] port of the [[VideoGame/AladdinCapcom SNES version of Aladdin]] made by an unknown Chinese company. This port is notable for being significantly worse not only than the original, ''but worse than the earlier [[UsefulNotes/NintendoEntertainmentSystem NES]] port done by the other Chinese developer, [[http://bootleggames.wikia.com/wiki/Aladdin_II_(Mega_Drive) Aladdin II,]] an [[UnlicensedGame unlicensed]] conversion of the [[VideoGame/AladdinCapcom SNES version of Aladdin]] made by an unknown Taiwanese company. This port is notable for being significantly worse not only than the original, [[UpToEleven but worse than the]] [[UsefulNotes/NintendoEntertainmentSystem Famicom]] conversion done by the other Taiwanese developer, [[http://bootleggames.wikia.com/wiki/Hummer_Team Hummer Team,]]'' Team,]] despite being ported converted to the more powerful system. This version somehow makes Hummer Team's port conversion look even more impressive, tremendously better, especially in terms of controls and game mechanics (yes, these were pretty flawed in Hummer Team's port conversion too, but not to such extent, because in this port these conversion, both controls and mechanics are just downright broken broken, compared to the original version and ''even Hummer Team's port''). conversion''). Also, unlike the original and NES the Famicom versions, this version lacks password feature, Genie's bonus games, a bonus round where Aladdin and Jasmine ride on the magic carpet, and finally, the developers of this version not even tried to port the soundtrack from the original game [[RecycledSoundtrack and just reused a few songs themes from some of their previous other games]], which were scattered and repeated ''through out entire game'' (for example, one song theme was reused ''four times''). The only redeeming aspect of this version is that it has most of the cutscenes and the second phase of Jafar's final boss fight from the SNES original, original (where he transforms in to a snake), which were absent in the NES port.Famicom conversion. But that's it.
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None


** Their conversion of ''VideoGame/GhostsNGoblins'' turned hard, but playable arcade original into nigh-impossible hell, by making controls ungodly slow and unresponsive, in addition with all of this developer's trademark qualities, such as slow frame rate, [[LoadsAndLoadsOfLoading long loading times,]] [[GameBreakingBug game breaking bugs (sometimes boss of stage 3 will just not appear)]] and bland audiovisuals. The japanese version is even worse, as unlike overseas versions, [[DifficultyByRegion this version gives players absolutely]] [[NintendoHard zero continues,]] which means you are forced to beat the whole game two times in a row, to see the good ending, with only three lives.

to:

** Their conversion of ''VideoGame/GhostsNGoblins'' turned hard, [[NintendoHard hard]], but playable arcade Arcade original into nigh-impossible hell, mess, by making controls ungodly ''ungodly slow and unresponsive, in addition unresponsive'', along with plaguing the game with all of this developer's trademark qualities, well known problems, such as slow frame rate, [[LoadsAndLoadsOfLoading long loading times,]] times...on a cartridge,]] [[GameBreakingBug game breaking bugs (sometimes boss of stage 3 4 will just not appear)]] and fail to spawn),]] bland audiovisuals. graphics [[MostAnnoyingSound and annoying sound effects.]] The japanese Japanese version is even worse, as unlike overseas versions, [[DifficultyByRegion this version gives players absolutely]] [[NintendoHard [[UpToEleven zero continues,]] which means means, that you are forced to beat the whole game two times in a row, to see the good ending, with '''with only three lives.lives'''. There is a code, that lets you continue infinitely in the Japanese version, but why decided to make the ability to continue hidden is anybody's guess.
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None


* An old VisualNovel, called ''Exodus Guilty Neos'', which has been previously released on [=PlayStation=] and UsefulNotes/SegaSaturn, was ported to DVD players a few years later... and, apart from having fully voiced characters this time around, it throws all the interactivity it originally had out of the ''wall'', so now, you have to wait ''till the end of any of these 30-minute chapters'' just in order to pick a decision. Side note: no alternate endings, three [=DVDs=] with 6 hours of video on each. While the originals ran on a single CD and had additional endings to run on. With such level of interaction, no one shall call it ''a game''.

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* An old VisualNovel, called ''Exodus Guilty Neos'', which has been previously released on [=PlayStation=] and UsefulNotes/SegaSaturn, was ported to DVD players a few years later... and, apart from having fully voiced characters this time around, it throws all the interactivity it originally had out of the ''wall'', so now, you have to wait ''till the end of any of these 30-minute chapters'' just in order to pick a decision. Side note: no alternate endings, three [=DVDs=] with 6 hours of video on each. While the originals ran on a single CD and had additional endings to run on. With such level of interaction, no one shall call it ''a game''.game''... [[InNameOnly or a port]], for that matter.
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* An old VisualNovel, called ''Exodus Guilty Neos'', which has been previously released on [=PlayStation=] and UsefulNotes/SegaSaturn, was ported to DVD players not so long ago... and, apart from having fully voiced characters this time around, it throws all the interactivity it originally had out of the ''wall'', so now, you have to wait ''till the end of any of these 30-minute chapters'' just in order to pick a decision. Side note: no alternate endings, three [=DVDs=] with 6 hours of video on each. While the originals ran on a single CD and had additional endings to run on. With such level of interaction, no one shall call it ''a game''.

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* An old VisualNovel, called ''Exodus Guilty Neos'', which has been previously released on [=PlayStation=] and UsefulNotes/SegaSaturn, was ported to DVD players not so long ago...a few years later... and, apart from having fully voiced characters this time around, it throws all the interactivity it originally had out of the ''wall'', so now, you have to wait ''till the end of any of these 30-minute chapters'' just in order to pick a decision. Side note: no alternate endings, three [=DVDs=] with 6 hours of video on each. While the originals ran on a single CD and had additional endings to run on. With such level of interaction, no one shall call it ''a game''.
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Fixing and Adding


* ''Aladdin II'' itself is also worth mentioning. Ostensibly a port of [[VideoGame/AladdinVirginGames Aladdin]] on the UsefulNotes/MegaDrive, the game is a broken mess with a plethora of glitches, poor control, all of the cutscenes removed and horrible audiovisuals. It's so bad, it makes the NMS version look like a PolishedPort in comparison.

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* ''Aladdin II'' itself is also worth mentioning. Ostensibly a port of [[VideoGame/AladdinVirginGames Aladdin]] ''[[VideoGame/AladdinVirginGames Aladdin]]'' on the UsefulNotes/MegaDrive, the game is a broken mess with a plethora of glitches, poor control, all of the cutscenes removed and horrible audiovisuals. It's so bad, it makes the NMS version look like a PolishedPort in comparison.



* ''Aladdin II'' an [[UnlicensedGame unlicensed]] port of the [[VideoGame/AladdinCapcom SNES version of Aladdin]] made by an unknown Chinese company. This port is notable for being significantly worse not only than the original, ''but worse than the earlier [[UsefulNotes/NintendoEntertainmentSystem NES]] port done by the other Chinese developer, [[http://bootleggames.wikia.com/wiki/Hummer_Team Hummer Team,]]'' despite being ported to the more powerful system. This version makes Hummer Team's port look even more impressive, especially in terms of controls and game mechanics (yes, these were pretty flawed in Hummer Team's port too, but not to such extent, because in this port these are just downright broken compared to the original version and ''even Hummer Team's port''). Also, unlike the original and NES versions, this version lacks password feature, Genie's bonus games, a bonus round where Aladdin and Jasmine ride on the magic carpet, and finally, the developers of this version not even tried to port the soundtrack from the original game [[RecycledSoundtrack and just reused a few songs from some of their previous games]], which were scattered and repeated ''through out entire game'' (for example, one song was reused ''four times''). The only redeeming aspect of this version is that it has most of the cutscenes and the second phase of Jafar's final boss fight from the SNES original, which were absent in the NES port. But that's it.

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* ''Aladdin II'' II'', an [[UnlicensedGame unlicensed]] port of the [[VideoGame/AladdinCapcom SNES version of Aladdin]] made by an unknown Chinese company. This port is notable for being significantly worse not only than the original, ''but worse than the earlier [[UsefulNotes/NintendoEntertainmentSystem NES]] port done by the other Chinese developer, [[http://bootleggames.wikia.com/wiki/Hummer_Team Hummer Team,]]'' despite being ported to the more powerful system. This version makes Hummer Team's port look even more impressive, especially in terms of controls and game mechanics (yes, these were pretty flawed in Hummer Team's port too, but not to such extent, because in this port these are just downright broken compared to the original version and ''even Hummer Team's port''). Also, unlike the original and NES versions, this version lacks password feature, Genie's bonus games, a bonus round where Aladdin and Jasmine ride on the magic carpet, and finally, the developers of this version not even tried to port the soundtrack from the original game [[RecycledSoundtrack and just reused a few songs from some of their previous games]], which were scattered and repeated ''through out entire game'' (for example, one song was reused ''four times''). The only redeeming aspect of this version is that it has most of the cutscenes and the second phase of Jafar's final boss fight from the SNES original, which were absent in the NES port. But that's it.



* ''VideoGame/HiddenAndDangerous'' removes the squad-based elements entirely (the player's teammates became, in effect, ''extra lives''), has massively cruder graphics, is first-person only and is generally dumbed down

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* ''VideoGame/HiddenAndDangerous'' ''Hidden and Dangerous'' removes the squad-based elements entirely (the player's teammates became, in effect, ''extra lives''), has massively cruder graphics, is first-person only and is generally dumbed down



* ''VideoGame/{{Puzznic}}'' is a port of an arcade game that for some reason doesn't have the music from the original. That is, if you're playing the US version; the Japanese and European releases have music. The kicker: The music works ''on [=PS1=] emulators''.

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* ''VideoGame/{{Puzznic}}'' ''Puzznic'' is a port of an arcade game that for some reason doesn't have the music from the original. That is, if you're playing the US version; the Japanese and European releases have music. The kicker: The music works ''on [=PS1=] emulators''.



* ''VideoGame/SegaRally2'' suffered from framerates that were poor compared to the less powerful arcade machine, which ran the game at 60FPS. There was even a code to enable a 60FPS mode, but even then the game still suffered frequent framerate drops.

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* ''VideoGame/SegaRally2'' ''VideoGame/SegaRally 2'' suffered from framerates that were poor compared to the less powerful arcade machine, which ran the game at 60FPS. There was even a code to enable a 60FPS mode, but even then the game still suffered frequent framerate drops.



* ''VideoGame/MegaMan Anniversary Collection'' suffers from input lag, a game breaking flaw for a game that requires such quick reflexes.

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* ''VideoGame/MegaMan ''[[VideoGame/MegaManClassic Mega Man Anniversary Collection'' Collection]]'' suffers from input lag, a game breaking flaw for a game that requires such quick reflexes.



* ''Yu-Gi-Oh! GX: The Beginning of Destiny'', a [=PS2=] port of the first ''Tag Force'' game for the PSP, grossly suffers from music that skips around like a broken record, the game lags and locks up when certain cards are played, and worst of all, the one key feature in it that would've been a boon to the game -- multiplayer -- is taken out. Even the purported extras you can get by linking it up with the second ''Tag Force'' game were horribly lacking.

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* ''Yu-Gi-Oh! GX: ''Anime/YuGiOhGX: The Beginning of Destiny'', a [=PS2=] port of the first ''Tag Force'' game for the PSP, grossly suffers from music that skips around like a broken record, the game lags and locks up when certain cards are played, and worst of all, the one key feature in it that would've been a boon to the game -- multiplayer -- is taken out. Even the purported extras you can get by linking it up with the second ''Tag Force'' game were horribly lacking.



* ''VideoGame/MegaMan Anniversary Collection'', while not a terrible port, takes some getting used to, since the "shoot" and "jump" buttons were [[DamnYouMuscleMemory switched from the NES originals]] and there's no way to reassign the button configurations. The Control Stick can't register diagonal movements or only does so when it's exactly on those diagonals. Infuriating when you're trying to leap out and grab a ladder above a spike pit... and it made the shoot-em-up segment of Wily's fortress in ''[=MM8=]'' seem impossible until one discovers that the D-Pad works much better at the cost of being slightly awkward to reach, inverted if you use the Hori Game Boy Player controller [[CrackIsCheaper and if you are willing to spend a bit of money on it if you don't have one]]. Also, the arranged soundtrack from the ''[[UpdatedRerelease Rockman Complete Works]]'' games is entirely absent.

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* ''VideoGame/MegaMan ''[[VideoGame/MegaManClassic Mega Man Anniversary Collection'', Collection]]'', while not a terrible port, takes some getting used to, since the "shoot" and "jump" buttons were [[DamnYouMuscleMemory switched from the NES originals]] and there's no way to reassign the button configurations. The Control Stick can't register diagonal movements or only does so when it's exactly on those diagonals. Infuriating when you're trying to leap out and grab a ladder above a spike pit... and it made the shoot-em-up segment of Wily's fortress in ''[=MM8=]'' seem impossible until one discovers that the D-Pad works much better at the cost of being slightly awkward to reach, inverted if you use the Hori Game Boy Player controller [[CrackIsCheaper and if you are willing to spend a bit of money on it if you don't have one]]. Also, the arranged soundtrack from the ''[[UpdatedRerelease Rockman Complete Works]]'' games is entirely absent.
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* ''Conan: The Mysteries of Time'', a [[DolledUpInstallment licensed]] port of a classic [=C64=] game by System 3 titled ''[[http://www.mobygames.com/game/myth-history-in-the-making Myth: History in the Making,]]'' suffered from poor play mechanics, graphics and music compared to the original [=C64=] release. ''Conan'' has been derided by many NES players, not all of whom are familiar with [[AdaptationDisplacement the C64 original]].

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* ''Conan: ''[[Franchise/ConanTheBarbarian Conan]]: The Mysteries of Time'', a [[DolledUpInstallment licensed]] port of a classic [=C64=] game by System 3 titled ''[[http://www.mobygames.com/game/myth-history-in-the-making Myth: History in the Making,]]'' suffered from poor play mechanics, graphics and music compared to the original [=C64=] release. ''Conan'' has been derided by many NES players, not all of whom are familiar with [[AdaptationDisplacement the C64 original]].



* ''Indiana Jones and the Last Crusade'' (the Ubisoft release, not the earlier version released by Taito) was a port of a PC action game, which NMS Software saddled with horrendously grainy graphics seemingly produced by taking the graphics from the UsefulNotes/SegaMasterSystem version and compressing the palette.
* ''Indiana Jones and the Temple of Doom'' was based on the Atari arcade game, but like some other arcade-to-NES conversions, it became a ReformulatedGame rather than a straight port. Indy could now jump and use alternate weapons, but the controls for these were clumsy. Whereas the arcade game told players right on the screen what needs to be done, stage goals in the NES version were bewilderingly unintuitive. The graphics are also very poor for the NES, with the backgrounds consisting of hideous washes of blue or green.

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* ''Indiana Jones and the Last Crusade'' ''Film/IndianaJonesAndTheLastCrusade'' (the Ubisoft release, not the earlier version released by Taito) was a port of a PC action game, which NMS Software saddled with horrendously grainy graphics seemingly produced by taking the graphics from the UsefulNotes/SegaMasterSystem version and compressing the palette.
* ''Indiana Jones and the Temple of Doom'' ''Film/IndianaJonesAndTheTempleOfDoom'' was based on the Atari arcade game, but like some other arcade-to-NES conversions, it became a ReformulatedGame rather than a straight port. Indy could now jump and use alternate weapons, but the controls for these were clumsy. Whereas the arcade game told players right on the screen what needs to be done, stage goals in the NES version were bewilderingly unintuitive. The graphics are also very poor for the NES, with the backgrounds consisting of hideous washes of blue or green.



* ''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 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.)

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* ''VideoGame/TheLastNinja'', ''The Last Ninja'', 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 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.)



** ''Mortal Kombat V Turbo'' and ''Mortal Kombat V'' plus ''Trilogy'', ports of parts one and three respectively. Just about the only good thing you can say about these ports is that they have fatalities, but good luck pulling them off thanks to the awful controls. What's worse is that the latter game uses the B button to block, meaning that you can only kick while jumping.

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** ''Mortal Kombat ''Franchise/MortalKombat V Turbo'' and ''Mortal Kombat V'' plus ''Trilogy'', ports of parts one and three respectively. Just about the only good thing you can say about these ports is that they have fatalities, but good luck pulling them off thanks to the awful controls. What's worse is that the latter game uses the B button to block, meaning that you can only kick while jumping.



** ''Pocohontas'' (AKA ''[[BlindIdiotTranslation Pocohontos]]''). Unfinished and slow. Super Game's version did it better.

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** ''Pocohontas'' ''Disney/{{Pocahontas}}'' (AKA ''[[BlindIdiotTranslation Pocohontos]]''). Unfinished and slow. Super Game's version did it better.



