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Doodle Champion Island Games
0
The game originally began as a smaller interactive Google Doodle game to celebrate the 2020 Summer Olympics and Paralympics in Tokyo, but after the events were delayed to 2021, Google were effectively given another year to expand it into a full-fledged video game with at least two and a half hours of content. This made it the largest interactive Google Doodle produced in the company's history. Their engineers were surprised at the large amount of side quests and dialogue they were able to fit into the game, but they struggled to get the game to run on mobile phones, tablets and desktop computers as it needed to be displayed on Google's front page. They managed to get the game to remember save data by saving it to users' local storage, so the game could be continued at any time. It is not fully known what the game's technological specs are, but the level design and sprite animations were created by Google in Adobe Animate, while the animated cutscenes were created by Japanese animation studio Studio 4°C in Toon Boom Harmony and Adobe After Effects.
person MehDeletingLater calendar_month June 20, 2024
Doodle Champion Island Games
1
Google collaborated with Japanese animation studio Studio 4°C to make the game, because they wanted its artwork and character designs to be done by Japanese artists. The studio started by researching folk tales and designing characters to appeal to audiences of all ages. While the main game was inspired by 16-bit JRPGs, the seven sports minigames Google proposed were inspired by other game genres including shooting gallery, rhythm, and skateboarding games. To connect the champions to each sport, Studio 4°C settled on using historical and mythological figures who used items that complimented the sports. Google originally proposed a fox as the game's protagonist, but Studio 4°C rejected this due to the fox's reputation as a trickster archetype in Japanese culture, and they opted to design a cat named Lucky as a heroic figure instead. Lucky was made a female calico cat both to break away from depictions of women as "scary characters" in Japanese folklore, and because of the traditional prominence of calico cats in the country through items like Maneki-neko ("Beckoning cat") figurines.
person MehDeletingLater calendar_month June 20, 2024
Galaga
1
The iconic "Challenging Stages" from Galaga originated as a glitch discovered by programmer Tetsu Ogawa, where Galaga forces would appear and then fly off without breaking formation, with the glitch preventing them from attacking the player. As the developers were looking for bonus content in the same veins as Pac-Man's Coffee Break cutscenes or Rally-X's own Challenging Stages, it was decided this glitch could be implemented with more enemy patterns as the game's equivalent to those, and would add more replay value.
King & Balloon
1
King & Balloon was the first game to be produced by Namco using a surplus of Galaxian PCB boards they manufactured. According to co-director Shigeru Yokoyama, he wanted the game to have an autofire feature with "tons of bullets" to reflect the "panicked mindset" of the player seeing the King get taken by balloons. However, the Galaxian PCB boards could not handle either of these ideas since Galaxian did not have an autofire feature to begin with, and the bullets were made faster than those in Galaxian as a compromise.
Galaga
1
Galaga was originally conceived as a way to utilize Galaxian's PCB boards after they were overmanufactured, but while creating a partially-complete prototype, R&D engineer (and future Namco president) Shigeichi Ishimura decided that Galaga should use its own unique PCB hardware.
Lollipop Chainsaw
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In a June 13th, 2024 interview with the Dragami Games CEO Yoshimi Yasuda published on the Gematsu website, he stated that in 2021, he asked Tomo Ikeda, one of the directors he led in the development team for the original Lollipop Chainsaw, to help with the game's remake Lollipop Chainsaw RePOP, but Ikeda turned him down due to conflicts from already leading development on a different project at that time. Yasuda still expressed that he felt very proud of his former developers for advancing in the industry and maintained a good relationship with the original game's writer Masahiro Yuki, having spoken several times with him in 2023 about RePOP and the future of Lollipop Chainsaw. He described Yuki as "something like a repository of wisdom within the team" during development, and gave Yasuda lots of proactive and stimulating opinions that were reflected in RePOP. Yasuda stated that the agenda for RePOP was to "improve on the user-friendliness" and give a more fun experience for players that were left lacking in the original game. In order to do that, he contacted the engineers who worked on the original game to provide detailed development information, like how data was handled and special processing related to Unreal Engine 3, which directors and producers would not be able to provide, and called their support "especially indispensable".
Yume Nikki
1
Attachment In Version 0.04, Dense Woods A contained two jellyfish instead of just one, with the second being located by a lamppost near the center of the map; interacting with it only causes it to ring, without any additional results. In all recovered later builds, this jellyfish is moved out of bounds, well out of the camera's view; however, it can still be interacted with if the player uses cheats or glitches to access it. In Version 0.10, interacting with this jellyfish crashes the game due to its associated files being renamed: the jellyfish is programmed to call a file called イベント5, which was renamed to イベント_005 in Version 0.10.

