Examples are listed by platform of origin:
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- Bionic Commando - The export version lets players keep their current weapon between stage, whereas the Japanese version (Top Secret) reverts it to the default gun. Additionally, the helicopters in the export versions are lesser in number, drop fewer bombs, and will eventually stop chasing you if you avoid them for long enough.
- Black Tiger - The Japanese version, titled Black Dragon, features a greater number of enemies with stronger attacks, more aggressive bosses, more falling rock traps, and more expensive items.
- Cadash - The Japanese and American versions are more difficult than the Europe and World versions (the version in Taito Legends Collection is the World version). Herbs and inns are more expensive, you can't carry as many Herbs or Antidotes, bosses have more health, the Priestess' Time spell gives less time, and the Dragon Amulet is worth less money.
- Crime Fighters - The Japanese version featured a traditional lives/health gauge system, whereas the American version uses hit points that are gradually drained as time goes by. The Japanese version also has a back kick button that was removed from the American version. On the other hand, the American version allows up to four players, whereas the Japanese version is limited to just two.
- Dark Adventure - A Gauntlet clone by Konami, the game underwent extensive changes for its Japanese and International releases, titled Majū no Ōkoku and Devil World (not to be confused with the first-party NES game of the same name) respectively, after the original version apparently underperformed in North America. Devil World ditches the melee weapons of the original in favor of giving each character a gun, replaces individual power-up items in favor of a Gradius-style power-up selection meter, and is completely linear in its overall structure (as opposed to Dark Adventure, which forced players to choose from multiple paths and figure out the correct way by themselves).
- The overseas versions of Double Dragon 3: The Rosetta Stone were made first and featured item shops where the player could purchase new playable characters, special moves and weapons (among other power-ups) by inserting more coins into the cabinet. Essentially Double Dragon 3 introduced the concept of microtransactions in gaming long before it was employed by other developers. This feature proved to be rather unpopular among players, so when the developers worked on the Japanese release, they removed the item shops completely and allowed players to choose any of the four character types from the get-go, with all their moves usable from the outset (they did make the Hurricane Kick harder to pull off to compensate for this). In the Japanese version weapons are found lying on the ground waiting to be picked up, a huge contrast from the first two games where the player had to disarm enemies first.
- Fire Shark, as with Twin Cobra, had respawning only at checkpoints and no simultaneous two-player mode in the original Japanese version, Same! Same! Same!; enemies also fire more often. The developers at Toaplan regretted making the Japanese version too difficult; the later simultaneous two-player Same! Same! Same! is actually easier than the overseas version.
- Gradius features more aggressive enemies in the overseas version (Nemesis). To make up for the increased difficulty, the game throws the player a fleet of red enemies every time he loses a ship, allowing the player to refill his ship's power-up gauge.
- Gradius III, in the "Asia" and "World" versions, had the full length "technical course" of the Japanese version with the difficulty of the "beginner" mode.
- Haunted Castle had four different versions labeled E, K, M, N, and P. E, K, and M were the overseas releases, whereas N and P were Japanese releases. Version M in particular is the hardest of the four versions, where a single bone throw from a skeleton enemy in the very first stage will result in the player losing half of his health.
- Jackal (aka Top Gunner) - In the US and World versions, the player's machine gun will shoot at the direction their jeep is facing, whereas in the US and World versions it will always shoot north. The grenade/rocket launcher works the same way in all three versions though.
- Kid Niki Radical Ninja had mid-stage checkpoints in the American arcade version, whereas the Japanese arcade version (Kaiketsu Yanchamaru) forced you back to the beginning of the level upon death. The NES/Famicom port had the same mid-stage checkpoints in all regions.
- Shadow Force- The U.S. version uses a complicated six-button control scheme, whereas the Japanese version has a simpler three-button control setup: the Hard Punch and Light Kick buttons were removed, and the "snatch" move (in which the player's character copies an enemy's appearance and abilities) is now performed by pressing punch and kick simultaneously instead of having a dedicated button. Both versions of the game also featured one-on-one versus segments between stages which forced players to drain each other's health, but these can be turned off in the Japanese version, whereas they're mandatory in the US release. A third version also exists that is entirely in English, but is much closer to the Japanese version in terms of gameplay.
- The Simpsons was made much easier than the international version in Japan. More food and weapons were added to the levels (including a new atomic bomb item that clears the screen), the slingshot was powered up to kill any enemy in one hit, and you can use weapons while jumping. The Japanese version also allowed players to add another "layer" to their health gauge by picking up food with full health.
- Super Contra ends on one loop in the U.S. version, whereas the Japanese version has a second loop in which the difficulty is set on the hardest setting (regardless of the game's actual settings) and continues are not allowed.
- In the US version of Trigon (Lightning Fighters), the game-breaking Homing Trigon weapon is no longer available in 1-player mode. On the plus side, it does have instant respawning when you die, although you still lose all your powerups.
- Twin Cobra has a fair number of differences from its Japanese version, Kyūkyoku Tiger, but the one with the most dramatic impact on the game's difficulty is that Twin Cobra doesn't force the player back to a Check Point upon dying. The player's helicopter also moves a bit faster in Twin Cobra.
- However, the bullet limit is higher in the Japanese version, allowing for increased firepower.
- The sequel features more durable enemies in its Japanese incarnation.
Family Computer / Nintendo Entertainment System
- The Addams Family: Fester's Quest - The European version is much easier than the American release, since it allows Fester's shots to pass through walls and obstacles. This prevents the frustration of shooting at enemies in narrow passages with projectiles that don't go straight. Enemies and bosses also take less hits to kill.
