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* Toys/RockRaiders gave the PAL edition not just three bonus missions, but '''eighteen completely different main levels''.

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* Toys/RockRaiders gave the PAL edition not just three bonus missions, but '''eighteen ''eighteen completely different main levels''.
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* 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.

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* In ''VideoGame/SuperSmashBros Brawl'', ''VideoGame/SuperSmashBrosBrawl'', 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.

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Psycho Mantis will mention Suikoden in the American version.


European bonuses specifically are usually 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 [[note]]''VideoGame/{{Terranigma}}'' is one exception, being released in Europe but not North America[[/note]], which finally got a European and Australian release in their original forms on the Wii's Virtual Console, albeit only in English since they're actually the NTSC-U/C versions (although games such as a number of ''[[UsefulNotes/PlayStationNetwork PSOne Classics]]'' and ''Franchise/KingdomHearts [[VideoGameRemake Re:]] [[VideoGame/KingdomHeartsChainOfMemories Chain Of Memories]]'' keep the tradition even today).

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European bonuses specifically are usually 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 [[note]]''VideoGame/{{Terranigma}}'' is one exception, being released in Europe but not North America[[/note]], which finally got a European and Australian release in their original forms on the Wii's Virtual Console, albeit only in English since they're actually the NTSC-U/C versions (although games such as a number of ''[[UsefulNotes/PlayStationNetwork PSOne Classics]]'' and ''Franchise/KingdomHearts [[VideoGameRemake Re:]] [[VideoGame/KingdomHeartsChainOfMemories Chain Of of Memories]]'' keep the tradition even today).



** The Japanese version of ''VideoGame/MetalGearSolid'' allows Psycho Mantis to make some remarks on Suikoden, Poy Poy, Tokimeki Memorial, Policenauts and Snatcher, to name a few, if they are on your memory card. Having saved data from Policenauts and Snatcher makes Mantis say a message of thanks in the voice of Creator/HideoKojima.

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** The Japanese version of ''VideoGame/MetalGearSolid'' allows Psycho Mantis to make some remarks on Suikoden, Poy Poy, Tokimeki Memorial, Policenauts ''VisualNovel/TokimekiMemorial'', ''VisualNovel/{{Policenauts}}'', and Snatcher, ''VisualNovel/{{Snatcher}}'', to name a few, if they are on your memory card. Having saved data from Policenauts and Snatcher makes Mantis say a message of thanks in the voice of Creator/HideoKojima.



** ''VideoGame/Metroid1'': The NES version has a New Game+ and a Debug cheat, which weren't in the FDS version of the game.
** 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.

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** ''VideoGame/Metroid1'': The NES version has a New Game+ and a Debug cheat, which weren't in the FDS Famicom Disk System version of the game.
** The Japanese version of ''VideoGame/MetroidFusion'', which was released after other regions, adds Easy and [[UnlockableDifficultyLevels unlockable Hard]] difficulty levels, a gallery mode to view the ending images you've obtained, and six additional ending images obtained by completing the game on "for Kids" mode without kanji, which reference the ''Manga/MetroidManga''.
**
In the European version of ''VideoGame/MetroidPrime'', Samus' suit has a lot of additional dialog; in an inversion, since there were worries at the time about the series' reception the conversion was also forcibly de-canonised with references to Samus' previous life with the Chozo omitted. For some reason, so was any reference to the Space Pirates having entered Metroid Prime's lair and built its armour.
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crosswicking example not originally written by myself

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* The Global version of ''VideoGame/SINoALICE'' had mechanics that are exclusive to Global, and ''only'' Global:
** Skip Tickets - These allow players to skip playing the stage and simply getting the rewards that come with it. Handy for playing events and grinding for medals, shooting gallery tickets and the like, but they cannot be used with drop potions (with the exception of Royal Skip Medals for those who purchased the Royal User Service and certain Twilight Crystal packs).
** Country flags - Due to the number of countries available for the Global server, each guild gets to display their home country's flag (or a simple ''[=SINoALICE=]'' flag) on top of their guild achievements.
** Colosseum Ticket Grimoire: When playing the Colosseum, players get to earn 1 Gladiator's Medal for every 3 weapons used. These Gladiator's Medals can then be exchanged for Colosseum Tickets which is then used in the Grimoire (150 tickets per pull). On top of that, this Grimoire contains 8 weapons that are VersionExclusiveContent.

