Digital media 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: NTSC-J[[note]]for '''J'''apan[[/note]], NTSC-U/C[[note]]named after the '''U'''nited States and '''C'''anada, but used across the Americas[[/note]], and PAL[[note]]used in most places not using NTSC, such as the following examples[[/note]]. [[labelnote:Actually...]] The three regions, going by TV standards alone are NTSC, PAL, and SECAM. They chose to split NTSC up to enforce regional shenanigans, at best being price differences and at worst being to enforce a NoExportForYou situation, and SECAM regions generally get the same games as PAL regions.[[/labelnote]] The [[http://en.wikipedia.org/wiki/PAL_region PAL region]] is the digital media region that includes Europe, Australia and much of Africa. PAL usually gets games last, but they sometimes get bug fixes (for a GameBreakingBug and/or GoodBadBugs) and sometimes bonus features. ''However'', it's not the only region that receives region specific content; for example, the NTSC-U/C region is a fairly common target for such changes in Japanese games, and if an example of an NTSC-U/C bonus is released in PAL countries at a later date, the changes typically make it over there as well.

A 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:
# 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.
# The extra content is present as a consolation for players in other territories having delayed exposure to the game.

In recent years, the conversion speed has increased dramatically, and so bonuses are becoming even rarer than they once were. 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".

Please note that the trope is usually [[JustifiedTrope justified]] as Europe being VindicatedByHistory in terms of gaming, as the PAL region suffered ''massive'' amounts of NoExportForYou, with ''VideoGame/FinalFantasyVI'', ''VideoGame/SuperMarioRPG'' and ''VideoGame/ChronoTrigger'' being the biggest offenders, 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 NTSC-U/C versions (although games such as a number of ''PSOne [[PlaystationNetwork Classics]]'' and ''KingdomHearts [[VideoGameRemake R]][[UpdatedRerelease e]][[PlayStation2 :]] [[KingdomHeartsChainOfMemories Chain Of Memories]]'' keep the tradition even today).

Please 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.

See also ImportGaming. Contrast NoExportForYou, though some examples of it are RemadeForTheExport. The {{inver|tedTrope}}se is BadExportForYou, when features are removed for the export.
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!!NTSC-to-PAL Examples:
* ''[[SoulSeries Soul Calibur II]]'' had extra costumes for the characters. The overseas versions of the same game also had three characters who were previously CPU-only as unlockables: Assassin, Berserker, and Lizardman.
* ''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.
* The original ''MarioBros'' was re-released in 1993 as ''Mario Bros. Classic'', with graphics much truer to the original 1983 arcade version, plus the original enemy introductory cut-scenes were restored.
* ''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''.
** Additionally, ''[[UpdatedRerelease Metal Gear Solid 2: Substance]]'' came bundled with ''The Document of Metal Gear Solid 2'', which was sold separately in Japan and the US. ''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 strung together all the game's cutscenes and codec sequences, with some gameplay mixed in, to create a full-length movie of the game.
** Both versions also had BossRush modes in the original PAL releases (mind you, ''[=MGS2=]'''s boss rush mode wasn't as long as in ''Substance''). ''[=MGS2=]'' also had the Theater mode.
** The UK version of ''Sons of Liberty'' also came with a making-of DVD.
** The American and European versions of the very first ''VideoGame/MetalGearSolid'' added adjustable difficulty settings, a demo theater mode, and the [[AndYourRewardIsClothes Tuxedo easter egg]] for Solid Snake.
** The European version of the ''Metal Gear Solid'' game for the GameBoyColor (aka ''[[VideoGame/MetalGearGhostBabel Ghost Babel]]'') features the [[ShowWithinAShow codec serial drama]] "Idea Spy 2.5". Technically, this was already in the Japanese version, but for some reason it was not included in the American version.
* The PAL versions of ''VideoGame/ZoneOfTheEnders 2: The Second Runner'' had so much extra stuff that it was re-released in Japan as a "Special Edition".
* The German version of ''VideoGame/Left4Dead2'' included a few weapons from ''VideoGame/{{Counter-Strike}}: Source'' in exchange for the removed violent bits, though a bit of Developer Console or mod usage allows these weapons to be used outside of the German version.
