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* In typical Creator/WorkingDesigns fashion, the western release of VideoGame/{{Vay}} makes [[https://tcrf.net/Vay#Regional_Differences a lot]] of changes to enemy and items stats, ressource costs and purchases prices, both to the player's benefit and detriment (usually the later-the increase to magic spells cost and enemy HP alone are enough to erase the concessions made in other areas). Also, the Japanese version had a joke event where the player could open a chest that contained a single G: Working Designs changed this to that same chest concealing a "Gold Vortex" that sucks up all of the player's cash upon being opened, which can only be remedied by loading an earlier save.

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* In typical Creator/WorkingDesigns fashion, the western release of VideoGame/{{Vay}} ''VideoGame/{{Vay}}'' makes [[https://tcrf.net/Vay#Regional_Differences a lot]] of changes to enemy and items stats, ressource costs and purchases prices, both to the player's benefit and detriment (usually detriment but mostly the later-the later, as he increase to magic spells cost and enemy HP alone are enough to erase the concessions made in other areas). areas. Also, the Japanese version had a joke event where the player could open a chest that contained contains only a single G: Working Designs changed this to that same chest concealing a "Gold Vortex" that sucks up all of the player's cash upon being opened, which can only be remedied by loading an earlier save.

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* The original Japanese release of ''Super Earth Defense Force'' allows players to increase their starting HitPoints from three to five in the options, while the same setting in the international releases only allows players to reduce from three hit points to [[OneHitPointWonder one]]. Slowdown has been greatly reduced (meaning less wiggle room to dodge boss attacks) and the enemy placement has been revamped. The international release has less enemies than the Japanese release but the original enemy formations weren't necessarily more difficult despite their greater density, so the main consequence is that players do not level up their weapon as quickly. The Japanese version's invincibility CheatCode was also removed.

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* The original Japanese release of ''Super Earth Defense Force'' allows players to increase their starting HitPoints from three to five in the options, while the same setting in the international releases only allows players to reduce from three hit points to [[OneHitPointWonder one]]. Slowdown has been greatly reduced (meaning less wiggle room to dodge boss attacks) and the enemy placement has been revamped. The international release has less enemies than the Japanese release but the original enemy formations weren't necessarily more difficult despite their greater density, so the main consequence is that players do not level up their weapon as quickly. The Japanese version's invincibility CheatCode was also removed.removed, as was Easy mode.


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* In typical Creator/WorkingDesigns fashion, the western release of VideoGame/{{Vay}} makes [[https://tcrf.net/Vay#Regional_Differences a lot]] of changes to enemy and items stats, ressource costs and purchases prices, both to the player's benefit and detriment (usually the later-the increase to magic spells cost and enemy HP alone are enough to erase the concessions made in other areas). Also, the Japanese version had a joke event where the player could open a chest that contained a single G: Working Designs changed this to that same chest concealing a "Gold Vortex" that sucks up all of the player's cash upon being opened, which can only be remedied by loading an earlier save.

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* In the original Famicom Disk System version of ''VideoGame/Metroid1'', enemies and bosses have randomized attack patterns due to using to using a different RNG,, while in the NES version, they stick to one pattern until the console is reset, making that version easier. On the flipside, the FDS version has save slots instead of the NES's cumbersome password system, less slowdown, and a longer time window (2 hours instead of 1) to get the best ending.

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* In the original Famicom Disk System version of ''VideoGame/Metroid1'', enemies and bosses have randomized attack patterns due to using to using a different RNG,, RNG, while in the NES version, they stick to one pattern until the console is reset, making that version easier. On the flipside, the FDS version has save slots instead of the NES's cumbersome password system, less slowdown, and a longer time window (2 hours instead of 1) to get the best ending.