- The Adventures of Bayou Billy - The NES version bumps the difficulty tremendously compared to the Famicom original titled Mad City. Anything in the driving stages causes the player's jeep to explode in one hit in the Western version. The Japanese version just takes a chunk of life away. And this is one example. As a rule of thumb, anything that would help you is halved (like your attack and defense), and anything that would hamper you is doubled (like enemies' attack and defense) when compared to Mad City.
- Western versions of Adventures of Lolo II and III both contained some puzzles lifted from older Eggerland games that were never released in America. The Japanese versions of these games, titled Adventures of Lolo and Adventures of Lolo II (the first American Adventures of Lolo consisted entirely of recycled puzzles, and was therefore not released in Japan) contained new, harder puzzles instead. However, some of the puzzles from the Japanese Adventures of Lolo also ended up in the American Adventures of Lolo III.
- Air Fortress - The Japanese version of the shmup sections are even worse. In the other releases, you can at least pick up where you left off if you die, but dying in the Japanese version kicks you all the way to the start of the stage every time (and the spinning destructible obstacles take far more hits to kill.)
- Battletoads, while still not a cakewalk, is much, MUCH easier in the Japanese version than the legendarily difficult western releases. There are so many differences in obstacle placement in every level that a full list of them would take up quite a bit of space. For example, Level 3 has lots of extra jump ramps, no midair ramps, completely removed the island jumping section with the flashing exclamation mark, and doesn't speed up at the very end. The player also has 5 continues and 5 lives per continue by default (instead of 3), which requires a cheat code to enable in other versions of the game.
- This is also notable because future ports to other consoles, such as the Mega Drive / Genesis, adapted the Japanese version's difficulty. Naturally, anyone looking to brag that they've beaten Battletoads needs to distinguish which version of Battletoads.
- The Western version of Bionic Commando changes around the difficulty of certain areas a bit. Generally, the early areas of the game were made much harder and the later sections were made easier.
- Blaster Master has a room in in Area 4 that leads to Area 5 which was made much easier in the western versions. In the original Famicom version (Metafight), the player has to fall from a tall height and latch onto a ladder before hitting the ground. The NES version added a series of platforms instead.
- Castlevania - The Disk System version (Akumajō Dracula) not only had a save feature for up to three files, but also gave out morning stars earlier. The 1993 Japanese cartridge re-release took out the save feature, but added an "Easy" mode which starts the player off with more lives and power-ups.
- In the Western version of Castlevania III: Dracula's Curse, every enemy takes off the same amount of health, and the damage they inflict increases in later stages, as with the first game. In the Japanese version (Akumajō Densetsu), different enemies take off different amounts of health, and the damage they inflict remains the same throughout the entire game. The western version also has more enemies in some rooms (such as additional bats in the last room before Dracula), and Grant's throwing daggers (with an attack range that reaches across the entire screen) were replaced by a stabbing dagger with tiny range. The Cross and Holy Water were also made rarer and removed from random drops, Alucard's bat power drained hearts twice as fast as well as costing a heart to activate, and Dracula's third form could attack in 16 direction and twice as frequently. To compensate somewhat, the game had a code that gave you 10 lives, even after a game over, and sending you back to before the pendulums after losing to Dracula allowed you to pick up a Game Breaker Axe for use on Drac's third form.
- The European version is based on the U.S. version but made slightly easier: enemies do one less damage in early levels and the Stopwatch lasts one second longer.
- Contra - While the Famicom and NES version are practically identical in terms of difficulty, the Famicom version has a stage select cheat that does not exists in its NES counterpart.
- Dr. Jekyll and Mr. Hyde replaced two of the three town stages from Hōma ga Toki with recycled versions of other stages. Admittedly, these stages were most likely cut out due to their suggestive content rather than their actual difficulty, since the player could refill Jekyll's stress gauge by visiting a certain woman's apartment, who proceeds to pays him with cash while romantic music plays in the background (although, sometimes the opposite happens as the woman proceeds to drain Jekyll's stress gauge and steal his money instead). Nevertheless, their removal does affect the game's difficulty, since there's no other way to restore Jekyll's stress gauge.
- Double Dragon II: The Revenge restricts the game's length depending on the difficulty level in the NES version, whereas the Famicom version allows the entire game to be played on any setting (which have standard labels, instead of the NES version's idiosyncratic difficulty levels) and even allows continues without the need of a cheat code. There are other specific differences between the two versions as well, such as the disappearing platforms from Mission 6 being much easier on the Japanese version's easier difficulty settings and enemies having way more health on the Japanese version's hardest setting.
- Double Dragon III: The Sacred Stones adds more enemies and reduces the player's total health by ten points per character in the American version. On the other hand, the Japanese version changes the ending depending on which character survive the final battle, whereas the American always shows the full ending with all four characters regardless of whether they died during the game or not (including Jimmy, who only appears in a 2-Player game).
- Dragon's Lair improved over the original American release in its Japanese and European versions by making the game faster and smoother, thereby reducing the difficulty level a notch.
- Fist of the North Star, originally released as Hokuto no Ken 2 for the Famicom, made some of the earlier sub-bosses (Balona, Buzori) easier to defeat in the American version and also allowed continues to restart at any stage (whereas continues in the Japanese version warp you back to Stage 4 in later stages). However, the NES version added a Game-Breaking Bug that causes the player to go throughout glitched versions of the four Vs. Mode stages and then end up in a empty room with a bottomless pit, rather than showing the ending (making continues rather worthless).
- Kid Icarus made a few changes to the last level in the American version: the screen scrolls automatically rather than based on the player's movement, you no longer have to hold the Jump button to fly, you can fly through the bricks and pillars, and enemy patterns have been changed. These differences make the American version a little easier.
