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1->''"Color me legitimately amazed that the American special edition of ''VideoGame/XenobladeChroniclesX'' is superior to the one in Japan and Europe. I've become so used to so many Nintendo things lately either taking significantly longer to come out in North America, being better/bigger everywhere but NA, or just outright only being released everywhere but NA."''
2-->-- '''LetsPlay/{{Chuggaaconroy}}'''
3
4Video games aren't released at the same time across the world, or in the exact same format. Instead, they are released in separate regions, and occasionally by country. Generally games are released in up to 3 main regions: Japan, North America, and Europe, Australia and much of Africa. Europe and Australia usually get games last, but they sometimes get bug fixes (for a GameBreakingBug and/or {{Good Bad Bug|s}}) and sometimes bonus features. ''However'', it's not the only region that receives region specific content; for example, America is a fairly common target for such changes in Japanese games, and if an example of an American bonus is released in European countries at a later date, the changes typically make it over there as well.
5
6A regional bonus is any extra feature inserted into a version of a video game during the region conversion process. This doesn't happen very often, but is marvelous when it does. There are two possible reasons it may be done:
7# The developers had content they wanted to include but could not due to time constraints. They decide to take advantage of the conversion time to allow at least some people to experience it.
8# The extra content is present as a consolation for players in other territories having delayed exposure to the game.
9
10In recent years, the conversion speed has increased dramatically, and so bonuses are becoming even rarer than they once were. Plus, with video games now being able to patched in real time with updates, what once would be region-exclusive now can be given to all regions with a downloadable update. If the bonus features are particularly popular or extensive, the later version may have an UpdatedRerelease with a subtitle such as "European Edition" or "International Edition".
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12European bonuses specifically are usually justified as Europe being VindicatedByHistory in terms of gaming, as those countries suffered ''massive'' amounts of NoExportForYou, with ''VideoGame/FinalFantasyVI'', ''VideoGame/SuperMarioRPG'' and ''VideoGame/ChronoTrigger'' being the biggest offenders [[note]]''VideoGame/{{Terranigma}}'' is one exception, being released in Europe but not North America[[/note]], which finally got a European and Australian release in their original forms on the Wii's Virtual Console, albeit only in English since they're actually the American versions (although games such as a number of ''[[Platform/PlayStationNetwork PSOne Classics]]'' and ''Franchise/KingdomHearts [[VideoGameRemake Re:]] [[VideoGame/KingdomHeartsChainOfMemories Chain of Memories]]'' keep the tradition even today).
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14Please don't add an example just because you think content that replaces what was in the original version is better (e.g. soundtrack, dubbing), unless the export content is included ''alongside'' what it replaces.
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16See also MediaNotes/ImportGaming. Contrast NoExportForYou, though some examples of it are RemadeForTheExport. The {{inver|tedTrope}}se is BadExportForYou, when features are removed for the export. Compare DifficultyByRegion and BetterExportForYou, the latter of which is the non-video game equivalent of this trope.
17----
18!!America/Japanese to European Examples:
19* The European Platform/MegaDrive version of ''VideoGame/PrinceOfPersia1'', which was handled by British video game developer Domark Software, has four levels not found in any other version.
20* ''VideoGame/ResidentEvil4'' had some extra gun upgrade options. It also changed the balance between enemies dropping ammo and cash. The latter becoming far more frequent, and the former much rarer.
21* The European version of ''VideoGame/LuigisMansion'' gets a harder version of the NewGamePlus with a reversed mansion and changes in Boss attacks. The Platform/Nintendo3DS remake implements some of the changes from that Hidden Mansion (minus being flipped), but with new twists as well. It's also impossible to get an A rank in the European version of ''Luigi's Mansion'' without the extra money in The Hidden Mansion. You don't have to beat the game in The Hidden Mansion, just beat most of the Speedy Spirits and Golden Mice (money ghosts) in there.
22* ''VideoGame/MetalGear'':
23** ''VideoGame/MetalGearSolid2SonsOfLiberty'' and ''VideoGame/MetalGearSolid3SnakeEater'' both had an extra difficulty level called [[HarderThanHard European Extreme]]. ''[=MGS3=]'' also had some extra stages for the Snake vs. Monkey levels, which were included in all versions of ''[=MGS3=]: Subsistence''.
24** Additionally, ''[[UpdatedRerelease Metal Gear Solid 2: Substance]]'' came bundled with ''The Document of Metal Gear Solid 2'', which was sold separately in Japan and North America. ''Metal Gear Solid 3: Subsistence'' on the other hand came with a bonus disc that was previously available in America only as a PreOrderBonus, which [[StoryDifficultySetting strung together all the game's cutscenes and codec sequences, with some gameplay mixed in, to create a full-length movie of the game.]]
25** Both versions also had BossRush modes in the original European releases (mind you, ''[=MGS2=]'''s boss rush mode wasn't as long as in ''Substance''). ''[=MGS2=]'' also had the Theater mode.
26** The UK version of ''Sons of Liberty'' also came with a making-of DVD.
27** The Japanese and European version of the ''Metal Gear Solid'' game for the Platform/GameBoyColor (aka ''VideoGame/MetalGearGhostBabel'') features the [[ShowWithinAShow codec serial drama]] "Idea Spy 2.5". It was not featured in the initial American version.
28** The Japanese version of ''VideoGame/MetalGearSolid'' allows Psycho Mantis to make some remarks on ''VisualNovel/TokimekiMemorial'', ''VisualNovel/{{Policenauts}}'', and ''VisualNovel/{{Snatcher}}'', to name a few, if they are on your memory card. Having saved data from Policenauts and Snatcher makes Mantis say a message of thanks in the voice of Creator/HideoKojima.
29* The European version of ''VideoGame/ZoneOfTheEnders: The Second Runner'' features extra content that were later included in the Japan-exclusive ''Special Edition'' of the game.
30* The German version of ''VideoGame/Left4Dead2'' included a few weapons from ''[[VideoGame/CounterStrike Counter-Strike: Source]]'' in exchange for the removed violent bits. These were later added to all versions of the game in an update.
31* ''Franchise/{{Metroid}}'':
32** ''VideoGame/Metroid1'': The NES version has a New Game+ and a Debug cheat, which weren't in the Famicom Disk System version of the game.
