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In Australia & New Zealand, the game was released as Ricky Ponting International Cricket 2007 and in India as Yuvraj Singh International Cricket 2007, with on the covers cricketers Ricky Ponting and Yuvraj Singh; respectively.

Singh was also a brand ambassador for the Xbox 360 in India.
Contributed by KnowledgeBase
Team Fortress 2
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In March of 2018, a passive effect called "Sketchek’s Bequest" was added to the Pyro's weapon the Axtinguisher which granted the player a speed boost after killing a burning opponent. This was named in honor of the YouTuber known as Sketchek, a prominent Pyro player in the community, who in 2015 claimed in a video to have a "terminal illness" that was getting worse and had later presumably died. However in 2019, Sketchek returned and stated that he lied about dying because he wanted to retire from the game as it had "ruined his life" and he wanted to "go out with a bang." The effect was subsequently removed in an update.
Contributed by KnowledgeBase
Looking for inspiration, Mark Webley, the game's designer, and Gary Carr, the lead artist, spent various hours walking around The Royal Surrey County Hospital in Guildford for ideas, but had no luck. They wrote to the hospital asking for a formal tour, but the hospital wanted a percentage of the game's profits, which they declined as they weren't sure how much the game would make.

The hospital Frimley Park, however, were open to offering them a tour and even allowed them to witness an operation, but the two were kicked out by the surgeon after they had been too noisy. They were even offered after a visit to the morgue, but declined as they already had the ideas they needed.
Contributed by KnowledgeBase
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The game was released in North America as Sim Theme Park, part of Maxis' "Sim" brand of games, whilst in Europe and Asia it retained the "Theme" brand and was released as Theme Park World. The reason for the difference in title was because the "Sim" brand was more recognizable in the United States, as opposed to the "Theme" name which was more popular in the rest of the world.

According to Luc Barthelet, the General Manager of Maxis, he was jealous and wished Maxis had created the game but appreciated the opportunity to have it as part of the Sim franchise.
Contributed by KnowledgeBase
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The game was first released in 1998 on the PlayStation exclusively in Japan as Theme Aquarium, part of the "Theme" series of games by Bullfrog Productions. However, when it was released in 2000 for the PC exclusively in Europe, it was simply titled Aquarium with the "Theme" name and any mentions of Bullfrog Productions dropped.

The reason for the PlayStation version featuring the "Theme" brand was that the previous Theme games had proved popular in Japan so publisher EA Square wanted to help further generate interest by asking Bullfrog to use it in its marketing. When porting it to the PC for the West, the reason to simply release it as Aquarium was due to the belief that "the game quality wasn't high enough for it it come out in the West as a Theme game, with the Bullfrog brand," according to Shintaro Kanaoya, who provided localization assistance.
Contributed by KnowledgeBase
LittleBigPlanet 2
On the level "Set the Controls for the Heart of the Negativatron", inputting the Konami Code on the broken arcade machine (Up, Up, Down, Down, Left, Right, Left Right, X, O) will cause it to explode and reveal the numbers '3733 5683', which on a phone key pad spells out "Free Love"
Contributed by FingerRocks
The inspiration for the series derived from Fatal Fury for its fast gameplay and sexual appeal, and Mortal Kombat for its ability to knock opponents off multi-level landscapes.
Contributed by DrakeVagabond
Series: Star Wars
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A finished version of the canceled Star Wars Battlefront 3 developed by Free Radical was to be released onto Steam by developer Frontwire Studios and renamed to Galaxy in Turmoil. The game would've been free to download with publisher Valve agreeing to let it onto the service, however in June of 2016 Lucasfilm sent Frontwire a letter telling to halt production.