* In ''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. For some reason, so was any reference to the Space Pirates having entered Metroid Prime's lair and built its armour.
** The pirates being responsible for Prime's armor 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, 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.
** The PAL version's largest change was a slower loader which solved issues with the NTSC version locking up. Flaahgra's theme was glitched in the NTSC version so the first part looped endlessly, which was corrected in the PAL 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 PAL version also has some sequence breaks 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 PAL version added a narrator in the intro and ending cutscenes.
*** Some of the bugfixes 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.]]
** 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.
* The first ''{{Tenchu}}'' game got two extra missions in the PAL version, reworked first mission, and multi-track audio. The game is later re-released in Japan as Tenchu: Shinobi Gaisen.
* ''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.
** The game also gained some ''extremely'' tough {{Bonus Boss}}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.
* PAL version of ''VideoGame/LuigisMansion'' gets a harder version of the NewGamePlus with a reversed mansion and changes in Boss attacks.
** It's also impossible to get an A rank in the PAL 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.
* ''We Love Katamari'', the sequel to the wildly successful ''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.
* [[http://www.psu.com/MK-vs-DC-Universe-US-version-cut,-UK-gets-more-gore--a0005333-p0.php Due to rating differences]], the PAL version of ''VideoGame/MortalKombatVsDCUniverse'' will be uncensored, which might be counted as a PAL Bonus as far as the ''Kombat'' side of things is concerned.
** In the end, the only uncensoring consists of the camera during the Joker and Deathstroke's gun fatalities.
* ''ShadowHearts: Covenant'' ''almost'' got one of these: hacking into the PAL 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.
** 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 LoliCon, even though said loli in question is a lifeless puppet with no primary sexual characteristics.
** Don't forget about Veronica's and Lenny's equipment that 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.
* The European version of ''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 US version, but the fact still stands that they're paid downloads for the US 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 PAL users outside of the original game.
* 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 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 VirtualConsole games for the former and download-only 3DS games, [=DSiWare=], and VirtualConsole games for the latter. Japan, shockingly enough, has no such pleasure.
* European gamers got all the extra stuff that was in the UpdatedRerelease of ''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.
* ''VideoGame/ShadowOfTheColossus'' came with nicer packaging for PAL regions, four artwork postcards, a making of documentary, Ico Trailer and a Concept Art Gallery.
** 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...
* The PAL version of ''VideoGame/TalesOfSymphonia: [[VideoGame/TalesOfSymphoniaDawnOfTheNewWorld Dawn of the New World]]'' 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'').
** 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 upcoming [[Nintendo3DS 3DS]] version is actually based on the American release.
* The PAL Release of ''VideoGame/DragonBallZBudokaiTenkaichi 2'' has extra characters and stages. In this case, these were bonuses being added to the Japanese Wii version, but PAL came late enough to scoop those up for both of their versions of the game.
* 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.
** ''[[VideoGame/PokemonGoldAndSilver Pokémon HeartGold/SoulSilver]]'' removed the slot machines outside of Japan, 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.
* Also inverted for ''VideoGame/PokemonStadium'': In North America, there was a Gallery feature where you could take pictures of your Pokémon, but neither Japan nor Europe got such a feature.
* The PAL version of ''VideoGame/PokemonChannel'' contained a quest which allowed players to download Jirachi, which was not available outside of an event.
* ''[[VideoGame/RyuGaGotoku Yakuza 3]]'' has all the DLC bundled in the European and Australian versions, which was not the case for the US or Japanese release.
* The PAL 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 sadly offset by the horrid boxart.
** ''VideoGame/BlazBlueContinuumShift'' got a Limited Edition (which the US 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).
* In ''VideoGame/SuperSmashBros. Brawl'', there are no unbreakable windows for challenges in the PAL 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.
* 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.
** It was still advertised as a limited edition for preorders in a few countries such as France.
* The Japanese game ''[[AdventuresOfLolo Lolo no Daibouken]]'' for the Game Boy had only fifty levels. The European version, ''AdventuresOfLolo'', had ''one hundred forty-four'' . . . ''and'' it added Super Game Boy support, a tutorial, and a VariableMix soundtrack.