33** The Japanese version of ''VideoGame/MetroidFusion'' was released after other regions. It adds Easy and [[UnlockableDifficultyLevels unlockable Hard]] difficulty levels, a gallery mode to view the ending images you've obtained, and eight additional ending images which reveal details about Samus's childhood that would be elaborated on in the ''Manga/{{Metroid|Manga}}'' manga.
34** In the European version of ''VideoGame/MetroidPrime'', Samus' suit has a lot of additional dialog; in an inversion, since there were worries at the time about the series' reception the conversion was also forcibly de-canonised with references to Samus' previous life with the Chozo omitted.
35** The European version also removed all references to the Space Pirates having entered Metroid Prime's lair and built its armour. This was a gaping plot hole, since Prime's lair is in the Impact Crater--an area the pirates were ''still trying to find a way to enter'' throughout the whole game. Unfortunately, [[VoodooShark the new version just creates a different plot hole]]: Metroid Prime was supposed to have absorbed some weapons the Pirates were reverse-engineering from Samus's arsenal (explaining how the boss fight works), but that's impossible if Prime never encountered them.
36** The European version's largest change was a slower loader which solved issues with the American version locking up. Flaahgra's theme was glitched in the American version so the first part looped endlessly, which was corrected in the European version too. Alterations were also made to correct numerous issues with bosses, changing their vulnerabilities and in some cases removing glitchy behaviour like the Sheegoth attacking an invisible Samus during its introduction cutscene. The European version also has some {{sequence break|ing}}s prevented or at least made harder (for example they added many pieces of rubble that can only be destroyed by Power Bombs to prevent early access to some items). Plus, the European version added a narrator in the intro and ending cutscenes.
37** Some of the bug fixes and sequence break preventions were added to the North American Player's Choice version. You can see all of the version differences [[http://www.metroid2002.com/home.php here.]]
38** All of these changes made it into all versions of ''[[CompilationRerelease Metroid Prime Trilogy]]'', with the exception of the suit voice and narrator, which were still absent in the North American version.
39* The first ''VideoGame/{{Tenchu}}'' game got two extra missions in the European version, reworked first mission, and multi-track audio. The game was later re-released in Japan as Tenchu: Shinobi Gaisen.
40* ''VideoGame/FinalFantasyX'' gained an "Expert" mode for the Sphere Grid. Unlike the regular Sphere Grid, which pretty much locks every character (except for Kimahri) into a single character build until the mid/late game, the Expert Grid starts ''everyone'' at roughly the same point on the Sphere Grid and lets you customise their character builds from the very start.
41** The game also gained some ''extremely'' tough {{Superboss}}es, such as the Dark Aeons. This proved to be a double-edged sword for all but the most dedicated level grinders, as the Dark Aeons prevent the player from re-entering several important locations. For example, if you don't grab one of the keys to Tidus' InfinityPlusOneSword on your first trip to Zanarkand, then you'll find Dark Bahamut blocking your path later on.
42* ''We Love Katamari'', the sequel to the wildly successful ''VideoGame/KatamariDamacy'' (which never came out in Europe, to many fans' dismay), had an expanded demo theatre mode where players could watch the first game's intro and some cutscenes, and the first game's theme song was added as a listenable song in-game.
43* [[http://www.psu.com/MK-vs-DC-Universe-US-version-cut,-UK-gets-more-gore--a0005333-p0.php Due to rating differences]], the European version of ''VideoGame/MortalKombatVsDCUniverse'' is less censored, though this merely amounts to the camera not zooming in during the Joker and Deathstroke's gun fatalities.
44* ''VideoGame/ShadowHeartsCovenant'' ''almost'' got one of these: hacking into the European version of the game reveals some items that were only present in the Japan-only [[UpdatedRerelease Director's Cut]] version, with descriptions fully translated into English. Unfortunately, for one reason or another they decided not to implement them in the final released version.
45** The item in question is a bodybuilder card featuring [[MythologyGag Meiyuan,]] which upon obtaining it and having the other bodybuilder cards, would allow the Magimel brothers to make an "invisible dress" for Gepetto's doll. Apparently, Midway didn't want to promote LoliconAndShotacon, even though said young girl in question is a lifeless puppet with no primary sexual characteristics.
46** Veronica's and Lenny's equipment could only be used in [[UpdatedRerelease Director's Cut]] during a subquest starring them as playable characters. There is also a warp point to [[BonusDungeon Sea of Woods]], but apparently it's been DummiedOut.
47* The European version of ''VideoGame/RockBand'' got nine additional songs by European artists that weren't on-disc in the American version. On the day of the European release, those same nine songs became available for download in the North American version, but the fact still stands that they're paid downloads for the North American version but included with the game in the European version. On the other hand, Tokio Hotel's ''Monsoon'' doesn't export (for whatever reason) to ''Rock Band 2''. Since the bonus songs cannot be bought in Europe, that song is inaccessible for European users outside of the original game.
48* For Wii users in the UK, with a Wii Shop Channel account AND Club Nintendo UK membership on the Nintendo Europe official website, you get to convert Star points (gained by "registering" Wii, DS and [=GameCube=] games) into Wii Points to get Platform/VirtualConsole stuff. Recently North America had a similar feature added (albeit not with much variety) in that every two weeks the site releases a game for the Wii and 3DS each (alternating systems between weeks) in exchange for typically 100 or 150 Club Nintendo coins, with the North American Club Nintendo having [=WiiWare=] and Virtual Console games for the former and download-only 3DS games, [=DSiWare=], and Virtual Console games for the latter. Japan, shockingly enough, has no such pleasure.
49* European gamers got all the extra stuff that was in the UpdatedRerelease of ''VideoGame/LaPucelle''. The game was re-released in Japan some months after the NA release with a NewGamePlus feature, new bosses, as well as an option to SoftReset [[AntiFrustrationFeatures within the game itself]] (which [[LuckBasedMission truly can be useful at some points in the game]]). The game had not been released in Europe yet, so naturally it would make sense to include these features.
50* ''VideoGame/ShadowOfTheColossus'' came with nicer packaging for Europe, four artwork postcards, a making of documentary, Ico Trailer and a Concept Art Gallery.
