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Series: Star Fox
According to Takaya Imamura in the Nintendo Dream magazine, before Star Fox became the name of the series, they thought of other names for the series, like 'Star Glider' and 'StarCraft'. The idea for the 'Star Fox' title came from Star Wars' title 'Star', and the main protagonist Fox McCloud's 'Fox' race.
Contributed by ProtoSnake
The Elder Scrolls V: Skyrim
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Within the game's files is an unused NPC named "College Guard". They would have acted similarly to Hold Guards, but for The College of Winterhold.
Contributed by ClaudX
The Elder Scrolls V: Skyrim
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There is an unused model for the "The Ring of Khajiiti", a Daedric artifact associated with both Meridia and Mephala. However, it goes unused as both Daedric Princes reward different items. The Ring of Khajiiti was present in The Elder Scrolls IV: Oblivion, so the developers may have intended for it to return.
Contributed by ClaudX
Freedom Planet
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The second playable character was originally an unnamed black cat with blonde hair. However, the games creator Stephen Diduro got permission from Ziyo Ling (the original creator of Lilac, Carol and Milla) to use Carol and Milla in the game. Afterwards he drew Carol over the old character's sprites.
Contributed by SkyminHAZBOZ
The game originally had directional controls as opposed to tank controls, however the game's publisher Psygnosis insisted on tank controls due to the success of the video game Tomb Raider, a decision the developers pleaded against. As a result, the game had been heavily criticized for how problematic the tank controls were.
Contributed by KnowledgeBase
The Game Boy Advance version was originally intended to be a straight port of the original Sims game for PC, however this wasn't possible as the simulation gameplay of the Sims didn't translate well to the hardware. Instead, inspired by the first console version of The Sims where players could follow their Sim's story in a more personal way, the game's producer J.C. Connors pitched to EA what would become Bustin' Out on the Game Boy Advance.
Contributed by KnowledgeBase
A Nintendo Switch version of the game was planned and even worked on, but, according to the Steep twitter account, this Switch release was canceled in order for the development team to focus on creating more content for the other console versions of the game.
Contributed by PirateGoofy
According to the Capcom team in the game's official Japanese guide book, they were asked about the meaning behind the name of Ibis island, and they responded:

"The name of the ibis bird in Japanese is “toki” (a homonym for time), and we liked how that word resonated with the game’s themes of “extinction” and “time”… we could probably come up with a number of different explanations for the name, but basically we liked those associations. Also, considering the name of “Raccoon City” from Resident Evil, maybe there’s a lot of animal lovers on the team too."
Contributed by ProtoSnake
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The game was originally called "Gods and Monsters" when it was shown off at E3 2019, however, Ubisoft ran into some trouble with the Monster Energy Drink company who not only claimed that the original title of the game infringed upon their trademark, but also claimed that the game's title would cause brand confusion. Ubisoft thought this was ridiculous but ended up relenting anyway and changing their project's title to the current one.
Contributed by PirateGoofy
Shenmue
The "Orphaned kitten" was based on game's interior designer Manabu Takimoto's cat "Sasuke". During development, a game designer came by to Manabu's desk and ask to borrow the picture of "Sasuke" when he was a kitten.

Game's producer Yu Suzuki stated, "Ah, I remember that. We called him Sasuke during the planning phase too. We knew it had been modeled after Takimoto’s cat, so we wanted to leave the name as Sasuke, as a remnant of that. (laughs) But eventually someone was like, “Who named this cat Sasuke?!” and we had to change it. (laughs)". In the final version of the game, the "Orphaned kitten's" gender is now female, instead.

In the game's cutscene, "Ryo Hazuki" and "Megumi Mishima" talk about naming the "Orphaned kitten". There's an option to select Manabu's cat's name "Sasuke", if players choose "Sasuke", Ryo will say "So she can grow up to be big and strong like a ninja", but Megumi will not like it, because it's a boy's name. This name cannot be used, as it will result her name to be defaulted as Mimi.
Contributed by ProtoSnake
Super Mario 64
The game's producer and director Shigeru Miyamoto was asked if he had any references, or anything else he relied on when making all of Mario’s various animations. He responded:

"We tried out a lot of different things using motion capture, but ultimately we ended up doing it all by hand. We created a “skeleton” for Mario that was the basis of his movement."
Contributed by ProtoSnake
Series: Pokémon
Lugia was initially created as a plot device for, and only meant to be seen in, the Second Pokemon movie, The Power of One (aka Pokémon the Movie 2000). In fact, his designer, Pokemon Anime writer Takeshi Shudo said he was surprised to see Lugia in the games at all. Game Freak seemed to love the creature so much they not only made him canon, but also made him the mascot of Pokémon Silver.
Contributed by PirateGoofy
Tekken 3
Jun was planned to be added into the arcade version of the game, but was later cut some time during development. Her data still exists within the game’s code and can be accessed using MAME cheat files. When added back in, she uses Nina’s character model and Jin’s moveset. Her voice and portrait does exist, but there are assets taken from Tekken 2.
Contributed by ShyanVixen
Sonic CD
Game's landscape designer Masato Nishimura stated on Twitter, that Wacky Workbench was originally called 'Crazy Toy Box'. The reason for this change was unknown.
Contributed by ProtoSnake
Sonic CD
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Originally, the Special Stages were going to have Sonic navigate a rotating maze, building upon the framework of Sonic 1's Special Stage. Although similar, Sonic CD's Special Stage was planned to have two rotating layers that the player switched between.

According to BEEP and Marukatsu MegaDrive magazine interviews, with game's planner Hiroaki Chino, the developers thought the Special Stage was very slow, so they decided to redo it to make better use of the Sega CD hardware.
Contributed by ProtoSnake
Resident Evil 2
The PlayStation release was originally intended to be just a single CD game, however a last minute oversight with the size of the game's audio caused it to be shipped as a two-disc game. Though it could've been possible to reprogram the audio algorithms so it could all fit into a single 700 MB disc, as development was already behind schedule it was too late to do this, meaning higher manufacturing and shipping costs on an already tight budget.

The game's director, Hideki Kamiya, has attributed the decision and error to his youth and recklessness at that point in his career.
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
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