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Series: X-series
In an interview with Siliconera, Project x Zone series producer Kensuke Tsukanaka was asked if Baten Kaitos would appear in the series, to which he responded that the reason characters from the series weren’t there was because “they didn’t seem to fit in anywhere”.
Contributed by Operationgamer17
Super Smash Bros. Ultimate
Abby Trott, the vocalist of the English version of Lifelight, stated in a interview that she actually cried upon hearing that she would be involved in "Super Smash Bros. Ultimate." Trott, herself, was a Nintendo fan and hearing about this made her feel "very special."

“I was lucky enough to have the opportunity to audition through Cup of Tea Productions, and at the time I had no idea what the audition was for. For the first round, I submitted my singing demo. The second round involved singing a requested song (not ‘Lifelight’). I ended up being cast, and CRIED when I found out what the project was. As a life-long fan of Nintendo, being a part of Smash Bros. Ultimate is really special to me. I love ‘Lifelight’ so much.”
Contributed by GamerBen144
Boo was almost going to be a scrapped character sometime during development. Nintendo didn’t feel like Boo holding a tennis racquet in his hand was going to fit. However, Boo was kept in the game because, according to Famitsu, “they wanted to make a game that’s both a Mario game and a tennis game at the same time.”
Contributed by GamerBen144
The game's developers wanted Makoto's moves to be based on 'Ikken Hissatsu': simple, direct, and powerful. They wanted her karate moves to have a more Japanese style, rather than Ryu & Ken's American style of Karate.
Contributed by ProtoSnake
Series: Metroid
Sega's Toshihiro Nagoshi revealed in an interview, where he talked about F-Zero GX, that Sega had also pitched a Metroid game to Nintendo. However, Nintendo had obviously turned down Sega's pitch.
Contributed by PirateGoofy
Okami
In an interview, Hideki Kamiya said he discussed putting "Dante" from the Devil May Cry series in the game.
Contributed by ProtoSnake
Tales of Vesperia
The reason why the PlayStation 3 version wasn't released outside Japan until 2019 was because of how difficult it was to release the Xbox 360 version in all major territories simultaneously. In Hideo Baba's own words:
"Tales of Vesperia was the first title in the series which was planned to be released simultaneously in Japan, North America and Europe. This was very difficult, and it was such a heavy burden for the team. So for the PS3 version, it was decided to reduce this burden and to develop it just for Japan."
Contributed by raidramon0
Okami
In an interview, Hideki Kamiya admitted that early in the development, the team wanted to use the power slash move on the torii gates. However, the team removed the idea, as they all thought to themselves “should a goddess really be doing that?”
Contributed by ProtoSnake
Castlevania: Symphony of the Night
The development team's first idea for the game was to use the story and setting of Vampire Killer, and make the final Belmont vampire hunter the enemy. Another idea was to make Quincy Morris the person who defeated Dracula. They were also ordered by the "section chief" to make the “Ultimate Dracula” game. No one really knew what “ultimate” meant, but all the developers had talked it over, and the result was Symphony of the Night.
Contributed by ProtoSnake
The Elder Scrolls IV: Oblivion
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Castle Skingrad seems to be modeled after Bran Castle, the castle famous for housing Dracula. In Oblivion, Castle Skingrad is home to Count Hassildor, a reclusive vampire who is featured in quest revolving around vampirism. The architecture is clearly similar, especially the spires of the castle, and is sits atop a hill outside of the city.
Contributed by ClaudX
The Elder Scrolls IV: Oblivion
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A city named "Sutch" was cut from the final game. The only remnants are the existence of a "Fort Sutch" in the final game. Sutch is mentioned in lore throughout the series, and the E3 2005 demo of Oblivion featured Sutch on the world map.
Contributed by ClaudX
ARMS
Although they remain uncredited, Bandai Namco Contributed to ARMS' Development.

"For Nintendo Switch game 'ARMS', released in July 16, 2017, we produced approximately half of visual assets for stages, fighters and arms."
-Products Page, Bandai Namco Website
Contributed by PirateGoofy
Streets of Rage 2
Ayano Koshiro stated that she and her team love reading various of "Weekly Shounen Champion" manga, mainly "Baki" and "Apocalypse Zero" manga series. They were a big influence to the game and there were lots of mangas referenced in the game.
Contributed by ProtoSnake
Shovel Knight
While pausing the game during a meeting with the titular characters of Battletoads in the Xbox One version of the game, the pause menu theme from Battletoads will play.
Contributed by CuriousUserX90
Six of the game's cars (Audi, Cadillac, Mazda, and Volkswagen, and two Porsches) were planned to be usable in the game, but were cut due to time constraints. However, data can be found for said cars in the PlayStation 2 version.
Contributed by GamerBen144
The game was originally called "The Flintstones: Quarry Jam" as evident by an unused video in the PC version's files.
Contributed by GamerBen144
Unused text in the European version of the game regarding the Nintendo 64's Rumble Pak feature suggests the game was originally planned to utilize the rumble feature in some way.
Contributed by GamerBen144
Super Metroid
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According to a Game Shokunin Vol. 1 interview, with game's enemy programmer Yasuhiko Fujii, before the boss fight against Draygon, the player will encounter a group of Evir enemies that do a little “dance”. Their movements actually spell out the words “Keiko Love” in English. This idea came from a girlfriend he dated, name Keiko. Fuiji was busy with work, and couldn't make time for Keiko, so when everyone in the office was asleep at night, he snuck this Easter egg into the game. There were never little Evir dance written in the game's planning documents, so he remembered his heart racing fast as he coded it. However, the team's staff had no knowledge about it and never discovered Yasuhiko's code in the game.
Contributed by ProtoSnake
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The game was originally to be released as Free Wheelin' USA, but it was later changed to Hooters Road Trip featuring the Hooters license. The PC version however retained the original title with the Hooters brand completely absent.

Artwork for the original PlayStation version of Free Wheelin' USA can be found in the game's files.
Contributed by KnowledgeBase
Virtua Fighter
Jacky Bryant is likely based on the design of Super Saiyan Trunks from Dragon Ball Z, with game designer Seiichi Ishii stating in an interview that Jacky was inspired by a ‘Super Saiyan’ from Dragon Ball.
Contributed by DrakeVagabond
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