Additionally, Dense Woods A's layout was redesigned in Version 0.07 to remove a gate that originally led to Mural World. Instead, the upper path is expanded to loop over to the western portion of the main road in Dense Woods A, and the remaining gate leading to Puddle World was redesigned.
person VinchVolt calendar_month June 17, 2024
The Cutting Room Floor article:
https://tcrf.net/Proto:Yume_Nikki/Map_and_Event_Differences/Minor_Maps#Dense_Woods_A

YouTube video showing the use of a noclip glitch to access the offscreen jellyfish in Version 0.10:
https://www.youtube.com/watch?v=z9gNNPmZxd8
Pac-Man World
1
Before settling on Pac-Man's family, the friends Pac-Man rescued in Pac-Man World were going to be characters from other 1980s Namco games:

• Dig Dug (also known as Taizo Hori) from Dig Dug, who Chomp-Chomp took the place of. A remnant of this choice can be seen in the opening cutscene where Chomp-Chomp is kidnapped by being dragged underground, where Dig Dug's gameplay takes place.
• Valkyrie and Whirlo from the Valkyrie series, who were replaced with Pac-Baby and Pooka. There is also a thematic remnant of this choice in Pac-Baby and Pooka's kidnapping, where they are anchored into the sky, as Valkyrie lives in the heavens.
• Mappy from Mappy, who was replaced by Jr. Pac-Man.

Gil from The Tower of Druaga and Miru from Pac & Pal were also intended to appear, while Professor Pac-Man and Ms. Pac-Man were part of the original concept and remained.

It was ultimately decided to focus on Pac-Man characters instead of crossover characters, but when it was discovered that there weren't enough "pac-people" to make rescuable for each world, Pooka from Dig Dug was added to fill out the cast, being the same spherical shape as Pac-Man's family and a favorite of the development team. It is unknown why Miru, who was already a Pac-Man character, went unused.
person Rocko & Heffer calendar_month June 17, 2024
Twitter thread interview with game designer Scott Rogers:
https://twitter.com/DailyPacMan/status/1548044377733210112

Pac-Man World cutscenes:
https://www.youtube.com/watch?v=1I8bA-6QNh4

Pac-Man World concept storyboards:
https://www.youtube.com/watch?v=Ldn9GXF5ZkI
Pac-Man World
subdirectory_arrow_right Pac-Man World Re-Pac (Game)
1
Pac-Man World's ending has been noted for containing darker humor compared to the game's otherwise lighthearted tone. The game's antagonist Toc-Man, the robot impostor who kidnapped Pac-Man's family, is revealed to be Orson, a tearful grey ghost who just wanted to be as famous as Pac-Man, who responds to this by pretending to show sympathy before eating him. According to the game's designer, Scott Rogers, his reasoning for this tonal shift was:

"If someone terrorized, kidnapped, and imprisoned your friends and family, you'd probably want to eat them too."

Rogers also noted that they wanted to have Pac-Man respond to Orson's cry of "nobody loves a ghost!" with "I do!" (in the sense of loving to eat a ghost), but this was scrapped alongside Pac-Man's voice as a whole.