51** Years earlier, ''VideoGame/{{ICO}}'' initially received a limited edition release, which also had postcards and nicer packaging (it also uses the Japanese version's better cover art, although this is also true of the standard edition). Depressingly, this trope became inverted soon afterwards - the game sold so badly in Europe that Sony stopped producing copies of it barely a month after it was released, meaning that it became scarce and regularly sold for crazy prices on Ebay until it was re-released years later. In fact, the initial print run was so short that there are less copies of the original standard edition in existence than the limited one...
52* The European version of ''VideoGame/TalesOfSymphoniaDawnOfTheNewWorld'' has two extras: a gallery mode that allows you to view character skits and concept art, and special head-slot equipment that changes the appearances of Emil and Marta (ala the "attachments" in ''VideoGame/TalesOfVesperia'').
53* The European release of ''VideoGame/DragonBallZBudokaiTenkaichi 2'' has extra characters and stages. In this case, these were bonuses being added to the Japanese Wii version, but Europe came late enough to scoop those up for both of their versions of the game.
54* ''VideoGame/PokemonYellow'' is a standard Platform/GameBoy game for its original Japanese release, with [[Platform/SuperNintendoEntertainmentSystem Super Game Boy]] support. The international releases, however, added Platform/GameBoyColor support which gave a [[{{Colorization}} colourised]] version of the game when played on a Game Boy Color.
55** Inverted for ''[[VideoGame/PokemonDiamondAndPearl Pokémon Platinum]]'' (and likely all future Pokémon games too), the Slot Machine-esque mini-game was removed in order to comply with new EU laws, and still keep the age rating down. Coins are now just found randomly in the building, but respawn daily.
56** ''[[VideoGame/PokemonGoldAndSilver Pokémon HeartGold/SoulSilver]]'' removed the slot machines in all international versions, and actually added a new game which is based less on luck and does not gamble coins called [[http://www.officialnintendomagazine.co.uk/article.php?id=14990 Voltorb Flip]], which is apparently quite fun in itself. On the other hand, there's also no way to buy coins ([[SarcasmMode presumably even spending in-game money to advance the game was too much like gambling even without any bets]]), so the only way to get most of the really expensive [=TMs=] or Pokémon is to play the game over and over and over again.
57* In North American versions of ''VideoGame/PokemonStadium'', there's a Gallery feature where you can take pictures of your Pokémon, but neither the Japanese nor European versions got such a feature.
58* The European version of ''VideoGame/PokemonChannel'' contained a quest which allowed players to download Jirachi, which was not available outside of an event.
59* Several of the ''VideoGame/{{Yakuza}}'' games from ''3'' onward have some of the paid DLC bundled in the western localized releases.
60** ''VideoGame/YakuzaLikeADragon'' has a substory that involves meeting an English speaking tourist, who the Japanese player character Ichiban doesn't understand. For the English dub, "English" is represented by just speaking really slowly, and an AsideGlance is added to acknowledge the inherent silliness of Ichiban saying, in English, that he doesn't understand English.
61* The European version of ''VideoGame/BlazBlueCalamityTrigger'' was released several months late, but came with additional colour schemes for characters, and more importantly, all characters had Unlimited versions instead of just Ragna, Rachel, Hakumen and Nu. This is paid DLC in America and Japan. All of this is slightly offset by the horrid boxart.
62** ''VideoGame/BlazBlueContinuumShift'' got a Limited Edition (which the North American version didn't) and an extremely limited (500 copies, all of which have were preordered) of a "Fan edition" with even more goodies (including a voucher to get some of the DLC for free).
63* In ''VideoGame/SuperSmashBrosBrawl'', there are no unbreakable windows for challenges in the European version, meaning gamers there can use a Golden Hammer to completely skip the hardest Boss Battles challenges like beating it on Intense. Which is incredibly useful, since the challenge is NintendoHard.
64* The original (non-Player's Choice) European version of ''VideoGame/TheLegendOfZeldaTheWindWaker'' came with a second disc containing ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' and ''Master Quest'' as standard. This was only available in America with pre-ordered copies.
65** It was still advertised as a limited edition for preorders in a few countries such as France.
66* The Japanese game ''[[VideoGame/AdventuresOfLolo Lolo no Daibouken]]'' for the Game Boy had only fifty levels. The European version, ''VideoGame/AdventuresOfLolo'', had ''one hundred forty-four''... ''and'' it added Super Game Boy support, a tutorial, and a VariableMix soundtrack.
67* Toys/RockRaiders gave the European edition not just three bonus missions, but ''eighteen completely different main levels''.
68* The European version of ''VideoGame/FireEmblemRadiantDawn'' removed several {{Game Breaking Bug}}s (most notably one that could prevent an OldSaveBonus) and fixed a couple of {{Blind Idiot Translation}}s and name inconsistencies with the past game (except for the Tower of Guidance, due to it being mentioned in voiced dialogue).
69* Tharja's swimsuit scene in the Summer Scramble DLC of ''VideoGame/FireEmblemAwakening'' was [[{{Bowdlerization}} infamously censored]] in the North American version. The European version does not contain this censorship (The European version did censor one dialogue conversation that wasn't censored in the North American version, but most would agree having a full artwork uncensored is more than worth it).
70* ''VideoGame/ProfessorLaytonAndTheLastSpecter'' is an inversion, as it completely cuts down the RPG ''Professor Layton's London Life''. That amounts to ''over half the game''. On the other hand, the North American version not only has it intact, but also has it available from the beginning--Japanese players had to unlock it.
71* The European version of ''VideoGame/RhythmHeaven Fever'', known as ''Beat the Beat: Rhythm Paradise'', contains both Japanese and English soundtracks, much to the chagrin of people who wanted such an option in the North American release.
72* Not a bonus in a conventional way, but the European release of ''VideoGame/WayOfTheSamurai4'' sees the game as an actual physical copy instead of the PSN-only release that North America has.
73* The North American release of ''VideoGame/SlyCooperAndTheThieviusRaccoonus'' allows you to unlock the alternate opening cutscene from the Japanese version, but the European release also allows you to unlock the Japanese ending.
74* ''[[VideoGame/{{Wipeout}} WipEout 3]]'' has a ''Special Edition'' re-release that was released exclusively in Europe which featured AI bugfixes, minor gameplay tweaks, different ship physics, balanced buffs for the Icarus [=unGod XVi=] and Assegai F7200 ships, added unlock messages when meeting the requirements for the game's unlockable contents, 8 additional circuits from the previous two ''[=WipEout=]'' games plus 2 prototype tracks featured from its Japanese release, bringing the grand total of 22 tracks compared to previous releases. The ''Special Edition'' also supports split-screen multiplayer up to four players whereas the North American and Japanese releases only supported two, but this done through using two sets of [=TVs=] and linking two [=PlayStation=] consoles.
