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According to a 1993 Dengeki SFC magazine interview, the game's designer Norifumi Hara commented on the start of the game's development:

"We were tasked with creating a sequel to Tetris, and I love versus fighting games, so I wanted to make head-to-head competitive matches the main focus. Originally the title was "Batorisu" 1 [Note: This is a combination of the words "Batoru" (battle) and "Tetorisu" (Tetris) that does not quite translate well into English], and we were developing it for the Famicom, but of course the Super Famicom was a better choice, we realized."
Contributed by ProtoSnake
Metal Gear Rising: Revengeance
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In April 2012, to promote the game prior to its first playable appearance at E3 2012, Konami created an alternate reality game (ARG) entitled "Make It Right" which primarily involved fans performing instructions revealed on the official Metal Gear Solid and Metal Gear Rising Facebook pages and websites weekly leading up to E3 2012. The campaign started on April 25th, when Konami released a new teaser for the game hinting at news to be revealed five days later. In addition, Konami manufactured two replicas of Raiden's severed left arm and sent them to Game Informer and Electronic Gaming Monthly. Connected to each of the arms was a USB drive that contained several cryptic images related to the game's plot, as well as the first in a series of short, live-action trailers promoted as secret video files found in Raiden's arm which were released by Konami over the course of the ARG. These videos depicted flashbacks to Raiden (voiced by Quinton Flynn) undergoing surgical procedures initiated by Maverick Security Counseling, Inc. that ultimately turn him into a Cyborg Ninja, as well as flashbacks to his time training as a child soldier under Solidus Snake (voiced by John Cygan). The last flashback trailer depicting Solidus killing a hostage, released on May 17th, ended with a binary code message "01000101 00110011" which translates to "E3", and the final trailer released during the ARG was a short clip of the title screen to the game's E3 2012 demo. The events in the videos were meant to hint at what would be shown in the story to Metal Gear Rising: Revengeance, but these events would end up only being mentioned in an optional codec call between Raiden and Doktor about left arm data.

Two other recognized actors featured in the videos include an interrogator played by Noah Nelson, the voice of Cunningham from Metal Gear Solid: Portable Ops, and a surgeon played by James Horan, who would later voice Skull Face in Metal Gear Solid V.
Contributed by MehDeletingLater
Resident Evil 2
According to a 1998 The Playstation magazine interview with the game's director Hideki Kamiya & writer Noboru Sugimura, they originally had no intention of bringing back the Tyrant, since the first game already had him as the final boss.

Kamiya thought of making him a "perfect, invincible Tyrant", but after the two talked it over, they realized it was a bad idea because he would be so strong that the G-virus would be rendered meaningless, so they came up with the idea of the Tyrant's mission to retrieve the G-virus instead.

Sugimura also commented on about the Scenario choice for the Tyrant:

"One of the consequences of having players go through the same scenario twice was that, by the second time, they’re used to things and it’s too easy. For that reason we decided to have the Tyrant appear in Scenario B, as a way to raise the difficulty."
Contributed by ProtoSnake
There are Warp Pipes that can be found within the game's first and fourth chapters that strikingly resemble the Warp Pipes from the Mario series. Upon entering either Pipe, there will be a secret room with three more Warp Pipes along with 8-bit music playing in the background, which resembles the Warp Zone from World 1-2 in Super Mario Bros. Upon entering any of the three Pipes, they will warp the player to certain chapters within the game. Furthermore, finding all six buttons within the first chapter without the use of cheat codes will reveal a rainbow bridge that resembles the Rainbow Road track from the Mario Kart series that leads to a blue Warp Pipe, which takes the player to the secret room.