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Reshuffled the Dragon Quest entries so they're all together. Added extra info to the DQ section.


** ''VideoGame/DragonQuest'':
*** The North American and PAL versions of ''VideoGame/DragonQuestVIII'' added symphonic soundtrack, voice actors, and modified the menu system.
*** The international versions of ''VideoGame/DragonQuestXI'' saw the addition of voice acting and a PC port (though it came at the expense of the UsefulNotes/Nintendo3DS version). In fine Square-Enix tradition, these changes were later brought back to Japan with the Definitive Edition on UsefulNotes/NintendoSwitch, which also included added story content and an orchestral soundtrack, and was also released elsewhere.

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** ''VideoGame/DragonQuest'':
*** The North American and PAL versions of ''VideoGame/DragonQuestVIII'' added symphonic soundtrack, voice actors, and modified the menu system.
*** The international versions of ''VideoGame/DragonQuestXI'' saw the addition of voice acting and a PC port (though it came at the expense of the UsefulNotes/Nintendo3DS version). In fine Square-Enix tradition, these changes were later brought back to Japan with the Definitive Edition on UsefulNotes/NintendoSwitch, which also included added story content and an orchestral soundtrack, and was also released elsewhere.



** The NA version of ''VideoGame/DragonQuestI'' added border graphics when the land connected to water, and added sprites to the PlayerCharacter to indicate four directional movement. The Super Famicom version keeps the graphical updates, updates the menu to resemble ''VideoGame/DragonQuestII'', and adds the torch attack.

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** The NA version of ''VideoGame/DragonQuestI'' added border graphics when the land connected to water, and added sprites to for all the PlayerCharacter overworld characters to indicate four directional movement. The Super Famicom version keeps the graphical updates, updates the menu to resemble ''VideoGame/DragonQuestII'', and adds the torch attack.


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** The North American and PAL versions of ''VideoGame/DragonQuestVIII'' replaced the MIDI soundtrack with symphonic renditions, has voice acting for story moments, and modified the menu system.
** The international versions of ''VideoGame/DragonQuestXI'' saw the addition of voice acting, less plain menues like in ''VIII'', many quality of life improvements like being able to sprint when on-foot, and a PC port (though it came at the expense of the UsefulNotes/Nintendo3DS version). In fine Square-Enix tradition, these changes were later brought back to Japan with the Definitive Edition on UsefulNotes/NintendoSwitch, which also included added story content, an orchestral soundtrack, Japanese voice acting, and many other [=QOL=] additions, and was also released elsewhere.
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3DS games don't use analog signals; NTSC and PAL terminology is thus inaccurate.


** The NA and PAL versions of ''VideoGame/KingdomHearts3DDreamDropDistance'' include recipes for Dream Eaters that could only be obtained by AR Cards in Japan.

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** The NA American and PAL European/Australian versions of ''VideoGame/KingdomHearts3DDreamDropDistance'' include recipes for Dream Eaters that could only be obtained by AR Cards in Japan.Japanese.
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** For those who played ''Dragon Quest II'' on the Japanese MSX cart, they got an extra scene of the Princess of Moonbrooke in a "Dangerous Swimsuit".
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DS does not do analog signals, so stating NTSC and PAL for that is ridiculously inaccurate.


* 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.

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* The PAL European/Australian version of ''VideoGame/{{Meteos}}'' changes a lot of names from the direct (well, as direct as possible) translation from Japanese to ones that make more sense. Starrii becomes Stellis, Lastar becomes Candelor, Hotted becomes Pyros... the list goes on.

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** The North American and PAL versions of ''VideoGame/DragonQuestVIII'' added symphonic soundtrack, voice actors, and modified the menu system.
** The international versions of ''VideoGame/DragonQuestXI'' saw the addition of voice acting and a PC port (though it came at the expense of the UsefulNotes/Nintendo3DS version). In fine Square-Enix tradition, these changes were later brought back to Japan with the Definitive Edition on UsefulNotes/NintendoSwitch, which also included added story content and an orchestral soundtrack, and was also released elsewhere.