* The original Japanese release of ''Super Earth Defense Force'' allows players to increase their starting HitPoints from three to five in the options, while the same setting in the international releases only allows players to reduce from three hit points to [[OneHitPointWonder one]]. Slowdown has been greatly reduced (meaning less wiggle room to dodge boss attacks) and the enemy placement has been revamped. The international release has less enemies than the Japanese release but the original enemy formations weren't necessarily more difficult despite their greater density, so the main consequence is that players do not level up their weapon as quickly.

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* The original Japanese release of ''Super Earth Defense Force'' allows players to increase their starting HitPoints from three to five in the options, while the same setting in the international releases only allows players to reduce from three hit points to [[OneHitPointWonder one]]. Slowdown has been greatly reduced (meaning less wiggle room to dodge boss attacks) and the enemy placement has been revamped. The international release has less enemies than the Japanese release but the original enemy formations weren't necessarily more difficult despite their greater density, so the main consequence is that players do not level up their weapon as quickly. The Japanese version's invincibility CheatCode was also removed.



** The first game, ''Babs' Big Break'', used a [[PasswordSave password system]] in its Japanese version. When the game was brought west, the password system was completely removed? resulting in the game having to be started from scratch on every playthrough, and the player only has two continues. Additionally, the amount of HitPoints the player starts out with was reduced from three to two.

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** The first game, ''Babs' Big Break'', used a [[PasswordSave password system]] in its Japanese version. When the game was brought west, the password system was completely removed? removed, resulting in the game having to be started from scratch on every playthrough, and the player only has two continues. Additionally, the amount of HitPoints the player starts out with was reduced from three to two.



* ''VideoGame/CastlevaniaBloodlines'': The international versions were made harder. Normal difficulty in the Japanese version, ''Vampire Killer'', is the equivalent of Easy difficulty elsewhere. Normal difficulty in the international versions has more enemies and decreases the amount of damage done by the player's attacks.

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* ''VideoGame/CastlevaniaBloodlines'': The international versions were made harder. harder:
**
Normal difficulty in the Japanese version, ''Vampire Killer'', is the equivalent of Easy difficulty elsewhere. Normal difficulty in the international versions has more enemies and decreases the amount of damage done by the player's attacks.attacks.
** In ''Vampire Killer'', the player is given a password after choosing "End" on the GameOver screen. Entering the password puts them at a specific checkpoint in a stage with all of their continues restored. In the international releases, passwords are only given after clearing a stage, and they keep track of the player's amount of remaining continues, making completing stages with minimal deaths much more crucial.



* ''VideoGame/AeroFighters 3'': Due to a bug, the game is permanently fixed to the hardest difficulty when played on the European Bios.
* ''VideoGame/NinjaCommando'': The Japanese bios gives the player two lives, while in the western bios, you start with only one.
* ''VideoGame/Strikers1945 PLUS'': The Japanese bios starts the player with three lives, while the western bios gives you two.

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* ''VideoGame/AeroFighters 3'': Due to a bug, the game is permanently fixed to the hardest difficulty when played on the European Bios.BIOS.
* ''VideoGame/NinjaCommando'': The Japanese bios BIOS gives the player two lives, while in the western bios, BIOS, you start with only one.
* ''VideoGame/Strikers1945 PLUS'': The Japanese bios BIOS starts the player with three lives, while the western bios BIOS gives you two.
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*The western ''Robo VideoGame/{{Aleste}}'' toned down the DynamicDifficulty increase and buffed the yellow weapon in response to player complaints about the Japanese version.

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Non-notable aversion


* As a general case, PAL is at 50 Hz and NTSC is at 60 Hz. Games that process the game frame-by-frame (that is, most of them) will operate 20% faster on a 60 Hz frame rate than they do on a comparable 50 Hz system. Unless the developers compensate for this, the European versions of a given game will be easier due to increased time to react. And just as well, NTSC releases of some European games ran too fast, making them harder than intended.
** A notable example of this is ''VideoGame/{{Sonic the Hedgehog|1}}'' for Mega Drive / Genesis, due to the game's speed-based nature. Whilst the PAL version is certainly fast, the game was developed for NTSC, which plays faster, and many players in Europe and Australia believed that the North American and Japanese versions were better as a result (the Japanese version was the only one that also had scrolling backgrounds). In the rereleases, the game can be played at the intended speed.
** Averted with the ''VideoGame/MarioParty'' series. [[http://cyberscore.me.uk CyberScore]] has separate tables for the NTSC and PAL versions, with NTSC almost always having the advantage.