- The Legend of Zelda I has a very minor example: the North American version added Keese to a couple of originally empty rooms. Some would also say the NA version's "Blind Idiot" Translation increased the difficulty considerably, with important hints in the Japanese version rendered uninteligable or replaced entirely.
- Exports of Zelda II: The Adventure of Link added weak XP-draining monsters and monsters that can only be harmed by the Fire spell (one of them appearing well before the player gets that spell).
- Increasing Link's stats is a lot easier in the Japanese version, where the experience points needed to level up stopped increasing once it hit 4000 points. Other versions raised the maximum cap to 9000, and made P-Bags drop rather less often from enemies. Needless to say, many players who were in the latter category would spend a ton of time level grinding. There is a bit of compensation with P-Bags found in set places, as they are usually more generous in EXP in the US and EU versions.
- While it was likely unintentional, the A.I. Breaker where Dark Link continually runs into Link's sword if he couches at the left wall does not work in the Japanese version.
- In the American version of Life Force, a single player can have up to two attack drones (or one for each player in 2-Players Mode), whereas the Japanese version (Salamander) allows up to three shared between both players. On the other hand, the NES version got the Konami Code, which was not in the Famicom version.
- Mega Man 2 had two difficulty settings, Normal and Difficult, in the American version. The Japanese version only contained Difficult mode, and was deemed too challenging for most American players, explaining the change. The Wily Wars port for the Mega Drive was more faithful to the original Japanese version and had no difficulty selection.
- Mighty Bomb Jack moved some items in the American version to make them easier to find and allowed you to break secret blocks in one jump, rather than several.
- In the Japanese version of Mr. Gimmick (called Gimmick!), you start with three lives and get an extra one at 10,000 points and every 25,000 points thereafter. In the European version, you start with seven lives and get an extra one at 10,000 points and every 20,000 points thereafter.
- The NES version of Ninja Gaiden III: The Ancient Ship of Doom removed the Password Save (this was the first game in the series to have one), doubled the damage delivered by enemies (essentially reducing the player's health by half), limits checkpoints to only the beginning of a stage, and made continues limited. The version included in Ninja Gaiden Trilogy for the SNES reverted the difficulty back to the same level it was in the Famicom version.
- Rainbow Islands has 5 continues in the European version, whereas the other versions have an unlimited amount and a level select cheat.
- River City Ransom has three difficulty levels in the Japanese version (Downtown Nekketsu Monogatari), whereas the western versions only has two. The "Easy" setting was removed, while "Normal" and "Hard" became "Novice" and "Expert" respectively. The option to disable player-to-player damage was also removed from the western versions.
- Rush'n Attack was released for the Disk System in Japan under the title of Green Beret, which featured instant re-spawns after every death (instead of the checkpoint system used in the NES version), greater ammo carrying capacity for the player (9 instead of 3), limited continues (as opposed to none) and hidden underground shortcuts. To balance things out, the NES version starts the player off with more lives and all the weapons give out full ammo (as opposed to the Disk System version, in which they had to be accumulated one by one).
- The European version of Rygar is absurdly difficult toward the end, due to the EXP caps being reduced from 4095 to 1023 on both of Rygar's stats, with no corresponding adjustment to enemy strength.
- S.C.A.T., also known as Action in New York in Europe, is a rare example of an NES action game actually being made easier for the export market. The Famicom version, Final Mission, started the player with three hit points and would revert the player's weapon back to the default gun every time the player gets hit. In the NES version, the player starts off with six hit points and always keeps his or her weapon no matter how many hits he or she takes.
- Section Z was released on the Famicom Disk System and had a save feature that allows players to resume the game where they left off. The NES version on the other hand forces the player to complete the whole game on one sitting.
- Super C - Much like its predecessor, the Famicom version of Super C (titled Super Contra) had a stage select cheat that was disabled from its NES counterpart. Likewise, the ten lives cheat from the NES version
- Super Mario Bros. 3 had some subtle changes in its difficulty in Western versions. In the Japanese version, if you were Fire or Raccoon Mario and you were hit, you'd revert to Small Mario (same as the original Super Mario Bros.). This was changed in the American version where being hit while having fire or raccoon powers would revert you back to Super Mario.
- Super Spike V'Ball - Much like Double Dragon II, the Famicom version of this game (titled U.S. Championship V-Ball) allows players to play the entire Tournament mode on any difficulty level, whereas the NES version restricts the length through different game modes (Exercise, American Circuit, World Cup) that aren't essentially idiosyncratic difficulty levels. Unlike Double Dragon II though, World Cup mode in V'Ball actually has additional opponents and exclusive ending not in the Famicom version.
- Wrath of the Black Manta, the international version of Ninja Cop Saizou, removed one of the original levels and its boss entirely and replaced the final level's Boss Rush with a single boss rematch.
- Mystery Quest (Hao-kun no Fushigi na Tabi), when exported to the NES from the FDS, had the third world and last two castles cut due to the cartridge's smaller storage space, along with the first two worlds being toned down in difficulty. and the save feature was replaced with a continue option. Also, you have to play through the NES version four times to get the Golden Ending, while the FDS version just has one ending.
Super Famicom / Super NES
- ActRaiser isn't as extreme example as some: the Japanese version was overall more difficult, with some enemies having attack patterns that were removed from the US release. The simulation stages also were a little faster to get through in the US version. Additionally, the while the US release required higher total world population sizes for gaining each level, it also had higher population maximums in each city, and each city grew a bit faster.
- Brain Lord beefed up monsters in the U.S. version.
- Contra III: The Alien Wars had a couple of cheat codes in the Japanese version Contra Spirits (namely a thirty-lives code and a stage select) that were removed from the overseas releases. Moreover, the Japanese version allows the player to fight the True Final Boss on Normal, whereas the overseas versions only allows it on Hard.