** While they made a decent port, Hummer's first port of VideoGame/StreetFighterII qualifies, with only four characters playable, and the fifth (Bison/Vega, renamed Viga) as the final boss. As well as this, some of the characters' sizes [[OffModel were questionable]]. Also, the endings weren't the same as they were originally, but filled with [[BlindIdiotTranslation loads and loads of typos]]. [[http://www.youtube.com/watch?v=_hQjFpGB6_k Just look.]] An updated version of this game, ''Master Fighter VI'', added the rest of the characters (along with a clone of each), made the bosses playable and replaced most of the graphics with those from ''[[http://www.youtube.com/watch?v=v9dmUmNz0Vc Super Fighter III]]''. However, the endings from the original port were replaced with a [[AWinnerIsYou generic congratulations screen]].

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** While they made a decent port, Hummer's first port of VideoGame/StreetFighterII ''VideoGame/StreetFighterII'' qualifies, with only four characters playable, and the fifth (Bison/Vega, renamed Viga) as the final boss. As well as this, some of the characters' sizes [[OffModel were questionable]]. Also, the endings weren't the same as they were originally, but filled with [[BlindIdiotTranslation loads and loads of typos]]. [[http://www.youtube.com/watch?v=_hQjFpGB6_k Just look.]] An updated version of this game, ''Master Fighter VI'', added the rest of the characters (along with a clone of each), made the bosses playable and replaced most of the graphics with those from ''[[http://www.youtube.com/watch?v=v9dmUmNz0Vc Super Fighter III]]''. However, the endings from the original port were replaced with a [[AWinnerIsYou generic congratulations screen]].



** ''Tekken 2'' (which is actually a port of the first game) is no better, and essentially plays like their other fighting games without the projectiles.

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** ''Tekken ''VideoGame/{{Tekken}} 2'' (which is actually a port of the first game) is no better, and essentially plays like their other fighting games without the projectiles.



** ''VideoGame/SuperMarioWorld'' is a very strange case. The graphics are surprisingly good, resembling the original SNES sprites, and the game even proved Shigeru Miyamoto, the creator of the Mario series, wrong on one point -- Miyamoto stated that Yoshi was impossible to program on the NES. Hummer Team put forth impressive effort. This all said, the music was ear-bleeding at times; the jumping physics were not accurately ported, making certain levels all but impossible; and finally, the cartridge ''doesn't even contain the full game'', as it's missing the final 3 worlds! The only way to get the complete version of the game is to find a rare 45-in-1 multicart.

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** ''VideoGame/SuperMarioWorld'' is a very strange case. The graphics are surprisingly good, resembling the original SNES sprites, and the game even proved Shigeru Miyamoto, Creator/ShigeruMiyamoto, the creator of the Mario series, wrong on one point -- Miyamoto stated that Yoshi was impossible to program on the NES. Hummer Team put forth impressive effort. This all said, the music was ear-bleeding at times; the jumping physics were not accurately ported, making certain levels all but impossible; and finally, the cartridge ''doesn't even contain the full game'', as it's missing the final 3 worlds! The only way to get the complete version of the game is to find a rare 45-in-1 multicart.



** ''Boogerman II: The Final Adventure''. Includes the boogerhero protagonist who moves even slower than the in-game snail enemies.

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** ''Boogerman ''VideoGame/{{Boogerman}} II: The Final Adventure''. Includes the boogerhero protagonist who moves even slower than the in-game snail enemies.



* Sachen is another example. ''Gaiapolis'' initially was a little-known arcade game by Konami (which never got an official home port), but it seems like Sachen was lucky enough to play the machine with this game while it was alive. Despite the speed and extremely wild amount of flicker, as well as traditional beepy Sachen music, however, it's still fairly playable (mainly in part due to the 99 continues you get at the start).

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* Sachen is another example. ''Gaiapolis'' ''VideoGame/{{Gaiapolis}}'' initially was a little-known arcade game by Konami (which never got an official home port), but it seems like Sachen was lucky enough to play the machine with this game while it was alive. Despite the speed and extremely wild amount of flicker, as well as traditional beepy Sachen music, however, it's still fairly playable (mainly in part due to the 99 continues you get at the start).



** They also did bootlegs of ''VideoGame/RallyX'' (as ''Jovial Race''), ''VideoGame/PipeDream'' (as ''Pipes'' or ''Pipe V''), ''VideoGame/{{Galaga}}'' (as ''Huge Insect''), ''Battle City'' (as ''Final Combat''), and ''VideoGame/BusterBrothers'' (as ''Super Pang'').

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** They also did bootlegs of ''VideoGame/RallyX'' (as ''Jovial Race''), ''VideoGame/PipeDream'' (as ''Pipes'' or ''Pipe V''), ''VideoGame/{{Galaga}}'' (as ''Huge Insect''), ''Battle City'' (as ''Final Combat''), and ''VideoGame/BusterBrothers'' ''Buster Brothers'' (as ''Super Pang'').



** ''Biohazard'' a.k.a. Franchise/ResidentEvil was a third-person survival horror game, but became a top-down [=RPGish=] type game up until you got into random battles with zombies and other assorted horrors, wherein it switched gameplay to the combat model used in ''Resident Evil Gaiden''. The music is of dubiuous quality, too.

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** ''Biohazard'' a.k.a. Franchise/ResidentEvil ''Franchise/ResidentEvil'' was a third-person survival horror game, but became a top-down [=RPGish=] type game up until you got into random battles with zombies and other assorted horrors, wherein it switched gameplay to the combat model used in ''Resident Evil Gaiden''. The music is of dubiuous quality, too.
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* ''[[Franchise/StreetFighter Super Street Fighter II Turbo]]'', widely considered the best ''Street Fighter'' ever made (and the greatest fighting game ever made by some), had an abysmal Playstation port that had numerous {{Game Breaking Bug}}s and an extremely imbalanced roster. Quite famously this was the version of the game that was used for [[Creator/TheKingOfHate DarkSydePhil's]] fourth tournament placement below three Japanese players [[SmallNameBigEgo that led to him proclaiming himself]] "the best pro ''Super Street Fighter II Turbo'' player in America"; the terrible quality of the port and the balance issues were cited as a major reason to question the legitimacy of this dubious boast.
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** Their conversion of ''VideoGame/GhostsNGoblins'' turned hard, but playable arcade original into nigh impossible hell, by making controls ungodly slow and unresponsive, in addition with all of this developer's trademark qualities, such as slow frame rate, [[LoadsAndLoadsOfLoading long loading times,]] [[GameBreakingBug game breaking bugs (sometimes boss of stage 3 will just not appear)]] and bland audiovisuals. The japanese version is even worse, as unlike overseas versions, [[DifficultyByRegion this version gives players absolutely zero continues,]] which means you are forced to beat the whole game two times for best ending with only two lives.

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** Their conversion of ''VideoGame/GhostsNGoblins'' turned hard, but playable arcade original into nigh impossible nigh-impossible hell, by making controls ungodly slow and unresponsive, in addition with all of this developer's trademark qualities, such as slow frame rate, [[LoadsAndLoadsOfLoading long loading times,]] [[GameBreakingBug game breaking bugs (sometimes boss of stage 3 will just not appear)]] and bland audiovisuals. The japanese version is even worse, as unlike overseas versions, [[DifficultyByRegion this version gives players absolutely absolutely]] [[NintendoHard zero continues,]] which means you are forced to beat the whole game two times for best ending in a row, to see the good ending, with only two three lives.
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** Their conversion of ''VideoGame/GhostsNGoblins'' turned hard, but playable arcade original into nigh impossible hell, by making controls ungodly slow and unresponsive, in addition with all of this developer's trademark qualities, such as slow frame rate, long loading times, game breaking bugs (sometimes boss of stage 3 will just not appear) and bland audiovisuals. The japanese version is even worse, as unlike overseas versions, this version gives players absolutely zero continues, which means you are forced to beat this whole game two times for best ending with only two lives.

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** Their conversion of ''VideoGame/GhostsNGoblins'' turned hard, but playable arcade original into nigh impossible hell, by making controls ungodly slow and unresponsive, in addition with all of this developer's trademark qualities, such as slow frame rate, [[LoadsAndLoadsOfLoading long loading times, times,]] [[GameBreakingBug game breaking bugs (sometimes boss of stage 3 will just not appear) appear)]] and bland audiovisuals. The japanese version is even worse, as unlike overseas versions, [[DifficultyByRegion this version gives players absolutely zero continues, continues,]] which means you are forced to beat this the whole game two times for best ending with only two lives.
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** ''VideoGame/GhostsNGoblins'' suffers from pretty much the same issues as ''1942''.

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** Their conversion of ''VideoGame/GhostsNGoblins'' suffers from pretty much the same issues turned hard, but playable arcade original into nigh impossible hell, by making controls ungodly slow and unresponsive, in addition with all of this developer's trademark qualities, such as ''1942''.slow frame rate, long loading times, game breaking bugs (sometimes boss of stage 3 will just not appear) and bland audiovisuals. The japanese version is even worse, as unlike overseas versions, this version gives players absolutely zero continues, which means you are forced to beat this whole game two times for best ending with only two lives.
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Here are the porting disasters from consoles. [Insert witty description here]

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Here are the The porting disasters from consoles. [Insert witty description here]
process to and between consoles is not often smooth, but the worst ports can be extremely disasterous, especially if the programmers run into problems or limits with the hardware or because of sloppy coding altogether, a problem exacerbated by the major differences between console hardware in older generations.
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* The GameCube port of ''VideoGame/CrashBandicootTheWrathOfCortex'', a game already infamous for its [[LoadsAndLoadsOfLoading long loading times]], 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). [[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]]. No wonder the game's sequel, ''VideoGame/CrashTwinsanity'', never saw a release on the GameCube.
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* ''Cruis'n'' was not so much a new console installment to the 90s arcade racing series, than it was a DolledUpInstallment of a console port of the ''Film/TheFastAndTheFurious'' arcade game Creator/{{Midway}} had lying around at the time--only with [[SerialNumbersFiledOff all references to the film edited out]] due to Midway losing the film license when the port was being made. Which wouldn't had been ''too'' bad if the game didn't suffer from long loading times (with wait times between races being as long as an entire minute), a terrible framerate (with the game noticeably chugging when cars encountered ''any'' sort of collision, or outright ''freezing'' when the player changed a music track), overly-sensitive controls, barely existent sound effects, and a pocketful of glitches. Most damningly, ''Cruis'n'' was overall a pretty {{egregious}} case of being a quick-and-dirty port job tossed out to cash in on the then-new console: despite being a a 2007 port of an arcade game made in ''2004'', the game looks ''exactly'' like the original arcade release, which graphically makes Cruis'n a game that has arrived one or even two generations too late (indeed, most reviewers cited ''Cruis'n'' as looking no better than a game released on the '''''UsefulNotes/Nintendo64'''''). It stands as [[MedalofDishonor one of the worst-reviewed games released on the console]]; and if Midway had any plans to make more ''Cruis'n'' console games in the future, the game's poor sales certainly [[FranchiseKiller put the brakes on them]].

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* ''Cruis'n'' was not so much a new console installment to the 90s arcade racing series, than it was a DolledUpInstallment of a console port of the ''Film/TheFastAndTheFurious'' arcade game Creator/{{Midway}} had lying around at the time--only with [[SerialNumbersFiledOff all references to the film edited out]] due to Midway losing the film license when the port was being made. Which wouldn't had been ''too'' bad if the game didn't suffer from long loading times (with wait times between races being as long as an entire minute), a terrible framerate (with the game noticeably chugging when cars encountered ''any'' sort of collision, or outright ''freezing'' when the player changed a music track), overly-sensitive controls, barely existent sound effects, and a pocketful of glitches. Most damningly, ''Cruis'n'' was overall a pretty {{egregious}} {{JustForFun/egregious}} case of being a quick-and-dirty port job tossed out to cash in on the then-new console: despite being a a 2007 port of an arcade game made in ''2004'', the game looks ''exactly'' like the original arcade release, which graphically makes Cruis'n a game that has arrived one or even two generations too late (indeed, most reviewers cited ''Cruis'n'' as looking no better than a game released on the '''''UsefulNotes/Nintendo64'''''). It stands as [[MedalofDishonor one of the worst-reviewed games released on the console]]; and if Midway had any plans to make more ''Cruis'n'' console games in the future, the game's poor sales certainly [[FranchiseKiller put the brakes on them]].

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* The downloadable port of ''Zero Gunner 2'' suffered from a large number of bugs at launch and innacuracies to the original game, such as missing graphical effects, bosses having far too little health, bullets appearing out of nowhere, and invisible bullets killing the player. In a blog post made immediatly after its release, the president of the company responsible for the port explained that they did not have access to the original development resources and titled the Switch version ''Zero Gunner 2'''''-''' as an apology for any potential innacuracies with the original version. Fortunately, the first patch released two weeks after releases fixed most of the major bugs, although the difficulty and many mechanics are still innacurate to the original game.

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* The downloadable port of ''Zero Gunner 2'' suffered from a large number of bugs at launch and innacuracies inaccuracies to the original game, such as missing graphical effects, bosses having far too little health, bullets appearing out of nowhere, and invisible bullets killing the player. In a blog post made immediatly immediately after its release, the president of the company responsible for the port explained that they did not have access to the original development resources and titled the Switch version ''Zero Gunner 2'''''-''' as an apology for any potential innacuracies inaccuracies with the original version. Fortunately, the first patch released two weeks after releases fixed most of the major bugs, although the difficulty and many mechanics are still innacurate inaccurate to the original game.game.
*''VideoGame/Payday2'' was never a console darling to begin with, what with OVERKILL's track record of stiffing console ports on content and the fact that the Diesel Engine it runs on is so ancient that it fails to run well even on the PC. Sadly, the Switch port isn't much better; it too is a good step behind the PC in terms content (in fact, according to some reports it's even behind the ''other'' console ports!), some rather iffy graphics and framerate issues, especially in large firefights. Then there's also the detriments that granted are more down to the Switch itself, like a lack of voice or text chat in a game where you need to cooperate with others.
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%%
%% No nitpicking examples.
%% Make sure the program really, really stands out as a disaster.
%% If you have any doubt, leave it out.
%% Just because it's "not as pretty" doesn't make it a disaster.
%%
%% (Games played on a sub-spec machines aren't candidates.)
%%

[[foldercontrol]]

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Here are the porting disasters from consoles. [Insert witty description here]

[[folder:Amiga/Amiga CD32]]
* ''VideoGame/{{Battletoads}}'' was released in 1994, two years after an Amiga version was announced. It cuts out half of the stages and butchers the control scheme to fit on a single-button joystick, and has barely altered graphics which, in some ways, actually look ''worse'' than the vibrant UsefulNotes/{{NES}} original. The [=CD32=] version is a straight copy of the Amiga version and shares all of its faults (including playing either the music only or sound effects without music, a common quirk of desktop Amiga games), not even using two buttons on the [=CD32=]'s six-button controller.
* ''VideoGame/TotalCarnage'' is a sluggish, under-animated bastardization of what was an enjoyably fast-paced UsefulNotes/ArcadeGame. It features loads of faulty collision detection and FakeDifficulty, but lacks music as well as the PasswordSave feature the arcade version had.
* ''VideoGame/XCOMUFODefense'', partially because of using a joypad to control it.[[note]]It's possible to plug a mouse into the console, though.[[/note]] The main problem, however, is the fact that the [=CD32=] only has 1 KB of memory available for save data. Not only is the player limited to building a single base, the save data takes up the entire space, preventing the player from saving data from another game without deleting it.
[[/folder]]

