Games whose difficulty changed between regions

65 games in the atlas have documented difficulty changes between versions: more or fewer lives, tougher enemies, different conditions for the ending.

Difficulty was one of the things publishers adjusted most often. Some games were made easier for a new market, others got harder, and the reasons are not always documented. Ports to other hardware changed the balance on their own too.

The list shows only changes described in our sources. Each entry says which versions differ and how; the game page has the full comparison and the links.

  1. Bionic Commando

    NES, 1988 · ヒットラーの復活 トップシークレット

    NES (NA/EU) The difficulty was rebalanced for the English release, and some areas were made easier.

    Famicom (JP) In Area 6 the Japanese version mixes spiked balls with a harmless spikeless red ball, while the English versions use only the spiked ones.

  2. Contra: Hard Corps

    Genesis, 1994 · 魂斗羅 ザ・ハードコア

    JP / NA/EU The Japanese version is much easier: a life gauge absorbs three hits before a life is lost, and continues are unlimited.

    NA / EU The North American version allows five continues; the European Probotector allows four.

  3. Double Dragon II: The Revenge

    NES, 1988 · ダブルドラゴンII ザ・リベンジ

    Famicom (JP) / NES (NA/EU) In Japan all nine missions are playable on any difficulty. In the Western NES release, Practice ends after Mission 3, Warrior after Mission 8, and only Supreme Master reaches the final mission.

    Famicom (JP) / NES (NA/EU) The Famicom version offers continues by default, while the Western release hides them behind a code on the Game Over screen; the Japanese Difficult setting is also harder than Supreme Master.

  4. Elevator Action

    NES, 1983 · エレベーターアクション

    Famicom (JP) In the Famicom version, enemies become aggressive after about three minutes, much sooner than in the arcade, and the music does not change when it happens.

    Game Boy (JP) / Game Boy (overseas) The Japanese Game Boy cartridge loops after every four stages and the overseas one after six; the overseas version is also easier than the arcade.

  5. Galaxian

    Arcade, 1979 · ギャラクシアン

    Arcade (older sets) / Arcade (newer sets) Older boards let operators choose 3 or 5 starting lives and a bonus ship at 4,000, 5,000 or 7,000 points; newer boards allow only 2 or 3 lives and raise the bonus thresholds to 7,000, 10,000, 12,000 or 20,000 points.

    Arcade (Midway set 2) One Midway US board uses lower bonus-life thresholds of 3,000, 4,000 or 5,000 points.

  6. Ninja Gaiden III: The Ancient Ship of Doom

    NES, 1991 · 忍者龍剣伝III 黄泉の方船

    NES (NA) Tecmo made the North American version much harder: only five continues before a full restart, twice the damage per hit, stronger enemies and no password system.

    SNES (Ninja Gaiden Trilogy) The SNES compilation is based on the Japanese release, so it has unlimited continues and enemies deal less damage.

  7. Super Mario Bros. 3

    NES, 1988 · スーパーマリオブラザーズ3

    NES (NA) In the Japanese version any hit returns Mario to his small form; in the US version, a hit while in Fire, Raccoon, Tanooki, Frog or Hammer form only drops him to Super Mario.

    NES (EU) The PAL version differs from the North American one in difficulty.

  8. Abu Simbel Profanation

    ZX Spectrum, 1985

    Commodore 64 (2017) The Commodore 64 version completed in 2017 is gentler than the other versions.

  9. ActRaiser

    SNES, 1990 · アクトレイザー

    JP / NA The North American action stages are easier (cheaper spells, non-lethal spike pits, more time), while the simulation stages are harder; the original Japanese action design returns as the unlockable 'Professional!' mode.

  10. Alien Soldier

    Genesis, 1995 · エイリアンソルジャー

    all versions There are two difficulty settings: the default SUPERHARD, with no passwords or unlimited continues, and SUPEREASY, which allows both.

  11. Arkanoid

    NES, 1986 · アルカノイド

    NES (NA) In round 3 the US version replaced the bottom row of eight unbreakable gold bricks and three blue bricks with red bricks, apparently to make it easier.