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** ''VideoGame/DragonQuest'':
***
The North American and PAL versions of ''VideoGame/DragonQuestVIII'' added symphonic soundtrack, voice actors, and modified the menu system.
** *** The international versions of ''VideoGame/DragonQuestXI'' saw the addition of voice acting and a PC port (though it came at the expense of the UsefulNotes/Nintendo3DS version). In fine Square-Enix tradition, these changes were later brought back to Japan with the Definitive Edition on UsefulNotes/NintendoSwitch, which also included added story content and an orchestral soundtrack, and was also released elsewhere.



* The NA versions of the UsefulNotes/{{N|intendoEntertainmentSystem}}ES ''VideoGame/DragonQuest'' games had several changes made, such as replacing the original game's password system with a battery-backed save.

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* ''VideoGame/DragonQuest'':
**
The NA versions of the UsefulNotes/{{N|intendoEntertainmentSystem}}ES ''VideoGame/DragonQuest'' games had several changes made, such as replacing the original game's password system with a battery-backed save. save.

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* ''Videogame/{{Yakuza}} 3'' has all the DLC bundled in the European and Australian versions, which was not the case for the US or Japanese release.

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* ''Videogame/{{Yakuza}} 3'' has all Several of the ''Videogame/{{Yakuza}}'' games from ''3'' onward have some of the paid DLC bundled in the European and Australian versions, which was not western localized releases.
** ''VideoGame/YakuzaLikeADragon'' has a substory that involves meeting an English speaking tourist, who
the case for the US or Japanese release.player character doesn't understand. For the English dub, "English" is represented by just speaking really slowly, and an AsideGlance is added to acknowledge the inherent silliness.
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* The Japanese release of ''Tale of Food'' introduces two food spirits of Chinese-Japanese dishes, Chili Shrimp and Fucha Ryōri.
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* The PAL version of ''VideoGame/PokemonChannel'' came with an in-game bonus of getting Jirachi, which required playing the game for a full week. Using the Gamecube's internal calendar, you could get Jirachi within an hour or two to skip ahead.

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* The PAL version of ''VideoGame/PokemonChannel'' came with an in-game bonus of getting Jirachi, which required playing the game for a full week. Using the Gamecube's internal calendar, you could get Jirachi within an hour or two to skip ahead.

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* 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.

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* ''Franchise/{{Metroid}}'':
** ''VideoGame/Metroid1'': The NES version has a New Game+ and a Debug cheat, which weren't in the FDS version of the game.
**
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.



*** Some of the bug fixes and sequence break preventions were added to the North American Player's Choice version. You can see all of the version differences [[http://www.metroid2002.com/home.php here.]]

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*** ** Some of the bug fixes and sequence break preventions were added to the North American Player's Choice version. You can see all of the version differences [[http://www.metroid2002.com/home.php here.]]
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** The American and European versions of ''[[VideoGame/FireEmblemAkaneia Shadow Dragon]]'' featured bonus content not included in the Japanese version, such as five additional multiplayer maps, instead of just one, like in the other versions. These extra maps were later included in the[ [[NoExportForYou Japan-only]] DS remake of ''Mystery of the Emblem''.

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** The American and European versions of ''[[VideoGame/FireEmblemAkaneia Shadow Dragon]]'' featured bonus content not included in the Japanese version, such as five additional multiplayer maps, instead of just one, like in the other versions. These extra maps were later included in the[ the [[NoExportForYou Japan-only]] DS remake of ''Mystery of the Emblem''.

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* ''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''.

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* ''VideoGame/MetalGear'':
**
''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''.
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* The North American release of ''VideoGame/{{Darius}} Twin'' features a stereo soundtrack vs the original Japanese release's monaural sound mix. The game's description in the ''Darius Cozmic Collection'' even specifically notes the NA release as the definitive version of the game.