75* The European and Japanese versions of ''VideoGame/AirforceDelta Storm'' added several new planes (including two more [[GuestFighter Konami shmup guests]], one based on ''AJAX'' and the other on ''Space Manbow''), did some minor rebalancing, made small tweaks to some missions (most notably "Attack of the Tyrant", which had the titular weapon's firing timer made more obvious) and added a new JokeLevel themed after ''VideoGame/{{Parodius}}''.
76
77!! Non-European Examples:
78* ''[[VideoGame/SoulSeries Soul Calibur II]]'''s overseas versions had three characters who were previously CPU-only as unlockables: Assassin, Berserker, and Lizardman.
79* The American and European versions of the very first ''Metal Gear Solid'' added adjustable difficulty settings, a demo theater mode, and the [[AndYourRewardIsClothes Tuxedo easter egg]] for Solid Snake. The same extras were included in the UpdatedRerelease ''Metal Gear Solid: Integral'' in Japan (later released in the west as the PC port).
80** Despite being released in November 2011 for North America and Japan, Metal Gear Solid fans in Europe and Australia/Asia wanting to buy the ''Metal Gear Solid HD Collection'' had to wait until 2012 ''with no waiting bonuses'' on the grounds of a HandWave excuse involving the high number of winter releases forcing them to delay. Konami have also decided to insult said fans further by announcing Japan and North America can expect the bonus "Premium Package" and "Limited Edition" versions coming [[NoExportForYou exclusively to their regions.]] When it was eventually released, there was a bug in the [=PS3=] version which made [=MGS2=] impossible to finish on some difficulty settings. Somewhat mercifully, this only affected those playing in standard definition, which one would expect to be a relative minority of purchasers of an HD remake.
81* Creator/WorkingDesigns frequently made gameplay adjustments to the titles they licensed. Often overlaps with DifficultyByRegion--WD wanted their games to pose a challenge. For example:
82** ''VideoGame/ElementalGearbolt'' has beefed-up sound effects and added secret items in support of a promotional contest Working Designs sponsored. It also added [=GunCon=] support when the JP version only supported Konami's Hyper Blaster gun.
83** ''Lunar: Silver Star Story Complete'' has added analog support, tweaks to EXP and money awards, and alterations to the final encounter [[spoiler:so it requires Alex to play his harp to bring Luna to her senses.]]
84** ''Magic Knight Rayearth'' has expanded save slots and slowdown reduction. Incidental in-game voice throughout the game was cut in the interest of preserving game flow, and the character's diaries are voiced instead.
85** ''VideoGame/SilhouetteMirage'' got custom loading screens, increases to weapons prices and various other tweaks to increase difficulty. Unfortunately, this greatly increased the amount of grinding required to buy weapons.
86** ''VideoGame/{{Silpheed}}: The Lost Planet'' has less slowdown than the Japanese version, and also added analog control "to retain the 'arcade' feel of the shooter, rather than forcing gamers to bust their thumbs on the directional buttons" (to quote Vic Ireland's manual notes).
87** If nothing else, expect HilariousOuttakes.
88* The American Wii port of ''VideoGame/GhostSquad2004'' adds a "Wii Remote and Nunchuk" control scheme (Z to fire and B for the contextual button, instead of the other way around in the "Wii Zapper" scheme), which is oddly missing in the Japanese version.
89* The western release of ''VideoGame/EarthboundBeginnings'' has an actual epilogue compared to the original Japanese release. The Game Boy Advance port of Mother 1+2 adds in this epilogue.
90* The Japanese version of ''VideoGame/RaidenFighters [[CompilationRerelease Aces]]'' got an online update that corrected some bugs and added new features. The American version includes all of these updates with the disc, with no need to update.
91** Prior to that, the American release of the original ''Raiden Fighters 2'' has all of the ships, including the hidden ones, available immediately, without the need to keep the machine on for a while, and the American release of the original ''Raiden Fighters Jet'' offers two loops instead of the Japanese version's single loop.
92* The North American version of ''VideoGame/RidgeRacer'' on PSP (known as ''Ridge Racers'' in Japan) adds some bonus tours, called the MAX Tours. These tours are [[BrutalBonusLevel very, very hard]] (to the point where the game touts that Namco's testers were only able to clear the last tour twice in 60 days), and offer [[BraggingRightsReward no reward other than the satisfaction of clearing them]].
93* In ''VideoGame/CastlevaniaSymphonyOfTheNight'' on the [=PlayStation=], in the Western release, the OpeningScroll text is altered and lacks voice narration, the title "Castlevania" appears instead of "Dracula X", Richter's stage is titled "Final Stage: Chi no Rondo" instead of "Final Stage: Bloodlines", the visual effect when introducing area names is slightly different, and menu screens, menu selection effects and menu text are slightly different, the order of the enemy index has been changed, the eight voice actor interviews in the library have been replaced with a sound test, the voice overs of Death, Maria, Richter and Succubus on the game over screen when dying at certain points of the game are DummiedOut, the Nosedevil Card in the Colosseum is replaced with a Holy Sword, the Sprite Card in Olrox's Quarters is replaced with a Sword Card, and the Sword Card in Olrox's Quarters is replaced with a Garnet, making the two redundant familiars unavailable in the Western release. The European version keeps these changes and fixes a few misspellings. The Japanese "The Best" and "[=PSOne Books=]" re-releases change Richter's Holy Whip to the Flame Whip, and the ability of the Sprite to sing "Nocturne" is no longer dummied out.
94* The North American and European versions of ''VideoGame/JetSetRadio'' (originally called ''Jet Grind Radio'' in America) were given more songs[[note]]The additional songs varied between regions: the North American version featured Music/RobZombie, Murder Music, and Music/{{Cold}}; while the European version had Featured Cast, O.B. One, and Semi Detached. Both versions shared new songs from Jurassic 5 and Mixmaster Mike.[[/note]], 2 new levels modeled after New York City, and internet connectivity via [=SegaNet=] to share and download user-created tags.