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* As a general case, PAL is at 50 Hz and NTSC is at 60 Hz. Games that process the game frame-by-frame (that is, most of them) will operate 20% faster on a 60 Hz frame rate than they do on a comparable 50 Hz system. Unless the developers compensate for this, the European versions of a given game will be easier due to increased time to react. And just as well, NTSC releases of some European games ran too fast, making them harder than intended.
**
intended. A notable example of this is ''VideoGame/{{Sonic the Hedgehog|1}}'' for Mega Drive / Genesis, due to the game's speed-based nature. Whilst the PAL version is certainly fast, the game was developed for NTSC, which plays faster, and many players in Europe and Australia believed that the North American and Japanese versions were better as a result (the Japanese version was the only one that also had scrolling backgrounds). In the rereleases, the game can be played at the intended speed.
** Averted with the ''VideoGame/MarioParty'' series. [[http://cyberscore.me.uk CyberScore]] has separate tables for the NTSC and PAL versions, with NTSC almost always having the advantage.
speed.
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* ''VideoGame/MegaMan2'' had two difficulty settings, Normal and Difficult, in the English versions. Playing on Normal doubles all damage from the player's attacks.[[note]]This disables some enemy behaviors with Blocky and Tanishi, and most famously allows for Metal Man to be [[OneHitKill killed in one hit]] from his own weapon instead of two. There are some exceptions to this, however, as Quick Man still only loses half his health from Time Stopper instead of being killed instantly.[[/note]] The Japanese version, ''Rockman 2'', only contained Difficult mode, and was deemed too challenging for most western players, explaining the change. The ''Wily Wars'' port for the Mega Drive was more faithful to the original Japanese version and had no difficulty selection.

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* ''VideoGame/MegaMan2'' had ''VideoGame/MegaMan2'': The game has two difficulty settings, Normal and Difficult, in the English versions. Playing on Normal doubles all damage from the player's attacks.dealt by Mega Man.[[note]]This disables some enemy behaviors with Blocky and Tanishi, and most famously allows for Metal Man to be [[OneHitKill killed in one hit]] from his own weapon instead of two. There are some exceptions to this, however, as Quick Man still only loses half his health from Time Stopper instead of being killed instantly.[[/note]] The Japanese version, ''Rockman 2'', only contained Difficult mode, and was deemed too challenging for most western players, explaining the change. The ''Wily Wars'' port for the Mega Drive was is more faithful to the original Japanese version and had has no difficulty selection.



* In the FDS version of ''VideoGame/Metroid1'', due to using a different RNG, enemies and bosses have randomized attack patterns, while in the NES version, they stick to one pattern until the console is reset, making that version easier. On the flipside, the FDS version has save slots instead of the NES's cumbersome password system, less slowdown, and a longer time window (2 hours instead of 1) to get the best ending.

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* In the FDS original Famicom Disk System version of ''VideoGame/Metroid1'', due to using a different RNG, enemies and bosses have randomized attack patterns, patterns due to using to using a different RNG,, while in the NES version, they stick to one pattern until the console is reset, making that version easier. On the flipside, the FDS version has save slots instead of the NES's cumbersome password system, less slowdown, and a longer time window (2 hours instead of 1) to get the best ending.
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* ''VideoGame/AeroFighters'' - The international ''Aero Fighters Special'' is harder than the Japanese ''Sonic Wings Limited''. Enemies fire more bullets and the bullets are faster.


