Okami (PS2, 2006) Improvement Hack:

Controls/interface:
-Optional Crazy Taxi-style arrows
-Manual map markers for points of interest not marked on the map
-Removed automatic jumping into and out of water at specific points
-Somewhat faster swimming and the water tablet is available a bit sooner
-Clearer descriptions of valid finishers to get demon claws from enemies
-Skippable cutscenes without new game+
-Cutscene dialogue can be sped up
-More forgiving hit detection for the blockhead (wall enemy) encounters
-Fixed camera issues (kinda slow rotation which also slows down while moving, some problems when close to walls, some automatic camera focusing on the current target (which is automatically picked) during combat or the center of the arena during combat)
-The camera doesn't sometimes turn toward the door you just passed through so that holding up makes you go back again
-Better control over the running move (auto-activates after a few steps or after tackling but then you have to run for a while to trigger the fastest version of it and this charge time can't be upgraded)
-Don't stop running when moving between sub areas
-Removed cutscene when the game switches between day and nighttime but kept sound effect
-Tighter hit detection on walls and other objects when moving around
-Air dashing doesn't cancel your running momentum
-No repeating of item explanations and tutorial messages
-Change how if a sub area has a high and low part then the mini-map shows only the one you're currently on
-Mini-map shows the current location name
-Mermaid coins (teleportation) aren't wasted if you're in mid-air while using them - bug
-Can put out fire on yourself with wind
-Fix issues with placing bombs and the fire spell on the z-plane (the bombs can end up on the other side of doors for example)
-Fix how sometimes when you clearly draw a wind spell the game interprets it as a lily pad instead
-Fix how tying an element to a target or a vine flower to a target can be interpreted as a wind spell by the game
-Fix the inconsistent wall climbing controls at the cat tower - sometimes you let go right after latching on
-In the 2D digging segments you can push yourself into a space under a block if you move up against it in mid-air
-Running up the edge of a slope or stair shouldn't make you go into mid-air and lose some momentum
-Option to make using the brush not activate a different music track each time
-Can toggle the make believe voices and/or voice volume added (added in later versions)
-Rolling acorns/balls is a bit easier
-Maybe: Less of a delay when blocking during an attack animation to let you react to things instead of memorizing patterns more easily
Balance:
-More expensive items in general
-More of a consistent upwards difficulty curve over the course of the game in terms of the combat
-Somewhat weaker smart bomb-style items and the fire sphere spell
-Harder optional spider bosses
-Add a save point in the first forest
-Fixed difficulty dips (mostly simplistic puzzles in the oni island dungeon, easy first main boss and pretty easy second boss, some of the enemies in the third dungeon are easier than the ones in the previous one, easy mini-games in sei-an city and they're just the digging and fishing games repeated again, water dragon dungeon, races 5-7 against the evil being scroll)
...and spikes (log ride segment, some fishing, third race and fourth race against the evil being scroll (sometimes jumping right after landing doesn't register in the third one with the spiked hedges))
-Clovers give a bit more praise/exp each and the ones out in the open are better hidden
-Chests and animals are placed in less mundane locations after the early game
-Can get caught while exploring on Orca (big fish)
Other:
-Less linear overarching structure so you can do 2-3 dungeons in any order at times
-No third orochi encounter - replace this boss in the ark (or make it harder)
-Can use bombs to remove leaf piles or disturb the elevator operator in the moon cave
-Can use brush cuts to propel objects like the crystal ball forwards like with wind
-Issun doesn't interrupt you as much or spoil puzzles - instead you can ask him via a button combo, context sensitive button or via the menu when relevant
-Less dead space and backtracking (for example between the sunken ship and sei-an city (and the height where you lower the sea level around the ship) due to how the game leads you into the ship before you can enter its dungeon)
-Fewer invisible walls (sometimes there are low walls at the edge of platforms where you have to jump to get past them - would've been better if you could just dash through these, later on in the imperial palace you'd want these to be there but then they are not)
-Don't keep finding food for the astral pouch even if it's full - replaced by ink/money/hp drops
-Maybe: The hardhead/upgraded tackle move lets you dash in battle (need to press two buttons at once) though it costs ink
Trial & error:
-Have to pass through the small blue gate near the tree in the village after beating orochi or you can't progress (makes sakuya appear) - then have to talk to susano and kushi several times to be able to progress
-Clue to the oddly specific solution to the stone fruit puzzle near the water dragon - have to hit the arrow in mid-air with the yellow water next to the archer (no clue that you're on the right track when hitting the archer himself or his bow while he's firing)
-The locations of the bounty hunt monsters - can't tell from looking at the encounter flags