95* Creator/SquareEnix are somewhat (in)famous for this: Many of its games get loads of extra content when they're localized to western audiences, so much so that they're frequently re-released in Japan with all the extra content, and sometimes with even '''more''' extras [[NoExportForYou that generally never saw the light of day overseas]] although remasters have included the extras. For example,
96** ''VideoGame/FinalFantasyVII'' was their first game to be modified considerably for Western release; new scenes were added to the story, one formerly DummiedOut Materia was added to the game (the Underwater Materia), and the difficulty was rebalanced, with the random encounter rate decreased (to account for the lesser patience of Western gamers) and three extra bosses were added, one mandatory (Diamond WEAPON, fought near the end of disc 2), the last two optional (the now-legendary Ruby and Emerald [=WEAPONs=]).
97** The NA version of ''VideoGame/ChronoCross'' contained additional dialogue to clarify background information and cover plot holes present in the Japanese version.
98** The North American and European releases of ''VideoGame/TheWorldEndsWithYou'' got extra pins, changed around some effects, added several tracks to the soundtrack and doubled the experience from [[SocializationBonus "mingle" mode]] to compensate for lower population density/less public transport/less DS per person. Fans also argue that they have a much more fitting title as opposed to the Japanese title; since "The World Ends With You" acts as a metaphor for [[spoiler: Neku's self-centered attitude, which means his world will end with him with no friends]].
99** ''Franchise/KingdomHearts'':
100*** The international versions of [[VideoGame/KingdomHeartsI the first game]] added a slew of bonus bosses, including [[WesternAnimation/{{Hercules}} Ice Titan]], Kurt Zisa (named after an American man who won a contest Square Enix held a few months before release), and [[VideoGame/FinalFantasyVII Sephiroth]]. It also set the [[WesternAnimation/{{Fantasia}} Chernabog]] battle to the tune of "A Night on the Bare Mountain", whereas the original Japanese version used the generic Disney boss tune "Squirming Evil". Naturally, these were all packaged for Japan as part of the "Final Mix" rerelease, which added a crapload more content that never saw the Western light of the day until a decade later.
101*** The international versions of ''VideoGame/KingdomHearts358DaysOver2'' awards the player Mission Crowns for completing missions in either Solo or Multiplayer Mission Mode. In the Japanese version, it is only possible to earn Mission Crowns by playing Multiplayer Mission Mode.
102*** ''VideoGame/KingdomHeartsBirthBySleep'' took time to be localized in the West, and attempted to make it up by adding Pete as a D-Link summon, extra stickers, and a new bonus boss. The European release added a few other perks like a small artbook showing characters renders and world artwork, as well as two postcards. And yes, there's a (for a while) Japan-exclusive ''Final Mix'', which has all of these plus so much more. [[SarcasmMode Woo-hoo.]]
103*** The American and European/Australian versions of ''VideoGame/KingdomHearts3DDreamDropDistance'' include recipes for Dream Eaters that could only be obtained by AR Cards in Japanese.
104* ''VideoGame/DragonQuest'':
105** The NA versions of the Platform/{{N|intendoEntertainmentSystem}}ES games had several changes made, such as replacing the original game's password system with a battery-backed save.
106** The NA version of ''VideoGame/DragonQuestI'' added border graphics when the land connected to water, and added sprites for all the overworld characters to indicate four directional movement. The Super Famicom version keeps the graphical updates, updates the menu to resemble ''VideoGame/DragonQuestII'', and adds the torch attack.
107** In the Famicom version of ''VideoGame/DragonQuestII'', after the title screen, the Prince can immediately walk outside the throne room, out of the castle, and into the overworld. The North American version adds an intro sequence of the three main characters walking forward, and a prologue showing what happened to the town of Moonbrooke and the Princess of Moonbrooke. The Super Famicom version includes the prologue followed by intro text.
108** For those who played ''Dragon Quest II'' on the Japanese MSX cart, they got an extra scene of the Princess of Moonbrooke in a "Dangerous Swimsuit".
109** The North American version of ''VideoGame/DragonQuestIII'' adds an intro showing a fight between Ortega and a dragon on top of a volcano, adapted in the Super Famicom and later versions.
110** The North American and European versions of ''VideoGame/DragonQuestVIII'' replaced the MIDI soundtrack with symphonic renditions, has voice acting for story moments, and modified the menu system.
111** The international versions of ''VideoGame/DragonQuestXI'' saw the addition of voice acting, less plain menus like in ''VIII'', many quality of life improvements like being able to sprint when on-foot, and a PC port (though it came at the expense of the Platform/Nintendo3DS version). In fine Square-Enix tradition, these changes were later brought back to Japan with the Definitive Edition on Platform/NintendoSwitch, which also included added story content, an orchestral soundtrack, Japanese voice acting, and many other [=QOL=] additions, and was also released elsewhere.
112* When ''VideoGame/{{Okami}}'' was ported to Wii, the credits were cut out due to copyright issues (such as Clover Studios being defunct) and space constraints. The Japanese version had the credits put back in.
113* The North American release of ''VideoGame/RecordOfAgarestWar'' fixed the European version's BlindIdiotTranslation and gave [=PS3=] owners the extras from the Japanese Platform/Xbox360 UpdatedRerelease.
114* Normally, the overseas version of ''Franchise/StreetFighter'' games during the arcade days usually had content cut compared to the Japanese originals (e.g., no ending for Akuma in ''Super Turbo'', no endings for the characters in the ''VideoGame/StreetFighterEX'' games). However, an exception was made with ''VideoGame/StreetFighterAlpha 2'', the overseas version of ''Street Fighter Zero 2'', which added three extra characters: [[SuperpoweredEvilSide Evil Ryu]] and "classic"-style versions of Zangief and Dhalsim. These extra characters were [[RecursiveImport exported back]] to the game's UpdatedRerelease in Asia, ''Street Fighter Zero 2 Alpha'', which added Classic versions of the remaining ''VideoGame/StreetFighterII'' characters and gave Evil Ryu his own ending (which unfortunately isn't included in any of the western releases of the game).
115* The North American arcade version of ''VideoGame/{{Columns}}'' has an alternate gameplay track not found in the Japanese or international versions. It can be used by changing one of the DIP switches.