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[[folder:NeoGeo]]
* ''VideoGame/AeroFighters 3'': Due to a bug, the game is permanently fixed to the hardest difficulty when played on the European Bios.
* ''VideoGame/NinjaCommando'': The Japanese bios gives the player two lives, while in the western bios, you start with only one.
* ''VideoGame/Strikers1945 PLUS'': The Japanese bios starts the player with three lives, while the western bios gives you two.
[[/folder]]
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* ''Donkey Kong Land 2'' has cheats in the English version allowing you to start with 50 lives, 40 Banana Coins, or 47 Kremkoins, but these cheats were removed in the Japanese version.

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* ''Donkey Kong Land 2'' has cheats in the English version allowing you to start with 50 lives, 40 Banana Coins, or 47 Kremkoins, but these cheats were removed in the Japanese version. On the flipside, the Japanese releases make an handful of levels easier, usually by removing inconveniently-placed Zingers around checkpoints.

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[[folder:Mega Drive / Genesis / Sega CD / Mega CD]]

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[[folder:Mega Drive / Genesis / Sega CD / Mega CD]]CD / 32X]]


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* The European Sega CD release of ''VideoGame/{{Starblade}}'' cuts the Easy difficulty and reduce continues from two to one. The former change actually cuts a significant amount of content from the game, as the Sega CD port had Easy difficulty use one set of branching paths from the arcade version and Hard the other one; European players have no way to access the alternate scenes.
* The Japanese version of ''VideoGame/StellarAssault'' has three difficulty levels and defaults to Normal. The western release, ''Shadow Squadron'', cuts the easy difficulty, renames Normal "Easy" and defaults to Hard.
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* ''Teenage Mutant Ninja Turtles III: Radical Rescue'': The Japanese version is slightly easier than the international versions. The Japanese in-game map uses unique icons for the locations of bosses, locked cells, and key cards. The international map instead uses a generic dot for every point of interest. Infinite continues were also dropped in favor of only having two continues.
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* In the Famicom version of ''VideoGame/{{Karnov}}'', the eponymous character [[OneHitPointWonder dies in one hit]] (as in the original arcade game), and you can only continue up to two times after a GameOver. The NES version allows him to sustain one hit (signified by Karnov turning blue), and continues are unlimited.
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* ''VideoGame/TeenageMutantNinjaTurtlesIIITheManhattanProject'':

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* ''VideoGame/TeenageMutantNinjaTurtlesIIITheManhattanProject'':''VideoGame/TeenageMutantNinjaTurtlesIIITheManhattanProject'': The Japanese version has a hidden options screen for extra continues, made accessible by entering am additional variation on the KonamiCode. The American version had it DummiedOut.
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* ''VideoGame/TeenageMutantNinjaTurtlesIIITheManhattanProject'':


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* The Japanese version of ''VideoGame/{{Nosferatu}}'' only allows the player to continue up to eight times after dying. If all eight are used up, the player will be allowed to continue one last time at the cost of being locked into the DownerEnding. The American version made continues unlimited, but dying eight times still invokes the bad ending.
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*** Some would also say the NA version's BlindIdiotTranslation increased the difficulty considerably, with important hints in the Japanese version rendered unintelligible or replaced entirely.
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* ''VideoGame/TheKrionConquest'': The Japanese version, ''Magical Kid's Doropie'', gives the player the option to continue playing after a GameOver. The English version does not. The automatic checkpoints at the beginning of boss battles were also removed.
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Up To Eleven is a defunct trope


* ''VideoGame/RayStorm'''s UsefulNotes/PlayStation port, published by Working Designs (mentioned below), had its already NintendoHard difficulty jacked UpToEleven for the US, with it's Normal setting being equivalent to the Japanese [[HarderThanHard Very Hard]] setting, and [[EasyModeMockery setting the difficulty lower only allows you to play the first half of the game]].