- Donkey Kong Country
- Donkey Kong Country, another Rare game, had numerous small changes in the Japanese version (Super Donkey Kong) that made it slightly easier in a few levels.
- Donkey Kong Country 2 Diddys Kon G Quest, similarly to the first game, has saving after the first time in Kong Kollege only cost one coin in the Japanese version, not two. However, Funky's Flights still costs two coins.
- Final Fantasy IV, retitled Final Fantasy II in America since it was the second game in the series released overseas, was significantly easier than the Japanese version. It eliminated a number of character abilities and items, simplified the removal of Standard Status Effects, and made most of the bosses easier. A few months before its release, Square released an "Easytype" version of the game in Japan, based on a prototype of the US version that was even easier than the US version with things like Ribbons that absorb all elemental attacks on top of protecting characters from status aliments.
- Illusion of Gaia has herbs fully recover your health in the Japanese version. Also, you don't have to attack the first boss's hands to hurt him, and the earthquake attack can be used to stun a boss.
- In Lufia & The Fortress of Doom, the Final Boss's moveset is reduced to two attacks. The good news? Both of those attacks are magical, meaning the Mirror spell completely protects against them. The bad news? One of those attacks, Figual, can inflict confusion on your entire party and can lead to your party killing themselves off far faster than his other spell can.
- The 7th Saga is legendary for being obscenely hard and featuring insane level-grinding in its American version. The average stat gains per level for player characters were reduced compared to the Japanese version. This also added an unwinnable situation, as they didn't tone down the stat gains your rivals get as bosses based on your level, so leveling up too much can literally make them too powerful to beat However, there's a loophole the player can take advantage of here. The rival's stats are based only on the main character's level. Therefore, the player can get around their stat gains by only leveling the companion character and making him or her fight the rivals instead.
- In the Japanese version of Soul Blazer, the first boss room had two conveyor belts pushing away from the boss and one normal bridge. The International versions instead have three conveyor belts, two pushing toward the boss and one away from it. This makes it harder to perform hit and run tactics.
- Super Bonk lets you go off the top of the screen in the space stages in the Japanese version (Super Genjin). Doing this, though, sends you to a "penalty game" in which you must build up speed while running around the Earth and then jump back into space. In the international versions, this was removed, and Bonk simply bounces off the top of the screen in those stages.
- Super Double Dragon has three selectable difficulty settings (Easy, Normal and Hard) in the Japanese version, Return of Double Dragon, whereas the American version doesn't have any. However, the difficulty of the American version is harder than the hardest setting of the Japanese version. Enemies have more health and weapons such as incendiary bombs and knives are more lethal. The American version also recycles boss characters more often and some of the added moves in the Japanese version, like the multi-hit Hurricane Kick and the ability to catch your boomerangs or exchange weapons on the ground, were not implemented yet in the American version. On the other hand, the Japanese version is slightly longer, with two extra areas added to the final stage.
- Super Mario World has very minor changes noticeable between versions. The bonus level "Funky" in the Japanese version had three green berries which add time to the clock. Western versions added six more green berries. One level has dolphins that act as platforms for the player to traverse across the water where a puffer fish would hound the player relentlessly. The Japanese version had Yoshi be able to eat the dolphins while the international version disables this ability to prevent screwing the player over while also probably avoiding offending people about the treatment of dolphins. The Game Boy Advance re-release puts the dolphin eating shenanigans back in.
- The Twisted Tales of Spike McFang increases the defense of enemies, making level grinding obligatory if the player wants to do more than scratch damage to bosses. Many enemies turn into Boss in Mook Clothing thanks to this. It also removes the Level Up Fill Up mechanic and the option to restart with full health in the beginning of an area if you die.
- The Legend of Zelda: Majora's Mask has the Owl Statues you find in-game as warp points and quicksave points in the international releases of the game. In the Japanese version, the only way to save was to play the Song of Time and return to the Dawn of the First Day. The inclusion of owl saves required Nintendo to reduce the number of save files to two. To this day, International Majora's Mask is the only Zelda game to not have three save slots.
- Fire Emblem: Path of Radiance removed the Harder Than Hard Maniac mode and replaced it with an Easy mode in the American version. Then again, the 255% crit chance forge bug was removed, and upper-tier enemies can crit a lot more.
- Luigi's Mansion with its Hidden Mansion mode. It wasn't too impressive in the Japanese and US versions, with merely rooms being a bit darker and some other minor tweaks. The PAL version though... completely redid most of the game. In this mode, you got the whole mansion mirrored, more (and harder) enemies in rooms, more treasure like golden mice, bosses with new attacks (rocking horses in the first battle went diagonal, you rode on the Poltergust when against Boolossus, and Bowser's mines exploded instantly in some cases), and annoyingly... you had to beat the Hidden Mansion to get an A grade.
- Metroid Prime uses a hint system to show players where to go next. One of the members of the development team wanted more hints added to the North American version of the game because he feared that players would get lost in a game where you're on your own. The Japanese version of the game has fewer hints.
- Resident Evil 4 has an "Easy" setting in the Japanese and European versions that was not present in the American release. This also applies to the PS2 and Wii versions.
- Paper Mario: The Thousand-Year Door has several rooms in the X-Naut Fortress where Mario must follow a safe path along the floor to avoid becoming electrocuted. In the Japanese version, the safe path is only two squares long in the third of these rooms, compared to three in the North American and the PAL versions.
- The NA release of Wario World removes the Final Boss's second phase.
- Fire Emblem: Radiant Dawn renamed the difficulty settings. The Japanese version's Normal mode became the English version's Easy mode, while the Japanese Hard became the English version's Normal.