[[folder:Atari 2600]]
* ''VideoGame/{{Defender}}'' had horrible flicker, blocky cityscape graphics, and a game-breaking invisibility glitch when you fire. The player has to go off-screen to use hyperspace or the Smart Bomb. The later superior port of ''Stargate'' (''Defender II''), which used both joysticks for the controls, showed that this was inexcusable. Not that using two joysticks at once, especially the 2600's joysticks, [[SomeDexterityRequired isn't without its own issues]].
* ''VideoGame/DoubleDragon'' was released at a time when Atari relaunched the 2600 as a cheaper alternative to the NES and Master System. It never stood a chance with its stick figure graphics and simplistic mechanics as a result of the system having only a single-button joystick. Unlike the NES though, the 2600 does manage to retain 2P co-op play, but does so by employing a lane-based system where each player fights an individual opponent and are restricted to their own lane, so it's not much of a "co-op" experience.
* ''VideoGame/{{Miner 2049er}}'' was back-ported by Tigervision from UsefulNotes/Atari8BitComputers to the Atari 2600, so the downgraded graphics and reduced number of stages (two releases with three each) were to be expected. That walking was slow and jumps could barely clear enemies had no such excuse.
* ''VideoGame/PacMan'', quite possibly the reigning king of infamously bad porting jobs and one of the major players in UsefulNotes/TheGreatVideoGameCrashOf1983. Being the most popular arcade game of its day, Atari ''knew'' that having the home version on their system could be a license to print money for them, so they wanted the game on their hands as fast as possible, released the unfinished ''[[ObviousBeta alpha]]'' version as soon as it was done, bugs and all (the game couldn't even draw all the ghosts on-screen at once, instead having them flicker in and out of existence), and manufactured 12 million copies of it (2 million more than the userbase at the time, believing that [[KillerApp the game would boost hardware sales too]]). The end result was a complete disaster for Atari. And yet the buggy mess of a game was ''still'' the best-selling game on the 2600, ever (7 million copies). A pile of these, along with the equally disastrous ''VideoGame/ETTheExtraTerrestrial'', were buried in the New Mexico desert, creating a famous urban legend until [[http://kotaku.com/e-t-found-in-new-mexico-landfill-1568100161 they were unearthed in early 2014]].
** The later ports of ''Ms. Pac-Man'' and ''Junior Pac-Man'' were handled far better: ''Junior Pac-Man'' in particular had vertically scrolling mazes and (still-primitive graphics aside) matched nearly every feature of the arcade original, minus the between-stage intermissions. In fact, ''Ms. Pac-Man'' was so much better that it got a GameMod that turned it into ''Pac-Man Arcade'', showing that it was indeed possible to make a good version of ''Pac-Man'' for the 2600. And there's also a homebrew called ''[[https://atariage.com/store/index.php?l=product_detail&p=1010 Pac-Man 4K]]'' by Dennis Debro that's even closer to the arcade original, using only four kilobytes of memory.
** The original ''Pac-Man'' port was also a victim of ExecutiveMeddling. The infamous color palette was a result of Atari forcing all games that weren't set in space to ''not'' use black backgrounds, as they wanted to showcase the color capabilities of the Atari. Of course, this backfired when ''Pac-Man'' on the 2600 ended up as ugly as it did.
[[/folder]]

[[folder:Intellivision]]
* All of Coleco's games for the Intellivision qualify. All suffered graphics that look like the 2600 and nothing like the Arcade (''Turbo'''s buildings look very blocky even by system standards) and missing stages (50m and 75m in ''Donkey Kong'' for example). ''Zaxxon'' suffered the worst of them all, replacing the isometric perspective with a top down, removing what made the original fun. When they were released, Mattel claimed that these ports were deliberate sabotage on the part of Coleco. Carl Mueller Jr. later proved that a better version of ''Donkey Kong'' could be programmed for the Intellivision by developing the homebrew ''Donkey Kong Arcade''.
[[/folder]]

[[folder:Atari 5200]]
* ''Videogame/{{Gorf}}'' had some of the worst controls on the Atari 5200, a system with an analog stick that was notoriously problematic to begin with.
[[/folder]]

[[folder:NES/Famicom]]
* The majority of the NES arcade ports developed by Micronics, a contractual developer that used to develop games for other companies during the 80's and early 90's:
** ''[[VideoGame/NineteenFortyTwo 1942]]'' suffers from slowdown issues and other flaws. That's not all--the March of Midway, originally a track comprised of marching and whistling, [[http://www.youtube.com/watch?v=dDwivbWwnt8 replaces]] the whistling with [[MostAnnoyingSound beeping]].
** ''VideoGame/{{Athena}}'' turned what was a passable arcade game into what is widely regarded as one of the worst NES games. The original arcade version's graphics were translated into a parade of flicker and slowdown, and the controls were made worse.
** ''VideoGame/GhostsNGoblins'' suffers from pretty much the same issues as ''1942''.
** ''VideoGame/IkariWarriors'' used a rotary joystick system in arcades, allowing players to control their character's movement and aim separately. This control system wouldn't have worked out on the NES controller, which only had a cross-shaped d-pad, so naturally Micronics took it out so that the player aims in the same direction their character is moving. Unfortunately, they did this the worst way possible. Instead of instantly turning around, the player does a full rotation while moving at the same time, causing them to walk in a circle just to turn around. It doesn't help matters that the rest of the game isn't hot either, with bland graphics and lots of flickering.
** ''Ikari Warriors II: Victory Road'', in addition to having the same issues that plagued the first ''Ikari'' game on the NES, has loading times when the player switches to the status screen after pausing the game. Additionally, there's an unskippable cutscene when the game is left on the title screen for too long, which is made worse by how slowly typed-out the text is.
* ''720 Degrees'' had horrible graphics, ear-bleeding music, and broken controls (spinning and other moves are frustrating to pull off, and the ramp event is nearly unplayable). To add insult to injury, they took out the expert mode. Inexcusable -- the NES can do considerably better than this. This is about as bad as the Taiwanese pirate ports. And it was '''licensed''', made when Tengen still had a contract with Nintendo.
* ''[[VideoGame/AladdinVirginGames Aladdin]]'' fares rather badly. While the bootleg port by Super Game still had graphical and control problems, the official port by NMS Software suffered from these flaws to a greater extent. But it got worse when another pirate original version, ''[[http://www.youtube.com/watch?v=pDALg0iLeIU Aladdin II]]'', was released....
* ''Conan: The Mysteries of Time'', a [[DolledUpInstallment licensed]] port of a classic [=C64=] game by System 3 titled ''[[http://www.mobygames.com/game/myth-history-in-the-making Myth: History in the Making,]]'' suffered from poor play mechanics, graphics and music compared to the original [=C64=] release. ''Conan'' has been derided by many NES players, not all of whom are familiar with [[AdaptationDisplacement the C64 original]].
* ''[[VideoGame/{{Ghostbusters 1984}} Ghostbusters]]'', a port of Activision's computer game, is infamous for the screwed-up driving sequences and the nearly impossible stairway sequence.
* ''Indiana Jones and the Last Crusade'' (the Ubisoft release, not the earlier version released by Taito) was a port of a PC action game, which NMS Software saddled with horrendously grainy graphics seemingly produced by taking the graphics from the UsefulNotes/SegaMasterSystem version and compressing the palette.
* ''Indiana Jones and the Temple of Doom'' was based on the Atari arcade game, but like some other arcade-to-NES conversions, it became a ReformulatedGame rather than a straight port. Indy could now jump and use alternate weapons, but the controls for these were clumsy. Whereas the arcade game told players right on the screen what needs to be done, stage goals in the NES version were bewilderingly unintuitive. The graphics are also very poor for the NES, with the backgrounds consisting of hideous washes of blue or green.
* ''VideoGame/KingsQuestV'': Novotrade tried their hardest to cram 256-color visuals into an 8-bit cart and quick mouse actions onto a controller, but it just couldn't be done well. [[http://www.youtube.com/watch?v=yG2FwiK5diE Have a look.]]
* ''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 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.)
* ''Twin Eagle: Revenge Joe's Brother'' has choppy framerates, horrible graphics and music, and watered-down play mechanics. It plays like one of those unlicensed pirate games. Another [[ReformulatedGame reformulation]] rather than a direct port, and a bad one at that.
* ''Winter Games'' forced the player to watch a subpar animation sequence that couldn't be skipped, and had a selection of games that was far inferior to the Atari 2600 version. (Yeah, that's right -- the NES version of the game is worse than the ''Atari 2600'' version. Let that sink in.) The badly animated, detail-lacking graphics and unresponsive control scheme are quite bad for the NES.
[[/folder]]

[[folder:NES/Famicom (pirate originals)]]
* Cony Soft is '''infamous''' for their ports being disastrous. So much that none of their games can be considered playable. Even those outside the list.
** '''Their''' version of ''VideoGame/StreetFighterII''. It has bleepy music, ridiculous hand-drawn graphics, AI that always spams Hadokens, and broken hit detection. There are the 8 playable characters from the original game, but, considering the above statements, it doesn't help. There is also a '''mad''' amount of flickering. The ''Street Fighter V'' and ''VI'' rips are even worse.
** ''Mortal Kombat V Turbo'' and ''Mortal Kombat V'' plus ''Trilogy'', ports of parts one and three respectively. Just about the only good thing you can say about these ports is that they have fatalities, but good luck pulling them off thanks to the awful controls. What's worse is that the latter game uses the B button to block, meaning that you can only kick while jumping.
* In a rare example of ports being developed for [[ShoddyKnockoffProduct Famiclone]] systems, the [[http://www.youtube.com/watch?v=ZxxSTOK45uQ Gamezone II]] has a few unofficial ports of early arcade games of varying quality, with the ''VideoGame/MissileCommand'' and ''VidoeGame/{{Asteroids}}'' ports definitely fitting this trope. [[ItsEasySoItSucks The former is way too easy as the player's missiles are lightning fast]] and inexplicably ends after 5 levels, while the latter only lets you face in eight directions, has poor control (the B button accelerates and only lets you travel a certain distance) and a choppy framerate.
** Also, the ''VideoGame/{{Frogger}}'' port lacks the music the original game had and ends the level when you get two frogs across instead of five.
* Hosenkan Electronics also made ports of popular 16-bit games, and most of them fit this trope:
** ''Pocohontas'' (AKA ''[[BlindIdiotTranslation Pocohontos]]''). Unfinished and slow. Super Game's version did it better.
** ''VideoGame/{{Contra}} Spirits'', also known as ''Super Contra 3''. It's slow, some of the weapons were removed, the graphics are generally poor and level 5 from the original was replaced with a palette swap of level 3 (which is actually level 2 in this version). On the plus side, it did at least have the bike chase level, which was removed in the Game Boy version.
*** [[https://www.youtube.com/watch?v=iU3nCcdNVlo Welcome. The world of game. A game. End.]]
** ''[[VideoGame/DonkeyKongCountry1 Super Donkey Kong]]'', which is actually based on ''Donkey Kong Land'' on the Game Boy. The controls are sluggish and the game only has five levels, which repeat several times. The graphics seem to be the original SNES prerendered graphics with reduced color, and overall, the game ''looks'' fine compared to the SNES original.
** ''VideoGame/MickeyMania 7''. The graphics were inevitably butchered due to the system limitations, the game can feasibly be beaten in less than 15 minutes and the loading screens were ported from the SNES version for no apparent reason. The only favourable point is that it has the rotating tower level that wasn't in that version.
** The ''VideoGame/ToyStory'' port has only five levels from the original game and can be beaten in under 10 minutes. The [[BlindIdiotTranslation Engrish]] during the cutscenes doesn't help.
** ''Film/TheLostWorldJurassicPark'' which is actually a port of the SNES adaptation of ''Film/JurassicPark'', despite the title, is a dumpster fire of confusing first person building segments, an obnoxious 12 second music loop throughout the game, a gratuitously gruesome Game Over screen that wasn't in the original SNES version, and the game can be beaten in [[https://www.youtube.com/watch?v=TrQ78diqT4g just a minute]] due to a glitch that allows Grant to jump through walls.
* Hummer Team a.k.a. Somari Team a.k.a. Yoko Soft a.k.a. Copyright. Infamous for lots of par and subpar ports of the existing games and for really squeaky sound engine... [[HeReallyCanAct which pulled out some good music once a year]]. A surprising number of their ports manage to avert this trope.
** While they made a decent port, Hummer's first port of VideoGame/StreetFighterII qualifies, with only four characters playable, and the fifth (Bison/Vega, renamed Viga) as the final boss. As well as this, some of the characters' sizes [[OffModel were questionable]]. Also, the endings weren't the same as they were originally, but filled with [[BlindIdiotTranslation loads and loads of typos]]. [[http://www.youtube.com/watch?v=_hQjFpGB6_k Just look.]] An updated version of this game, ''Master Fighter VI'', added the rest of the characters (along with a clone of each), made the bosses playable and replaced most of the graphics with those from ''[[http://www.youtube.com/watch?v=v9dmUmNz0Vc Super Fighter III]]''. However, the endings from the original port were replaced with a [[AWinnerIsYou generic congratulations screen]].
** ''VideoGame/StreetFighterAlpha''. The problem with graphics was solved, but infinite supers and repetitive gameplay killed the cat.
** ''[[VideoGame/TheKingOfFighters King of Fighters '96]]'' falls into a similar migraine. Even WordOfGod states that they were planning to make J.Y. Company release it with more characters, but something went wrong so it was never released per se... while the ObviousBeta build was sent to Ka Sheng instead.
** ''VideoGame/FatalFury Special'', ''Manga/YuYuHakusho Final'' and ''Manga/DragonBall Z'' ''2'' were also done on the same engine, with no original gimmicks put in, leaving the gameplay being a la ''VideoGame/StreetFighterII'', big time.
** ''Tekken 2'' (which is actually a port of the first game) is no better, and essentially plays like their other fighting games without the projectiles.
** The port of the first ''Franchise/MortalKombat'' game is not clearly a disaster, considering there are '''far worse''' ports on UsefulNotes/GameBoy and UsefulNotes/SegaMasterSystem, but it includes Sub-Zero throwing "hadoukens" instead of ice balls.
** ''VideoGame/MortalKombat2'', now known as ''Mortal Kombat II Special'', averts this in many aspects by adding blood (although fatalities are still conspicuously missing) and making the special moves more in line with the original game.
** ''Ture VideoGame/MortalKombat3'' plays it straight and [[SoundtrackDissonance adds happy music]]. [[RecycledSet And one song comes STRAIGHT from Fatal Fury Special.]]
** ''VideoGame/SuperMarioWorld'' is a very strange case. The graphics are surprisingly good, resembling the original SNES sprites, and the game even proved Shigeru Miyamoto, the creator of the Mario series, wrong on one point -- Miyamoto stated that Yoshi was impossible to program on the NES. Hummer Team put forth impressive effort. This all said, the music was ear-bleeding at times; the jumping physics were not accurately ported, making certain levels all but impossible; and finally, the cartridge ''doesn't even contain the full game'', as it's missing the final 3 worlds! The only way to get the complete version of the game is to find a rare 45-in-1 multicart.
** ''VideoGame/{{Somari}}'': Also known as ''[[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.
* Rex Soft, also known as ASDER, also known as Caltron:
** ''King of Fighters '95'': Without any doubt, this is the '''fastest''' fighting game in the world. In some instances, it's '''too fast!''' The roster is cropped and the graphics are abysmal.
** ''Boogerman II: The Final Adventure''. Includes the boogerhero protagonist who moves even slower than the in-game snail enemies.
** ''VideoGame/LethalEnforcers'' also received one, under a moniker of ''Lethal Weapon'' (not to be confused with the [[VideoGame/LethalWeapon licensed NES game]] which was based [[Film/LethalWeapon on the movie series with the same name]]). On a side note, this game's engine has also become the base for ''Cobra Mission'' (which already can be confused with ''Mission Cobra'', an NES vertical-scrolling shooter made by the forementioned Sachen), complete with ''Lethal Enforcers''' reloading method and car chase scene.
* Sachen is another example. ''Gaiapolis'' initially was a little-known arcade game by Konami (which never got an official home port), but it seems like Sachen was lucky enough to play the machine with this game while it was alive. Despite the speed and extremely wild amount of flicker, as well as traditional beepy Sachen music, however, it's still fairly playable (mainly in part due to the 99 continues you get at the start).
** Most of their games were ported to UsefulNotes/GameBoy, which automatically means a porting disaster of a porting disaster. [[http://www.youtube.com/watch?v=4o15cg5FXK8 No, we're not making this up.]]
** They also did bootlegs of ''VideoGame/RallyX'' (as ''Jovial Race''), ''VideoGame/PipeDream'' (as ''Pipes'' or ''Pipe V''), ''VideoGame/{{Galaga}}'' (as ''Huge Insect''), ''Battle City'' (as ''Final Combat''), and ''VideoGame/BusterBrothers'' (as ''Super Pang'').
* There was a NES pirate of ''VideoGame/RType'' titled ''[[http://www.youtube.com/watch?v=d7yL8j30KbA Magic Dragon]]'', developed by... Magicp. The presentation is mediocre and at one point, there's an InvisibleWall that [[{{Unwinnable}} precludes further progress]].
* ''Super Contra X'', developed by Chengdu Tai Jing Da Dong, some members of which founded the aforementioned Waixing, and published by Micro Genius, developers/publishers of ''Aladdin II'' and ''Thunder Warrior''.
* ''Aladdin II'' itself is also worth mentioning. Ostensibly a port of [[VideoGame/AladdinVirginGames Aladdin]] on the UsefulNotes/MegaDrive, the game is a broken mess with a plethora of glitches, poor control, all of the cutscenes removed and horrible audiovisuals. It's so bad, it makes the NMS version look like a PolishedPort in comparison.
* ''Super Donkey Kong 2'', a port of ''VideoGame/DonkeyKongCountry2DiddysKongQuest'' for the SNES, initially seems to avert this until you find out that it only has three levels.
* Waixing and Nanjing deserve a separate page because 99.9% of their games are made on the '''same RPG engine'''. And don't forget how [[SarcasmMode balanced]] the games are. Good luck beating them [[GottaCatchEmAll all]]. And notice that these are all in Chinese -- there are ''barely'' any English translations, and if there are any, they're from fans.
** ''M&M Heroes'', the port of the first VideoGame/HeroesOfMightAndMagic is playable indeed, but only if you can get over with the scrappy graphics, not-so-humble interface and bleepy music. Otherwise, you'd rather play the UsefulNotes/GameBoy versions instead.
** ''Biohazard'' a.k.a. Franchise/ResidentEvil was a third-person survival horror game, but became a top-down [=RPGish=] type game up until you got into random battles with zombies and other assorted horrors, wherein it switched gameplay to the combat model used in ''Resident Evil Gaiden''. The music is of dubiuous quality, too.
** ''Commandos''. Apart from the title and WWII setting, it has nothing else to do with [[VideoGame/{{Commandos}} the original]]. [[ThisIsGonnaSuck By the way, it comes with Biohazard music.]]
** ''VideoGame/WarriorsOrochi''. The port includes loads of barely beatable mazes, even bigger loads of enemy hordes and, of course, the non-existent balance, which turns the game into complete madness when you've gotta fight 20 enemies at once. Have fun.
** Subverted with Nanjing's ''VideoGame/{{Pokemon}} Yellow'', which remains accurate to the original game, more or less... While Mars's ''[[VideoGame/PokemonRedAndBlue Pokémon Red]]'' and ''[[VideoGame/PokemonGoldAndSilver Gold]]'' fit this trope to a T.
** ''Franchise/FinalFantasy'' got mistreated by both companies, except while Waixing produced cheap title hacks of the first two games, Nanjing went further and reconverted parts ''IV'', ''V'', and ''VII''. But, seeing that ''Final Fantasy VII'' got a fan translation to English, that says ''something''.
** ''VideoGame/ChronoTrigger''. Drastically cut, compared to the original, and reportedly, the balance is so bad that it's ''literally impossible'' to beat the final boss (a character who, in the real game, happens to be a DiscOneFinalBoss) without using a cheating device.
** ''King of Fighters R1'' and ''R2''. Knowing [[VideoGame/TheKingOfFighters the universe and the games]] very well, you'd expect this to be direct-to-[=NeoGeo=] Pocket Color ports., but no. In reality, these are ''King of Fighters Kyo'' clones, except they take place during the events of '95 and '96. Even if these weren't dumped yet, the ad booklet, which was once available on the net, says it all.
** One more game by SNK, ''VideoGame/SamuraiShodown RPG'', also took a critical hit from Nanjing.
** [[GermansLoveDavidHasselhoff Chinese love Koei's games based on Three Kingdoms epics]], so expect a lot of Nanjing/Waixing's crappy/not so crappy ports. Especially funny to see ''Legend of Cao Cao'', a Japanese-only PC tactics game with isometric view being translated onto straight top-down RPG.
** Nanjing's NES version of ''VideoGame/TheLegendOfZeldaTheMinishCap'' is yet another case of "barely even a port": the storyline and even some graphics remain intact, but that's about the extent of it. Pity the poor child who expected Zelda's famous active battles and soundtrack, only to find random turn-based encounters and music from ''Pokémon Ruby'' and ''Sapphire'' in their place.
[[/folder]]