Pac-Man World: Re-Pac amends this divisive ending by designating it as a bad ending and adding a new good ending. If the player fails to rescue Pac-Man's family, the ending plays out as it did in the original game, with an added scene where Orson's ghost minions choose to rescue Pac-Man's family themselves, but if the player successfully rescues Pac-Man's family, he opts to forgive Orson.
person Rocko & Heffer calendar_month June 17, 2024
Twitter thread interview with Scott Rogers:
https://twitter.com/DailyPacMan/status/1548088755763888129

Pac-Man World cutscenes:
https://www.youtube.com/watch?v=1I8bA-6QNh4

Both Pac-Man World Re-Pac endings:
https://www.youtube.com/watch?v=adPHuphqr7o#t=389
Dino Crisis 2
1
Capcom offered a demo CD based upon a beta build of the game as a pre-release promo. The entire build was on the disk, with a "time trial" style of gameplay lasting 45 minutes before exiting the game. A code was eventually worked out, utilizing a GameShark cheat device in order to disable the time trial demo's timer, enabling complete access to this earlier version. A list of notable differences compared to the retail release have been noted as a result, and Capcom would never release a time trial demo disc again.
Gex: Enter the Gecko
2
Attachment In the bonus level, "Chips and Dips", developer photos with humorous text can be found across the stage. A photo of producer Jeffrey Zwelling was found during gameplay by accident, and to date, the criteria to activate the picture is uncertain.
Street Fighter 6
2
Street Fighter 6 is the first mainline title in the Street Fighter series to include third party guest characters, as Terry Bogard and Mai Shiranui from SNK's Fatal Fury series were revealed to be coming to the game as part of the Season 2 DLC wave. According to an interview with Famitsu, talks about such a collaboration first began at EVO 2022, where the two companies celebrated by exchanging posters featuring the other's characters drawn by their own artists. When asked why they specifically went with Terry and Mai, director Takayuki Nakayama stated:

"I really wanted to emphasize "Fatal Fury" itself and I think that the best way to do that is by having Terry and Mai. We have a lot of old SNK staff at Capcom, and they really gave it their all for them. Also, the original creator of Street Fighter, Takashi Nishiyama-san, also took part in the development of Fatal Fury, so we feel that the roots of both series are the same. Street Fighter and Fatal Fury are like brothers, so I think those ties run deep."
person chocolatejr9 calendar_month June 16, 2024
Yume Nikki
1
Attachment Prior to Version 0.07, the guillotine NPC that provides the Severed Head effect when interacted with was located in Block World rather than the Guillotine Room (the latter of which is commonly known as such due to the guillotine's presence there in later builds). Instead, the latter area only features the lunatic Toriningen and cupboards.

This early iteration consequently made Block World one of only two areas in the game that featured more than one effect (the second being the Hat & Scarf effect, which is obtainable from Block World in all known builds). From Version 0.07 onward, this distinction is only held by Mural World (which features both the Blonde and Long Hair effects).
person VinchVolt calendar_month June 15, 2024
Yume Nikki
1
Attachment In the earliest builds of Yume Nikki, in-game text was not given windows outside of the game's menus; this feature was not added until Version 0.05. Curiously, while overworld text is generally sparse, Version 0.10 features data for a three-line window, far more than what is normally needed. This appears to line up with a text prompt in Version 0.04 – but not Version 0.06 onward – that appears when Madotsuki attempts to return the swivel chair to her desk in the dream world version of her apartment.

Because Version 0.05 is not currently available to the public, it is unknown if this window was indeed used for the prompt in that build or if the text was removed before the idea could be implemented.
person VinchVolt calendar_month June 15, 2024
Hogwarts Legacy
1
The plot of Hogwarts Legacy was purposefully set in a time period where many pre-established characters from the Harry Potter franchise (such as Newton Scamander or Harry Potter himself) are not around. According to lead writer Moira Squier, this was done in order to provide the player with a unique world. As part of this, the writing team focused on creating a diverse collection of characters for players to potentially identify with:

"All the writing team got together and would pitch ideas. We wanted a diverse collection of professors, students, vendors in the shop, etc. People called upon their own experiences. Hopefully you play the game and see a character and go "That's like my sister", or an uncle, or anything like that. And we really wanted to tie it to the familiar world – so you'll hear there's a Weasley, a Rookwood… Professor Black is a known character as a portrait in the books, so fleshing him out, we really loved."