  12. Batman: The Video Game

    NES, 1989 · バットマン

    Famicom (JP) The stage 1 boss has twice as much health in the Japanese version.

  13. Battletoads

    NES, 1991 · バトルトード

    NES (JP) / Genesis The Japanese Famicom version is much easier: it starts with 5 lives and 5 continues instead of 3 and 3, and from the Turbo Tunnel onward most stages have slower hazards, fewer enemies and traps, and weaker bosses. The Genesis/Mega Drive port is based on this easier version.

  14. Camelot Warriors

    ZX Spectrum, 1986

    Amstrad CPC The Amstrad CPC version gives the player five lives; the other versions give ten.

  15. Castlevania

    NES, 1986 · 悪魔城ドラキュラ

    Famicom cartridge (1993) The 1993 Famicom cartridge adds an Easy mode: you start with 30 hearts instead of 5, take less damage and aren't knocked back when hit.

  16. Castlevania III: Dracula's Curse

    NES, 1989 · 悪魔城伝説

    NES (NA/EU) The Western versions are harder overall: several enemies hit harder, damage grows as the game goes on, and losing to the final bosses sends the player back to the start of the stage.

  17. Castlevania: Bloodlines

    Genesis, 1994 · バンパイアキラー

    JP / EU / NA Japan's Normal mode is roughly equal to American Easy, and Japan's hidden Expert mode (unlocked with the Konami Code) matches American Normal. The North American release was made harder, while Europe kept the Japanese balance.

  18. Circus Charlie

    NES, 1984 · サーカスチャーリー

    Famicom The Famicom version adds a B mode that repeats all the levels at a higher difficulty.

  19. Contra

    NES, 1987 · 魂斗羅

    Famicom (JP) The Famicom version starts harder: its first loop plays like the second loop of the NES release.

  20. Contra III: The Alien Wars

    SNES, 1992 · 魂斗羅スピリッツ

    SNES (JP) Contra Spirits is easier: it has unlimited continues and lets players face the true final boss on Normal, while the Western versions limit continues and show the true boss only on Hard.

  21. Crash Bandicoot

    PlayStation, 1996 · クラッシュ・バンディクー

    PS1 (JP) At Sony Japan's request the Japanese version is easier: 'The High Road' was shortened, platforms in 'Upstream' and 'Up the Creek' were resized, and Aku Aku masks show hint pop-ups.

  22. Crash Bandicoot: Warped

    PlayStation, 1998 · クラッシュ・バンディクー3 ブッとび!世界一周

    PS1 (EU) Retimed to 25 fps, the PAL version is harder in places, with fewer Aku Aku masks after repeated deaths, extra obstacles, tougher lab assistants and robots firing four missiles instead of three; it also fixes several US bugs.

  23. Dino Crisis

    PlayStation, 1999 · ディノクライシス

    PlayStation (NA) The North American release places more dinosaurs than the Japanese one, although the number of species is the same.

  24. Double Dragon III: The Sacred Stones

    NES, 1991 · ダブルドラゴンIII ザ・ロゼッタストーン

    Famicom (JP) The Japanese version is easier: characters get more health per stage and there are fewer enemies.

  25. Dragon Quest III

    NES, 1988 · ドラゴンクエストIII そして伝説へ…

    NES (NA) On the North American NES, monsters give about 25% more experience and gold, and the casino-style payout went up from 2x to 10x.

  26. Dynamite Headdy

    Genesis, 1994 · ダイナマイトヘッディー

    Genesis (NA) Sega of America asked Treasure for a harder game, partly to stop renters from finishing it too quickly; the North American version is roughly twice as difficult as the Japanese one.

  27. EarthBound Beginnings

    NES, 1989 · MOTHER

    Famicom (JP) / English version According to Rose Colored Gaming, the Japanese release is harder than the English version.

  28. Ecco the Dolphin

    Genesis, 1992

    Mega Drive (JP) The later Japanese Mega Drive release is easier: it fixes bugs, improves a hint, adds checkpoint glyphs and has fewer enemies, which no longer respawn by default, and its Vortex Queen goes down after 8 hits instead of 12.