* LegoRockRaiders gave the PAL edition not just three bonus missions, but '''eighteen completally different main levels''.
* The European version of ''FireEmblem: [[VideoGame/FireEmblemTellius Radiant Dawn]]'' removed several [[GameBreakingBug Game Breaking Bugs]] (most notably one that could prevent an OldSaveBonus) and fixed a couple of [[BlindIdiotTranslation Blind Idiot Translations]] and [[TheyJustDidntCare name inconsistencies with the past game]]. (except for the Tower of Guidance, due to it being mentioned in voiced dialogue.)
* Horrible inversion with ''ProfessorLaytonAndTheSpectersFlute'', which 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.
* In the NTSC version of ''VideoGame/SpyroTheDragon1998'', the background music of the High Caves level is a [[http://www.youtube.com/watch?v=bcaYFMeH1Ts slow remix]] of [[http://www.youtube.com/watch?v=YcKr3KKNrZY another level's tune]], but the PAL version gets a [[http://www.youtube.com/watch?v=UuVWAVvYEbc completely different song]]. In addition to this, the PAL version also receives a new [[http://www.youtube.com/watch?v=nCLqc_fB7K0&t=0m7s song]], one of the songs that does not play in one particular level, but [[EasterEgg occasionally plays in levels when the level's default song finishes]].
* The PAL 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.
* Not a bonus in a conventional way, but the European release of WayOfTheSamurai 4 sees the game as an actual physical copy instead of the PSN-only release that US has.
* The European MegaDrive version of ''VideoGame/PrinceOfPersia1'' adds four levels not found in any other version.
* The North American release of ''VideoGame/SlyCooperAndTheThieviusRaccoonus'' allows you to unlock the alternate opening cutscene from the Japanese version, but the PAL release also allows you to unlock the Japanese ending.

!! Non-PAL Examples:
* As mentioned above, 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 America as the PC port).
** Despite being released in November 2011 for the US 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 the US 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.
* 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:
** ''VideoGame/ElementalGearbolt'' has beefed-up sound effects and added secret items in support of a promotional contest Working Designs sponsored.
** ''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.]]
** ''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.
** ''VideoGame/SilhouetteMirage'' got custom loading screens, increases to weapons prices and various other tweaks to increase difficulty.
** ''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).
** If nothing else, expect HilariousOuttakes.
* The American Wii port of ''VideoGame/GHOSTSquad'' 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.
* The Japanese version of ''VideoGame/RaidenFighters [[CompilationRerelease Aces]]'' got an online update that correct some bugs and added new features. The American version includes all of these updates with the disc, with no need to update.
** 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.
* 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]].
* The North American and European versions of ''VideoGame/JetSetRadio'' (originally called ''Jet Grind Radio'' in America) was given more songs, 2 new levels modeled after New York City, and internet connectivity via [=SegaNet=] to share and download user-created tags.
* 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 which will never see the light of day overseas]]). For example,
** ''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=]).
** The NA version of ''VideoGame/ChronoCross'' contained additional dialogue to clarify background information and cover plot holes present in the Japanese version, as well as the addition of a trio of optional bosses from ''VideoGame/ChronoTrigger'' who can be fought in NewGamePlus.
** The North American and PAL versions of ''VideoGame/DragonQuestVIII'' added symphonic soundtrack, voice actors, and modified the menu system.
** The North American and PAL 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]].
** VideoGame/KingdomHeartsBirthBySleep tried to make up for the time it took to be released overseas with a limited special edition for Europe: a small artbook showing characters renders and world artwork, as well as two postcards. [[SarcasmMode Woo-hoo.]] The in-game content for both EU and US, however, added Pete as a D-Link summon, stickers and an extra boss, nothing more. Cue the Final Mix adding extra stuff by the crapload.
** The NA versions of the [[NintendoEntertainmentSystem NES]] ''DragonQuest'' games had several changes made, such as replacing the original game's password system with a battery-backed save.
* 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.
* The North American release of ''RecordOfAgarestWar'' fixed the European version's BlindIdiotTranslation and gave PS3 owners the extras from the Japanese {{Xbox 360}} UpdatedRerelease.
* Normally, the overseas version of ''Franchise/StreetFighter'' games during the arcade days usually had content cut compared to the Japanese originals (i.e. 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).