[[folder:Master System/Mark III, Game Gear]]
* ''VideoGame/DynamiteHeaddy'' on the Game Gear (and by extension the Master System backport for [[NoExportForYou the Brazilian market]], which is essentially the same thing) cut several levels and changed a few boss fights around in ways that can only be described as "never considered that someone might actually play this game" -- Spinderella, in particular, is impossible to hit without taking a hit in return. The final boss too is artificially made more difficult -- in the original Mega Drive/Genesis version, you get a hint as to which attack he will use, and then you get to pick a head to help deal with it. Here, for no reason at all, you are expected to pick a head ''before'' you know what attack you need it for.
* ''[[VideoGame/{{Shinobi}} Shadow Dancer]]'' on the Master System, unlike the original ''Shinobi'' (which was a ReformulatedGame with similar stages but different play mechanics), attempted to be a straight port of the original arcade game, despite the fact that the arcade version ran on the more advanced System 18 hardware. The SMS version kept the [[OneHitPointWonder one-hit-per-life]] system from the arcade version, which wouldn't be bad by itself if the game was balanced around this design. Instead, the SMS version kept the arcade's large character sprites while shrinking the actual playing field, allowing enemy projectiles to appear from out of nowhere and take the player by surprise, while at the same time making boss battles hard to maneuver around, leading to many cheap deaths. Moreover, only eight of the arcade version's 15 stages (counting the boss battles) were kept, and the ones that were kept were made much shorter. To top it off, the first-person shuriken-throwing bonus rounds are literally unbeatable due to a glitch that makes the final enemy ninja invulnerable.
* ''VideoGame/TheSimpsonsBartVsTheWorld'' had Master System and Game Gear ports made by Arc Developments, the same developer who had previously produced Sega ports for ''VideoGame/TheSimpsonsBartVsTheSpaceMutants'' that were superior to the NES original in every way. This time around, however, the ports they created were ''worse'' than the NES version. While the graphics were somewhat better, the controls were even worse than the already skittish NES controls, the soundtrack was reduced to just two short and uninspired tunes, and all the storyline sequences were chopped out, along with the extra level you got for HundredPercentCompletion. It's almost like Arc didn't feel the Sega ports were worth the effort and instead focused on the Amiga version, which actually ''is'' a PolishedPort.
* ''VideoGame/SmashTV'' changes the blood to generic explosions, most of the characters have red skin, and the graphics are messy and unprofessional even for an 8-bit Sega console. The Game Gear version has choppy framerate and clunky controls, while the enemies move way too quickly in the Master System version. The enemies spawn a few spaces in front of a door instead of coming out of it, and in the Game Gear version, the first boss is almost impossible to beat due to the choppy way he moves around.
* ''[[VideoGame/SonicTheHedgehogSpinball Sonic Spinball]]'' features levels which are remarkably similar compared to other Franchise/SonicTheHedgehog ports (not necessarily on its own merits), but whatever physics existed in the Genesis version were thrown completely out the window. Worse is the platforming engine, in which Sonic has an innate tendency to get himself stuck.
** Another concern of the Master System to Game Gear ports was aspect ratio. When the screens were lined up, the width was focused on, rather than the height, resolved by making the player unable to see what would normally be the very top of the screen. This isn't normally a problem until the screen locks; an example is the Antlion boss of the Underground Zone in ''Sonic 2'' where it gets very difficult to judge where the balls will bounce when you can't see when they peak.
* ''[[VideoGame/StreetsOfRage Streets of Rage 2]]'' has small sprites, off-key music, enemies that can combo you to death without giving you a chance to fight back, and an excessively high difficulty in comparison to the original. Just to highlight how sloppy this port is, the MS port of the first game features much bigger sprites (and more appealing graphics in general), is at a reasonable difficulty and is generally more competently programmed. As well as this, the music and the CycleOfHurting were fixed in the UsefulNotes/GameGear port of the second game.
* ''VideoGame/{{Strider}}'' is yet another example of attempting to port a game to a platform that wasn't meant to handle it. The conversion was handled by Tiertex, the same team that developed the equally horrible PC ports of ''Strider'' and the [[CanonDiscontinuity infamous sequel]] ''Strider Returns''.
* ''VideoGame/{{Vigilante}}'' inexplicably changed the jump command from simply pushing the joystick up to pressing both attack buttons at the same time. The game also suffers from ridiculously precise hit detection; if the player punches or kick an enemy too closely, the attack won't register, giving the enemy a free hit. To make matters worse, the inputs for jump kicks (down+1+2 while jumping) and jumping punches (up while jumping) were made needlessly counter-intuitive as opposed to the simpler commands used from the arcade version.
[[/folder]]

[[folder:Super NES/Super Famicom]]
* ''VideoGame/AnotherWorld'' has better sound than the Sega Genesis version of the game, but it suffers very frequent slowdown, especially when there's a lot of laser fire on-screen. Despite this, there's still LoadsAndLoadsOfLoading, sometimes as long as twenty seconds between screens, a rarity on an SNES cartridge.
* ''VideoGame/{{Brandish}}'', Koei's SNES port of a Japanese PC-98 game, is legendary for having one of the worst control schemes in the history of gaming, one that renders the game almost unplayable for many players. The original used a mouse and keyboard control system similar to ''VideoGame/DungeonMaster'' or ''VideoGame/EyeOfTheBeholder'' that didn't translate that well to an SNES controller.
* ''VideoGame/CaptainAmericaAndTheAvengers''. Flickering graphics, unresponsive controls, MercyInvincibility given to the enemies instead of the heroes as the arcade original did and making the game much harder were only ''some'' of its problems. The most glaring flaw? Despite being a cartridge edition, it still took ''over a minute'' to [[LoadsAndLoadsOfLoading load the first stage]]! Also, some of the voiceovers are missing.
* ''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 sound quality 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 second level. It's anyone's guess as 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.
* The SNES port of the original ''Franchise/MortalKombat'' was most infamous for the heavily sanitized fatalities and gray blood, but its ugliness is more than skin-deep. Its controls were very unresponsive, and it was plagued with poor hit detection that made most combos impossible to perform and a bug where if both players threw projectiles, the first hit would make both projectiles disappear instead of having the players trade hits as in the arcade. Series creator Ed Boon actually apologized for the poor quality of the SNES port. The Genesis version, which was much more responsive and playable and much less censored, outsold the SNES version on a four-to-one basis.
* ''Oscar'' was a decent platformer for Amiga and MS-DOS with a catchy soundtrack. You would think that it would be improved by porting it to a more powerful system, but the play mechanics were ruined. What they did to the soundtrack is even worse. [[http://www.youtube.com/watch?v=Ez1BKlQpG94 This is the DOS version running on an [=AdLib=] chip.]] And [[http://www.youtube.com/watch?v=TRTxRlhYCC0 this is the SNES version]], which was published by CReator/TitusSoftware.
* ''VideoGame/PitFighter'', a port of the Atari arcade game, was pretty much an ObviousBeta. It features stiff and unresponsive controls, [[MostAnnoyingSound a repetitive soundtrack and muffled sound effects]], [[FakeDifficulty a game that is hard for the wrong reasons]], and TheComputerIsACheatingBastard. There are also no continues and only one life, Ty being a GameBreaker when used correctly (which, of course, is a GuideDangIt), and beating the game [[spoiler:only gives you [[AWinnerIsYou a text-only ending]], followed by the Game Over screen]]. The Genesis port turned out far better.
* ''VideoGame/PrinceOfPersia2: The Shadow & the Flame'', handled by Creator/TitusSoftware, featured bad controls, mistimed and glitchy play mechanics, a GameBreakingBug in the form of one specific mook that crashes the game when he dies, and screens that scroll only because the display tiles are too wide. Several story sequences were removed, and the game ends at Stage 13, with Jaffar appearing as an underwhelming AnticlimaxBoss. It reeks of pure atrocity next to the amazing SNES version of the first game, handled by Arsys Software Inc.
* The SNES port of ''Race Drivin'' managed to be even worse than the Mega Drive port, with an extremely low framerate, short draw distances, inexcusably slippery controls, and most of the screen being taken by the HUD.
* Like the ''VideoGame/DragonsLair'' NES port before it, ''VideoGame/SpaceAce'' is a port in name only, being released on a cartridge with limited ROM space on a system that couldn't hope to reproduce the FullMotionVideo of the arcade original. It's a rather awkward action game with stages based on scenes from the original. Dexter took [[OneHitPointWonder only one hit before he died]], the jumping is a disaster, Dexter's sprite is oversized, and he moves too slow.
* ''VideoGame/UltimaVII'' had its plot butchered as a result of Nintendo's NeverSayDie policies at the time. The double homicide that starts the plot of the game is replaced with a double ''kidnapping''. It goes downhill from there. Also, the entire combat system and party system that defined the original game is dispensed with altogether in favor of a Zelda-style action RPG format in which the Avatar wanders around alone whacking snakes and bats with his sword. The Japan-only port of ''VideoGame/WorldsOfUltimaTheSavageEmpire'' for the Super Famicom has all of these issues.
* ''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.
* ''[[VideoGame/DesertStrike Urban Strike]]'' has the same graphics and sounds as the Genesis original, but the action slows down immensely the moment anything other than than the player's own helicopter was on screen. In a confounding design decision, the button for jinking (strafing) was mapped to one of the face buttons, while the SNES versions of the previous two games had it conveniently mapped to the shoulder buttons which allowed it to not interfere with firing weapons. Of course the game does not have any options to reconfigure the controls.
[[/folder]]

[[folder:[=TurboGrafx=]-16/PC Engine]]
* ''VideoGame/{{Genocide}}'' makes the "bumper car" collision even worse (and many of the enemies ''love'' to ram you to death), the difficulty has spiked to [[FakeDifficulty unfair levels]] (especially the mid-to-late stages of the game) with cheap enemy placement, the controls are less responsive, the sound is mediocre, and the graphics are much worse than the original with the backgrounds and animations that are either extremely simplified or non-existent. [[PolishedPort The FM Towns port]] makes this version look like a joke by comparison.
* ''VideoGame/GoldenAxe'' is shamefully bad. Although the PC Engine was one of Creator/TelenetJapan's primary platforms and their Renovation division produced some good games for it, their port of Sega's arcade classic was saddled with horrible sound effects, poor controls and graphics actually worse than the 8-bit UsefulNotes/SegaMasterSystem version. Its only novelty was the inclusion of voice acted cutscenes for each character which fleshed out the original game's story.
[[/folder]]