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* ''VideoGame/TheLegendOfZeldaTheWindWaker'':
** The Japanese version of the game featured a sidequest required to receive an important item. This sidequest consisted of finding a map to find a map to find a map... leading to the item. Anyway, Nintendo made this sidequest much easier in the international versions, making the last parts of the game (which are still tedious) just a bit less so for Westerners.
** In the Japanese version, the bottom floor of the Savage Labyrinth (which is part of an optional series of floors past the ones required to complete the Triforce quest) rewarded players with a chest containing... a yellow Rupee. Due to how underwhelming this is, the localizations replaced the yellow Rupee with a Piece of Heart that was originally located under Link's house. The HD remaster lacks this problem; the chest contains the Hero's Charm in all versions of the game, with the Piece of Heart once again being relocated (this time requiring a Treasure Chart added to the HD remaster).

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* ''Franchise/TheLegendOfZelda'':
**
''VideoGame/TheLegendOfZeldaTheWindWaker'':
** *** The Japanese version of the game featured a sidequest required to receive an important item. This sidequest consisted of finding a map to find a map to find a map... leading to the item. Anyway, Nintendo made this sidequest much easier in the international versions, making the last parts of the game (which are still tedious) just a bit less so for Westerners.
** *** In the Japanese version, the bottom floor of the Savage Labyrinth (which is part of an optional series of floors past the ones required to complete the Triforce quest) rewarded players with a chest containing... a yellow Rupee. Due to how underwhelming this is, the localizations replaced the yellow Rupee with a Piece of Heart that was originally located under Link's house. The HD remaster lacks this problem; the chest contains the Hero's Charm in all versions of the game, with the Piece of Heart once again being relocated (this time requiring a Treasure Chart added to the HD remaster).remaster).
** ''VideoGame/ZeldaIITheAdventureOfLink'': The game received quite a few changes in the localization process; the dungeons are all colored differently, the overworld battle music was changed, Volvagia is drawn and animated better, the boss Gooma is added to replace what was originally a rematch with Helmethead, etc.
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* The original Japanese release of ''VideoGame/PhantasyStarOnline2'' has two different types of weapons: the originals, which have an RNG upgrade system that [[ScrappyMechanic is almost universally disliked]], and "New Type" weapons, which have weapon EXP bars that upgrade the weapon when you feed it other weapons. When the game was brought over to the West, the Western versions of the game decided to remove all weapons belonging to the former category. In exchange, several weapons that only came in "original" format in the Japanese version had New Type versions made specifically for the Western version.
** The Western version also adds equipment from ''VideoGame/PhantasyStarOnline2es'' to shops and some drop tables. In the Japanese version, this equipment is ''only'' obtainable in said game and cannot be acquired otherwise unless you buy it from the player-run market.
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** The international versions of ''VideoGame/DragonQuestXI'' saw the addition voice acting and a PC port (though it came at the expense of the UsefulNotes/Nintendo3DS version). In fine Square-Enix tradition, these changes were later brought back to Japan with the Definitive Addition on Switch, which also released elsewhere and added more story content and an orchestral soundtrack.

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** The international versions of ''VideoGame/DragonQuestXI'' saw the addition of voice acting and a PC port (though it came at the expense of the UsefulNotes/Nintendo3DS version). In fine Square-Enix tradition, these changes were later brought back to Japan with the Definitive Addition Edition on Switch, UsefulNotes/NintendoSwitch, which also released elsewhere and included added more story content and an orchestral soundtrack.soundtrack, and was also released elsewhere.

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* In Japan, ''VideoGame/YoKaiWatch3'' was released in [[OneGameForThePriceofTwo two versions, Sushi and Tempura]], plus an UpdatedRerelease named Sukiyaki. Each version had its own VersionExclusiveContent, and some content was doled out via cross-promotions with things like [[MerchandiseDriven the toy branch of the franchise]], the internationally-defunct mobile spinoff ''VideoGame/YoKaiWatchWibbleWobble'', and several prefectural tourism campaigns. Since that formula bombed outside of Japan, the international version is what Creator/Level5 called "Sukiyaki+"; it was possible to get all Yo-kai that were version exclusive on one cartridge without trading. In addition, finding the QR codes needed to unlock some content is as simple as checking the official Twitter account. Fitting for a game where the main gimmick is that [[SequelGoesForeign Nate moves to America]] (or the fictional state of BBQ in the American version).

