In most Working Designs manuals, the final page or so usually contained translation/localization notes, explaining changes made to pacing, making jokes work culturally, having english teachers check the grammar, etc. They discuss tgese special editions at length in some, and Victor Ireland wanted to offer the US the sort of special editions that Japanese folks had enjoyed for years.

Beyond that, they also produced tons of mail-in goodies like pins, posters, post cards, etc., which were intended to mimic Japan as well. I remember ads for the Lunar games having jokes in the fine print about enjoying seeing their games fetch high prices on ebay. Additionally, they were one of the first US publishers to offer lots of disc art variants. There are several versions of Dragon Force, Magic Knight Rayearth... the Lunar stuff is especially nutty. I have a buddy who owns all seven Sega CD disc variants, as well as their fan art edition of Lunar for PS1.

It was really an attempt to offer products with a different quality standard in the west. They got a lot of backlash at times for choices such as screwing up the difficulty in Exile: Wicked Phenomenon and completely re-writing jokes in Albert Odyssey, but stuff like the Elemental Gearbolt Assassin's Case, their high-end guide books, and porting niche genres in the early '90s like Vasteel, Popful Mail, Vay, etc. definitely caught them a strong fan base. Don't forget their Spaz label, with which they brought over twitch action games like Thunderforce V, Silhouette Mirage, RayStorm, etc.

They were a rare company that went after a vision not unlike Limited Run Games today, but with an intense focus on translating the experience of Japanese special editions and games that were of high quality, but other publishers wouldn't touch due to limited appeal in the US. Real commitment to a goal. Some of it turned out badly, like the dog shit cover art of Cosmic Fantasy 2 or the crap challenge in Exile: Wicked Phenomenon, and given that most games had things like sticker pages in the manuals, finding truly complete copies of games with those or the registration cards can be tricky, especially with all of the offers for posters and such. You have to admire how different they were in their time, though, and we likely wouldn't have gotten the kinds of special editions that are so common today without their efforts.