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* ''VideoGame/RayStorm'''s UsefulNotes/PlayStation port, published by Working Designs (mentioned below), had its already NintendoHard difficulty jacked UpToEleven up for the US, with it's Normal setting being equivalent to the Japanese [[HarderThanHard Very Hard]] setting, and [[EasyModeMockery setting the difficulty lower only allows you to play the first half of the game]].
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* The western versions of ''VideoGame/PanzerDragoon'' reduce the numbers of continues (both your starting supply and how much you can gain through the shoot down ratio), adds additional enemies and attacks in stage 2, and make the twin sandworm midbosses at the end of that same stage [[DamageSpongeBoss pratically unkillable]] without relying on externally-assisted autofire.

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* ''Exile'' was panned for being "too hard" in Japan, so Creator/WorkingDesigns tried toning it down a little... making the game a cakewalk in the process. The reverse happened with its sequel, where it was basically made pretty close to {{unwinnable}}.

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* ''Exile'' ''VideoGame/AirZonk'': The hardest difficulty (Bitter Mode) gives the player two lives per credit in the Japanese version. The US version drops it down to one.
* ''VideoGame/{{Exile}}''
was panned for being "too hard" in Japan, so Creator/WorkingDesigns tried toning it down a little... making the game a cakewalk in the process. The reverse happened with its sequel, where it was basically made pretty close to {{unwinnable}}.
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* ''VideoGame/{{Raiden}}'': The "Japan set 1" and "Taiwan" revisions send the player back to a predetermined checkpoint upon dying. All other revisions let the player respawn immediately between deaths, and reserve checkpoints for when all lives are lost.


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* ''VideoGame/ZombieNation'': In the Japanese version, ''Abarenbou Tengu'', the player has to [[ButtonMashing repeatedly press the button]] to shoot. ''Zombie Nation'' lets the player simply hold the button down for continuous fire.
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* ''Super Double Dragon'' has three selectable difficulty settings (Easy, Normal and Hard) in the Japanese version, ''Return of Double Dragon'', whereas the American version doesn't have any. However, the difficulty of the American version is harder than the hardest setting of the Japanese version. Enemies have more health and weapons such as incendiary bombs and knives are more lethal. The American version also recycles boss characters more often and some of the added moves in the Japanese version, like the multi-hit Hurricane Kick and the ability to catch your boomerangs or exchange weapons on the ground, were not implemented yet in the American version. On the other hand, the Japanese version is slightly longer, with two extra areas added to the final stage.

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* ''Super Double Dragon'' has three selectable difficulty settings (Easy, Normal and Hard) in the Japanese version, ''Return of Double Dragon'', whereas the American version doesn't have any. However, the difficulty of the American version is harder than the hardest setting of the Japanese version. Enemies have more health and weapons such as incendiary bombs and knives are more lethal. The American version also recycles boss characters more often and some of the added moves in the Japanese version, like the multi-hit Hurricane Kick and the ability to catch your boomerangs or exchange weapons on the ground, were not implemented yet in the American version. On the other hand, the Japanese version is slightly longer, with two extra areas added to the final stage.stage, and the bosses of Mission 3, the Chen brothers, are fought as a DualBoss rather than one at a time as in the overseas version.
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add Azur Lane

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* ''VideoGame/AzurLane'': In the Chinese version of the game, ships can be leveled up to 100 without limit breaking, while in the Japanese and English versions, limit breaks are needed to remove the caps at 70, 80, and 90. The Japanese and English versions also require approximately 12% more experience for ships to reach level 100. On the other hand, some early events were made easier in the Japanese and English versions, and 18 ship girls,[[note]]Wichita, Portland, Rodney, South Dakota, Belfast, Sirius, Exeter, Ark Royal, Illustrious, Akagi, Kaga, Yuudachi, Yuubari, Taihou, Hyuuga, Fusou, Scharnhorst, and Graf Zeppelin[[/note]] many of which are among the best in their roles, were made unobtainable for Chinese players who had not already obtained them.
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* ''VideoGame/{{Splatterhouse}} 2'' was made easier for its international releases. The three difficulty settings change your maximum health: the Japanese version gives you 5 hearts on Normal, 3 on Difficult, and [[OneHitPointWonder 1 on Very Difficult]]. The international releases give 4 on Normal, 3 on Difficult, and 2 on Game Master. The player is now fully healed in between levels (rather than only getting 2 hearts back like in the original arcade game), the amount of lives per credit was increased from 2 to 3, and the limit of five continues was dropped in favor of a PasswordSave.