[[folder:Genesis/Mega Drive, Sega CD/Mega CD, [=32X=]]]
* ''VideoGame/TheAdventuresOfWillyBeamish'' received a Sega CD port that's prone to locking up, especially in the final areas, but just the loading in general kills the experience for all but the most patient.
* ''Aladdin II'' an [[UnlicensedGame unlicensed]] port of the [[VideoGame/AladdinCapcom SNES version of Aladdin]] made by an unknown Chinese company. This port is notable for being significantly worse not only than the original, ''but worse than the earlier [[UsefulNotes/NintendoEntertainmentSystem NES]] port done by the other Chinese developer, [[http://bootleggames.wikia.com/wiki/Hummer_Team Hummer Team,]]'' despite being ported to the more powerful system. This version makes Hummer Team's port look even more impressive, especially in terms of controls and game mechanics (yes, these were pretty flawed in Hummer Team's port too, but not to such extent, because in this port these are just downright broken compared to the original version and ''even Hummer Team's port''). Also, unlike the original and NES versions, this version lacks password feature, Genie's bonus games, a bonus round where Aladdin and Jasmine ride on the magic carpet, and finally, the developers of this version not even tried to port the soundtrack from the original game [[RecycledSoundtrack and just reused a few songs from some of their previous games]], which were scattered and repeated ''through out entire game'' (for example, one song was reused ''four times''). The only redeeming aspect of this version is that it has most of the cutscenes and the second phase of Jafar's final boss fight from the SNES original, which were absent in the NES port. But that's it.
* ''VideoGame/ClayFighter'' was ported to the Genesis by Ringler Studios, which resulted in downgraded graphics and audio, as well as worse hit detection. Sadly, this was also the version that was uploaded to the Wii's Virtual Console.
* ''[[VideoGame/DoubleDragon Double Dragon II: The Revenge]]'', released only in Japan by Pal Soft, is notable for being the only console port of the arcade game rather than a ReformulatedGame like the NES version (the later PC Engine version was a remake of the NES version). Unfortunately it's not a very good one, with smaller character sprites and muddier colors, as well as numerous bugs (including a three-second pause every time a mook dies) and cheaper enemy and trap placement compared to the arcade game (especially notable with the weed trimming tractor in Mission 3, which moves in a ridiculously faster pace than in the arcade version). The game is virtually unplayable with the six-button controller as well, since it causes the player to move even more slowly than with the standard three-button controller. To top it off, this port actually came out a few months before Accolade's Genesis port of the first game in America, which was pretty decent by comparison. The only saving grace ''Double Dragon II'' has is that the arcade soundtrack made its way mostly intact.
* ''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 run out), different button inputs for the special moves (despite the fact that 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.
* ''VideoGame/DukeNukem3D'' was an unlicensed port (even though the company claims it's licensed) and was exclusive to Brazil. The game uses a ''Wolfenstein 3D''-style 2D raycasting engine, which means that all the levels, instead of the city areas that were so abundant in the real game, are now glorified corridors. Duke's voice clips are almost undecipherable due to the high rate of compression used on them. Also, only Episode 2 was ported, so basically this port just had 3/4 of the original game taken out of it.
** What's especially interesting about this port is that, for the Genesis, it's actually surprisingly very high-quality. It's only as bad as it is because the Genesis simply can't handle Duke 3D.
* ''VideoGame/HardDrivin''. While the arcade game was a popular, well recieved driving simulator, the Sega Genesis port was nothing short of a ''trainwreck''. While the real-time 3-D graphics are impressive for an early Genesis game (especially since it uses no add-on chips), it's clear that the Genesis was incapable of handling such a game on its own, judging by the single-digit framerate, laggy controls, lousy physics (just try to clear the loop de loop ramp) and slippery handling, all combined with a car with [[OneHitPointWonder the durability of]] [[EveryCarIsAPinto a Pinto]], and a very strict time limit with [[CheckpointStarvation too few checkpoints]], and the game is almost unplayable.
* While TENGEN's [[NoExportForYou Japan-only]] port of ''VideoGame/MarbleMadness'' is regarded as a near arcade-perfect port of the original, EA's own port of the game for American markets is infamous for its ear-grating music.
* ''[[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 Europe-exclusive]] SNES version fixes all of these problems.
* ''Franchise/MortalKombat'' on the Sega CD starts by running a two-minute FMV ad for the Mortal Kombat game itself. [[UserOperationProhibitFlag There was no way to skip it.]] This unskippable ad, along with [[LoadsAndLoadsOfLoading the load times slowing down the game]], led to much criticism for this port and Genesis gamers sticking with the standard cartridge-based version instead.
* ''Out Runners''' Genesis conversion suffers from pretty much the same issues as the Genesis port of ''Turbo Out Run'' (see below), along with a forced split-screen view, even in the game's single-player mode.
* ''VideoGame/SamuraiShodown'', despite missing Earthquake, had a relatively fine Genesis port. Now one would expect the Sega CD port to be better, but aside from still not having Earthquake (on a CD, no less), there is a horrible GameBreakingBug in which the game crashes right before the final battle against Amakusa, making the game UnwinnableByMistake. When word of this spread out, porting company JVC issued a recall where broken copies could be traded for the decent Sega CD port of ''[[VideoGame/FatalFury Fatal Fury Special]]''. No fixed Sega CD version of ''Samurai Shodown'' was ever released.
* ''VideoGame/StarControl'', programmed by Accolade and touted as the console's first 12-Megabit cartridge, managed to pack in some graphics and sound effects from later revisions of the game, but at a price: It absolutely [[GameBreakingBug slows the game to a crawl]], even in the relatively simplistic full game map screen. Game Genie codebooks even published a code to turn off asteroids in combat to try making it a wee bit faster. The sad thing is, some of the original SC developers were responsible for the Genesis port. They regretted having botched it in many interviews to come, especially since the Genesis hardware is similar to the Amiga.
* ''Starflight'' was a port of a PC game. The starmap is shrunken and simplified, the vast exploration of planetary maps (which didn't use much data on computers due to some processing tricks) have been replaced by a more arcadey minigame. The plot and alien interaction are also stripped down. While the Genesis port is actually larger than the PC version, incorporating a number of the improvements from ''Starflight 2'', such as more meaningful ship upgrades and artifacts that actually do things, it did introduce an irritating bug that rendered a quest to disable the Uhlek impossible to complete.
%%* ''Strike Fighter'' was a botched port of ''VideoGame/AfterBurner III'' for the Sega CD.
* ''VideoGame/TimeKillers'' was a port of an already horrible arcade game that was released four years after the original. The end result wasn't pretty, with even more crippled controls and overall horrible presentation.
* ''Todd's Adventures in Slime World'' is a port of the UsefulNotes/AtariLynx game which has audio that can be accurately described as SensoryAbuse. It also lacks sprite scaling, a feature of the Lynx predating the Super NES's Mode 7 that the game was designed to show off at every opportunity, with nothing done to compensate. It overall manages to look worse than the original, an achievement for a port to a console allowing up to 64 colors on the screen from a handheld that could only manage ''16''.
* ''Turbo Out Run'': With Sims doing a respectable job at porting the original ''Out Run'' to the Genesis, it would seem natural for Sega to contract them again for the sequel. Unfortunately Sega handed the porting duties for ''Turbo Out Run'' 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.
* ''VideoGame/WonderBoyIIIMonsterLair'' had hideous graphics, even worse music than the arcade version, and only 9 stages as opposed to the arcade's 14. By contrast, the [=TurboGrafx=]-CD version had near arcade-perfect graphics, retained all of the arcade game's stages, and added a rockin' Red Book audio soundtrack. Worse, all of the modern rereleases of the game are based on this version; don't fix these issues and with the exception of the [[NoExportForYou Japan-only]] [=PS2=] Sega Ages version, don't include the arcade version. The Virtual Console has both the Genesis and [=TurboGrafx=]-CD versions.
[[/folder]]

[[folder:Philips CD-i]]
* ''VideoGame/DarkCastle'' has even worse controls than the Genesis version, with one button being used to jump, duck or interact with objects; perhaps to compensate, it plays very sluggishly. It has better graphics than the Genesis version, but the screen is severely cropped. The list of high scores gets cluttered up quickly because you can save after dying, can continue from that save with no score penalty, and not have your previous high score erased... [[FakeDifficulty assuming you actually get anywhere]], what with the godawful controls, swarms of enemies everywhere, and incredibly long hitstun whenever you trip over practically anything.
* ''VideoGame/{{Tetris}}'' on the UsefulNotes/PhilipsCDi is possibly unique of all these examples as its problem was that it had ''too'' good visuals as compared to the original. They decided to add nature scenes with the classic board sitting on some piece of the scenery, which ended up shrinking the playing field and making it a bit harder to see (and often annoyingly off-center).
[[/folder]]

%%[[folder:[=3DO=]]]
%%[[/folder]]

[[folder:Atari Jaguar]]
* ''VideoGame/SpaceAce'' got a release for the ill-fated Jaguar CD add-on. For some reason, the visual cues appear '''after''' the game expects you to perform the commands, killing you before you can even do anything. Considering ''Space Ace'' is a FullMotionVideo game where the game consists solely of pressing buttons when ordered, the whole thing is completely unplayable.
[[/folder]]

[[folder:Nintendo 64]]
* ''Cruis'n USA'' has muddier graphics compared to the 1994 arcade original, with a low draw distance, wonky framerate, and worst of all, the music picked a fight with a MIDI composer ''and lost''. Yes, the arcade original used hardware that was totally different from what was used in the N64, but the fact that Midway had ''two full years'' to get it right makes the end result inexcusable. It also suffered from Nintendo's CensorshipBureau.
** The port of ''Off-Road Challenge'' was even worse. The game suffered from jittery framerates (even the menus slowed down!), annoying music, a sparse selection of tracks, and a lame two player mode.
* ''VideoGame/{{Daikatana}}'', as if it wasn't lousy to start with on the PC, somehow got ''[[FromBadToWorse even worse]]'' after festering in development for another three months before finally being ported to the Nintendo 64... with significantly worse visuals, distance fog everywhere, and a blurry resolution that makes the game almost impossible to play in multiplayer split-screen. Oh, [[ArtifactTitle and the player can't even use the Daikatana]].
* ''VideoGame/{{Quake}} 64'' cut down many graphical details (although the N64 could do quite a bit better), removed several stages completely (presumably due to limited cartridge space), and limited multiplayer to two players (when the N64 port of ''Quake II'' had four-player multiplayer). And the [[DroneOfDread dark ambient]] soundtrack by [[Music/NineInchNails Trent Reznor]] was replaced by generic atonal ambiance.
* ''VideoGame/StarCraft'' features excessively clunky UI and unit handling as well as considerably worse graphics and audio. Just the thought of trying to play an RTS with the N64 controller should tell how terrible the port was. Somewhat justifiable, not all the game's content is available without the usage of the Expansion Pak (extra 4MB of memory). This port did however give us the extra mission Resurrection IV where Alexei Stukov is resurrected. Its story line is considered canon.
* ''VideoGame/TonyHawksProSkater 1-3'' were ports that had unfortunately fell victim to the N64's shortcomings. The draw distance was lower. The trick controls had to be mapped to the C buttons because of the controller's design. Every single FMV had to be cut out, which means that the intro was replaced with ingame footage, and you got no reward for beating the game (whereas in the PS and Dreamcast versions, you get skater-specific video clips and bail compilations) due to the game having to be cut down to fit in a 16MB cartridge, which was 40 times smaller than the PS game. And also due to that filesize, there were only 6 songs in Pro Skater 1 and 2 (as opposed to 11 in the PS version of Pro Skater 1, 13 in the European release of Pro Skater 1, and 15 in Pro Skater 2) and they all had to be cut down to less than a minute[[note]]To be fair, some of the songs in the PS version were also clipped short[[/note]]. Some of the songs in Pro Skater 1 were literally cut down to an instrumental. Most of them cut out after the first chorus, or sometimes even halfway through the 2nd verse. The songs looped frequently, which means that you had to turn the soundtrack off to actually enjoy the game. This is Tony Hawk we're talking about. The N64 port for the third game was the last game to ever come out for the N64. Talk about a bad way to end your console's lifespan.
* ''VideoGame/{{Carmageddon}} 64.'' The game suffered from blurry and outdated graphics, horrible framerates, clunky play control, and worst of all... [[{{Bowdlerise}} the humans you could run over in the PC original were replaced with green-blooded zombies, completely ruining the game's whole selling point]].
* The first ''VideoGame/MegaManLegends'' game, renamed ''[[SuperTitle64Advance Mega Man 64]]'', had several issues compared to the original [=PlayStation=] version; the draw distance was shorter in most areas, the voices were downsampled in order to fit on the smaller cartridge, and the CD Samples in the Apple Market CD store were taken out completely. The game suffers slowdowns whenever too many objects are onscreen at once, and there is also a glitch in which standing on moving objects can cause Mega Man Volnutt to slowly slide either to the left or right and fall off. Finally, the music that played over the credits was removed, and one of the generic town themes plays over it instead.
[[/folder]]

[[folder:[=PlayStation=]]]
* ''VideoGame/{{Creatures}}'', in addition to compressed graphics, removed one of the most critical aspects of the series: the virtual genetics. Considering that these were the primary thing that set ''Creatures'' apart from other artificial life and pet sims, the lack of these was a definite sticking point for the fans. The lack of {{Game Mod}}s for the console versions is also a problem.
* ''VideoGame/{{Descent}}'' is a piece of absolute garbage. Though it features the awesome soundtrack from the Macintosh version, as well as remixes of the licensed songs (by Ogre of Music/SkinnyPuppy and Music/TypeONegative) from ''Descent II'', it is completely ruined by blocky graphics (enemies are hardly visible at distances), slideshow-level framerate (making firefights in large rooms nearly unplayable) and awkward controls (no analog support unless the player uses the rare Analog Joystick or the original Dual Analog pad, and even then it still kind of sucks). Inexcusable even by early PS standards.
* The version of ''VideoGame/FinalFantasyV'' on this system was the first version with an official English localization. Unfortunately, it was saddled with a terrible CutAndPasteTranslation that translates Sarisa ([[spoiler:Faris' true identity]]) as Salsa, gives Faris a pirate accent that made most of her dialogue incomprehensible (four of the game's MultipleEndings combine these two issues), and has a TranslationTrainwreck of enemy names [[{{Narm}} that can be hilariously awful]] (Sucker is translated as Soccer, [[BigBad Exdeath]] is translated as X-Death, Wyvern is translated as Y Burn, Tonberry is translated as Dingleberry), in addition to a [[GameBreakingBug corrupted save system]] that made Soft Resets unusable, butchered MIDI arrangements of Creator/NobuoUematsu's classic soundtrack, and incompatibility with anything newer than the first [=PlayStation=], [[note]]This is an ''extremely'' rare case of a [=PS1=] game being incompatible with newer systems, and given the reliability of the backwards compatibility on the [=PS2=] and [=PS3=]; ''this is really saying something''[[/note]] which had many fans sticking with the fan-translated ROM dump of the Super Famicom version or the later GBA port. Also, the PAL version is in English only, in a genre where translations to French and German are needed.
* ''VideoGame/FinalFantasyVI'' has many new features such as FMV sequences, bestiaries, and such, but their novelty is cancelled out by the [[LoadsAndLoadsOfLoading ridiculously long loading times]], a problem shared with the later PS port of ''Chrono Trigger''. The Greatest Hits and PAL versions (the first time the game appeared in Europe) also have a part that can be Unwinnable if you head back to Narshe and swap Celes and Locke, who are required for the Opera scene, something that did not happen in the SNES version. As with Final Fantasy V, the PAL version is in English only (but that's a minor issue here, with Woolsey's script).
* ''VideoGame/{{Hexen}}'' looks like it was made on a slightly modified engine of ''VideoGame/{{Doom}}'''s SNES port, complete with enemies animated only on the face side, the poor framerate and a pretty low screen resolution (hence that, poor visibility); but what was slightly excuseable for a 16-bit console, doesn't do the job for 32 bits, however. The levels were also cut in this way or another, which lead to turning some of the ladders into elevators, torches obviously hanging in air, green serpents being completely replaced either with the centaurs or brown serpents. And on top of all that, the savegame has occupied the entire memory card, leading to a whole minute of saving or loading the game. On the plus side, it had a lot of different control layouts, as well as Redbook-quality music and the exclusive CG movies, but that's it.
* ''VideoGame/HiddenAndDangerous'' removes the squad-based elements entirely (the player's teammates became, in effect, ''extra lives''), has massively cruder graphics, is first-person only and is generally dumbed down
* The sequel to ''VideoGame/KrushKillNDestroy'' was lucky enough to get a port of its own, which, despite the removal of most of the units' voice samples, didn't had a whole ton of obvious bugs... Moreover, it had a split-screen versus mode which is rarely met among [=RTS=] games, and that would imply that ''Krossfire'' would be great for a quick and friendly skirmish, if only it wasn't for the controls. In a nutshell, the port ditches the traditional [=C&C=]-like interface of the original version... only to replace it with a menu-based squad selection system, which takes a while to use and an even longer while to figure out how it works. Moreover, the feature list makes it clear that the developers [[DamnYouMuscleMemory were intentionally messing up with your well-established reflexes]]:
-->''The control method has been custom-designed for the [=PlayStation=], allowing you to order your units to the front line, ready for action or to their deaths.''
* The [=PlayStation=] port of ''VideoGame/LEGORacers'' already suffered from muddled down visuals which wasn't anything too unexpected, but it suffers from very noticeable ''input lag.'' You know, in a game genre that requires quick reflexes? It's not minuscule either, the lag is extremely noticeable if you've played any other version of the game. The game is nearly completely unplayable due to this issue, and it's compounded by a lot of other problems the ports suffers from too, such as LoadsAndLoadsOfLoading.
* ''VideoGame/{{Puzznic}}'' is a port of an arcade game that for some reason doesn't have the music from the original. That is, if you're playing the US version; the Japanese and European releases have music. The kicker: The music works ''on [=PS1=] emulators''.
* ''VideoGame/{{Rayman 2}}'', while not as bad as other examples of this trope, has lower-quality visuals, is missing entire levels (noticeable in the fact that you only have 800 lums to collect instead of the usual 1000), and overall is a lot more watered-down than the original [=N64=] version, though the soundtrack is much better and is carried over onto the later ports of the game except the DS version (See below). What makes it this trope is that the original game was on a ''cartridge'', which is generally much more limited than a CD-ROM.[[note]]It ''does'' have voice-acting, but it's generally so underwhelming that most people preferred the original's [[SpeakingSimlish simlish]].[[/note]] As if to apologize, the [=PS2=] would get ''Rayman Revolution'', which is by and large the [[PolishedPort opposite]] of this trope.
* ''VideoGame/ShadowMan'' was abysmal on PS, in part because the system was far too underpowered to handle such a massive game. Originally made for PC, the game saw minor cuts to content for the N64 and Dreamcast ports, but were still generally intact, had most of the original content (amazingly, the N64 cartridge was able to hold nearly all the maps with only a few minor rooms cut, plus nearly all the audio and cutscenes intact), and were playable. PS port, however... the textures were very low resolution and grainy, controls were awful, and not only are the load times quite long, but the noises the system makes while accessing the data sounds as if your system is about to tear itself apart. While most versions of this game got good critical praise, the PS version was panned.
* ''WesternAnimation/SouthPark'', a port of the [=N64=] game by Iguana, was an unfinished bug-ridden disaster with inconsistent framerate, bad draw distance, poor audio quality, and ''even using footage of the [=N64=] version as FMV.'' The multiplayer maps aren't named like they are on the PC and [=N64=] versions, instead they are all just named "DM(Number)" which makes the game feel like an ObviousBeta. The game even cuts out content from the [=N64=] version which was on a '''cartridge'''.
* ''VideoGame/TonyHawksProSkater 3'' and ''4'' are effectively downgraded ports of the [=PS2=] versions made only for [[PortOverdosed a quick cash-in among the ones who haven't bought a more powerful console yet]]. It should be said that ''3'' manages to be a good game by running smoothly and having unique features to it, but ''4'' is a total disaster. Instead of being made by Shaba Games like [=THPS3=]'s port was, 4's port was headed by Vicarious Visions. They were known for amazing ports of Tony Hawk to the GBA, so who knows what happened here. The levels barely resembled their 6th-gen counterparts, the physics were wonky, the level design was terrible, the graphics looked unfinished, it was nigh impossible to do a lip trick, the songs were censored to the point of absurdity, and it was filled with glitches.
* ''VideoGame/XMenVsStreetFighter'' for the [=PlayStation=], unlike the Japan-only Saturn port, had no support for RAM expansion due to lack of any cartridge port on the console. As a result, the PS version has choppy animation due to many frames removed, [[LoadsAndLoadsOfLoading eternal loading times]] and most importantly of all, lacks the tag-team mechanics of the arcade original; instead, the player's second character acts as a glorified assist character (unless the pairs are matched against an identical pair). The PS versions of ''VideoGame/MarvelSuperHeroesVsStreetFighter'' and ''VideoGame/MarvelVsCapcomClashOfSuperHeroes'' were significantly improved, but they still lacked the tag-team feature.
* The two Creator/HumongousEntertainment game ports by Runecraft weren't trainwrecks by any means, but they were still badly screwed up. Their port of ''VideoGame/PajamaSam 3'' suffered from LoadsAndLoadsOfLoading, an awkwardly upped frame rate (it's like everyone is on steroids), much of the music removed for no reason at all, and bad controls ''in a game where all you do is point and click''. Their port of ''[[VideoGame/BackyardSports Backyard Soccer]]'' (which was actually based on the MLS Edition, without the pros, even though it has the same intro) wasn't much better, which had awkward controls and an incredibly simplistic physics engine rather than the more realistic one found on the PC version. Just for the record, the UsefulNotes/GameBoyAdvance versions were closer to their PC counterparts in terms of physics than this.
* ''VideoGame/SanFranciscoRush'' received a terrible [=PS1=] port. The game contained only four tracks (compared with the N64 version's six), the graphics were sloppily drawn, the soundtrack was even worse than the original's, and the stunts were horribly downgraded. The game did, however, contain one thing the Arcade and N64 versions lacked: Weather conditions.
* 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''. 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 ''Dance Dance Revolution 4th Mix'' engine (seen also on the U.S. ''Konamix'' and other past versions) with a modified UI and ''DDR Extreme'' assets pasted in. Witness the curiosity of [[https://www.youtube.com/watch?v=UVObglxFVu8 "Kakumei"]], with freeze arrows expunged because they didn't exist yet.
[[/folder]]

