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In June 2023, a patch was released that altered and censored elements deemed insensitive and exploitative by Hidden Variable Studios, Future Club, and Autumn Games. This update was widely negatively received by fans and resulted in a review bomb on Steam lasting several days, gradually causing the Recent Reviews quality marker to dip into "Overwhelmingly Negative" until all reviews since the update's release were eventually frozen from the game's overall reception by Steam in response. Many of the fan reviews called the changes both a form of censorship and removal of paid content, and included, but are not limited to:
• The removal of in-universe allusions to real world hate groups and upskirt shots of teenage fighters. • Toning down depictions of racial violence and other sexually suggestive content in the story. • Deleting or altering several illustrations from the guest art gallery. • The removal of several voice lines, most notably the Real Soviet Announcer voice pack due to previous allegations and ongoing lawsuits between Future Club and Mike Zaimont, the pack's voice actor and Skullgirls' former lead designer/programmer. This voice pack's removal especially drew criticism for previously being promoted as a $700,000 stretch goal during the 2013 "Keep Skullgirls Growing" Indiegogo campaign.
Current game director Charley Price stated that the updates were made in order to "reflect the values and broad vision for Skullgirls moving forward".
Behind-the-scenes pictures from the game's development show that former wrestler Jeff Jarrett did green screen capture work for appearing in the game as a playable character. However, due to his departure from the WWF (now known as the WWE) in 1995 regarding a contractual dispute before the game's release, he was subsequently removed from the roster.
The now defunct Jurassic Park Institute website featured what appeared to be an unused 3D model of a Chasmosaurus for Jurassic Park: Operation Genesis. This would line up with the developer's comments about wanting to include more dinosaur species outside of the 25 present in the final game, although curiously, this species is not mentioned within the game's "Constant.ini" file, which mentions dozens of other unused dinosaur species.
The development team for this game experimented with baby dinosaurs midway through the project, attempting to use schemes such as scaling the adult dinosaurs down to make them infants. The team realized that this didn't look right and that making proper infant dinosaurs would require new models and AI, which would be similar to the work required for adding more dinosaur species. As a result, baby dinosaurs were dropped, along with any ideas for a "Dino Petting Zoo".
Only the PlayStation 2 version of the game includes proper shadows for the dinosaurs and guests. In earlier versions, shadows were originally apart of all entities (which also includes buildings and foliage) in at least the PC version of the game.
A port of Bubsy 2 to the Sega Game Gear was planned and seemingly completed, but never released. In the surfaced screenshots of the game's prototype, it appears to be a fully colorized version of the Game Boy version (playing the Game Boy version of Bubsy 2 on a Super Game Boy will give the graphics a slight red tint).
In a 2020 interview, designer Koichi Ishii revealed that despite the NES hardware only being able to display three colors per sprite, he felt that he could not make a believable design for the game's jobs unless he "dug deep into the job's background story and what kind of character it will be." He was surprised when some of these design limitations stuck around for future games he did not work on like Final Fantasy Tactics, and elaborated on what he imagined the White Mage and Dark Knight jobs looked like as he originally designed them:
"The image I had is that the red part of a white mage's robe is embroidered from red threads imbued with magic when spun together, increasing the wearer's magical power. The reasoning for the red threads being on the sleeves is that magic leaves the body through the hands and wrists, so that area is most effective. I was very particular about the lore that equipment like wands and amulets are used as a catalyst to turn natural power into magic, stimulating the user's magic strength. That's why I was adamant about never giving magic users iron equipment; if they use normal metals, their magic power will disperse so at least go with mythril ore...stuff like that.
[...] when [the dark knight is] KO'd in battle only their armor is left, as if the body inside has disappeared. The reason for that, in my imagining, is that they have a dark pact where their body is engraved with dark magic runes, and when they're KO'd the dark magic runes take their soul and body so only the empty armor remains. I had that kind of unique image for each job as I was creating it."
After the three-year time skip in the game's story, Lucas and Fuel each receive a new set of sprites showing that they went through an obvious growth spurt in that time. This is most easily distinguished by the size of their bodies and heads, where young Lucas and Fuel are scrunched down compared to their older selves. Kumatora also receives a new set of sprites after the time skip, but her growth spurt is less obvious since she was already a teenager with a tall body and head before the time skip. Aside from some additional cyan streaks on her hoodie, the only detail indicating she physically aged after the time skip is that her legs are one pixel taller.
