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The Legend of Zelda: Ocarina of Time
In a 1999 commentary with the game's composer Koji Kondo published in the GSLA archive, he stated that when "Ocarina" became the game's title, he decided to try and build the music around one central ocarina melody. Given that the ocarina only has five notes to play, he tried to write the various background themes in different genres (bolero, serenade, etc.) where each one would evoke a "catchy, memorable 3-note ocarina melody". This was the motif around which he created various simple, but distinct melodies, and was very careful to make sure he didn't repeat himself. Kondo then commented:

"Game music is different from other genres in that it exists to make the game more enjoyable. In addition, there's a lot of interactive things you can do with game music, which I think is one of its defining traits. A very simple example would be the way the tempo increases when a time limit is running out."

Kondo also stated the Hyrule Field theme is the main central song, and that he wrote it so that each time you play it, the song structure unfolds in a slightly different way. He also stated that when Link stands still for a while, the song will change to a more relaxed melody, and when enemies come close, the song will get tenser. Since it is a very long game, he tried to think of ways to keep the players from getting bored, and how to make the music evolve with what's happening on-screen. He hoped to continue pursuing this idea for interactive music in future games.
Contributed by ProtoSnake
In the game's data, found at the offset 0x32E of it's ROM are the strings "MINATO", referencing Minato Giken, the developer company that worked on the game.
Contributed by ProtoSnake
New Super Mario Bros. Wii
When playing co-op, a player that loses all their lives during a level while the other player(s) is/are still alive can hold different directions on the D-Pad and then press 1 or 2 to play specific sound effects over the level's music like a snare drum, kick drum, cowbells, clapping, and two jump-like sound effects.
Contributed by MehDeletingLater
Half-Life
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In the bonus co-op mode Half-Life: Decay found in the PlayStation 2 port of the game, the ending of the mode can be seen from the perspectives of either playable character in the game, Gina or Colette. If you see the ending from Colette's perspective, a brief shot of a broken computer can be seen with red electrical arcs shooting out of it. Connecting this arcs in an emulator reveals the initials "MA", the signature of Gearbox Software level designer Matt Armstrong, and a symbol that he would often hide in games he worked on.
Contributed by MehDeletingLater
The Witcher 3: Wild Hunt
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In the Blood and Wine expansion, the quest "The Warble of a Smitten Knight" ends with Geralt lifting a curse laid upon a character named Vivienne, who was partially turned into a bird. In a cutscene prior to lifting the curse without Guillame's help, Geralt warns her that once she becomes human again, she may only live for as long as she spent living with the curse, which is seven years.