[[folder:Sega Saturn]]
* ''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 canceled 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 due to the fact that 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.
* ''VideoGame/{{Phantasmagoria}}'' was ported to the Saturn in Japan under the shortened title ''Phantasm'' with Japanese voice acting. While the translation and dubbing remain faithful to the original PC version, the graphics and FMV sequences were downgraded to the console lack of video decompression, making it harder to see what you're doing. The game was also heavily censored, limiting Carno's wives' death scenes to a few shots of Carno and Adrienne's reactions. There's also the fact that the game was released on eight discs, which is one more than the original PC release.
* The Saturn port of ''VideoGame/SimCity2000'' may be the same game as on computers, but suffers from graphics that are incredibly murky and blurry. Making things worse is a clunky interface that does not translate intuitively to use on a gamepad, and slowdown that becomes increasingly worse the larger your city becomes. In addition, you only have one save file: a major downgrade from the computer versions which allowed you to save as many games as your hard drive had room for.
* ''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.
[[/folder]]

[[folder:Dreamcast]]
* ''Sega Smash Pack Volume 1'' was a compilation of older games known for its poorly done emulation of Genesis games. ''VideoGame/SonicTheHedgehog'' had horribly mangled audio, tended to lag, and suffer from glitches absent from the original Genesis games. So did ''VideoGame/{{Vectorman}}''. Every Genesis game features awful sound effects and music (''VideoGame/GoldenAxe'' being the worst offender), which had [[http://www.gamespot.com/reviews/sega-smash-pack-volume-1-review/1900-2705680/ reviewers claiming they reached dreaded Atari 2600 levels at times]]. Especially sad given how many times more powerful the Dreamcast was than the Genesis. The only exceptions to the aforementioned mess were ''VideoGame/VirtuaCop 2'', which ported the [[SoOkayItsAverage passable but unspectacular PC version]], and ''Sega Swirl'', a puzzle game that the earliest Dreamcast owners already had anyway.
* ''VideoGame/SegaRally2'' suffered from framerates that were poor compared to the less powerful arcade machine, which ran the game at 60FPS. There was even a code to enable a 60FPS mode, but even then the game still suffered frequent framerate drops.
* ''VideoGame/{{Worms}}: World Party'' was a decent port from the PC version, except for the atrocious network code. The most notable of the many {{Game Breaking Bug}}s was the lobby system bug -- if ''anyone'' disconnected from a lobby at ''any time'' (including leaving to another lobby before a match starts, disconnecting during a match, or skipping the post-match wrap up stats) everyone in that lobby would have to ''power down'' (not reset) their Dreamcast, or else everyone's game would be stuck forever on the lobby screen the next time it showed up.
* ''Mortal Kombat Gold'', a Dreamcast-specific version of ''VideoGame/MortalKombat4'', got additional characters but at the expense of being buggier than any other version of the game. And despite the Dreamcast specs being more powerful than the original Midway Zeus machine the arcade version ran on, the graphics were still inferior, with numerous visual effects missing. This was the result of the game being ported from the PC version, which in turn was based on the [=PlayStation=] version.
* The Dreamcast port of ''VideoGame/SlaveZero'' was an [[ObviousBeta unfinished mess]] shoveled out to cash in the successful launch of the system. The entire soundtrack beside the intro and ending credits themes was excised. The framerate was low and unstable, and severely dipped during the cutscenes, making them nearly incomprehensible. Many enemies and non-hostile [=NPCs=] were removed from the levels, with one enemy type (the giant green mecha-spiders in the sewer levels) being removed entirely. The main menu was glitched when the console was set to languages other than English, and the port introduced many ridiculous bugs such as falling infinitely from a bottomless pit or getting killed by a cutscene in the first level and becoming invincible as a result.
[[/folder]]

[[folder:[=PlayStation=] 2]]
* ''VideoGame/ArcanaHeart 2'' suffers extreme lags in sound, game speed and graphics (on the note of that last one, the sprites are also horribly pixelated). Though some can still enjoy if they adapt to it, most of the audience (Japanese) have been playing it in arcades, so disappointments occur. The weird thing is, it works better in a [=PS2=] emulator if the computer spec is good enough.
* ''Arctic Thunder'', a port of an arcade snowmobile racer, suffers from screen pixelation and a really bad framerate. Since the graphics do not nearly touch the potential of the [=PS2=] (even for a game made in 2001), it's clear that Inland Productions was pretty lazy in porting this game over. It also supports only two players, compared to four from the Xbox version (which, by the way, is a PolishedPort).
* ''VideoGame/GrandiaII'' has incredible slowdown on the [=PS2=] compared to the Dreamcast original; the Dreamcast had massive amounts of Video RAM, which ''Grandia II'' was designed to take full advantage of. Also included were a rather distinct drop in resolution, the occasional unannounced complete game lock-up, and a lot of the characters' announcements of their moves are either muted or, worse yet, not actually synced with their moves. There was also how characters in combat would sometimes turn completely white for the duration of the battle, and AI glitches that could result in some battles never ending.
* Every ''VideoGame/GuitarHero'' game after II classifies.
** ''Guitar Hero III'' couldn't cope with some of the busier songs and suffers from clear lagging and skipping issues -- a [[GameBreakingBug game breaker]] for a RhythmGame. (See "[[http://www.youtube.com/results?search_type=&search_query=Guitar+Hero+3+-+Knights+of+Cydonia Knights of Cydonia]]" and "One" for examples.) It's pretty clear that the game was primarily developed to target [=PS3=] and Xbox 360, and every other platform was hacked up from that (the PC version is, save for some controller modifications, a direct port of the 360 version). Oddly enough, the [=PS2=] port was rated higher on Metacritic than the 360 version.
** ''World Tour'' had very downgraded graphics and LoadsAndLoadsOfLoading. When creating a character, it can take up to 10 seconds for each piece of hair and clothing to load.
** ''Guitar Hero 5'' and ''Band Hero'' on [=PS2=] are literally just the game's content bolted onto the ''World Tour'' engine. As a result, they suffer from the same problems as ''World Tour'', if not more, and they do not have any of the major improvements the [=PS3=]/[=360=]/[=Wii=] counterparts received, such as the upgraded engine, multiplayer improvements, Career challenges, and so-on.
* ''VideoGame/HarvestMoonAWonderfulLife'' was a [=GameCube=] title originally, so it makes sense for the weaker [=PS2=] to not play it correctly, but it's still considerably duller looking and almost unbearably laggy and slow, so the added features (one new bachelorette, as well as the option to have a daughter, and gameplay upgrades introduced in DistaffCounterpart) generally do not make up for it.
* ''VideoGame/{{killer7}}'', originally designed for the GCN, received a [=PS2=] port that was generally derided for its slightly inferior graphics, less responsive controls, occasional framerate problems, and most of all, significantly longer load times.
* ''VideoGame/MaxPayne 1'' and ''2'' on [=PS2=] are inferior in every way to the Xbox and PC versions. ''Max Payne 1'' in particular suffered from lousy controls, long loading times, poor framerate and no ability to save whenever you want unlike the other versions. ''Max Payne 2'' was not much better, though this time you could save at any time you wanted, there was no autosave feature meaning if you got really far without saving the game via the pause menu, you would lose lots of progress and have to start again. It also suffered from lots of blurry, pixelated textures, still lousy controls, [[LoadsAndLoadsOfLoading really long loading times]] (sometimes even during the levels), parts of levels being cut out and missing sound effects. While there was still fun to be had with the games on the [=PS2=], they were only good for players who didn't own an Xbox or a capable PC.
* ''VideoGame/MegaMan Anniversary Collection'' suffers from input lag, a game breaking flaw for a game that requires such quick reflexes.
* ''VideoGame/MushihimeSama'' doesn't properly emulate the slowdown of the arcade original, causing the [=PS2=] port to be more difficult than intended and moments where the game suddenly slows down or speeds back up. In addition, it doesn't run at its native resolution -- playing the game in vertical mode reveals that the game's resolution has been scaled down.
* ''VideoGame/{{Psychonauts}}'' apparently had its controls dipped in molasses during the porting process, and it also suffers from framerate issues, long loading times, and occasional crashes. And woe betide you if you live in Europe and got the PAL version. Sound effects playing a random length of time after the trigger, the music loops go out of sync, the cutscene camera being in the wrong place, event triggers occurring out of order, Raz randomly getting stuck ''on thin air''...
* ''VideoGame/RainbowSix 3'' was a port of the Xbox version which took a major hit, given the hardware limitations. The levels were, according to IGN, "cropped like a butch haircut, stripped like a captive terrorist, and given a facelift like Michael Jackson".
* ''VideoGame/RockBand'' played correctly, but most of the cool features were cut out. To work around the console's graphical limitations, each song used a FullMotionVideo with a preset band, with the gameplay UI overlaid on top. This, however, meant that character customization had to go. The Band World Tour mode was also stripped down into a more ''Guitar Hero''-like career setup, and for obvious reasons there was no DownloadableContent.
* ''VideoGame/ShadowTheHedgehog'' suffers from the same problems as ''Sonic Heroes'' below, which was also a multiplatform release. The [=PS2=] version of the game also had very low draw distance and slippery controls to boot, and couldn't keep up with Shadow's "Chaos Control" move.
* ''VideoGame/SpongeBobSquarePantsRevengeOfTheFlyingDutchman'' is already an infamous example of TheProblemWithLicensedGames, having sluggish controls, a sometimes unresponsive camera, framerate drops during certain sections, unsatisfactory enemies and combat, a disappointing ending, and no clear indication of objectives. However, the [=PS2=] version manages to one-up both version by featuring a GameBreakingBug where the game would frequently crash during loading periods.
* ''VideoGame/SonicHeroes'' has a much lower framerate in the [=PS2=] version than the Xbox, GCN, and PC versions, only running at 30 FPS (as opposed to 60 FPS on the others) despite having lower resolution textures and character models in comparison to the other two versions. It also suffered [[LoadsAndLoadsOfLoading longer loading times than Sonic 06]]. It's no wonder [=GameSpot=] and IGN gave the [=PS2=] version the lowest score out of all three releases.
** Rumor has it ExecutiveMeddling played a role here as Sony apparently told Sega that unless this game was released on the [=PlayStation 2=], they would forfeit the right to publish anything else on the platform. So Sega had to take an in-house engine they were working with and discard it in favor of Criterion Games's [=RenderWare=] multi-platform game architecture, with the redevelopment required harming the stability of the end product.
* ''VideoGame/{{Turok}}: Evolution'' wasn't a great game to begin with, but the [=PS2=] port was just a trainwreck, with a poor framerate, noticeable texture and model pop-in, faulty hit detection, and a severely nerfed version of the already-shaky AI from the [=GameCube=] and Xbox versions. Apparently the same thing happened here as with the aforementioned ''Sonic Heroes''; Sony threatened Acclaim with dire consequences should the [=PS2=] not get a port, and Acclaim, who were teetering on the brink of bankruptcy as it was (and fell over the precipice not long after), were in no position to refuse, forcing them to hack and slash away at the [=GameCube=] version until they had something that would run on the [=PS2's=] inferior hardware.
* ''VideoGame/VantageMaster Japan'' had a major bug in its [=PS2=] version. Every time the player moves the cursor, [[http://hardcoregaming101.net/vantagemaster/ps2-blegh.jpg the screen pixelates heavily]]. It also doesn't possess any of the extra content that was released for the PC version.
* ''Yu-Gi-Oh! GX: The Beginning of Destiny'', a [=PS2=] port of the first ''Tag Force'' game for the PSP, grossly suffers from music that skips around like a broken record, the game lags and locks up when certain cards are played, and worst of all, the one key feature in it that would've been a boon to the game -- multiplayer -- is taken out. Even the purported extras you can get by linking it up with the second ''Tag Force'' game were horribly lacking.
[[/folder]]

[[folder:Xbox]]
* ''VideoGame/HalfLife2'' had some effort put into it on Valve's part, but it's clear that the Xbox simply did not have the horsepower to make the Source engine shine. Fuzzy textures and some ''very'' noticeable framerate problems plague this port.
* ''VideoGame/MystIVRevelation'' had an Xbox version with LoadsAndLoadsOfLoading. Unfortunately, the loading lag comes into effect ''every single time'' the player moves to another spot. In a game focused on ''exploration'' and puzzle solving, this made it nearly unplayable for all but the most patient players.
* ''VideoGame/UnrealIITheAwakening'' has terribly downgraded graphics, a jerky framerate, and long loading times.
* ''VideoGame/MetalSlug 3'' is a difficult arcade game that expects you to burn up many, many continues to get through each stage. The western Xbox port, however, gives you a limited set of continues which '''puts you back at the beginning of the current stage'''. The problem? The fifth and final stage is a MarathonLevel that practically takes up half of the game, with several bosses spread throughout. Have fun going through all that with basically ''no continues'' at all.
[[/folder]]

[[folder:Nintendo [=GameCube=]]]
* ''VideoGame/MegaMan Anniversary Collection'', while not a terrible port, takes some getting used to, since the "shoot" and "jump" buttons were [[DamnYouMuscleMemory switched from the NES originals]] and there's no way to reassign the button configurations. The Control Stick can't register diagonal movements or only does so when it's exactly on those diagonals. Infuriating when you're trying to leap out and grab a ladder above a spike pit... and it made the shoot-em-up segment of Wily's fortress in ''[=MM8=]'' seem impossible until one discovers that the D-Pad works much better at the cost of being slightly awkward to reach, inverted if you use the Hori Game Boy Player controller [[CrackIsCheaper and if you are willing to spend a bit of money on it if you don't have one]]. Also, the arranged soundtrack from the ''[[UpdatedRerelease Rockman Complete Works]]'' games is entirely absent.
* The version of ''VideoGame/TheLegendOfZeldaMajorasMask'' included on ''The Legend of Zelda Collector's Edition''[[note]]Which was given away to people who had registered a [=GameCube=] and two games and later sold with the system itself[[/note]] suffers from several glitches not present in the original N64 version, including music skipping, a myriad of graphical issues, and a few [[GameBreakingBug Game-Breaking Bugs]] that can crash the game, making freezes disturbingly usual. In a game with such strict SaveGameLimits, this can be a huge problem.
* ''VideoGame/TheSpongebobMovieGame'' has a noticeable amount of downgrades from the [=PlayStation 2 and Xbox=] versions. These include [[LoadsAndLoadsOfLoading really long load times]] that can go on for up to 40 seconds on certain stages and apparently outright crash on rare occasions, really compressed textures and almost no proper lighting, unstable and inconsistent framerate with some stages running at the normal 60 fps and others running at 30, many missing visual effects and background details, and quite a few more bugs than the other versions.
[[/folder]]