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* In Japan, ''VideoGame/YoKaiWatch3'' was released in [[OneGameForThePriceofTwo two versions, Sushi and Tempura]], plus an UpdatedRerelease named Sukiyaki. Each version had its own VersionExclusiveContent, and some content was doled out via cross-promotions with things like [[MerchandiseDriven the toy branch of the franchise]], the internationally-defunct mobile spinoff ''VideoGame/YoKaiWatchWibbleWobble'', and several prefectural tourism campaigns. Since that formula bombed outside of Japan, the international version is what Creator/Level5 called "Sukiyaki+"; it was possible to get all Yo-kai that were version exclusive version-exclusive on one cartridge without trading. In addition, finding the QR codes needed to unlock some content is as simple as checking the official Twitter account. Fitting for a game where the main gimmick is that [[SequelGoesForeign Nate moves to America]] (or the fictional state of BBQ in the American version).


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* The Japanese version of ''VideoGame/CrashBash'' included Fake Crash as an extra character that could be played on either team.
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** The international versions of ''VideoGame/DragonQuestXI'' saw the addition voice acting and a PC port (though it came at the expense of the UsefulNotes/Nintendo3DS version). In fine Square-Enix tradition, these changes were later brought back to Japan with the Definitive Addition on Switch, which also released elsewhere and added more story content and an orchestral soundtrack.
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* ''VideoGame/SamuraiWarriors 3'' had a Story Mode specifically for custom characters released in three parts as DLC for the Japanese release. The international releases made this story available out of the box as Historical Mode.
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** And averted by ''[[MarketBasedTitle Dancing Stage]] [=SuperNOVA 2=]'', which was based off the U.S. version and released ''after'' the Japanese version (which is the most arcade-accurate in terms of on-disc content; since Konami released the U.S. versions early in the lifecycle of the corresponding arcade version, some of the later unlocks tended to get held over to the next release instead), it had ''fewer'' songs than the U.S. version (13 of the 28 licenses were removed), and only one new European license added [[note]]"Cara Mia", a song that finished 3rd in Sweden's national final for the 2007 Series/EurovisionSongContest, and was a number-one hit in Finland and Sweden.[[/note]]) Adding insult to injury, the arcade version of [=SN2=] was not released in Europe due to EU environmental regulations somehow preventing Konami from distributing the game's hardware (which was built around modifications to the original "fat" [=PlayStation 2=]).

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** And averted by ''[[MarketBasedTitle Dancing Stage]] [=SuperNOVA 2=]'', which was based off the U.S. version and released ''after'' the Japanese version (which is the most arcade-accurate in terms of on-disc content; since Konami released the U.S. versions early in the lifecycle of the corresponding arcade version, some of the later unlocks tended to get held over to the next release instead), it had ''fewer'' songs than the U.S. version (13 of the 28 licenses were removed), and only one new European license added was added. [[note]]"Cara Mia", a song that finished 3rd in Sweden's national final for the 2007 Series/EurovisionSongContest, and was a number-one hit in Finland and Sweden.[[/note]]) [[/note]] Adding insult to injury, the arcade version of [=SN2=] was not released in Europe due to EU environmental regulations somehow preventing Konami from distributing the game's hardware (which was built around modifications to the original "fat" [=PlayStation 2=]).
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** 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 (13 of the 28 licenses on the U.S. build were removed, and the only new European license added was "Cara Mia"[[note]]A song that finished 3rd in Sweden's national final for the 2007 Series/EurovisionSongContest, and was a number-one hit in Finland and Sweden.[[/note]])