- The Western version also added the ability to make permanent (i.e. endlessly reloadable) saves mid-battle, with only Hard Mode retaining the 'suspend' (a one-time save that deletes itself when you reload it, basically just if you want to take a break) system from the Japanese version. A few new weapons were added, some existing weapons were improved, and several skills were tweaked to make them more useful. (Wrath and Resolve now always activate as long as you're below the required HP threshold. In the Japanese version, both skills were chance-based)
- Super Smash Bros. Brawl has various changes made in its PAL version; in addition to bug fixes, it made all the challenges skippable via Golden Hammer. No more hammer-proof challenges.
- Castlevania II: Belmont's Revenge has two sub-weapons in all versions, but in Japan they're the Holy Water and the Boomerang Cross, while in the overseas versions the Cross was replaced with the Axe. To clarify: The Holy Water and Boomerang Cross are generally considered the best sub-weapons in the series — used properly, they can hit multiple times for absolutely massive damage and in some games the Holy Water can trap enemies in helpless hit-stun. The Axe... is generally considered borderline useless — it does decent damage, but it has a weird arcing trajectory that makes it hard to hit anything not positioned above you. Additionally, some of the items hidden in walls are different depending on the region.
- Donkey Kong Land 2 has cheats in the English version allowing you to start with 50 lives, 40 Banana Coins, or 47 Kremkoins, but these cheats were removed in the Japanese version.
- Operation C, simply called Contra in its Japanese release, has the Stage Select mode activated by default there, while the overseas releases required a cheat code.
- Tiny Toon Adventures 2: Montana's Movie Madness was released in America on November 1993 and is notorious for its challenge level, not just in the levels themselves, but also because you had limited lives and continues, you got an extra life for every 3000 points, and a continue if you beat one of the bonus games, and the bosses had three hit points. The Japanese version was released one month later and has numerous differences, including shorter and easier levels, with some sections of the levels being removed completely, easier bonus games, an extra life for every 2000 points, the bosses having two hit points instead of three, infinite continues, the bonus games giving you an extra life if you beat them, and a password system.
Game Boy Advance
- Mario & Luigi: Superstar Saga had Heart Blocks in certain places in the Japanese version, which you could hit for a free heal. The North American release, which was released earlier, did not have this feature.
- Another interesting but minor 'difficulty' change was adding a whole bunch of button icons everywhere in the menus. Like how the level up screen has Lakitu tell you how to move the cursor up and down or the bit in the intro where Toad is initially playable has a D Pad icon appear when you can take control of him.
- However, it was also subverted in one very, very blatant way; the shop prices were way harsher in Japan. Normal items cost between 10 and 100% more, and some pieces of gear cost literally THREE TIMES more than it did in US versions of the game. One pair of pants in the US version? 500 coins. Same item in Japanese version? 1750 coins.
- Metroid: Fusion actually came out in Japan after America, so Nintendo took the time to add selectable difficulty settings. There are three, Easy through Hard, and they work much like the ones in Zero Mission. Easy mode is of particular interest to speed runners because it eliminates many of the random factors that can cost time. (For example, the second boss jumps a random number of times before exposing its weak point on Normal/the American version. On Easy, it exposes its weak point on every jump)
- Pocky & Rocky With Becky, originally released in Japan as Kiki Kai Kai Advance, upgraded the characters from One Hit Point Wonders to Two Hit Point Wonders in the Japanese version. A password system was also added.
- The two GBA Fire Emblem games (that weren't No Export for You) got tweaked to make them slightly easier in the English releases. Blazing Sword nerfed the weapon effectiveness bonus from x3 to x2, weakened the Throne terrain (which most bosses stood on) and equipped a major Climax Boss with a normal magic sword instead of a life-draining one. (though the chapter's hints still mention the "cursed, life-draining sword") Fire Emblem: The Sacred Stones, already considered one of the easiest games in the series, was made even easier; weakening enemies overall (enemies in Hard Mode are around 3-4 levels lower than in the Japanese version) and having Recurring Bosses keep the same stats in all their appearences. (Their stats got slightly higher in the refights originally)
- Mario & Luigi: Partners in Time, like the GBA original, was released in the US first, making the Japanese version easier in most extents. The items are cheaper in the Japanese version, many bosses have half the health, and the badges and gear have more stat boosts. Heck, even things like the UFO to target in certain boss battles staying in one place, the save point being inside a shop in one area, certain bosses using less effective healing items, and three of the bosses having counterattacks. Unlike the prequel, the European release actually carried over the Japanese version's gameplay.
- Pokémon HeartGold and SoulSilver, due to European ratings board aggression against any reference to gambling, did not feature the original Game Corner in international releases. Instead, everyone else got a game that is best described as "minesweeper + sudoku + (noticeably less) Luck-Based Mission". While attempting to earn prizes early would be a pain if you could actually lose money, it is instead fairly easy to get Dratininote when you can't.
- The international versions of Kingdom Hearts: 358/2 Days are easier than the original Japanese. Enemies have less HP, Munny is now awarded for beating missions, and some enemies deal less damage.
Sega Mark III / Master System
- Ashura was an overhead action shooter that was released as a Rambo in the United States and as Secret Command in Europe. The original Ashura version released in Japan was slightly harder, as some of the tougher enemies required more bullets to kill or were only vulnerable using fire arrows.
- Black Belt was originally released in Japan as a game based on Fist of the North Star. While the difference are mostly cosmetic due to the change in characters and setting, one of the bosses (the fire-breathing giant Devil's Rebirth) was replaced with a new enemy (Gonta the sumo wrestler) who fights with all new attack patterns. Black Belt also has more health power-ups compared to Hokuto no Ken.
- Captain Silver is missing two stages and numerous enemy characters from the American version which were featured in the Japanese and European versions of the game, resulting in a much shorter and easier game.