116* The background animation for the ''VideoGame/{{DJMAX}}'' song "Xlasher", which is sung in GratuitousEnglish, has Korean subtitles in Korean releases of the games. The overseas releases remove them, clearing up some room at the bottom of the screen.
117* ''Franchise/{{Pokemon}}'' combines this, strangely enough, with NoExportForYou in the case of [[VideoGame/PokemonRedAndBlue Generation I]]. Sure, the ''Green'' version never made it out of Japan (not counting its remake, ''[=LeafGreen=]'')... but the internationally released ''Blue'' version was Japan's ''Green'' in the engine of the Japanese ''Blue'' (and ''Red'' was the Japanese ''Red'' with Japanese ''Blue''[='=]s engine). Why is this a bonus? Well, for one, Japanese Red and Green had significantly more OffModel sprites of the Pokémon, even more [[GameBreakingBug glitches]], and couldn't support names with more than five characters, which isn't quite so bad in Japanese but would be completely damning in languages using the Latin alphabet.
118* The European/Australian version of ''VideoGame/{{Meteos}}'' changes a lot of names from the direct (well, as direct as possible) translation from Japanese to ones that make more sense. Starrii becomes Stellis, Lastar becomes Candelor, Hotted becomes Pyros... the list goes on.
119* The European version of the first ''VideoGame/InazumaEleven'' actually runs on the improved version of the engine used in the second game in Japan. Of course, this was because it was originally scheduled for a European release around the same time as the ''third'' game was released in Japan, and was delayed half a year on top of that.
120* Subverted with ''VideoGame/DanceDanceRevolution Konamix'' - after a drought of DDR releases in North America, Konami promised the next North American release that would be up to date with the latest Japanese release. What they delivered was based on the ''DDR 4th Mix'' engine - a couple weeks before the console port of ''DDRMAX: DDR 6th Mix'' was released in Japan and half a year after ''DDRMAX'' was released in Japanese arcades. Not only that, its Edit Data creator had ''more'' bugs than the original 4th Mix console port.
121** And averted by ''[[MarketBasedTitle Dancing Stage]] [=SuperNOVA 2=]'', which was based off the North American version and released ''after'' the Japanese version (which is the most arcade-accurate in terms of on-disc content; since Konami released the North American versions early in the lifecycle of the corresponding arcade version, some of the later unlocks tended to get held over to the next release instead), it had ''fewer'' songs than the North American version (13 of the 28 licenses were removed), and only one new European license was added. [[note]]"Cara Mia", a song that finished 3rd in Sweden's national final for the 2007 Series/EurovisionSongContest, and was a number-one hit in Finland and Sweden.[[/note]] Adding insult to injury, the arcade version of [=SN2=] was not released in Europe due to EU environmental regulations somehow preventing Konami from distributing the game's hardware (which was built around modifications to the original "fat" [=PlayStation 2=]).
122** In most countries where ''[=DanceDanceRevolution=] A'' is available, you have to pay a surcharge for Premium mode (which unlocks extra modifiers and guarantees a full set of stages even if you fail all of them). For the North American version, however, premium only needs an [=eAMUSEMENT=] card like in other regions, and usually costs the same as a normal credit.[[note]]This is likely because the only arcades that carry ''DDR A'' use cards instead of coins for credits, and the only other options would either be to make Premium mode cost double of standard mode or make the player swipe multiple times even for Standard mode (which could confuse casual arcade customers who expect games to start after only one swipe); thus, this mandate can be see as an AntiFrustrationFeature for both operators and customers alike. [=Round1=] actually ''did'' initially set up their cabinets to require 2 credits for premium, but this was quickly changed back.[[/note]]
123* ''VideoGame/DonkeyKongLand III'' for the Platform/GameBoy was released as ''Donkey Kong GB: [[DubNameChange Dinky Kong]] & Dixie Kong'' for the Platform/GameBoyColor in Japanese, with color graphics and reduced lag. Unfortunately, animated world map tiles and the Bear shopkeeper became static sprites, and your most recent time was no longer displayed at the bottom of the screen during Time Trials (and the Game Boy version had Super Game Boy support, so you could get color anyway, albeit inferior color).
124* ''Franchise/FireEmblem''
125** The Japanese version of ''[[VideoGame/FireEmblemTheBlazingBlade The Blazing Blade]]'' required you to beat [[HarderThanHard Hector Hard Mode]] to see a secret epilogue [[SequelHook linking the game to the previous one, of which this is a prequel]]. In the North American version, you just have to beat the game once on any difficulty. [[BadExportForYou Inverted]] for Europeans, who got the Epilogue completely removed.
126** International versions of ''VideoGame/FireEmblemRadiantDawn'' added a few totally new base conversations to the game, which gave Edward, Leonardo and Nolan a new unique weapon each. They also modified a few of the skills to be less luck-based, added support for widescreen and added an option for permanent saves in-battle instead of the traditional SuspendSave (though they're disabled on Hard Mode).
127** The North American and European versions of ''[[VideoGame/FireEmblemShadowDragonAndTheBladeOfLight Shadow Dragon]]'' featured bonus content not included in the Japanese version, such as five additional multiplayer maps, instead of just one, like in the other versions. These extra maps were later included in the [[NoExportForYou Japan-only]] DS remake of ''[[VideoGame/FireEmblemMysteryOfTheEmblem Mystery of the Emblem]]''.
128** Almost every ''FE'' released outside of Japan gets some small improvements, you can find a full list [[http://old.serenesforest.net/general/local3.html here]].
129* The North American release of ''VideoGame/{{Solatorobo}}'' got the bonus Soundtrack CD the Japanese got with pre-orders. Europe, of course, didn't get it, though at least the game came earlier there for once. US release also fixed some translation errors. The American release also had all of the [=DLC=] missions bundled into the base game to make up for the year-long delay in that region.
130* The NES version of ''VideoGame/{{Jackal}}'' was originally released in Japan as a Famicom Disk System game titled ''Akai Yōsai'' ("The Red Fortress"). Unlike other disk-to-cartridge conversions such as ''VideoGame/{{Metroid}}'' and ''VideoGame/CastlevaniaI'', the change in format actually proved beneficial, as the shorter loading times of the cartridge media allowed for four-way scrolling (the disk version could only scroll vertically), resulting in wider stages than the Disk System version and a more accurate adaptation of the arcade original. The NES version even has an entire new stage not present in the Disk System version.