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* The international versions of ''VideoGame/ChocoboRacing'' feature a significantly higher amount of guardrails on the Fantasia track.

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* ''VideoGame/FireShark'', as with ''Twin Cobra'', had respawning only at checkpoints and no simultaneous two-player mode in the original Japanese version, ''Same! Same! Same!''; enemies also fire more often. The western version removes screen-panning, which is a mixed blessing-- On one hand, you're less likely to be surprise-snipped by enemies coming from outside the visible playing area, on the other you can no longer "seal" enemies by scrolling them offscreen. The developers at Creator/{{Toaplan}} regretted making the Japanese version too difficult; the later simultaneous two-player ''Same! Same! Same!'' is actually easier than the overseas version.

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* ''VideoGame/FireShark'', as with ''Twin Cobra'', had respawning only at checkpoints and no simultaneous two-player mode in the original Japanese version, ''Same! Same! Same!''; enemies also fire more often. The western version removes screen-panning, which is a mixed blessing-- On double-edged sword-- on one hand, you're less likely to be surprise-snipped surprise-sniped by enemies coming from outside the visible playing area, but on the other other, you can no longer "seal" enemies by scrolling them offscreen. The developers at Creator/{{Toaplan}} regretted making the Japanese version too difficult; the later simultaneous two-player ''Same! Same! Same!'' is actually easier than the overseas version.



* The original Japanese release of ''Super Earth Defense Force'' allow players to increase their starting hit points from three to five in the options, while the same setting international release only allows players to reduce from 3 hit points to one. Slodown has been greatly reduced (meaning less wiggle room to dodge boss attacks) and the enemy placement has been revamped. The international release has less enemies than the Japanese release but the original enemy formations weren't necessarily more difficult despite their greater density, so the main consequence is that players do not level up their weapon as quickly.

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* The original Japanese release of ''Super Earth Defense Force'' allow allows players to increase their starting hit points HitPoints from three to five in the options, while the same setting in the international release releases only allows players to reduce from 3 three hit points to one. Slodown [[OneHitPointWonder one]]. Slowdown has been greatly reduced (meaning less wiggle room to dodge boss attacks) and the enemy placement has been revamped. The international release has less enemies than the Japanese release but the original enemy formations weren't necessarily more difficult despite their greater density, so the main consequence is that players do not level up their weapon as quickly.



* The Japanese release of ''VideoGame/BuckBumble'' makes enemies faster and more intelligent in certain stages.



* The later Japanese release of ''VideoGame/{{Bug}}!'' has more starting lives (5 vs 3), adds additional checkpoints, removes the mechanic of [[SaveGameLimits being only able to continue your save games for a limited amount of times]] and tweak some enemie's behaviors to make them less aggressive.

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* The later Japanese release of ''VideoGame/{{Bug}}!'' has more starting lives (5 vs as opposed to 3), adds additional checkpoints, removes the mechanic of [[SaveGameLimits being only able to continue your save games for a limited amount of times]] and tweak tweaks some enemie's enemy behaviors to make them less aggressive.

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* ''VideoGame/FireShark'', as with ''Twin Cobra'', had respawning only at checkpoints and no simultaneous two-player mode in the original Japanese version, ''Same! Same! Same!''; enemies also fire more often. The western version removes screen-panning, which is a mixed blessing (On one hand, you're less likely to be surprise-snipped by enemies coming from outside the visible playing area, on the other you can no longer "seal" enemies by scrolling them offscreen) The developers at Creator/{{Toaplan}} regretted making the Japanese version too difficult; the later simultaneous two-player ''Same! Same! Same!'' is actually easier than the overseas version.