- Double Dragon only allows the player to continue up to two times any time in the Japanese release, whereas the U.S. version allows unlimited continues until the final stage, which makes the game easier or harder depending on your skill level.
- Wonder Boy In Monster Land was released as Super Wonder Boy: Monster World in Japan, and gives all the enemy characters twice the hit points they have in the American version.
Mega Drive / Genesis
- Contra: Hard Corps features a three-point health gauge, unlimited continues and numerous cheat codes in the Japanese version (The Hard Corps) which were not present in the overseas releases. The European version is almost the same as the American in terms of difficulty, only it gives out less continues to compensate for the slower playing speed that makes enemies more predictable.
- Decap Attack, released in Japan as an anime Licensed Game, Magical Hat no Buttobi Turbo! Daibouken. Decap Attack featured a Life Meter system where the Magical Hat version made the player a One-Hit-Point Wonder. To compensate for this, the stages in Decap Attack were redesigned, with more and harder enemies.
- Dynamite Headdy starts the player with 3 continues in the Japanese version but none in the American version (additional continues can be earned in both versions) and had a few other tweaks that made the American version more difficult, like Trouble Bruin's energy balls, which can't hurt you in Japan, but will in America. On the other hand, Twin Freaks, one of the hardest bosses in the game, has twice as much health in the Japan version (but the player can cheat against it, unlike in the American version).
- Rocket Knight Adventures has the same four difficulties in all versions, but the names are different: the Japanese version has "Normal", "Hard", "Very Hard", and "Crazy Hard". In Europe, "Normal" was renamed "Easy". And in the US, the same difficulties were called "Children", "Easy", "Normal", and "Hard". Notably, in the other versions, Very Hard and Crazy Hard require codes to unlock, but in the American version, all four difficulties are immediately selectable.
- Additionally, in the US and European versions, if you play on the lowest difficulty, you will skip the final boss fight and get a message that this is not the true ending. The final boss fight happens on every difficulty in the Japanese version.
- Streets of Rage 3 adjusted the difficulty levels between the Japanese and American releases. The Japanese version had Easy, Normal, Hard, and Very Hard. The American version removed Very Hard, but at the same time, they buffed up the difficulty levels by one. Easy is equal to the Normal level from the Japanese version, Normal is Hard, and Hard is Very Hard. On top of having a harder game, enemies in the American game did more damage to you on harder difficulties while damage was fixed no matter what in the Japanese game. If that wasn't bad enough, Easy mode on the North American version only lets you play up to Stage 5, after which you'd get a fake ending and are encouraged to try again on a harder level. This could be averted through the use of cheat codes. The Japanese version let you beat the game on Easy.
- If that wasn't enough, the American version also gave the bosses more health depending on the difficulty. The most glaring example is the final boss in round 7A, where, in hard mode, he has nine health bars.
- The game also pulls this trope in reverse for the special attack and dodge system. The Japanese version has you lose more health if you used a special attack without a full power meter and the roll move doesn't make you move far. Streets of Rage 3 outside of Japan improved these mechanics where special attacks now don't sap a lot of health without a full charge and the roll mechanic pushes you a lot further to avoid attacks. These improved mechanics are encouraged to be used all the time due to the adjusted difficulty outside Japan.
- Wonder Boy In Monster World plays Death is Cheap for all its worth in the Japanese version, Monster World III — it warps you back to the last inn you saved at and charges you the normal inn fee (you can even just kill yourself if you don't feel like walking back). In the English version, if you die, it's Game Over; you have to use the Return spell to warp back instead. The Final Boss is also much harder in the American release: instead of a normal floor, the floor is a conveyor belt with a buzzsaw on it. The Dynastic Hero is based on the Japanese version of the game in all regions.
- Lunar: Eternal Blue, for some inexplicable reason, made an "addition" to the save system in the US release of the game that added a cost to save your game (from points awarded for winning battles). Working Designs claimed being able to save anywhere (which the Japanese version allowed) made it "too easy". Amusingly enough, this was only a problem very early on, after a couple of hours you would have so many points that you could indeed "save anywhere". Needless to say, there were plenty of hacks available to disable this system, as it was just a poorly thought out annoyance rather than legitimate difficulty.
PC Engine / Turbo Grafx- 16
- Exile was panned for being "too hard" in Japan, so Working Designs tried toning it down a little... making the game a cakewalk in the process. The reverse happened with its sequel, where it was basically made pretty close to unwinnable.
- J.J. & Jeff was an Americanized version of Kato-chan & Ken-chan, a side-scrolling platformer based on a Japanese comedy duo of the same name. The changes to the game were mostly cosmetic, but one change that actually affect the play mechanics a bit was that the player's fart attack was changed into a spray can, changing it from a back attack to a front attack.
- Crash Bandicoot (1996) made the first boss harder in the Japanese version (five hit points instead of three and he attacks faster as he takes damage) and removed the password system (and in this game, you could only save after completing a bonus round or getting a gem), but it also shortened a level, switched two levels around to smooth out the difficulty curve, and added hints from Aku Aku (the hints are also in the Japanese versions of the sequels).
- The PAL version slowed down Ripper Roo but removed a checkpoint from The Lab.
- Crash Bandicoot 2: Cortex Strikes Back widened the radius of the Belly Flop, slowed down the shield enemies, and made it easier to clear Turtle Woods without breaking any crates (which is required for the Blue Gem) in the PAL version, but if you die during a "Death Route", you don't get a second chance.
- In the PAL version of Crash Bandicoot 3: Warped the power you get for beating the final boss (which enables Crash to run faster) is more effective than in the American version, making the timed goals easier. However, the target times for one of the time trials (on which you can't use that power) were revised. Besides that, the two hidden levels give you Platinum Relics automatically in the US version, but not the PAL version. Enemies were changed as well: one enemy has an extra hit point, another fires more missiles at once, and several attack faster. Additionally, dying repeatedly on a level will eventually give you two Aku Aku masks in the US version, but never more than one in the PAL version, and the differing "Death Route" mechanics from the last game also apply.