[[folder:Wii]]
* ''VideoGame/FarCry Vengeance'' is a remake of ''[=FarCry=] Instincts: Evolution''. It's understandable a Wii port of an Xbox 360 game wouldn't look as good as the original, although there are ways to lessen the drop in quality. It's not so understandable for the game to look barely better than ''Jurassic Park: Trespasser'', when the original ''[=FarCry=]'' games were known for SceneryPorn out the wazoo. Or how about the excellent AI of the originals, which becomes so idiotic that it doesn't notice when someone five feet away gets killed? Or the random content cuts? This wouldn't pass muster on the N64; on the Wii, it feels like a slap in the face.
* ''[[VideoGame/SamAndMaxFreelancePolice Sam & Max]]: Season One'' has LoadsAndLoadsOfLoading and a critical GameBreakingBug -- if your cursor hits the lower-right edge of the screen, ''it sticks''. The textures have been hideously compressed to fit within the space limitations of [=WiiWare=], to the extent that a lot of text is indecipherable, ruining quite a few background gags. What really puts this into Porting Disaster territory is that the game had a tendency to freeze. Fortunately the game has autosave.
** In the ''Season Two'' port, the entire video during the episode five credits is absent with still pictures from said video in its place. The cutscenes are also somewhat choppy like in Season One, but at least there isn't any dialogue that does weird jumps or cuts in ''Season Two'', unlike its Season One predecessor.
* ''VideoGame/SegaSuperstars Tennis'' suffers from god-awful [[{{Waggle}} motion controls]] (yes, you can choose from either the Wii remote on its own, the Wii Remote held on its side, or Wii Remote + Nunchuk, but no matter what, all of these control schemes play like garbage). With controls like that, even Tails can be a challenge to beat!
* ''VideoGame/TheSims3'' had passable ports to other consoles, but the Wii port was just plain awful as the free-roaming feature was poorly done and buggy, which did not help with its much weaker graphics.
* ''VideoGame/TheForceUnleashed'' had more restricted environments due to weaker processing power and ugly character models.
* ''VideoGame/HarvestMoonMagicalMelody'' completely removed the option to play as a female character, with the porter claiming the Wii disc somehow couldn't handle all the extra content--despite the original being on ''[=GameCube=]'' (a system that uses [=1.4GB=] mini-DVD discs compared to the full-sized [=4.7GB DVD5=] discs the Wii could accept). To make matters worse, [[BadExportForYou this was the only version some countries got, and it also lacked the rival events]]. Worse, if the PAL version of the game is played with the language set to Italian, the game freezes when the player tries to talk with the blacksmith.
* ''VideoGame/FinalFantasyCrystalChroniclesEchoesOfTime''. Instead of using a subscreen -- which they've been doing for the past two and a half decades -- they decided to [[http://www.gamefaqs.com/wii/954342-final-fantasy-crystal-chronicles-echoes-of-time/images/screen-3 show both screens on the TV at once]] all the time. So you've got two mini-screens, a good deal of totally unused space, and since neither screen can be minimized (nor can they overlap), neither screen can be maximized either.
* ''VideoGame/SambaDeAmigo'' used the Wii Remote and Nunchuk instead of the Maracas controllers used by the original NAOMI-based arcade cabinet and its Dreamcast port, resulting in some imprecise movement.
* ''Cruis'n'' was not so much a new console installment to the 90s arcade racing series, than it was a DolledUpInstallment of a console port of the ''Film/TheFastAndTheFurious'' arcade game Creator/{{Midway}} had lying around at the time--only with [[SerialNumbersFiledOff all references to the film edited out]] due to Midway losing the film license when the port was being made. Which wouldn't had been ''too'' bad if the game didn't suffer from long loading times (with wait times between races being as long as an entire minute), a terrible framerate (with the game noticeably chugging when cars encountered ''any'' sort of collision, or outright ''freezing'' when the player changed a music track), overly-sensitive controls, barely existent sound effects, and a pocketful of glitches. Most damningly, ''Cruis'n'' was overall a pretty {{egregious}} case of being a quick-and-dirty port job tossed out to cash in on the then-new console: despite being a a 2007 port of an arcade game made in ''2004'', the game looks ''exactly'' like the original arcade release, which graphically makes Cruis'n a game that has arrived one or even two generations too late (indeed, most reviewers cited ''Cruis'n'' as looking no better than a game released on the '''''UsefulNotes/Nintendo64'''''). It stands as [[MedalofDishonor one of the worst-reviewed games released on the console]]; and if Midway had any plans to make more ''Cruis'n'' console games in the future, the game's poor sales certainly [[FranchiseKiller put the brakes on them]].
* ''VideoGame/RockBand'' on Wii was delayed by nearly seven months after its original launch on [=PS3=] and Xbox 360, and it was literally just a port of the [=PS2=] version with five additional songs (thus, no character customization, downgraded career, no online play or DLC).' ''Rock Band 2'' on Wii addressed these limitations and was more in line with the other current-generation consoles.
* ''VideoGame/DisneyInfinity'' on Wii suffers from cut down graphics, the splitting of the Toybox mode into six different sets each with their own toys, lack of online multiplayer, and worst of all, ''''lack of co-op mode on the Playsets.''''

[[/folder]]

[[folder:Xbox 360]]
* 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 about on equivalent to removing multiplayer from a ''fighting game,'' basically gutting the main drawcard 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.
* ''VideoGame/{{Bully}}: Scholarship Edition'' is an odd duck. Some players reported playing through the entire game with no problems, while others complained of crashes, glitches, unresponsive controls, and errands that refuse to appear. Rockstar released a patch which fixed the problems for some affected players... and reportedly made things ''worse'' for others. There does not seem to be any rhyme or reason to who is and is not affected by these problems.
* ''VideoGame/DarkMessiah'' was not too bad on PC. The 360 release is... something else entirely. The graphics are terrible, and despite trying to be an RPG, the game flagrantly removes pretty much every game mechanic associated with the RPG genre to make a linear first-person game. It was an attempt to completely remake the game as something more console-friendly, as Ubisoft had previously done with ''VideoGame/FarCry''... but while ''Far Cry Instincts'' was lauded for its unique direction and all-around quality, ''Dark Messiah of Might & Magic: Elements'' didn't turn out quite as well.
* ''[[VideoGame/DonPachi DoDonPachi: DaiOuJou BLACK Label]]'', in addition to the long load times (even when installed to the hard drive), is also rather buggy. One particularly JustForFun/{{egregious}} error is when the screen is in Tate mode, all the menus will still be displayed as if it was still in Yoko mode so you have to either tilt your monitor or your head to navigate the menus. The likely reason for all these things? [[http://www.andriasang.com/e/blog/2009/06/23/dodonpachi_gate/ Aqua Systems used the source code from the [=PS2=] version.]] A patch that corrected the loading times was finally released... two years later... and by then, it was out of print. So much for waiting for a patch before buying it.
* ''VideoGame/DukeNukemForever'' has inconsistent framerate, constant screen-tearing, poorly implemented shadows, excruciatingly long loading times... In part it's because the porting was rushed, but given the game's dated visuals and the fact the [=PS3=] version has no such issues (which also makes it more enjoyable), it's not an excuse. Nevertheless, this Porting Disaster did not prevent [[FanDumb clueless fans]] from claiming that the game was originally developed for Xbox 360 and then ported to PC, [[InsaneTrollLogic despite the PC version being the best of the lot and the Xbox 360 version being the worst]], not to mention the fact that the entire Xbox platform as a whole ''[[AnachronismStew did not exist]]'' when the game started development[[note]]Duke Nukem Forever was announced in 1997, the first UsefulNotes/{{Xbox}} came out in 2001[[/note]]. However, the DLC ''The Doctor Who Cloned Me'' included a patch that has fixed all these issues. Now the blood decals don't flicker, the textures load fully, the framerate drops are extremely rare, etc. Now the game is much more enjoyable, especially since the DLC more or less [[WinBackTheCrowd won back the crowd]] for the people who played it.
* ''VideoGame/{{Guwange}}'' runs in letterboxed 16:9 on the UsefulNotes/XboxLiveArcade if you are using any resolution that doesn't have a 16:9 aspect ratio (e.g. a standard-ratio CRT screen), on top of the pillarboxing used to fit a vertical screen onto a horizontally oriented monitor. Unless you have a huge widescreen TV or are willing to turn your screen 90 degrees, prepare to play in a ''very'' small screen.
* ''R-Type Dimensions'' lacks customizable controls on the 360; A is to shoot, B is to shoot rapid-fire shots, and X is to fire your Force Pod. Which is counterintuitive if you're playing on any controller with a tilted ABXY diamond or an ABXY setup that isn't diamond-shaped at all.
* ''VideoGame/SpaceInvaders Extreme'' had its XBLA release featuring neither a stage mode nor a "no continues" mode (rankings are instead done through Arcade Mode and accept scores achieved with continues). As well, the game stretches to fill the entire screen, which means if you're playing on anything other than a 16:9 screen the game will look stretched.
* ''[[VideoGame/LegoAdaptationGame Lego Jurassic World]]'' shipped with an unparalleled GameBreakingBug that made the game crash upon start-up, and it still hasn't been patched. All other versions don't have this glitch.
* ''VideoGame/SupremeCommander'' suffers from stuttering graphics, framerates as low as ''1 FPS'' when a nuke goes off, and lockups whenever you receive a transmission. Chris Taylor admitted the crappiness of the port and promised that ''Supreme Commander 2'' will be better. At the time of release, only the most powerful [=PCs=] could handle it at full detail on the largest maps, and even two years later most players couldn't get good performance on top settings. A console not being able to handle it was basically a foregone conclusion. The sequel has slightly simpler models and textures to make it more accessible.
* For the tenth anniversary of ''VideoGame/GrandTheftAutoSanAndreas'', Rockstar removed the Xbox Classics version from the Xbox 360 Marketplace and replaced with an "HD remaster"... that was actually a port of the ''mobile'' version. Even ignoring the graphical and framerate issues that come from this kind of port, the audio randomly cuts out during cutscenes and starting missions will occasionally hardlock the system.
[[/folder]]

[[folder:[=PlayStation 3=]]]
* ''VideoGame/{{Bayonetta}}'' was originally developed by Creator/PlatinumGames for the Xbox 360, with Nextech doing the [=PS3=] port. Despite the noticeable decrease in graphic quality, the game is so unbelievably slow it causes truly atrocious framerate drops and you'll suffer from LoadsAndLoadsOfLoading even when pressing the ''pause button'' (thankfully, the loading times were fixed by a patch from Sony, which allows players to install the game to the internal hard drive).
** [[WordOfGod Hideki Kamiya]] later explained that the port was so shoddy because the game was originally intended to be a 360-exclusive, but Sega commissioned the [=PS3=] port late during development in order to maximize profits.
* ''VideoGame/BrutalLegend'' is a decent port... except for the muffled sound effects and the 99% completion glitch. The sad thing is, Double Fine opted to release a patch that would fix the 99% completion glitch, but EA Games [[ScrewedByTheNetwork wanted to forget the game ever existed, and refused to let DF release the patch]].
* ''VideoGame/TheElderScrollsVSkyrim'' has had some serious lag issues on the [=PS3=]. About halfway through the game, many players have hit lag that slows the game down so much, it becomes unplayable. Especially bad because "halfway through" for this game could mean ''over fifty hours of playtime''. Bethesda denied the problem entirely at first, then told players how to reduce the lag, but not eliminate it. There have since been several patches attempting to fix the problem.
* The [=PS3=] version of ''VideoGame/FalloutNewVegas'' also becomes plagued with increasingly worse slowdown and more frequent freezing as the game "grows", as in, as the player progresses. Adding DLC data also aggravates the problems, and the Ultimate Edition, which includes all the DLC items and missions, is well known to be even more unstable than the already shaky vanilla version.
* ''[[VideoGame/FirstEncounterAssaultRecon F.E.A.R.]]'' was one of the first [=PS3=] porting disasters, released early in the console's lifetime. The port had been hyped for a solid year before being released six months after the Xbox 360 version. What did [=PS3=] users get? Long load times, an inconsistent framerate, no pack-in expansion content, and reduced graphical fidelity compared to the PC and 360 versions. The latter was a cardinal sin for a console that came onto the market boasting about its technical hardware prowess and support for full 1080p HD resolutions at a time when 1080p was not widely prevalent. The magazines of the time warned readers to skip this port and keep playing the PC and 360 versions instead.
* ''VideoGame/MafiaII'' got hit with this on the [=PS3=] to the extent that developer Take Two Interactive actually [[http://www.strategyinformer.com/news/8945/2k-defend-differences-of-mafia-ii-versions-ps3-inferior-to-others apologized]] for making the [=PS3=] version the least feature rich version, compared to the PC (which is the fullest experience) and Xbox 360 versions.
* ''VideoGame/NoMoreHeroes: Heroes' Paradise'' has almost hilariously bad motion controls compared to the Wii version, [[FakeDifficulty which makes the game harder than it was originally]] when it comes to recharging your beam katana, as it takes much longer and in boss fights can get you killed. It's especially frustrating seeing as how the [=PlayStation=] Move normally has much more responsive motion controls compared to the Wii Remote. Thankfully, the [=PS3=] port does give you the option to play with a standard controller.
* ''[[VideoGame/HalfLife2 The]] [[VideoGame/{{Portal}} Orange]] [[VideoGame/TeamFortress2 Box]]'' had a vastly inferior [=PS3=] version. Valve did not develop it ([[http://www.gamestooge.com/2007/10/11/gabe-newell-ps3-a-waste-of-everybodys-time/ for certain reasons,]] which are no longer true as of ''VideoGame/{{Portal 2}}''); it was done by an Creator/ElectronicArts internal studio. This was probably most noticeable in ''Team Fortress 2''. The game was a playground for [[{{Griefer}} griefing]] as bugs that had been fixed for nearly a year in the PC/360 versions went unpatched. Every other game had an Engineer who knew the sky/underground sentry glitch.
* ''[[VideoGame/{{Persona 3}} Persona 3 FES]]'' suffers from several emulation problems on its [=PS2=] Classics digital release, such as the game failing to save or just ''deleting your saved games'' when you try to load, freezing, and lots of texture flickering. This has been fixed in a firmware update.
* ''{{VideoGame/Psychonauts}}'' plays much better than its [=PS2=] counterpart, but a severe GameBreakingBug in the "Meat Circus" level can shut the console off with no warning.
* The ports of the first three ''Franchise/RatchetAndClank'' games all have some bad problems. For all of them, the music doesn't loop properly (instead playing the first few seconds of the loop and then restarting), the tour on planet Todano in ''[[VideoGame/RatchetAndClankGoingCommando Going Commando]]'' has had the audio cut for some reason, and sometimes you can see through skyboxes and see the stars of the spacebox.
* ''VideoGame/SplinterCell: Double Agent'' suffers from framerate and slowdown issues starting at the opening cutscene.
* ''Splinter Cell Trilogy'' is a compilation of the first three games that omits fundamental features like the option to invert look controls - which had been in almost 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=] missions
* The HD version of ''VideoGame/Sly2BandOfThieves'' is prone to random freezing, and sometimes, all sounds will go missing, and quitting the game when this happens will freeze your [=PS3=] also. Despite all these problems, Sony has not bothered to patch it at all.
* The HD version of the original ''VideoGame/SlyCooperAndTheThieviusRaccoonus'' is missing some music from the original version. For example, in the [=PS2=] version's prologue, a saxophone and accordion would join the background music once you made it inside the police headquarters. The HD version, for some inexplicable reason, removes this dynamic element from its soundtrack -- instead, playing the same music loop through the whole mission. Also, the music often gets infinitesimally out of sync. Very hard to pick up on and easy to ignore ''except'' for the Mz. Ruby boss fight. The notes can play a millisecond before ''or'' after when you need to press it, and how badly they are out of sync can change from section-to-section, so there's no adapting. Easiest way to win is to mute the YV and go by visuals.
* The [=PS3=] port of Zen Studios' ''[[VideoGame/PinballFX Pinball FX 2]]'' seems to suffer from the same random input lag and slowdown issues that plague Capcom's [=PS3=] ports. Also, it has the same problem of only running at up to 720p -- The original Xbox 360 versions supports 1080p. Sure, they added 3D TV support and ability to purchase extra tables that isn't available in the Xbox 360 original (but also available for the Windows 8 port), but any lag in games that requires hair-trigger response like pinball sims is inexcusable. Also, the title screen was a boring static screen compared to the original.
* ''VideoGame/FatalFrame 2'' suffered missing graphics in the PSN port. It got so bad that they had to temporarily take it off the PSN store. Fortunately, it has been fixed and plays like normal now.
* In Spring of 2014, Atlus ported several [=PS2=] games from the ''Franchise/ShinMegamiTensei'' series, including ''VideoGame/ShinMegamiTenseiNocturne'', the ''[[VideoGame/RaidouKuzunohaVSTheSoullessArmy Raidou Kuzunoha]]'' series, and the ''VideoGame/DigitalDevilSaga'' series, to the [=PS3=] via PSN. Unfortunately, they all ran slowly and had their audio out of sync in all the cutscenes.
* The ''Sega Vintage Collection'' releases of ''VideoGame/SonicTheHedgehog'' and ''VideoGame/SonicTheHedgehog2'' were particularly nasty in that not only they had a serious controller lag problem and forces the game to run at 720p even on 1080p-capable displays, but the game doesn't even display the real title screen, instead sticking you in its own interface where a video of the title screen plays in a small window on the bottom left side of the screen. Because of this, you can't enter the CheatCode to get into the level select screens of either titles.
* ''VideoGame/MiddleEarthShadowOfMordor'' is borderline unplayable due to graphics and sound issues: Glitches will sometimes leave enemies floating in midair, and the sound sometimes cuts out during boss fights or larger hordes of enemies. The beautiful world from the [=PS4=] and Xbox One releases didn't survive either: The game runs in native 540x960 resolution with a short draw distance, texture maps popping in and out of the frame, and a framerate that routinely drops into the twenties or ''teens''. The Nemesis system also took a beating: The number of unique characteristics & appearances an Uruk can have has been severely reduced, making the entire game feel much more repetitive and simplistic than the [=PS4=] or Xbox One versions. [[http://www.eurogamer.net/articles/digitalfoundry-2014-shadow-of-mordor-last-gen-revisited Here's Eurogamer's take on it.]] Thankfully, two patches fixed most of the problems, but that still doesn't give the developers an excuse to release it in the condition it was initially in, and even with the game fixed, it still occasionally slows down and has the sound clip.
* In 2015, Rockstar removed the [=PS2=] Classics version of ''VideoGame/GrandTheftAutoSanAndreas'' from the PS Store and released a "HD remaster"... that was exactly the same as the Xbox 360 version, which is actually a port of the ''mobile'' version. All of the above-mentioned problems in the Xbox 360 version apply to this version aswell.
* The ''Prince of Persia'' HD Collection. Background music randomly stops and doesn't loop properly, especially in ''VideoGame/PrinceOfPersiaTheSandsOfTime'', and the game is prone to randomly crashing if the [=PS3=] running it is connected to the Internet (even background tasks or ''trophies'' can trigger this). This is a rare case of a game running ''worse'' on more powerful hardware.
* While the [=GameCube=] port of ''The [=SpongeBob=] [=SquarePants=] Movie'' had a number of conspicuous issues, it was at least still a playable game. The [=PlayStation 3=] port, on the other hand, is a different story: the game had its Playstation 2 version ported to [=PS2=] Digital Classics after the Playstation 3 was released, only to be bogged down quite heavily by lag, with input lag of over a second long and in-engine cutscenes having the graphics and audio desync by just as long. The game also had the aspect ratio permanently stretched from 4:3 to 16:9, meaning that the player would have to manually change the resolution settings on their TV every time they booted the game up if they wanted it to look right. The game was pulled by its developers from the service in record time, though how much of it was due to the poor quality and how much of it was due to publisher THQ going bankrupt is unknown.
* The [=PS3=] port of ''VideoGame/DragonAgeInquisition'' is infamous due to the console not being able to keep up with the game physics and scope, long load times and frequent console freezes on large areas like the hinderlands and Skyhold. Not helping is the fact that later DLC and patches caused more instability and bugs to the game with the Black Emporium DLC bugging out the sound effects, music and an infinite load screen that leads to a console restart if the game is exited from the console menu.
* ''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.
* The Playstation 3 port of ''VideoGame/SeriousSam 3: B.F.E'' came out in 2014 due to Croteam's difficulty adapting the game for the PS3 hardware (for comparison, the original PC version was released at the end of 2011 and the Xbox 260 port in 2012). While compressing the game down to a tiny 869 MB size is a moderatly impressive feat, this version suffers from awful framerate even when no enemies are on screen, a ridiculously low resolution, and an army of glitches as [[https://www.youtube.com/watch?v=GcG538KKG4c shown in this video]].
[[/folder]]