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* ''VideoGame/FireShark'', as with ''Twin Cobra'', had respawning only at checkpoints and no simultaneous two-player mode in the original Japanese version, ''Same! Same! Same!''; enemies also fire more often. The western version removes screen-panning, which is a mixed blessing (On blessing-- On one hand, you're less likely to be surprise-snipped by enemies coming from outside the visible playing area, on the other you can no longer "seal" enemies by scrolling them offscreen) offscreen. The developers at Creator/{{Toaplan}} regretted making the Japanese version too difficult; the later simultaneous two-player ''Same! Same! Same!'' is actually easier than the overseas version.


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* The later Japanese release of ''VideoGame/{{Bug}}!'' has more starting lives (5 vs 3), adds additional checkpoints, removes the mechanic of [[SaveGameLimits being only able to continue your save games for a limited amount of times]] and tweak some enemie's behaviors to make them less aggressive.

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* ''VideoGame/FireShark'', as with ''Twin Cobra'', had respawning only at checkpoints and no simultaneous two-player mode in the original Japanese version, ''Same! Same! Same!''; enemies also fire more often. The developers at Creator/{{Toaplan}} regretted making the Japanese version too difficult; the later simultaneous two-player ''Same! Same! Same!'' is actually easier than the overseas version.

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* ''VideoGame/FireShark'', as with ''Twin Cobra'', had respawning only at checkpoints and no simultaneous two-player mode in the original Japanese version, ''Same! Same! Same!''; enemies also fire more often. The western version removes screen-panning, which is a mixed blessing (On one hand, you're less likely to be surprise-snipped by enemies coming from outside the visible playing area, on the other you can no longer "seal" enemies by scrolling them offscreen) The developers at Creator/{{Toaplan}} regretted making the Japanese version too difficult; the later simultaneous two-player ''Same! Same! Same!'' is actually easier than the overseas version.


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* The overseas version of ''VideoGame/ThunderForce AC'' (named "New version" in the Sega Ages port) greatly reduces enemy and bosses HP.


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* The western releases of ''VideoGame/ThunderForce IV'' reduce boss health and add a cheat where the player can start with 99 lives by setting their life count to 0 in the option menu.
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* ''VideoGame/BlasterMaster'' has a room in in Area 4 that leads to Area 5 which was made much easier in the western versions. In the original Famicom version (''Chou-Wakusei Senki: Metafight''), the player has to make a LeapOfFaith from a tall height and latch onto a one-tile ladder before hitting the ground and dying of FallDamage. The NES version added a series of platforms instead. A much more drastic change was made in the western versions that added a limit of four continues to finish the game on, as opposed to the unlimited continues in ''Metafight''.

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* ''VideoGame/BlasterMaster'' has a room in in Area 4 that leads to Area 5 which was made much easier in the western versions. In the original Famicom version (''Chou-Wakusei Senki: Metafight''), [=MetaFight=]''), the player has to make a LeapOfFaith from a tall height and latch onto a one-tile ladder before hitting the ground and dying of FallDamage. The NES version added a series of platforms instead. A much more drastic change was made in the western versions that added a limit of four continues to finish the game on, as opposed to the unlimited continues in ''Metafight''.''[=MetaFight=]''.



** ''VideoGame/DonkeyKongCountry1'', another Rare game, had numerous small changes in the Japanese version (''Super Donkey Kong'') that made it slightly easier in [[http://dkc-atlas.com/forum/viewtopic.php?f=7&t=151 a few levels.]]

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** ''VideoGame/DonkeyKongCountry1'', another Rare game, had ''VideoGame/DonkeyKongCountry1'' has numerous small changes in the Japanese version (''Super Donkey Kong'') that made it slightly easier in [[http://dkc-atlas.com/forum/viewtopic.php?f=7&t=151 a few levels.]]
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* ''Super VideoGame/{{Valis}} IV'' was made much more difficult for its American release. The player takes double damage, enemies often take more hits to kill, bosses take half damage, and the Easy difficulty was locked behind a cheat code.

