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In a November 2020 Medium article, Maddy Thorson, who served as the game's writer and director, confirmed longstanding rumors that Madeline, the protagonist of Celeste, is a transgender woman. Thorson described the game's story as allegorical for her own process of coming to terms with her gender identity, and stated that while the idea didn't initially come to her during development, she "began to form a hunch" while working on the DLC chapter "Farewell", becoming certain of Madeline's transgender status after the chapter's release. Thorson came out as transgender herself in the same article.

Thorson additionally stated that although the possibility of Madeline being trans was discussed with the rest of the development team when making "Farewell", they ultimately decided not to include any overt statements past visual allusions in the chapter's ending, stating that it would be more in-character for Madeline to keep such information private. At the same time, however, Thorson stated that had she started development of Celeste already knowing that she was trans, she would've depicted Madeline differently.
Contributed by game4brains
Dōbutsu no Mori
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Among the files included in the Gigaleak, a massive 2020 content leak of internal data from Nintendo, are models associated with Dōbutsu no Mori depicting three human characters not seen in the final game: two redcoat soldiers, one tall and one short, and a middle-aged woman in an apron. These characters appear to be early versions of Copper, Booker, and Joan, respectively, which is corroborated by the fact that the woman's filename is "oba," with Joan's sleeping animation being labeled "Sleeping_Obaba" in the files for Dōbutsu no Mori.

All of this appears to indicate that special characters were originally intended to be human before being changed to unique animals later in development; in the final game, the only humans that appear on-screen are the player characters. Copper and Booker would later reincorporate the scrapped redcoat motif in Animal Crossing: Wild World and Animal Crossing: City Folk.
Contributed by game4brains
JoJo's Bizarre Adventure
JoJo's Bizarre Adventure: Heritage for the Future was named after Stardust Crusaders' (the story arc in which this game is based on) original name during serialization in Weekly Shōnen Jump, Part 3 Jotaro Kujo: Heritage for the Future.
Contributed by ZpaceJ0ck0
The Walking Dead: Season One
The game was originally pitched by Telltale as a spin-off of Valve's Left 4 Dead franchise, but Valve turned down the pitch leaving Telltale to go to Robert Kirkman to successfully pitch him a game based on his Walking Dead comic book series. The same unique choice-based story-driven style of gameplay was kept by Telltale developers between the canceled Left 4 Dead project and the greenlit Walking Dead project, which the devs thought was a better fit for Kirkman's universe than Valve's franchise anyway and which would also be a style that would be reused heavily by Telltale in their later licensed games.
Contributed by PirateGoofy
Track & Field
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In a 1987 interview with the Konami Development Staff published in the "TV Game: denshi yuugi taizen" book, they stated that after deciding to make a game based on track and field sports, they would spend each morning eating breakfast at a local college's track and field meeting to watch them compete and get a feel for how the events all work. They also researched and studied video footage from the Tokyo Olympics and other events featuring Olympic athletes. One of the developers adored the Finnish javelin thrower Tiina Lillak so much that he was able to successfully convince the team to include the event in the game.
Contributed by ProtoSnake
Track & Field
In a 1987 interview with the Konami Development Staff published in the "TV Game: denshi yuugi taizen" book, they stated that they were influenced by the 1984 Los Angeles Olympics held in 1983, and said to each other "yeah! let’s make a sports game like this!" as there was no track and field style athletic event game at the time. The team also wanted to see if they could make a game that wasn't Human vs. CPU, but rather Human vs. Human, instead.
Contributed by ProtoSnake
Metal Gear Solid 2: Sons of Liberty
According to Hideo Kojima & Yoji Shinkawa in the documentary on the making of Metal Gear Solid 2 from the game's bonus disc, Shinkawa stated that Rosemary represents Kojima's ideal, classy and intellectual woman. Some of Raiden & Rosemary's conversation were influenced by Kojima's own life experience.
Kojima stated that the idea for April 30th stemmed from his relationship with his wife, where she kept reminding him about that date before they were married. One evening, he had a date with his wife, but he completely forgotten about it, which caused him a lot of crisis in their relationship.
Contributed by ProtoSnake
Kingdom Hearts III
The unique style of ending for the Spoiler:Yozora secret boss battle at the end of the ReMind DLC, where players obtain a different ending depending on if they win or lose the boss battle, was because Tetsuya Nomura and his team thought the fight was too extremely difficult and so wanted to give something to players that lost even if it did nothing for the series' canon.
Contributed by PirateGoofy
At one point in the game, the Disco Director NPC proclaims, "I'm really feelin' it!" in a heavy British accent. this is in reference to the same line said by the character Shulk in the Xenoblade Chronicles and Super Smash Bros. series. This homage came about because the developers of Lego Star Wars are huge Xenoblade fans, and took advantage of the fact that Shulk and the Disco Director have the same English voice actor, Adam Howden.
Contributed by PirateGoofy
PlayStation All-Stars Battle Royale
PlayStation All-Stars Battle Royale was originally conceived as "Title Fight", a competitive multiplayer sidescrolling platformer type of game, but after the developers didn't jive too much with that idea it was instead turned into a competitive 4-player fighting game in the style of Super Smash Bros.
Contributed by PirateGoofy
Kirby: Nightmare in Dream Land
In 11/2002 interview with the game's designer Teruhiko Suzuki & general director Masahiro Sakurai published in Nintendo Dream, Suzuki stated that his team began the game's development last summer, by making prototypes to decide if Kirby's sprite should look bigger or smaller than how he appears in Kirby's Adventure. Sakurai expressed uncertainty about the graphics, including the backgrounds. He wanted to improve them so "today's gamers wouldn't find them embarrassing", and the developers ended up redesigning the backgrounds from the ground up in CG. On the other hand, he felt confident that Kirby's new sprite looked "just as good as something you'd see in a modern game."
Contributed by ProtoSnake
Castlevania: Symphony of the Night
The Sega Saturn version of the game contains hidden files that can only be accessed when loading the game disc on a PC. 15 pieces of character artwork and a text document containing messages from 13 of the Saturn version's developers including graphic artists, members of the sound team, and programmers can be found. The messages contain insights about their duties, goals and struggles in porting the game from the PlayStation to the inferior Saturn, with several members of the staff having just entered the video game industry and joined Konami prior to work starting on the port, and collectively having mixed to positive feelings about the final result, with most being happy with their work, while others feeling they had failed to live up to the PlayStation version. Regardless, much of the staff thanked players for playing the game and encouraged them to mail feedback to them at Konami.