The second Warp Pipe is inaccessible in the PC version due to the switch used to access it not working; whether or not this inaccessibility was an intentional choice by the developers or a glitch is unknown.
Contributed by Tuli0hWut
Darkstalkers 3
According to general producer Noritaka Funamizu in a 1997 Gamest magazine interview, he stated that the original plan for the Dark Force system was to make it so that "you could just completely pummel your opponent" while in Dark Force. However, there were problems with the idea, so it morphed into the form that was used in the final game, having been developed with an emphasis to making Dark Force feel unique to each fighter in the game.
Contributed by ProtoSnake
Series: Pokémon
The in-game description for the Ability "Levitate" used since Generation IV states that it makes the Pokemon that knows it completely immune to all Ground-type attacks. However, this is false, because in all games since the Ability's introduction in Generation III, a Pokemon that has Levitate can still get hit and affected by non-damaging Ground-type attacks, such as Sand Attack. This means that the Ability only makes its Pokemon immune to damaging Ground-type attacks, such as Earthquake and Earth Power among others, and not ones that do not affect the Pokemon's HP.
Contributed by PirateGoofy
The Legend of Zelda: A Link to the Past
After draining the water surrounding the Swamp Dungeon, Link can pick up the fish that are flopping around as a result of the reduced water levels. If Link throws a fish back into the pond, it will verbally thank Link and give him some Rupees. However, if Link carries a fish to Kakariko Village and gives it to the Street Merchant, he will give Link an assortment of Rupees, Bombs and Arrows.
Contributed by MehDeletingLater
Most likely because this game was released as a launch title for the Xbox, it was released in an incomplete state in the North American market in November 2001. As such, the European and Japanese versions of the game, which released a few months later, feature a new opening cutscene as well as extra content and gameplay updates such as new costumes and attacks for certain characters. Between June and September 2002, the Official Xbox Magazine distributed a "Booster Disk" for Dead or Alive 3, which included the new opening cutscene and all of the extra costumes released in the European and Japanese versions of the game. It did not, however, contain the new attacks or gameplay balancing that the other versions brought. This update would later be released as unlockable sync-able content under the name "DOA3 Booster Disc" in Dead or Alive Ultimate upon unlocking every costume in the game.
Contributed by DrakeVagabond
Fatal Fury 3: Road to the Final Victory
In a 1995 interview with the SNK team published in Neo Geo Freak Magazine, they were asked about why several older characters had their previous special moves (i.e. Terry Bogard's Rising Tackle Joe Higashi's Bakuretsuken) removed in exchanged for new moves. The SNK team responded:

"We took out Terry’s Rising Tackle because we wanted to add a new move for him, Power Dunk. Rising Tackle resembled Power Dunk a little too closely, and it would have diluted Power Dunk’s impact as a new move. For Joe’s Bakuretsuken, we cut it because wanted to put a stronger emphasis on his short-range rush attacks and combos."
Contributed by ProtoSnake
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An unused texture for Ryan's face was found in the game's files that displays his face as being bloodied and having a stitched-up mouth and eyes. When questioned, the game's developers refused to comment on it. Reportedly, the reason the texture was included at all was the result of a developer "joking around" (possibly using it for debug purposes) and mistakenly forgetting to remove it before the game's release. The existence of the texture at all remains concerning when considering that the character its used for is based on a real eight-year old boy (at the time of the game's release in 2019).
Contributed by MehDeletingLater
Metal Gear Solid
According to a 1998 The Playstation magazine interview with director/producer/writer Hideo Kojima & designer/artist Yoji Shinkawa, Kojima originally had no intentions of adding the cyborg ninja character design for Gray Fox to the game, but Shinkawa drew that idea "because it's cool". At first, Shinkawa thought Gray Fox should have looked like a normal enemy soldier. He had several different patterns in mind, and thought to try drawing a cyborg-ish and ninja-looking guy, of which that design came out as a result.