[[folder:Wii U]]
* For a while, the UsefulNotes/WiiU port of ''[[VideoGame/SegaSuperstars Sonic and All-Stars Racing Transformed]]'' had quite a few {{Game Breaking Bug}}s: Boost pads on ''Boost'' Challenges wouldn't load (rendering the stage UnwinnableByMistake, and it was required to proceed), one mission loaded a boat on land, among many other glitches. While the other versions do have quite a bit of bugs, none of them are as bad as what the Wii U version originally had. Thankfully, SUMO Digital released a patch that fixed these.
* The Wii U version of ''VideoGame/RodeaTheSkySoldier'' is a particularly weird example. The game was originally envisaged and developed as a Wii game, completed, and left to simmer while the Wii U came out. In the meantime, a 3DS version of the game was created, obviously changing up some gameplay and downgrading the graphics to fit the hardware. Come 2015, and the game is released on Wii U and 3DS--and the Wii U version is simply an ''HD port of the 3DS game'', not the superior Wii version. Yes, that means the Wii U version of the game is objectively worse than the Wii version. You know it's bad when Yuji Naka himself tweets "Please play the Wii version." Even stranger is the way the game was distributed--players could only get their hands on the coveted Wii version as a bonus with the first batch of copies produced. After that, the Wii version ceased to circulate.
* While all versions of ''VideoGame/MightyNo9'' suffers from technical issues one way or another, the Wii U port has it the worst with lower quality sound effects, fewer frames of animations on some enemies, frequent crashes, extremely long load times, and the worst of the frame-rate issues on the main consoles. A patch was quickly released at launch to mitigate most of the crashes and somewhat shorten the long (albeit frequent) loading times, but the rest of the port's issues remains unaddressed.
* After a few years of ''VideoGame/ThePinballArcade'' being on the other systems but not any of Nintendo's, it finally arrived on the Wii U. The reason for the delay in the first place was that Farsight Studios submitted it shortly after the Wii U's launch, but it was found to be so full of glitches that Nintendo turned it down and demanded that they could not release it on the Wii U until most of the glitches had been ironed out. A few years later, Farsight finally managed to do so, but after its initial release, it was quickly forgotten: The Wii U was the only version to not have any monthly additional content, meaning it rapidly fell behind the [=PlayStation 3=], PSP, Android, [=iOS=], and later on the Xbox One versions in terms of total content.[[note]]The Xbox 360 version had even less content, but it still received the monthly additional content for some time. It just started out with less due to coming out earlier.[[/note]] Most likely, Farsight was not taking the Wii U seriously, considering press releases constantly mis-punctuated the system's name with a hyphen instead of a space, as "Wii-U."
* The Wii U port of ''[[VideoGame/TheBindingOfIsaac The Binding of Isaac: Rebirth]]'' has issues with ghosting, rougher animations, lag (when you lay a bomb, it takes about a half-second longer than in at least the PC version, meaning you can very well hurt yourself by mistake) and longer loading times, some of which are also in the 3DS port mentioned below. Also, the game lacks a "restart run" button, which is not inherently bad... but it makes playing as [[OneHitPointWonder The Lost]] even more of an exercise in masochism than it should be. However, it is playable, and closer to SoOkayItsAverage than genuinely bad. Sadly, you won't get to play either of the expansions on the system because Nicalis decided to put more effort into the Nintendo Switch port.
[[/folder]]

[[folder:Xbox One]]
* When it was announced, ''Franchise/{{Halo}}: The Master Chief Collection'' was considered to be ''the'' reason to get an Xbox One. Four games for the price of one, the return of the matchmaking system that defined the birth of Xbox Live and a long awaited release of the ''VideoGame/{{Halo 2}}'' anniversary edition. Upon release, while single player performed decently well, multiplayer was another story, with local play requiring enormous downloads (due to MS's cost cutting by shipping only one disc instead of two) and the matchmaking system ''at best'' taking forever to connect to imbalanced and underpopulated parties, and at worst could search for hours and not find a viable game. Worst of all is that Creator/ThreeFourThreeIndustries was quite open about the fact that the graphics overlay for ''Halo 2'' and the matchmaking system "update" were the only changes they would be making to the existing ''Halo'' games, meaning half the work they were supposedly doing turned out broken and in some cases worsened by their attempts to fix it. The good news is that after months of patches, multiplayer is finally up to a playable standard, although matchmaking still occasionally takes minutes. To compensate for the botched launch, 343 offered a remastered ''VideoGame/Halo3ODST'' campaign as free DLC to early adopters.
* ''VideoGame/PlayerunknownsBattlegrounds'' was ported to the Xbox One with poor results. Lots of glitches were present such as the interior of buildings not loading correctly, poor loading performance in general causing objects to be at low visual quality for long periods of time (to the point that textures can seriously look like they're supposed to be in a Nintendo 64 game due to being so blurry), low frame rate during gameplay even on Xbox One X, and delayed inputs. Patches have since managed to bring the One X up to respectable performance levels, outside of instances where server lag is the main issue, but performance on the earlier models is still lacking.
* ''VideoGame/MetalGearSurvive'' is clearly a case where all the optimization efforts went into the Xbox One X version. On that console, you get easily the highest resolution of any console port, and a near-perfect framerate. Users of the earlier models, on the other hand, have to put up with a [=720p=] resolution -- something that would have been poor even for a launch title, and pathetically low by 2018 standards, especially considering that ''VideoGame/MetalGearSolidVThePhantomPain'' managed [=900p=] with a far better frame rate -- degraded visuals throughout, and a much poorer frame rate than any other version of the game.
[[/folder]]

[[folder:[=PlayStation=] 4]]
* ''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, and it became a PolishedPort for it, becoming the ''new'' standard version for tournament play.
* The UsefulNotes/PlayStation4 version of ''VideoGame/{{Tetris}} Ultimate'', a game that demands quick thinking and precise piece placement at later levels, became infamous for a framerate that could turn horribly choppy at random, including when manipulating pieces or ''navigating menus''. It led to widespread mockery, with one review in particular pointing out that the classic ''Tetris'' game on the ''Game Boy'' had no such issues. Some point out that thanks to the [[ExecutiveMeddling Tetris Guideline]] -- a series of requirements by The Tetris Company imposed on every new ''Tetris'' game -- there's a DoubleStandard in which a game like this is allowed to pass, but highly-regarded games like ''VideoGame/TetrisTheGrandMaster'' aren't simply because they deviate too much from what the TTC wants in a ''Tetris'' game.
* The [=PS4=] version of ''VideoGame/{{Broforce}}'' has a few issues compared to the PC version - the frame-rate is locked at 25-30 FPS and one of the covert operations simply won't load, trapping the player on a black screen[[note]]Luckily the player can just quit to the home menu and close the game[[/note]]. However, there is a bug where the game will simply stop reading player movement 2 seconds into the level as well as occasionally through the level which makes one covert op harder than it should be[[note]]The player has to perform a running jump off the ledge they begin on - attempting it too quickly will lead to the player falling into a BottomlessPit ''many'' times. Plus, the 'Random input failure' makes the level harder since it's a speedrun against a large exploding trail which the player needs to run on top of to get by)[[/note]] as well as a main level mission ([[spoiler:Deathfield]]) near impossible.
* ''VideoGame/LittleBigPlanet 3'' is this within itself. Levels intended for ''2'' or ''1'' may not function correctly due to subtle engine differences, some of which can make more complicated, precision-requiring levels [[GameBreakingBug completely unplayable]]. Of particular note are the chatting teeth in the Joker level of the Creator/DCComics pack. In 2, the teeth stood still, whilst in 3, they move and rotate, often flipping over and rendering themselves undefeatable. While this isn't normally a problem as they're easy enough to skip, there are three prize bubbles that require you to bounce on top of a teeth's brain to reach. One in particular has teeth that constantly shoot far away from the box, requiring you to wait for when it's close to the box ''and'' the right way up. Oh, and if you went from [=PS3=] to [=PS4=], you are required to do this as your DLC progress isn't carried over. Hope you like constantly playing half the level with barely skippable cutscenes just for one bubble! Worse still, the Space Background material from the same DLC doesn't work, being rendered completely black and thus removing much of the magic of the Watchtower levels and any community levels that used it.
* The [=PS4=] version of ''VideoGame/{{Deadpool}}'' suffers from a stuttering problem that results in the game freezing for a few frames every 30 or so seconds. Luckily, the port is otherwise solid, since the bug is easily fixable by disconnecting the console from the internet while playing the game, and trophies are still able to be earned.
[[/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.''
* The initial release of ''[[VideoGame/{{Kingdom}} Kingdom: New Lands]]'' on Switch was plagued with [[GameBreakingBug Game-Breaking Bugs]] ranging from poor framerates, graphical glitches, map patches failing to load, [=NPCs=] spontaneously disappearing, buildings staying half-built, certain structures like Ballistas not behaving as intended, game crashes and more, which naturally led to complaints from fans. The devs have assured fans that they are aware of these issues and are working on fixing them.
* The initial Switch release of ''WWE 2K18'' was plagued with many performance issues. If the game was played in any mode other than one-on-one the game would suffer from major frame rate issues. The game had major audio issues and lag issues as well as problems with loading times.
* The downloadable port of ''Zero Gunner 2'' suffered from a large number of bugs at launch and innacuracies to the original game, such as missing graphical effects, bosses having far too little health, bullets appearing out of nowhere, and invisible bullets killing the player. In a blog post made immediatly after its release, the president of the company responsible for the port explained that they did not have access to the original development resources and titled the Switch version ''Zero Gunner 2'''''-''' as an apology for any potential innacuracies with the original version. Fortunately, the first patch released two weeks after releases fixed most of the major bugs, although the difficulty and many mechanics are still innacurate to the original game.
[[/folder]]

[[folder:Miscellaneous Consoles]]
* A DVD player example: After Digital Leisure did an overall good job on porting first two parts of [[VideoGame/DragonsLair that series with Dirk the Daring]], they suddenly decided to port ''Dragon's Lair 3D: Return to the Lair'' as well. As the result of '''double''' '''GenreShift''' (interactive movie -> third-person arcade -> interactive movie or something that resembles it), as well as completely non-cinematic camera angles during the gameplay and the badly decreased "clicks per minute" count (mainly caused by the fact that in the original ''[=DL3D=]'', not everything was trying to kill you), ''Dragon's Lair III'' is probably what you should ignore just to buy their ''[[PolishedPort Dragon's Lair Trilogy]]'' alone. Even ''VideoGame/TombRaider'' did better when ''Angel of Darkness'' hit the DVD players, no matter if ''TR'' fans loved it or not..
** Other illnesses include: BonusFeatureFailure[[note]]From the start, you've got a lot of "extra art" which is either screenshots from the game, or screenshots from the '''original''' games, or, in very rare cases, some concept art and figurine photos; and when you complete the game, you get access to five bonus levels... with untextured Dirk and enemies. Yes, he will be white even before he becomes a skeleton.[[/note]], AntiClimaxBoss[[note]]During the Mordrok boss battle, you should tap only '''one''' button, save for the moment when you have to turn right. And that's the '''final''' boss![[/note]], ScrappyMechanic[[note]]Some of the actions are clearly performed in a way different from the obvious way: You see a platform behind the Dirk, which is obviously situated above his head, perspective-wise, and you have to fly forward. What do you press? The '''[[LogicalFallacies down button]]'''.[[/note]] [[labelnote:Wait, there's more!]]The three-minute Smithey battle is also screwed up: At the first round, you have to get rid of the sword, the spear and the anvil. Three more rounds and Dirk dodges them all by himself. On the fifth... you have to dodge the anvil '''yourself'''. Just dare to call that fair.[[/labelnote]] and YetAnotherStupidDeath [[note]]Except, this time around, it's played ''literally''; sometimes, you have to wait 30 seconds watching Dirk ''stupidly'' standing in one place while Giddy Goons try to mash him up; bonus points for the fact that you can't skip these anyhow.[[/note]].
* An old VisualNovel, called ''Exodus Guilty Neos'', which has been previously released on [=PlayStation=] and UsefulNotes/SegaSaturn, was ported to DVD players not so long ago... and, apart from having fully voiced characters this time around, it throws all the interactivity it originally had out of the ''wall'', so now, you have to wait ''till the end of any of these 30-minute chapters'' just in order to pick a decision. Side note: no alternate endings, three [=DVDs=] with 6 hours of video on each. While the originals ran on a single CD and had additional endings to run on. With such level of interaction, no one shall call it ''a game''.
[[/folder]]

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