Two notable details from these messages include:

•A story/rant shared by programmer Hideto Imai in the last and longest message about his experience in violating Japan's Motor Vehicle Storage Act by parking his car curbside while staying at his in-laws during development.

•A scrapped character idea shared by graphic designer Yoshinori Suzuki:

"There's actually another version of Maria with a full set of graphics different from the one the player meets in the actual game. It ended up going unused. It might've been neat if she had been used, though. Because she was a dark version of Maria, the opposite to the light version of Maria, her attacks and such would have been entirely different. Go ahead and imagine for yourselves what she might have been like. (Perhaps, if she'd appeared in the game, she'd have been called Black Maria?)"
Contributed by MehDeletingLater
Tornado Outbreak
The location for Ringling Village is loosely based off of Wiltshire, a country from South West England.
Contributed by Larrye
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Pikachu and Pichu's Neutral Special, Thunder Jolt, is actually a move taken from and exclusive to the Pokémon Trading Card Game, specifically the Pikachu Card from the very first Base Set. This is true for both the English and Japanese versions of the move, as the same exact name in both languages is used from the card (Thunder Jolt and "Electricity Attack" respectively). This makes Thunder Jolt the only adapted Pokémon Special Move to be directly taken from the TCG, instead of the games or anime.
Contributed by PirateGoofy
Grand Theft Auto 2
One of the game's composers Colin Anderson, a life-long fan of progressive rock, had originally planned to include a prog rock radio station called "Ridiculous FM" that played "Regressive Rock", the joke being that it would play a single multi-part prog suite that was longer than any of the other stations in the game on an endless loop. Although this idea was cut from the game due to time constraints and the team feeling it was inappropriate for the game's setting, Anderson would regularly think about what the song would have been like until 2015, when he completed it with the help of several consultants and recorded it with the aid of vocalists and a live drummer. The final product, a 20 minute 16-part song called "YTZ", was released under the name Aori, a duo with Anderson and singer/lyricist Neil Horsburgh. "Aori" was previously the title of a song also written and released by Anderson under the name Ashtar that was featured on the Radio '76 FM station in Grand Theft Auto. Additionally, the song title "YTZ" is a reference to the instrumental "YYZ" by the prog band Rush; both names are airport identification codes used by airports in Toronto, Canada, and both songs feature Morse code messages spelling their respective song titles.
Contributed by MehDeletingLater
In an interview with the game's Cave devgroup leader and Toaplan alumni Toshiaki Tomizawa published in the 2002 GSLA and likely featured in Arcadia, Tomizawa stated that the game is actually a orthodox shoot 'em up. Whereas Dodonpachi Daioujou's design has more futuristic looks, with Ketsui the team wanted the game to be a little more realistic and similar to the modern world. The team wanted to emphasize the aspects that would attract to a wider base of casual gamers, so they made the game's world somewhat more recognizable, and be quicker and easier to understand. Additionally, one of the core themes for the game's design was "steel". Since standard modern weaponry was being used, they wanted that to be realistic as well.
Contributed by ProtoSnake
In an interview with the game's designer Hitoshi Sasaki published in the 1996 Dengeki SFC magazine, he stated that the idea of making a game where you raised dragons and fought together with them was what inspired the development team to make this game.
Contributed by ProtoSnake
Series: Uncharted
According to actor Tom Holland during an interview with YouTuber JackSepticEye, the film makers originally wanted to include the car chase scene from Uncharted 4: A Thief's End into the Uncharted movie, but the idea was scrapped due to time constraints.
Contributed by Tuli0hWut
Michael Booth, the game’s creator, envisioned Nox as an updated version of the 1985 Atari game Gauntlet. He also looked at real-time magical combat games such as "Magic: The Gathering" and Mortal Kombat, hence the medical setting for Nox.
Contributed by GamerBen144
"Deliver Us the Moon" was inspired by the Deetman brothers' grandfather, who had an immense passion for astronomy. The duo also looked to science-fiction movies such as "2001: A Space Odyssey" and "Interstellar".
Contributed by GamerBen144
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