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** And averted by ''[[MarketBasedTitle Dancing Stage]] [=SuperNOVA 2=]'', which was based off the U.S. version (and and released after ''after'' the ''superior'' Japanese port) and had ''fewer'' songs (13 of version (which is the 28 licenses on most arcade-accurate in terms of on-disc content; since Konami released the U.S. build versions early in the lifecycle of the corresponding arcade version, some of the later unlocks tended to get held over to the next release instead), it had ''fewer'' songs than the U.S. version (13 of the 28 licenses were removed, removed), and the only one new European license added was "Cara Mia"[[note]]A [[note]]"Cara Mia", a song that finished 3rd in Sweden's national final for the 2007 Series/EurovisionSongContest, and was a number-one hit in Finland and Sweden.[[/note]])[[/note]]) Adding insult to injury, the arcade version of [=SN2=] was not released in Europe due to EU environmental regulations somehow preventing Konami from distributing the game's hardware (which was built around modifications to the original "fat" [=PlayStation 2=]).
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not a mandate: apparently Round 1 did try this at first


** 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 Series/EurovisionSongContest.)
** In most countries where ''[=DanceDanceRevolution=] A'' is available, you have to pay a surcharge for Premium mode (which unlocks extra modifiers and guarantees a full set of stages even if you fail all of them). For the North American version, however, Konami mandates that Premium cost the same as standard; the only catch being that you need an [=eAMUSEMENT=] card like in other regions.[[note]]This is likely because the only arcades that carry ''DDR A'' use cards instead of coins for credits, and the only other options would either be to make Premium mode cost double of standard mode or make the player swipe multiple times even for Standard mode (which could confuse casual arcade customers who expect games to start after only one swipe); thus, this mandate can be see as an AntiFrustrationFeature for both operators and customers alike.[[/note]]

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** 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 (13 of the 28 licenses got replaced by on the U.S. build were removed, and the only new European license added was "Cara Mia", a Mia"[[note]]A song that finished 3rd in Sweden's national final for the 2007 Series/EurovisionSongContest.)
Series/EurovisionSongContest, and was a number-one hit in Finland and Sweden.[[/note]])
** In most countries where ''[=DanceDanceRevolution=] A'' is available, you have to pay a surcharge for Premium mode (which unlocks extra modifiers and guarantees a full set of stages even if you fail all of them). For the North American version, however, Konami mandates that Premium cost the same as standard; the premium only catch being that you need needs an [=eAMUSEMENT=] card like in other regions.regions, and usually costs the same as a normal credit.[[note]]This is likely because the only arcades that carry ''DDR A'' use cards instead of coins for credits, and the only other options would either be to make Premium mode cost double of standard mode or make the player swipe multiple times even for Standard mode (which could confuse casual arcade customers who expect games to start after only one swipe); thus, this mandate can be see as an AntiFrustrationFeature for both operators and customers alike. [=Round1=] actually ''did'' initially set up their cabinets to require 2 credits for premium, but this was quickly changed back.[[/note]]
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* In Japan, ''VideoGame/YoKaiWatch3'' was released in [[OneGameForThePriceofTwo two versions, Sushi and Tempura]], plus an UpdatedRerelease named Sukiyaki. Each version had its own VersionExclusiveContent, and some content was doled out via cross-promotions with thigs like [[MerchandiseDriven the toy branch of the franchise]], the internationally-defunct mobile spinoff ''VideoGame/YoKaiWatchWibbleWobble'', and several prefectural tourism campaigns. Since that formula bombed outside of Japan, the international version is what Creator/Level5 called "Sukiyaki+"; it was possible to get all Yo-kai that were version exclusive on one cartridge without trading. In addition, finding the QR codes needed to unlock some content is as simple as checking the official Twitter account. Fitting for a game where the main gimmick is that [[SequelGoesForeign Nate moves to America]] (or the fictional state of BBQ in the American version).

to:

