
With only one fire button available, they decided to assign both tasks to that button. But the biggest problem was that they attempted to emulate the NES controls on a joystick.
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The reduction of the audio quality, the password Copy Protection, the likelihood that more than five sprites on-screen would cause severe flicker. Teenage Mutant Ninja Turtles was a port of the NES version.Renegade III The Final Chapter, an already terrible ZX Spectrum game was made even worse by a draining health bar that you regenerate killing enemies, which is a chore with the awful collision detection.Last, the landscape was altered slightly, causing one of the jumps in a late-game level to be impossible to clear.The weapons (with the exception of the golden sword) offered no change from your standard blade, so no throwing axe, no extending mace, no reason to bother with any weapon aside from that golden blade.The bosses had no visible markers if you were hitting them properly, nor was there any way to dodge their attacks reliably.The hit detection was also broken, often causing you to die from enemies that were "attacking" with melee strikes that were out of reach.Enemies would constantly spawn if you stood in the right spots, summoning swarms of enemies that you would likely be unable to pass without damage.While they did a decent job of the music, the gameplay was destroyed: Rastan was a port of the arcade version.R-Type has a serious problem on tape: Even if you only survived for a minute, you still had to rewind the tape and wait five minutes for the game to reload.The C64 version is largely considered the worst port out of them all. The Legend of Kage suffered massive graphical and audio downgrades when it was ported from the arcade to many home consoles and computers.You could still technically reach the ending sequence, except that the porting team didn't program that in.

The result was oddly asymmetric Jump Physics and 100% Completion being impossible. Jet Set Willy, a port of a ZX Spectrum game, tried to stretch the levels and jumping distance to fit the C64's higher graphical resolution.The incredibly butchered physics engine, the very short draw distance, and the relatively inaccurate drawing scheme and monochrome nature of the 3D engine itself didn't help matters. It moves at a snail's pace in both framerate and actual driving speed and the controls often had you skidding across the road during even the slightest turns. Hard Drivin' wasn't designed for the hardware it was being ported to and is often noted as the worst port of the game in existence.Enduro Racer has graphics that would be acceptable but for choppy and inconsistent scrolling: The player bike and the roadside stripes move at a decent rate, unlike everything else on the road.For proof that racing games can be more gracefully converted from sprite-scaling triple-16-bit-CPU arcade hardware to the relatively puny 8-bit C64, see Power Drift and Buggy Boy. Cisco Heat features a truly abysmal framerate, ugly and non-transparent sprites for the AI cars, a near-total lack of collision detection, and generic backgrounds that look nothing like San Francisco.

There's only one music track, much blockier graphics, jerkier scrolling, sluggish movement, and absolutely no swing physics. The Capcom version is astoundingly half-assed.
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The Software Creations version is a glorious aversion of this trope, pretty much porting the game as well as the C64 would allow, and sporting a superb remix of the soundtrack by Tim Follin.