- Compared to the US version, the Pura levels had more enemies added in the PAL version and some enemies removed in the Japanese version.
- Final Fantasy VII introduced two optional bosses for the export versions that later made to the International version in Japan: Ruby WEAPON and Emerald WEAPON. Emerald had the Aire Tam Storm, which does 1111 damage for every materia the player uses; of course, nobody knew this, so you'd better just hope two of them are Final Attack-Phoenix. It's also a Marathon Boss, but in this case, one that actually is difficult (after 20 minutes, there's a Non Standard Game Over) if you don't have the Underwater materia. Ruby, by contrast, takes two of your party members out. If you use Knights of Round on Ruby, it responds with Ultima. (You can, however, equip Ultima-Elemental to actually absorb non-elemental attacks.)
- Final Fantasy VIII makes Guardian Forces drawable in every boss encounter in the final level in case you missed any the first time around, but missing these the second time around makes them Permanently Missable. The Japanese version did not give players a second chance in drawing a Guardian Force in the final level.
- In the Japanese version of MediEvil, the Dragon Armor drains your health while equipped and the Pumpkin King boss regenerates health, but you can buy more ammo for the powerful Lightning weapon. (In other versions, once you use up its ammo, it's gone.)
- Metal Gear Solid has four difficulty settings (Easy, Normal, Hard and the unlockable Extreme mode) in the export versions, whereas the Japanese version only has two settings (the standard one, which is identical to the export version's "Easy" mode, and a "No Radar" mode that is also identical, but with the Soliton Radar turned off). The codenames used to evaluate the player's performance in the Japanese version were transferred over to the Hard and Extreme modes in the export versions.
- Persona cut a more difficult alternate quest from the US release. Also, in a failed attempt at making the game easier, they made it harder by reducing the encounter rate to 1/3 and tripling the EXP gained from battles. The problem is, rather than their intended goal of leaving the player with the same amount of EXP with fewer battles... they forgot to factor money into it, leaving the player permanently poor and unable to afford the standard weapons.
- The reduced fights also meant less chance for negotiations which allowed the player to create new Personae, get items, and stop fights whenever possible.
- On the other hand, the reduced encounter rate also meant that characters had a better chance to take advantage of their SP (Spirit Points used for magic) regenerating while walking outside of battle, making SP management and healing easier.
- Resident Evil has an auto-aiming function in the Japanese version, as well as more ink ribbons and ammo available. The developers thought of furthering the difficulty in the export versions by making storage boxes not linked, meaning that items that were stored in one location couldn't be retrieved in another. While this was only implemented in review copies and not in the retail version, the idea was brought back to the "Real Survivor" mode featured in the GameCube version.
- In the American version of Resident Evil 2, some of the item and enemy placements are different from the Japanese release. The U.S. version's difficulty setting is featured as an extra mode in the Dual Shock-compatible re-release of Biohazard 2.
- Silhouette Mirage was borked entirely in the U.S., as it originally featured the prototype of the color-swapping mechanic that later went into Ikaruga.
- In the original Japanese version of Thousand Arms it was fairly easy to defeat bosses before you could see the full range of their rather extensive combat quotes and animations. Atlus overcompensated for the US version, resulting in a game that, on top of the other issues with its combat system, is notorious for every boss being a tedious Marathon Damage-Sponge Boss.
- Tomb Raider II features much weaker enemies and has certain traps removed in the Japanese version.
- Devil May Cry 3 bumped up all of the difficulties by one notch for the original US release, so Easy was Japanese Normal, Normal (the only difficulty available at the beginning) was Japanese Hard, etc. The game was no cakewalk in the original release, and the "adjustment" elevated it to hair-tearing for first-time players who didn't want to drop down to Easy. The Special Edition re-release restored the original difficulties, with the American Hard becoming Very Hard.
- It also restored the option of using the Gold Orbs (let you revive right where you died) from the JP version... but still let you use the US version's Yellow Orbs (let you revive outside the last door you walked through, like the original DMC).
- Final Fantasy X added the Dark Aeons to the PAL version, which are evil versions of your summons that function as a total of 8 Bonus Bosses (9 if you include Penance, who is unlocked after beating all of the Dark Aeons). However, they're at a higher level than the actual Endgame Bosses- in fact, most guides basically come out and say "Your party for these fights should have AT LEAST 9999 HP, their fully activated Celestial Weapons, and the following very difficult to get armor perks..." This also makes getting said fully activated Celestial Weapons harder in the PAL version, as if you didn't get some of the Sigils within a short time frame, you'd find Dark Aeons blocking the area later on.
- They're there because the PAL version is based on Final Fantasy X International, rather than the US version or original Japanese release, to make up for the delay and the technical issues of porting an NTSC game to the PAL image standard.
- However, the worldwide HD remake of FFX is based on the PAL version, meaning everyone can now get in on the increased difficulty.
- ICO had its Japanese and European versions released after the American one and featured an increased difficulty, in addition to other bonus content. Notably, a few puzzles were lengthened by adding trickier bits, and the enemies are a lot faster and more aggressive - spawning more frequently than they did in the American version (where they only spawned if the player left Yorda in a different room or at scripted events).
- Fixed in the PS3 rerelease, which also included all the extras left out of the original American version.