Frontwire's president, Tony Romanelli, had met with Lucasfilm who told him that although they would've been open to negotiating a license with them, they wouldn't be able to due to the current license with EA and it would be "taking away attention from their Battlefront franchise." Romanelli suggested putting it behind EA's "paywall" and tried directly contacting the company, but was to no avail.
Contributed by KnowledgeBase
Shining Force
In an 'Shining Force Encyclopedia' interview with game's Producer/Designer Hiroyuki Takahashi, he was asked how his team came up with the Japanese title "Shining Force: The Legacy of the Gods". Takahashi stated: "We had a few different candidates for titles. The one we chose was suggested by the scenario writer. Originally, the title was simply 'Kamigami no Isan' ('Legacy of the Gods'). I’m something of a sci-fi diehard, and I read a bunch of sci-fi novels that had similar-sounding titles, like “the ___ of the ___”, so that’s why we settled on this one."
Contributed by ProtoSnake
Series: Fatal Fury
According to the SNK team in an Neo Geo Freak Magazine interview, 'Hon Fu' was originally going to be a legendary karate master, but the team wanted him to use nunchuks, so they decided to use Chinese martial arts (Kung-Fu) for him instead.
Contributed by ProtoSnake
Fatal Fury 3: Road to the Final Victory
In a Neo Geo Freak Magazine interview, the SNK team originally wanted to replace 'Mai Shiranui' with a new female character named 'Alice Chrysler', but they gave in to fan demands and brought back Mai.
Contributed by ProtoSnake
Secret of Mana
According to game's director and chief designer Koichi Ishii in an Hippon Super magazines interview, his team wanted to add traps in the chests to trick the players so they thought twice before opening them. This idea came from Wizardry series.
Contributed by ProtoSnake
Series: Wario
In an interview, the game's director and designer Hiroji Kiyotake was asked what the idea behind Wario's creation was. He responded: "We imagined Wario as the Bluto to Mario’s Popeye. The truth is, we kind of came up with the idea of the name first, and everything else came after. Since he was a “warui” (bad) guy, he should be Wario. And we had the idea to flip the M upside down. To our surprise, the idea was a big hit with everyone on the team."
Contributed by ProtoSnake
Super Mario Land 2: Six Golden Coins
In an interview, the game's director and designer Hiroji Kiyotake was asked about the characters and sprites looking different from other Mario games. He responded: "With Super Mario Land 2, one of our ideas was to not be bound by the conventions of the previous games. However, when we showed our first draft to everyone, they were like, “I don’t know… is this Mario?” We realized we were on the wrong path, so we toned down that idea and made something a little closer to the existing Mario world."
Contributed by ProtoSnake
Star Ocean: Blue Sphere
In an interview with game's design Tetsu Takayashiki, he was asked why the team chose to develop for the Game Boy Color instead of more powerful hardware. He responded: "After Star Ocean and Star Ocean 2nd Story, it was decided that we would make Star Ocean 3 for the PS2. The question then became how to fill in the gap while we waited for that project to begin. From the beginning, our plans were to make a compact game."
Contributed by ProtoSnake
Donkey Kong Country
Nintendo was apparently worried that the game was "too 3D" and that it would make players feel overwhelmed by the complexities of the graphics.
Contributed by GamerBen144
Ghouls 'n Ghosts
In an interview with game's designer Tokurou Fujiwara, he was asked how the developers began making the game. He responded: "I’ve been wanting to make this game for a very long time. Then when the CP System PCBs came out, it felt like the timing was finally right. The CPS boards have a lot of memory, but the plans we drew up for Daimakaimura called for a game even larger than that. There was so much stuff in there—twice as much as what’s been added to the game right now. Even when it’s completed, I think it will only be about half of what we originally planned. And still, compared with the original Makaimura it’s a massive increase in content."
Contributed by ProtoSnake
Although the original Battle for Bikini Bottom was their main inspiration, the developers also looked to Crash Bandicoot N. Sane Trilogy, Spyro Reignited Trilogy, and Super Mario Odyssey while recreating the game.
Contributed by GamerBen144
The reason for the game being set during World War 1 was the result of DICE producer Alexs Grondal wanting to bring a brand new experience to the series. Grondal said the team had been thinking of this idea for about a decade, since a lot of the games in the series had been focusing on the “modern era.” The game taking place during World War 1 was also the reason why it was called “Battlefield 1.” The team thought that World War 1 was “the genesis of modern warfare.”
Contributed by GamerBen144
Oddworld: Abe's Oddysee
In The PlayStation (JP) Magazine interview, the game's director Lorne Lanning was asked where the idea for the GameSpeak action system came from. He responded: "The GameSpeak interactions came from us trying to figure out what kind of actions or movements Abe could have that would be funny, humorous, or kind of suggest to players that he was this weird guy, in a light-hearted way. How could we make players feel more intimately connected with the world and characters? GameSpeak was our answer to that. When players see other characters talking with Abe and interacting with him, it provokes a feeling of cuteness and affection for those characters, and the player then empathizes more closely with what’s happening on-screen. It helps bring them to life as characters, you could say."
Contributed by ProtoSnake
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