Despite Shinkawa wanting his design to become the main character in his own game, it didn't. Raiden, however, became a cyborg ninja in Metal Gear Solid 4: Guns of the Patriots, and later became the main character of his own game in Metal Gear Rising: Revengeance.
Contributed by ProtoSnake
Fatal Fury 3: Road to the Final Victory
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According to a 1995 SNK team interview in Neo Geo Freak Magazine, Sokaku Mochizuki was originally going to be a young karate practitioner, but the team wanted a character with more oomph and impact, so they decided to make him similar to a komusou (mendicant) monk, and intentionally designed the character's personality to be markedly darker compared to the rest of the game's upbeat and positive roster.
Contributed by ProtoSnake
Spore
When trading with any empire, the theme song from the 1983 game M.U.L.E., an influential multiplayer game published in North America by EA, can sometimes be heard in the background. A song also called "M.U.L.E." can be found in the song library for use in adventures.
Contributed by MehDeletingLater
Jurassic Park: Trespasser
In Episode 172 of the webseries "The Angry Video Game Nerd" in which the Nerd reviewed Jurassic Park: Trespasser, James Rolfe conducted an interview with the game's executive producer Seamus Blackley about the game's development. He asked him why they used the heart tattoo on Anne's chest as a health bar, and shouting out the usage of ammo, rather than using a regular heads-up display. He responded:

"The idea was that you would feel that it was your adventure, and part of that was not having a bunch of technology in your face. And we were struggling with the idea of a totally natural interface, having everything in the game literally be in the game world in the context of the game world. The tattoo was one of the first ideas we had about a health meter, we were thinking of putting it on the arm and it happened to be on a tattoo on the chest when we ran out of time, and so that's what stuck and that's just how stupid things are."
Contributed by ProtoSnake
Quake
The Nailgun is the only weapon in the game that is effectively useless against Zombies even if the player has Quad Damage, because the Nails do such little damage against them that even when increased fourfold, it still cannot reach the 60 damage required to gib them.
Contributed by MehDeletingLater
Dead or Alive 2
Tina's hair color was changed from brunette in Dead or Alive to blonde in Dead or Alive 2.
Contributed by DrakeVagabond
Halo 2
In the eighth campaign level Delta Halo, two Kig-Yar Minor enemies wielding Plasma Rifles can be found at the end of the tank section of the level. This is the only instance in the game where enemy Kig-Yar use Plasma Rifles.
Contributed by MehDeletingLater
In a 1997 interview with the game's director Yasumi Matsuno, found within the Famicon Tsuushin magazine, he was asked if his "grand, dramatic" music would be in the game. He responded:

"Actually, in the beginning the idea for the music was more in-line with Sakaguchi’s tastes: exciting, energetic, and upbeat music. But owing to the direction we decided to take with the game—or my personality—we changed it. If FFT had mainly involved Humans vs. Monsters battles, then I think exciting, upbeat music would have been very appropriate, but in this strategy game your opponents are other human beings, and that kind of bright, upbeat music wasn’t working. There’s also the fact that Final Fantasy Tactics takes place in a hard, serious world. So I think it’s only natural for the songs to be similar."
Contributed by ProtoSnake
When a player is up to bat, sitting and pressing no buttons on the controller for around 40 seconds will cause the umpire to turn around and break the fourth wall by knocking on the screen twice and yelling "Play the game, kid!".
Contributed by MehDeletingLater
In a 1995 interview with the game's producer Hiroki Fujimoto in the Dengeki Super Famicom magazine, he was asked if there was any reason he chose the Nintendo 64 for the game, and he responded:

"We started planning the sequel right around the time the PlayStation and Saturn were released, so going ahead with the Super Famicom again would have been harsh, when you consider when the game would actually come out. On top of that, the developers always like taking on new challenges, so we decided to go with one of the next-gen consoles.

That being the case, rather than one of the already-released systems like the PS1 or Saturn, we ended up going with Nintendo’s new 64-bit hardware which wasn’t out yet. At the time, however, we didn’t know anything about the N64’s actual specs, including whether it would use cartridges or CD-ROMs."
Contributed by ProtoSnake
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