Afterwards, waiting seven in-game years after completing the quest will allow you to find Vivienne having collapsed and died inside Yennefer's room in Kaer Trolde in Skellige, although this position is slightly glitched and Geralt can still talk to her as if she were alive. According to the game's lead quest designer Philipp Weber, this buggy appearance was caused by the cloth physics on her dress as dead characters in the game are normally static models, and due to this being one of the last secrets added to the game prior to the end of development, they were unable to fix this in time for release. Coincidentally, this Easter egg was first teased by the developers and discovered by fans in 2022, seven years after the game's release.
Contributed by MehDeletingLater
When testing Doc McCoy's abilities, place the scarecrow at the sunk boat, then place it at the edge of the dock. McCoy will place the scarecrow and then walk to the end of the dock and raise his hand. A synthesizer noise will play, and the boat will rise out of the water and be deposited on the bank. John Cooper then walks over and says: "May the force be with you, young McCoy". This is a reference to a scene from the 1980 film "Star Wars: Episode V - The Empire Strikes Back" where Yoda uses the Force to telekinetically lift Luke Skywalker's sunken X-Wing out of a swamp.
Contributed by MehDeletingLater
Madworld
The second verse of the song "Ain't That Funny" features the line "Jack, Jack, he's a psycho maniac", a reference to a 1980's LEGO marketing campaign centering on "Zack the LEGO Maniac", a character who was also once named Jack.
Contributed by MehDeletingLater
Halo Infinite
In June of 2022, a cosmetic nameplate to commemorate the holiday Juneteenth was released but received much backlash due to a secondary palette for the nameplate being named, "Bonobo". The bonobo is a type of great ape, and many saw it as a racist connotation in association with the holiday. The nameplate was quickly renamed "Freedom", and an apology was issued, with 343 Industries' senior community manager John Junyszek later stating that the palette name originated from an asset-editing program commonly used at the studio, although it was not used in the development of Halo Infinite.
Contributed by ClaudX
Karateka
During the start of the game, walking backwards towards the cliff while in the fighting stance will cause the player to fall down to their death, getting an instant game over.
Contributed by Tuli0hWut
Deltarune
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One piece of concept art for Chapter 2 by Gigi DG, depicting the entrance to Queen's Mansion, features a note indicating that the design of the building is taken from "that toy story ride." This most likely refers to the Tokyo DisneySea version of Toy Story Mania, which similarly features a giant, grinning effigy of Woody's head as its entrance.
Contributed by game4brains
The Elder Scrolls IV: Oblivion
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During the Dark Brotherhood Quest, "Following A Lead", dropping the item, "Mother's Head", near Mathieu Bellamont will trigger special dialogue which hints to him being the traitor, although this is not revealed until the next quest.
Contributed by ClaudX
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One of the language options allows you to play the game in the Fremen language from the Dune franchise.
Contributed by MehDeletingLater
Pac-Man's idle animations when controlling him in the arcade are direct recreations of his idle animations from Pac-Man World.
Contributed by MehDeletingLater
Deltarune
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If the player talks to Noelle during the epilogue in Chapter 1, tells her about Susie eating chalk, and then imports the resultant data to Chapter 2, she'll gift her an entire lunchbox full of chalk during the prologue to the latter, complete with a unique cutscene.

When brought into the Dark World, the chalk turns into the LightCandy healing item; using it on Noelle results in her commenting on the fact that she'd previously given it to Susie.
Contributed by game4brains
The Legend of Zelda: Breath of the Wild
After Link recalls the 12 memories, Impa shows him a picture of the 13th memory located east of Dueling Peaks Stable. If Link takes a photo of the picture with his Shiekah slate before going to the site, he'll take it out and look at it as he did with the other 12. If not, he recalls the memory while keeping the Shiekah slate put away.
Contributed by raidramon0
Deltarune
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In the background of Seam's shop, one can spot a doll designed after Yoki, a character from Deltarune designer Temmie Chang's games Escaped Chasm and Dweller's Empty Path. In Chapter 2, the Yoki doll is redesigned to match changes in Chang's own depiction of the character. The original design was initially still present in Chapter 1, but was later altered in the Version 1.08 update to match Chapter 2.
Contributed by game4brains
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When playing the game's tutorial "A Keeper's Training" on Expert mode, a secret room can be found after you finish the sword fight with the Sparring Partner. You must quickly run to the table behind the sparring arena and pick up the key, and then follow the Sparring Partner into the hallway he walked out of. This must be done quickly as a set of bars will lower to prevent entry not long after the Sparring Partner re-enters the hallway. Once in the hallway, continue past him to the right until you see a locked door. You can then either use the key to unlock it or bash the door open with the sword. Inside this room is a pair of crudely-modeled basketball hoops, complete with a basketball that can be equipped and thrown, and in the very back of the room, a Bedroll can be found containing a set of humorous quotes attributed to the developers during the making of the game.
Contributed by MehDeletingLater
If the player attempts to leave town, an alternate ending will play depicting a boy pleading the Man With No Name to "come back, Shane," to which he responds by shooting him for getting his name wrong before leaving. This cutscene parodies the ending of the 1953 western film Shane, right down to the boy's design.
Contributed by game4brains
Some of the game's cutscenes are poorly drawn renditions of scenes from the Clint Eastwood film For a Few Dollars More.

•"Do you have the right time old man?" - Game Version / Original Film Version (mock-up)
•Train Scene - Game Version / Original Film Version

In addition, the game's title is a play on Clint Eastwood's character "The Man with No Name" from the same film.
Contributed by Tuli0hWut
The Koopa Troopa shell bouncing between the pipes of the Wii Koopa Cape’s starting gate is a reference to a Koopa Troopa’s behavior when Mario/Luigi steps on them a second time.
Contributed by GamerBen144
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