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* ''VideoGame/TheSimpsons'' was made much easier than the international version in Japan. More food and weapons were added to the levels (including a new atomic bomb item that clears the screen), the slingshot was powered up to kill any enemy in one hit, and you can use weapons while jumping. The Japanese version also allowed players to add another "layer" to their health gauge by picking up food with full health.

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* ''VideoGame/TheSimpsons'' was made much easier than the international version in Japan. More Bosses were made significantly easier, you are fully healed in between levels, more food and weapons were added to the levels (including a new atomic bomb item that clears the screen), the slingshot was powered up to kill any enemy in one hit, and you can use weapons while jumping. The Japanese version also allowed players to add another "layer" to their health gauge by picking up food with full health.


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* ''VideoGame/ViolentStorm'': In the Japanese version, you earn your first extra life at 500,000 points and then another one at every 1,000,000 points. The international versions excise this completely, so you only get two lives per credit.
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* ''VideoGame/MetamorphicForce'': In the Japanese version, the player's health consists of a standard LifeMeter. In the international releases, this was dropped completely in favor of having numerical HitPoints that [[DamageOverTime gradually drain over time]] a la ''VideoGame/{{Gauntlet}}'', forcing the player to complete stages quickly on top of avoiding enemy attacks and collecting health pickups.

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* ''Double Dragon III: The Sacred Stones'' adds more enemies and reduces the player's total health by ten points per character in the American version. On the other hand, the Japanese version changes the ending depending on which character survive the final battle, whereas the American always shows the full ending with all four characters regardless of whether they died during the game or not (including Jimmy, who only appears in a 2-Player game).

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* ''Double Dragon III: The Sacred Stones'' adds more enemies and reduces the player's total health by ten points per character in the American version. On the other hand, the Japanese version changes the ending depending on which character survive the final battle, whereas the American always shows the full ending with all four characters regardless of whether they died during the game or not (including Jimmy, who only appears in a 2-Player game).



* The US Sega CD version of ''VideoGame/PopfulMail'' may just be the most drastic increase in difficulty a Creator/WorkingDesigns localization has ever done: enemies and environmental hazards deal double or even ''triple'' the original damage, items that restore health or increase stats had their shop prices doubled or tripled and their selling prices reduced, and enemies drop less money upon death.



* ''VideoGame/MrBones'' gives the player a lot less hitpoints in the Western versions.

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* ''VideoGame/MagicKnightRayearth'', being localized by Working Designs, was made much more difficult in its American release by both giving enemies far more health and also making them move faster.
* ''VideoGame/MrBones'' gives the player a lot less more hitpoints in the Western versions.Japanese version.



* ''VideoGame/{{Alundra}}'', being localized by Working Designs, was made much more difficult in its international releases, [[BlatantLies despite the manual claiming the opposite]]. Every enemy and boss in the entire game was given additional health and/or attack strength, and in some cases even received magic resistances they didn't originally have. The only instance of a gameplay mechanic being made easier was in Elene's dream, where a switch puzzle was given a longer time limit.



** One required boss, Diamond Weapon, and two [[OptionalBoss optional]] {{Bonus Boss}}es, Ruby Weapon and Emerald Weapon, were added.

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** One required boss, Diamond Weapon, and two [[OptionalBoss optional]] {{Bonus Boss}}es, {{Superboss}}es, Ruby Weapon and Emerald Weapon, were added.


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* ''VideoGame/SpyroTheDragon1998'' had some gameplay changes made to its Japanese version. The camera was made more zoomed out and put into a fixed perspective, and Spyro's overall movement speed was made much slower, with his international movement speed being tied to a cheat code locked behind OneHundredPercentCompletion. Because of the speed and camera changes, many different areas in the game had their geometry simplified to make them easier to navigate.

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