In the pre-day 1 patch version of Nickelodeon All-Star Brawl, Toph had a different taunt, where she raises her arms in the air. After the patch, this was changed to her waving her hand in front of one of her eyes.
Every song in the game has unique patterns playing on the step panels which, like the on-screen video, are synced to the music. Some notable examples include:
• Max428: The current BPM is displayed. • Robot World: Binary Code runs on the top and bottom of the pads, reading "Robots would tap stars!" • Xuxa: a duck is shown floating across the playfield. • Flight of the Bumblebee: bees are shown flying across the panels dodging a flyswatter.
Both Mach Rider's identity and gender are ambiguous. They are portrayed with a muscular build, and the NES and Famicom versions' manuals never use any gendered pronouns to refer to them. The arcade port Vs. Mach Rider's stage clear screens slowly introduce piece-by-piece an image of a skimpily-dressed woman (bearing similarities to Jane Fonda's appearance in the 1968 film Barbarella) holding a dagger, but it is never specified if this character is Mach Rider, or one of the other wasteland survivors. However, Mach Rider's trophy description in Super Smash Bros. Melee years later lists them as a male character with he/him pronouns. Even later on, Captain Rainbow, a game centered around obscure and neglected Nintendo heroes, has an unused model for Mach Rider that, while not having visible breasts due to wearing armor, portrays them with a feminine skinny waist.
Two of Peppino's sprite animations are references to non-verbal Italian gestures: • One of his idle animations has him bite his hands, a threatening (and sometimes sexually loaded) gesture known as "si t’ancagliu" or "when I catch you, I'll kill you". • The pose he does on the P-rank screen is "l'ombrello" or "the umbrella", an Italian equivalent to the middle finger.
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In the Japanese version of Super Smash Bros. Ultimate, Banjo & Kazooie's down special, Rear Egg, is called おケツタマゴ (Oketsu Tamago), which in English directly translates to "Ass Egg". This particular name was utilized for the Japanese localization of Banjo-Kazooie, at least its Japanese website.
It's worth pointing out that, in the English version of Banjo-Kazooie and Banjo-Tooie, this move has no name, as it's rolled into Egg Firing as one ability. However, internally in both games, the animation is indeed named "egg ass", which the Japanese version literally translates for its name.
Sonic's graphic on the title screen of Sonic the Hedgehog has a belly that is obscured by the logo's ribbon. This is a leftover of the animatic of Sonic's appearance on the title screen. On earlier, less accurate emulators, including Sega's own emulator made for Sega Smash Pack Volume 1 on Dreamcast, a common error would involve Sonic's belly hanging over the ribbon.
In June of 2020, an uncredited animator who worked on the game named Dennis Opel posted various development clips on his Twitter page. These clips were for a pitch to rework the game's combat system, which he worked on in the sidelines while the game was still in development. Some of his ideas included incorporating dodging and counter attacks; certain moves the player could perform being affected by the enemy's actions, stats, and distance from the player; etc. In the end, this pitch was never submitted to Rockstar.
The game files contains data for a second normal throw where Demitri bites his opponent. Demitri would later gain a throw similar to this one in Darkstalkers 3.
When playing as Huitzil, it is possible to perform an unused Special Power Move where his arm turns into a laser cannon. In addition to having misaligned effects and incorrect colors, the move doesn't have a hurtbox, and once it is done Huitzil is frozen in place until he gets hit by the opponent.
Donkey Kong's sprite on 75M in Super Smash Bros. Brawl and Super Smash Bros. for Wii U has a tan skin tone, which is different from DK's paler sprite in either the NES or arcade versions of Donkey Kong. This appears to be the result of Nintendo using an image of the game's arcade version originating from a Japanese retro gaming fan site called Muu-World as reference material, as that image seems to have a color error that makes DK appear tan. The English-language fan wiki Super Mario Wiki has been hosting a different Donkey Kong screenshot with the same error on its page for the game since 2005, and the source of the error as well as several of the images featuring it (including the Mario Wiki screenshot) is currently unknown. It also gives DK a coincidental resemblance to the appearance on the box art for NES Donkey Kong and in-game in Atarisoft's Commodore 64 Donkey Kong. This was fixed for Super Smash Bros. Ultimate.
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When Pac-Man gets hit by a saw-blade in the SNES version of Pac-in-Time, his sprite is actually comprised of 2 graphics, with the rightmost half having an unseen portion of flesh and bone, suggesting that Pac-Man was once going to have a "sawed in half" animation for the saw-blade hazard.