  29. Final Fantasy III

    NES, 1990 · ファイナルファンタジーIII

    Famicom / DS remake The final dungeon has no save points: Sakaguchi reportedly removed them after a playtester found it too easy, and the remake keeps the Crystal Tower without extra saves.

  30. Final Fantasy IV

    SNES, 1991 · ファイナルファンタジーIV

    SNES (NA) The North American Final Fantasy II was made easier, partly following the Japanese Easy Type: weapons and protection are stronger, and some abilities were removed.

  31. Final Fantasy VII

    PlayStation, 1997 · ファイナルファンタジーVII

    PS1 (NA/EU) Enemy health was lowered in the Western versions, and some Enemy Skill spells were weakened.

  32. Gimmick!

    NES, 1992 · ギミック!

    NES (EU) Mr. Gimmick Mr. Gimmick gives the player eight lives instead of four.

  33. Gradius

    NES, 1985 · グラディウス

    Arcade (NA, Nemesis) The North American arcade Nemesis is considerably harder: orange enemies spawn after you lose a life, and it offers three continues.

  34. Gran Turismo

    PlayStation, 1997 · グランツーリスモ

    PS1 (NA) / PS1 (EU) The time limit for the IA-7 international license test was relaxed in the overseas versions.

  35. Gun.Smoke

    NES, 1985 · ガンスモーク

    FDS (JP) / NES The Japanese Disk version has no continues, while the international NES releases offer unlimited continues and a Retry option.

  36. Hydlide

    PC-98, 1984 · ハイドライド

    FM-7 The FM-7 port rebalances the difficulty with safe zones and more experience per fight, and adds hidden characters.

  37. Illusion of Gaia

    SNES, 1993 · ガイア幻想紀

    SNES (NA) / SNES (EU) The Western versions are harder: both of Castoth's hands must be disabled before its head can be hit, the Vampires fight has a stricter time limit and new projectiles, and Herbs restore just 8 HP instead of full health.

  38. Jagged Alliance 2

    Windows, 1999

    Gold Pack (2002) The Gold Pack bundles the original with Unfinished Business and the editor, and adds difficulty options such as timed player turns and no saving during combat.

  39. Jazz Jackrabbit

    MS-DOS, 1994

    all versions Difficulty changes how many hits Jazz can take and how long the level timer runs: Easy allows five hits and about ten minutes per level, Turbo three hits and four minutes.

  40. Kirby's Dream Land

    Game Boy, 1992 · 星のカービィ

    All versions After the game is finished, a code unlocks a harder Extra Game, and a second code lets players change their starting lives and vitality.

  41. Mega Man 2

    NES, 1988 · ロックマン2 Dr.ワイリーの謎

    NES (NA/EU) The Western releases added a Normal mode in which the Mega Buster and boss weapons do double damage and enemies drop more energy; the Japanese original only has the mode called Difficult in the West.

  42. Metroid Fusion

    Game Boy, 2002 · メトロイドフュージョン

    GBA (JP) The Japanese release adds an Easy difficulty missing from the earlier overseas versions; Hard mode unlocks after a Normal clear.

  43. Monkey Island 2: LeChuck's Revenge

    MS-DOS, 1991 · モンキー・アイランド ルチャックの逆襲

    Some original releases Some versions offer a stripped-down "Monkey 2 Lite" mode at startup that skips many puzzles; the box jokingly says it is meant for game reviewers.

  44. Parkan: The Imperial Chronicles

    Windows, 1997

    later version A later version made the ship's jumper (hyperdrive) easier to recover, softening the start of the game.

  45. Rampage

    Arcade, 1986 · ランペイジ

    Arcade (later versions) Additional levels were added to the arcade game after release to make it harder.

  46. Resident Evil

    PlayStation, 1996 · バイオハザード

    PS1 (NA) / PS1 (EU) The Western PlayStation release is harder than the Japanese one: auto-aim is off, enemies are tougher and hit harder, and each ink ribbon gives two saves instead of three. American staff asked for this so the game could not be finished during a short rental.

  47. Resident Evil 2

    PlayStation, 1998 · バイオハザード2

    PS1 (NA) / PS1 (JP) The North American release was made harder than the Japanese one to discourage short rentals, and its more violent game-over screens were left out of the Japanese version.