131* ''VideoGame/NoMoreHeroes2DesperateStruggle'' was launched with several exclusives in Japan (where it was made, came out ''last'', and with the smallest sales).
132* ''Flying Warriors'', the NES sequel to ''Flying Dragon: The Secret Scrolls'', rather than being a straight localization of the Famicom's ''VideoGame/HiryuNoKen II'', is instead a complete overhaul of ''Hiryu no Ken II'' developed on the ''Hiryu no Ken III'' engine, resulting in a complete different game than either of them.
133* The Japanese Platform/SegaSaturn version of Creator/DataEast's FightingGame ''Suiko Enbu'' was an anomalous PortingDisaster, but the American release, titled ''Dark Legend'', had most of the bugs fixed.
134* ''VideoGame/PokemonColosseum'' had this with the pre-order discs, and the legendary Pokémon you get depends on the region. If it's the Japan bonus disc, you get a Japanese Celebi, whereas if you have the North America bonus disc, you get Jirachi. The two can be obtained via the Platform/NintendoGameCube[=/=]Platform/GameBoyAdvance Link Cable. Note that it can also be used on a Wii, and you can still get them if you load up the bonus disc on the Wii.
135* ''Franchise/TheLegendOfZelda'':
136** ''VideoGame/TheLegendOfZeldaTheWindWaker'':
137*** The Japanese version of the game featured a sidequest required to receive an important item. This sidequest consisted of finding a map to find a map to find a map... leading to the item. Anyway, Nintendo made this sidequest much easier in the international versions, making the last parts of the game (which are still tedious) just a bit less so for Westerners.
138*** In the Japanese version, the bottom floor of the Savage Labyrinth (which is part of an optional series of floors past the ones required to complete the Triforce quest) rewarded players with a chest containing... a yellow Rupee. Due to how underwhelming this is, the localizations replaced the yellow Rupee with a Piece of Heart that was originally located under Link's house. The HD remaster lacks this problem; the chest contains the Hero's Charm in all versions of the game, with the Piece of Heart once again being relocated (this time requiring a Treasure Chart added to the HD remaster).
139** ''VideoGame/ZeldaIITheAdventureOfLink'': The game received quite a few changes in the localization process; the dungeons are all colored differently, the overworld battle music was changed, Volvagia is drawn and animated better, the boss Gooma is added to replace what was originally a rematch with Helmethead, etc.
140* For each region after the original European release, ''VideoGame/RollAway'' was given more features and level alterations until the Japanese version featured custom balls, alternate endings, a birds-eye view option and the previously DummiedOut tutorial level, but apparently was buggier than the European and American versions.
141* When ''VideoGame/LollipopChainsaw'' was released in Japan, Juliet's anime cosplays were only obtainable through DLC. The American and European releases of the game included them right on the disc instead. Then on Valentine's Day 2013, the game got a Special Edition in Japan only, which included several bonuses, such as a DVD containing all of the game's cutscenes.
142* [[https://www.youtube.com/watch?v=Q2QL_tMPPrU The Japanese version]] of ''VideoGame/WarioWorld'' adds a [[SequentialBoss second phase]] to the FinalBoss with different attacks and music.
143* China and Taiwan received a unique version of ''[[VideoGame/DonPachi DoDonPachi dai ou jou]]'', called ''[=DoDonPachi=] dai ou jou Tamashii'', which adds an Easy mode.
144* ''VideoGame/PumpItUp''[='=]s success in Central and South America has led to Andamiro producing special versions of their mainline games for those regions that feature songs not found in the Korean and worldwide versions.
145* The original Japanese release of ''VideoGame/ArmoredCoreFormulaFront'' did not allow players to directly control their [=ACs=] in battle. This feature was added in the Western version, ''Armored Core Formula Front: Extreme Battle''.
146* When ''VideoGame/GameAndWatchGallery 2'' was originally released in Japan, it was, like its predecessor, a monochrome Game Boy game that could receive some limited color if played on a Super Game Boy. International versions converted it into a Game Boy Color game, allowing for a much more vivid picture.
147* The PasswordSave feature in ''VideoGame/RiverCityRansom'' was updated for the international version to account for defeated boss characters.
148* The English localized release of the PC version of ''VisualNovel/SoniComi'' has many of the improvements from the Japan-exclusive [=PS3=] remake, such as improved graphics and models, an enhanced interface, extra outfits and a few new features. In Japan, that content was never made available for PC.
149* ''VideoGame/SonicAdventure'' had a number of special events and challenges as free DLC. While most of the seasonal events were available for all three regions, all of the challenges were region-specific, with each region getting 1-3 exclusive ones. In addition, Japan got two exclusive holiday events, as these were released before the game came out overseas and as such didn't get localized.
150* Most {{H Game}}s released outside Japan remove the legally mandated censorship present in their original releases (assuming the sexual content [[SelfCensoredRelease isn't just removed entirely]]), along with sometimes adding a few extra bonuses such as higher-resolution graphics. Unfortunately this can lead to {{recursive import}}ing and as a result [[BadExportForYou an untouched export]].
151* The English release of ''VisualNovel/{{Clannad}}'' came with an in-game encyclopedia called "Dangopedia" that provides useful information about the more obscure references the characters make and Japanese culture in general.
152* ''VideoGame/WanganMidnight Maximum Tune 5''[='=]s two non-Japan versions, in spite of [[BadExportForYou losing some content]] -- the biggest removals being two entire courses -- does get the Dodge and Audi car makes to make up for it; those two would not appear in the Japanese version until ''Maximum Tune 5DX''.
153* The American version of ''VideoGame/TalesOfTheAbyss'' was an upgrade from the original Japanese version, featuring several new [[LimitBreak Mystic Artes]] and tweaks to gameplay. The [[Platform/Nintendo3DS 3DS]] version is actually based on the American release.
154* The Platform/TurboGrafx16[=/=]PC Engine port of ''VideoGame/RType'' was originally released as two separate [=HuCards=] in Japan, each containing four out of the original eight stages. The 1989 US release included all eight stages on a single Turbochip.