However, while main characters from across the franchise are not present, selected minor characters (such as Nearly Headless Nick and Peeves the Poltergeist) are still present in the game.
person chocolatejr9 calendar_month June 15, 2024
The Legend of Zelda: Ocarina of Time
subdirectory_arrow_right The Legend of Zelda (Franchise)
3
While Link being able to manually jump either on his own like in Zelda II: The Adventure of Link or through the use of an item like the Roc's Feather from The Legend of Zelda: Link's Awakening is a recurring ability in the series, several 3D installments forgo this in favor of having Link jump automatically at the edge of a platform. There are conflicting claims by series producer Eiji Aounuma and series co-creator Shigeru Miyamoto as to who thought of the automatic jump during the development of The Legend of Zelda: Ocarina of Time and why. Aonuma claimed the autojump was directly inspired by the Roc's Feather and he had it implemented due to his own poor ability at playing platform games, wishing that the game could do the jumping for him. Miyamoto on the other hand claimed that he had thought of the autojump one morning and sprung it on the development team, who were planning to add a manual jump and were previously used to making Mario games, as an intentional limitation to see if they could "do all kinds of things." Manual jumping would be incorporated into a 3D Zelda game for the first time with The Legend of Zelda: Breath of the Wild.
person CuriousUserX90 calendar_month June 13, 2024
Dark Deception
1
According to the game's creator Vincent Livings, the script for the game's first four chapters made up only ten pages, while the fifth chapter had at least eighty-nine pages that only consisted of dialogue strings in the game.
person chocolatejr9 calendar_month June 10, 2024
Yume Nikki
1
Attachment Version 0.09 updated the Witch effect so that a unique sound plays when moving around while riding the broom, rather than simply reusing the regular footstep sounds. This is accomplished by giving every map two copies of the same tileset: one for regular mobility and one for the broom, with the game swapping between the two as needed. While this is retained in Version 0.10, the code is simplified in the later build so that a copy of the full string is not needed on every map.

However, three areas of the game were not properly accounted for during the conversion process: the second room in Neon Tile Path, the room full of beds in Number World, and the Pink Sea all play the regular footstep sound regardless of whether or not Madotsuki has the Witch effect equipped and active. Additionally, these areas still contain leftover event data from Version 0.09's method of swapping between the two tilesets. Because the indexes for the game's tiles were altered concurrently with the streamlining of the broom code, triggering these leftover events with cheats instead swaps out the maps' graphics with ones from other areas:

• The pyramids in the second room of Neon Tile Path are replaced with Henkei Shita heads from Footprint Path A, and sitting down changes the entire tileset to that of Snow World, with the background additionally changing from solid black to solid white. It reverts back to the mostly complete Neon Tile Path tileset when Madotsuki sits back up.
• The tileset for the room full of beds in Number World is replaced with that of Forest World, temporarily reverting back to the proper visuals whenever Madotsuki sits down. The background, however, is unaffected.
• The Pink Sea is completely blacked out, as the game attempts to call blank divider tiles when in this state.
person VinchVolt calendar_month June 9, 2024
Yume Nikki
1
Attachment Whenever Madotsuki turns on her TV in the dream world version of her room from Version 0.06 onward, there is a 1/8 chance that the view will cut to a full-screen event in which two rows of Paracas-esque figures scroll across the screen. "KALIMBA", the theme song for this event, was originally uploaded on Kikiyama's players.music-eclub.com profile on January 13, 2004, almost five months before Yume Nikki first released. This version of the song is substantially longer than the one that would ultimately be included in the event, clocking in at eight minutes instead of several seconds. Additionally, the cover art for the full-length version features the same rows of figures depicted in the event, albeit with a slightly duller color scheme.

Due to a lack of public statements from Kikiyama, it is unknown if the song was composed with Yume Nikki in mind from the outset or if the KALIMBA event was included as an Easter egg referencing their non-game work.
person VinchVolt calendar_month June 9, 2024
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