* The US 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.
* The background animation for the ''{{DJMAX}}'' song "Xlasher", which is sung in {{Engrish}}, has Korean subtitles in Korean releases of the games. The overseas releases remove them, clearing up some room at the bottom of the screen.
* 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...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, [[ObviousBeta 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 Western alphabet.
* The PAL 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.
* The European version of the first ''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.
* Subverted with ''VideoGame/DanceDanceRevolution Konamix'' - after a drought of DDR releases in the US, Konami promised the next US 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.
** And averted by ''[[MarketBasedTitle Dancing Stage]] [=SuperNOVA 2=]'', which was based off the U.S. version (and released after the ''superior'' Japanese port) and had ''fewer'' songs (most of the licenses got replaced by "Cara Mia", a song that finished 3rd in Sweden's national final for the 2007 EurovisionSongContest.)
* ''[[VideoGame/DonkeyKongCountry Donkey Kong Land III]]'' for the GameBoy was released as ''VideoGame/DonkeyKong GB: [[DubNameChange Dinky Kong]] & Dixie Kong'' for the GameBoyColor in Japan, 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).
* The Japanese version of ''Franchise/FireEmblem: [[FireEmblemElibe Rekka no Ken]]'' 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 American version, you just have to beat the game on any difficulty. Inverted for Europeans, who got the Epilogue completely removed.
** The American version of ''Fire Emblem: [[FireEmblemAkaneia Shadow Dragon]]'' featured bonus content not included in the Japanese and European versions, such as five additional multiplayer maps, instead of just one, like in the other version. These extra maps were later included in the DS remake of ''Mystery of the Emblem''.
** Almost every FE released in the west gets some small improvements, you can find a full list [[http://www.serenesforest.net/general/local3.html here]].
* The American release of ''SolaToRobo'' is getting 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.
* 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.
* ''VideoGame/NoMoreHeroes2DesperateStruggle'' had several exclusives in Japan (where it was made, came out ''last'', and with the smallest sales).
* ''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.
* The Japanese 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.
* ''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 Nintendo GameCube Game Boy Advance 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.
* The Japanese version of ''VideoGame/TheLegendOfZeldaTheWindWaker'' 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.
* For each region after the original [=PAL=] 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 [=PAL=] and American versions.
* 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.
* [[http://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.
* In Japan, censorship laws require genitalia to be censored, even in pornography. The result is that whatever Japanese-release pornography you view or read will most likely have mosaics and [[BleepDammit so-small-they're-pointless censor bars]]. This law does not carry over to the United States, where porn from Japan, especially H-anime, can be [[AmericanKirbyIsHardcore exported to in all its uncensored glory]].
* 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.
* The different regions which the ''VideoGame/AnimalCrossing'' games have been released in (Japan, North America, Europe, and Korea) have different holidays; however, since ''New Leaf'''s multiplayer is interoperable between regions, a person with any version of ''New Leaf'' can access any holiday ([[TheDevTeamThinksOfEverything translated into their language]]) if they're friends with someone from a different region. Additionally, some holidays fall on different days or have different items associated with them in different versions. The holidays in ''New Leaf'':
** Japan: Setsubun (February 3rd), Hina Matsuri (March 3rd), Children's Day (May 5th), Tanabata (July 7th), Obon (August 15th or 16th), Otsukimi (September/October)
** North America: Groundhog Day (February 2nd), Shamrock Day[[note]]i.e., St. Patrick's Day[[/note]] (March 17th), Earth Day (April 22nd), Labor Day (first Monday in September), Autumn Moon (September/October), Explorer's Day[[note]]i.e., Columbus Day[[/note]] (second Monday in October), Festive Furniture Season (December 1st through 23rd)
** Europe: Shamrock Day (March 17th), Autumn Moon (September/October), Naughty-or-Nice Day (December 6th)
** Korea: Lunar New Year (January/February), Great Full Moon (February/March), Arbor Day (April 5th), Parents' Day[[note]]replaces Mother's Day from the other regions[[/note]] (May 8th), Teachers' Day[[note]]replaces Father's Day from the other regions[[/note]] (May 15th), Chuseok (September/October)
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