155* In Japan, ''VideoGame/YoKaiWatch3'' was released in [[OneGameForThePriceofTwo two versions, Sushi and Tempura]], plus an UpdatedRerelease named Sukiyaki. Each version had its own VersionExclusiveContent, and some content was doled out via cross-promotions with things like [[MerchandiseDriven the toy branch of the franchise]], the internationally-defunct mobile spinoff ''VideoGame/YoKaiWatchWibbleWobble'', and several prefectural tourism campaigns. Since that formula bombed outside of Japan, the international version is what Creator/Level5 called "Sukiyaki+"; it was possible to get all Yo-kai that were version-exclusive on one cartridge without trading. In addition, finding the QR codes needed to unlock some content is as simple as checking the official Twitter account. Fitting for a game where the main gimmick is that [[SequelGoesForeign Nate moves to America]] (or the fictional state of BBQ in the American version).
156* ''VideoGame/SamuraiWarriors 3'' had a Story Mode specifically for custom characters released in three parts as DLC for the Japanese release. The international releases made this story available out of the box as Historical Mode.
157* The Japanese release of ''Tale of Food'' introduces two food spirits of Chinese-Japanese dishes, Chili Shrimp and Fucha Ryōri.
158* The Japanese version of ''VideoGame/CrashBash'' included Fake Crash as an extra character that could be played on either team.
159* ''VideoGame/PhantasyStarOnline2'':
160** The original Japanese release has two different types of weapons: the originals, which have an RNG upgrade system that [[ScrappyMechanic is almost universally disliked]], and "New Type" weapons, which have weapon EXP bars that upgrade the weapon when you feed it other weapons. When the game was brought over to the West, the Western versions of the game decided to remove all weapons belonging to the former category. In exchange, several weapons that only came in "original" format in the Japanese version had New Type versions made specifically for the Western version.
161** The Western version also adds equipment from ''VideoGame/PhantasyStarOnline2es'' to shops and some drop tables. In the Japanese version, this equipment is ''only'' obtainable in said game and cannot be acquired otherwise unless you buy it from the player-run market.
162** The discontinued Southeast Asian version of the game that ran from 2014 through 2017 had some exclusive cosmetics and equipment that were not in the original Japanese release. They were eventually released to other servers much later, long after the SEA version had shut down.
163* The North American release of ''VideoGame/{{Darius}} Twin'' features a stereo soundtrack vs the original Japanese release's monaural sound mix. The game's description in the ''Darius Cozmic Collection'' even specifically notes the NA release as the definitive version of the game.
164* The Global version of ''VideoGame/SINoALICE'' had mechanics that are exclusive to Global, and ''only'' Global:
165** Skip Tickets - These allow players to skip playing the stage and simply getting the rewards that come with it. Handy for playing events and grinding for medals, shooting gallery tickets and the like, but they cannot be used with drop potions (with the exception of Royal Skip Medals for those who purchased the Royal User Service and certain Twilight Crystal packs).
166** Country flags - Due to the number of countries available for the Global server, each guild gets to display their home country's flag (or a simple ''[=SINoALICE=]'' flag) on top of their guild achievements.
167** Colosseum Ticket Grimoire: When playing the Colosseum, players get to earn 1 Gladiator's Medal for every 3 weapons used. These Gladiator's Medals can then be exchanged for Colosseum Tickets which is then used in the Grimoire (150 tickets per pull). On top of that, this Grimoire contains 8 weapons that are VersionExclusiveContent.
168* The Chinese and South Korean versions of ''VideoGame/FinalFantasyXIV'' are generally several patches behind everyone else due to the game needing to be modified to fit the standards and laws of the countries. To make up for the slower patch releases, players in the affected regions get region exclusive cosmetic items to buy and play around with. Said exclusive items are eventually released to the rest of the world.
169* ''VideoGame/Pikmin2001'': While most editions of the Platform/{{Wii}} port feature audio bugs that result in certain sound effects being sped-up (to the point where they sound more like harsh squeaks), the European and South Korean releases caught onto the issue and fixed it. These repairs would be carried over to the Platform/NintendoSwitch port, an enhanced version of the Wii release, worldwide.
170* The American release of ''VideoGame/Hellfire1989'' on Platform/SegaGenesis features a hidden [[HarderThanHard "Yea Right" difficulty]] that's not available in the orignal Japanese version.
171* ''Franchise/SuperMarioBros'':
172** [[DolledUpInstallment Reskinning aside]], ''VideoGame/SuperMarioBros2'' has a substantial number of improvements over the game it's a localization of, ''VideoGame/DokiDokiPanic''. A run button was added, the sprites are far more polished and detailed, load times were eliminated due to the move to a cartridge, and the [[FakeLongevity requirement to beat the game with every character to unlock the ending]] was mercifully nixed. The only major downside is that the ability to save the game was removed, replaced with a limited amount of continues.
173** Relatively minor, but ''VideoGame/SuperMarioBros3'' added a NewGamePlus mode where, after beating the game, starting another game would have the player's inventory filled with P-Wings. This was cut for ''VideoGame/SuperMarioAllStars''.
174* The international release of ''VideoGame/MonsterHunter2004'' added the Dual Blades weapon class, which would become standard in all future releases.
175* Japanese editions of Platform/PlayStation games released after their NA/EU editions also include [=PocketStation=] support, which means games like ''VideoGame/CrashBandicoot3Warped'' and ''VideoGame/StreetFighterAlpha 3'' would get minigames you can download to the [=PocketStation=] for play while off the console, with some of them actually giving you a play advantage when you have it connected back to your [=PlayStation=] with the game you used it on. [[note]] One of the few games that used it outside Japan was ''VideoGame/FinalFantasyVIII'', if you imported a [=PocketStation=] from Japan that time. US copies of ''Alpha 3'' can also use it, but it's dummied out, and requires a [=GameShark=] to make it usable, but it's not known if it works back and forth from a [=PocketStation=] and a North American copy of the game.[[/note]]
176
177!! In-Universe Examples
178* In the ''WebVideo/AngryVideoGameNerd'' fanfic ''Fanfic/ASagaOfParallelWorlds'', the localized North American and European versions of ''VideoGame/FinalFantasyVI'' reworks the 64 remaining Rages to be more useful, and adds a vocalized opera scene.
179* In ''[[https://www.alternatehistory.com/forum/threads/dear-pesky-partners-a-nintendo-philips-timeline.547376/ Dear Pesky Partners]]'', the international (North American and European) NES release of ''VideoGame/EarthboundBeginnings'' features enhanced graphics, actual battle backgrounds and a rebalanced difficulty.

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