* In Japan, ''VideoGame/YoKaiWatch3'' was released in [[OneGameForThePriceofTwo two versions, Sushi and Tempura]], plus an UpdatedRerelease named Sukiyaki. Each version had its own VersionExclusiveContent, and some content was doled out via cross-promotions with thigs things like [[MerchandiseDriven the toy branch of the franchise]], the internationally-defunct mobile spinoff ''VideoGame/YoKaiWatchWibbleWobble'', and several prefectural tourism campaigns. Since that formula bombed outside of Japan, the international version is what Creator/Level5 called "Sukiyaki+"; it was possible to get all Yo-kai that were version exclusive on one cartridge without trading. In addition, finding the QR codes needed to unlock some content is as simple as checking the official Twitter account. Fitting for a game where the main gimmick is that [[SequelGoesForeign Nate moves to America]] (or the fictional state of BBQ in the American version).
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* In Japan, ''VideoGame/YoKaiWatch3'' was released in [[OneGameForThePriceofTwo two versions, Sushi and Tempura]], plus an UpdatedRelease named Sukiyaki. Each version had its own exclusive Yo-kai, and some content was doled out via cross-promotions with thigs like [[MerchandiseDriven the toy branch of the franchise]], the internationally-defunct mobile spinoff ''YoKaiWatchWibbleWobble'', and several prefectural tourism campaigns. Since that formula bombed outside of Japan, the international version is what Creator/Level5 called "Sukiyaki+"; it was possible to get all Yo-kai that were version exclusive on one cartridge without trading. In addition, finding the QR codes needed to unlock some content is as simple as checking the official Twitter account. Fitting for a game where the main gimmick is that [[SequelGoesForeign Nate moves to America]] (or the fictional state of BBQ in the American version).

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* In Japan, ''VideoGame/YoKaiWatch3'' was released in [[OneGameForThePriceofTwo two versions, Sushi and Tempura]], plus an UpdatedRelease UpdatedRerelease named Sukiyaki. Each version had its own exclusive Yo-kai, VersionExclusiveContent, and some content was doled out via cross-promotions with thigs like [[MerchandiseDriven the toy branch of the franchise]], the internationally-defunct mobile spinoff ''YoKaiWatchWibbleWobble'', ''VideoGame/YoKaiWatchWibbleWobble'', and several prefectural tourism campaigns. Since that formula bombed outside of Japan, the international version is what Creator/Level5 called "Sukiyaki+"; it was possible to get all Yo-kai that were version exclusive on one cartridge without trading. In addition, finding the QR codes needed to unlock some content is as simple as checking the official Twitter account. Fitting for a game where the main gimmick is that [[SequelGoesForeign Nate moves to America]] (or the fictional state of BBQ in the American version).
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* In Japan, ''VideoGame/YoKaiWatch3'' was released in [[OneGameForThePriceofTwo two versions, Sushi and Tempura]], plus an UpdatedRelease named Sukiyaki. Each version had its own exclusive Yo-kai, and some content was doled out via cross-promotions with thigs like [[MerchandiseDriven the toy branch of the franchise]], the internationally-defunct mobile spinoff ''YoKaiWatchWibbleWobble'', and several prefectural tourism campaigns. Since that formula bombed outside of Japan, the international version is what Creator/Level5 called "Sukiyaki+"; it was possible to get all Yo-kai that were version exclusive on one cartridge without trading. In addition, finding the QR codes needed to unlock some content is as simple as checking the official Twitter account. Fitting for a game where the main gimmick is that [[SequelGoesForeign Nate moves to America]] (or the fictional state of BBQ in the American version).
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* The European version of ''FireEmblem: [[VideoGame/FireEmblemTellius Radiant Dawn]]'' removed several {{Game Breaking Bug}}s (most notably one that could prevent an OldSaveBonus) and fixed a couple of {{Blind Idiot Translation}}s and name inconsistencies with the past game. (except for the Tower of Guidance, due to it being mentioned in voiced dialogue.)

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* The European version of ''FireEmblem: [[VideoGame/FireEmblemTellius Radiant Dawn]]'' ''VideoGame/FireEmblemRadiantDawn'' removed several {{Game Breaking Bug}}s (most notably one that could prevent an OldSaveBonus) and fixed a couple of {{Blind Idiot Translation}}s and name inconsistencies with the past game. (except for the Tower of Guidance, due to it being mentioned in voiced dialogue.)
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* The American release of ''VideoGame/{{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.

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* The American release of ''VideoGame/{{Solatorobo}}'' is getting got the bonus Soundtrack CD the Japanese got with pre-orders. Europe, of course, didn't get it, though at least the game came earlier there for once. US release also fixed some translation errors.

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