- Metal Gear Solid 2: Sons of Liberty was first released in America. The Japanese and European versions later added a questionnaire at the start of the game that affected, not only which difficulty levels the player could choose, but also whether or not the player skips the Tanker chapter and starts right off at the Plant chapter. The European version also featured an unlockable "European Extreme" setting that was even harder than the already Harder Than Hard "Extreme" setting. The E-Extreme setting was later added to the Substance version in all releases.
- Metal Gear Solid 3: Snake Eater, like the previous game, added an E-Extreme setting to the European version, which was also featured in all version of the Subsistence update.
- Mister Mosquito let you suck blood from any exposed skin in the Japanese version, but in the American and European versions, you could only suck from small designated points on the body, some of which were literally impossible to reach without dying.
- Shinobi had the following difficulty settings in the Japnese and European versions: Easy, Normal and Hard. Easy was removed entirely in the US release, which shifted the collectables from Normal to Hard and added in an extra "Super" difficulty with the Hard mode collectables. Super is the only difficulty where default character Hotsuma can't kill the later bosses in one hit.
- Dissidia: Final Fantasy has a ton of differences in the US version and the original Japanese version which was also re-released as an Updated Re-release. See here for additional info.
- In the Japanese version of Crisis Core, if Zack is KO'd during a side mission, it is a Game Over. In the US version, the game treats you as if you abandoned the mission and return you to the save point. You can use this to your advantage to steal an infinite amount of otherwise rare Phoenix Downs from the Bonus Boss and use them to max out your cash and all your materia.
- In Super Danganronpa 2, The Hangman's Gambit had to switch out the hiragana characters for Latin letters. Not a problem in the first game where the localization team was able to simplify the answers. The "Improved" Hangman's Gambit on the other hand fundamentally changed the way the characters fly across the screen by having them lower influence (AKA Hit Points) if they crash into each other (instead of floating harmlessly off-screen like the did before). Since this was impossible to change, the Updated Re-release on the PlayStation Vita ended up with literal translations that force the player to spell out every word of the final answer (roughly 4 hiragana characters as opposed to 10 letters in one case).
- Bullet Witch has Alicia's gun do less damage in the American version, as the localization team wanted American players to use magic more.
- Death Smiles runs at around 150% the speed of the Japanese version in the U.S. release, making it harder and preventing people from accurately comparing scores across regions—an unusual change considering that American players are, on average, less experienced with and proficient at the Bullet Hell genre than Japanese players. In a moment of Tropes Are Not Bad, the developers have stated that the US version is the game they had intended to make from the start, and some parts of the Japanese version were complained about as too slow.
- Age of Pirates 2: City of Abandoned Ships features three difficulty sliders in the Russian version - difficulty, rate of experience gain for the player, and rate of experience gain for enemies (i.e. how the much ahead or behind the level scaling will be). The English version lacks the latter slider altogether and it's set in the config files to the lowest possible value, making some parts of the game too easy and others (non-scaled) seemingly overly difficult in comparison.
- In the Korean version of Combat Arms, if you played the mission with the Sand Hog, one of the enemies had dynamite strapped to themselves and tried to run into you. The North American version did not have that.
- Dungeon Fighter Online, when released in America by Nexon, upped the EXP requirements for levels by THREE TIMES the amount required in the Korean version. Not that this changes the difficulty all that much, but it does make for a LOT of grinding to level up. So while you'd only be at level 20 on the American version, someone on the Korean version would be close to level 35.
- As discovered by Ross's Game Dungeon, the European version of the Polish-made The Chosen: Well of Souls is much easier than the North American version. However, after suffering through the Hell of the North American version, Ross was in no mood to play the game again to find out just how big the difference is, and figures it's probably still a bad game anyway.
- Stern Pinball's NBA was originally intended to be released only in China, with simpler-than-usual gameplay to introduce Chinese gamers to pinball. When management decided to also release the game in the west, it was updated with several additional features to make the game harder for more experienced Western players.
- As a general case, PAL is at 50Hz and NTSC is at 60Hz. Games that process the game frame-by-frame (practically most of them) will operate 20% faster on a 60Hz framerate than they do on a comparable 50Hz system. Unless the developers compensate for this, the European versions of a given game will be easier due to increased time to react.
- A notable example of this is Sonic The Hedgehog for Mega Drive / Genesis, due to the game's speed-based nature. Whilst the PAL version is certainly fast, the game was developed for NTSC, which plays faster, and many players in Europe believed that the US and Japanese versions were better as a result (they also had scrolling backgrounds). In the rereleases, the game can be played at the intended speed.
- Averted with the Mario Party series. CyberScore has separate tables for the NTSC and PAL versions, with NTSC almost always having the advantage.
- Catherine was so difficult that a patch was released to make it easier. In the Japanese version, the patch can be turned on or off once installed, but the American version comes patched and it can't be turned off. Also, the "Undo" ability, which allows you to rewind up to ten of your last moves, was added to Normal difficulty in the American version.
- Toy Story added a password continuation system not present in the American version to both the Japanese and PAL versions.
- The early Guitar Hero and Rock Band games have a rare unintentional version of this trope. Due to a bug the game seems not to register some of the strums above a certain strumming speed, in extreme cases only registering about half of a players strums. While details are uncertain it seems the bug is linked to the television refresh rate, with lower refresh rates having a higher tolerance for strumming speed. Since PAL mostly uses a 50Hz refresh rate compared to NTSC's 60Hz you can get away with strumming a little bit faster. This means that in songs that have very fast strumming it is much less difficult to get a Full Combo while playing on a PAL system.
- Kirby's Avalanche and Dr. Robotnik's Mean Bean Machine, both being graphically modified versions of Puyo Puyo made for the foreign market, had a much shallower difficulty curve than the original.
- Super Smash Bros. For Nintendo 3DS/Wii U: In the PAL version, it's slightly easier to uncover 100% of the image in the credits due to there being more names.