  48. Resident Evil 3: Nemesis

    PlayStation, 1999 · バイオハザード3 LAST ESCAPE

    Windows (JP) / Dreamcast (JP) The Japanese Windows and Dreamcast releases add an arranged mode with the overseas difficulty balance, alongside the original Japanese mode.

  49. River City Ransom

    NES, 1989 · ダウンタウン熱血物語

    Famicom (JP) / NES (NA/EU) Japan offers Easy, Normal and Difficult; the Western versions drop Easy and rename Normal to Novice.

  50. Rocket Knight Adventures

    Genesis, 1993 · ロケットナイトアドベンチャーズ

    JP / EU / NA The Japanese and European versions offer two difficulty levels in the options menu, while the American version has all four available from the start.

  51. Rush'n Attack

    NES, 1985 · Green Beret

    FDS (JP) / NES The Disk System Green Beret gives 3 lives, respawns you where you died and allows three continues; the NES version gives 5 lives but sends you back to checkpoints and has no continues.

  52. Spider-Man vs. The Kingpin

    Genesis, 1991

    Master System The Master System version was considered hard to finish even on the easiest setting.

  53. Streets of Rage 3

    Genesis, 1994 · ベア・ナックルIII

    NA/EU The Western Normal setting is harder than the Japanese Hard, and on Easy the Western version ends after Stage 5.

  54. Super Ghouls 'n Ghosts

    SNES, 1991 · 超魔界村

    SNES (EU) The PAL version removed some enemies and obstacles to lower the difficulty and reduce slowdown.

  55. Super Mario Bros.

    NES, 1985 · スーパーマリオブラザーズ

    Arcade (Vs.) Vs. Super Mario Bros. is tougher than the home game: platforms are narrower, enemies are more dangerous, there are fewer hidden power-ups, and an extra life takes 200 coins instead of 100.

  56. Super Mario Land

    Game Boy, 1989 · スーパーマリオランド

    All versions (second quest) Defeating Tatanga unlocks a harder second quest with the same level layouts but more enemies and obstacles; after that, stage select becomes available.

  57. Super Mario Land 2: 6 Golden Coins

    Game Boy, 1992 · スーパーマリオランド2 6つの金貨

    All versions An Easy mode reduces the number of enemies and slows down the bosses and the mechanisms in Wario's castle.

  58. Super Mario World

    SNES, 1990 · スーパーマリオワールド

    GBA (Super Mario Advance 2) The GBA version lets you save anywhere rather than only after Ghost Houses and Castles, and taking a hit no longer removes all power-ups, so it is easier.

  59. Tetris DX

    Game Boy, 1998 · テトリスDX

    Tetris DX (GBC) Electronic Gaming Monthly found DX easier than the original because the pieces arrive in a less erratic order.

  60. The Curse of Monkey Island

    Windows, 1997

    All versions Players choose between a normal mode and "Mega-Monkey" mode, which adds more puzzles.

  61. The Legend of Dragoon

    PlayStation, 1999 · レジェンド オブ ドラグーン

    NA / EU The North American and European versions were made easier after feedback from Japanese players: most enemies have less HP, some give more experience, and magic and items hit harder.

  62. The Lion King

    Genesis, 1994 · Disney's The Lion King

    SNES / Genesis The monkey puzzle in the second level, "Can't Wait to be King", was made longer late in development to meet Disney's playtime targets.

  63. Thexder

    PC-98, 1985 · テグザー

    MS-DOS (Sierra) In Sierra's PC version some enemies restore 2% energy instead of 8%, touching enemies without the shield drains energy faster, and some hidden bonus characters are in different places.

  64. Thunder Force III

    Genesis, 1990 · サンダーフォースIII

    3DS (Sega 3D Fukkoku Archives 3) The 3DS re-release lets players choose the Japanese or overseas version; in the overseas version enemies take fewer hits.

  65. Zelda II: The Adventure of Link

    NES, 1987 · リンクの冒険

    NES Some enemies were changed or repositioned in the overseas version and made generally tougher.