On February 3, 2023, 9 days after Forspoken's release, Square Enix released the Outline of Results Briefing held on that day, which shows some insight on the publisher's takeaways concerning its recent game releases.
While the briefing primarily focuses on the financial results of numerous underperforming "small and mid-sized titles" that released in the quarter of October-December 2022 to try and fill the gap for declining net sales in the "HD Games sub-segment", the company did make a comment on the sales and reception for Forspoken. On page 6 of the outline, Square Enix president Yosuke Matsuda stated the following:
On February 28, Square Enix announced that the game's developer, Luminous Productions, would be absorbed back into Square Enix on May 1 to "further bolster the competitive prowess of the Group's development studios". Despite Forspoken's failure, Luminous Productions said that they would remain committed to the game in the meantime, releasing patch updates and working on the game's upcoming DLC "In Tanta We Trust", which is scheduled for release that Summer.
While the briefing primarily focuses on the financial results of numerous underperforming "small and mid-sized titles" that released in the quarter of October-December 2022 to try and fill the gap for declining net sales in the "HD Games sub-segment", the company did make a comment on the sales and reception for Forspoken. On page 6 of the outline, Square Enix president Yosuke Matsuda stated the following:
"Reviews of “FORSPOKEN,” which we released on January 24, 2023, have been challenging. However, the game has also received positive feedback on its action features, including its parkour and combat capabilities, so it has yielded results that will lead to improvement of our development capabilities of other games in the future. That said, its sales have been lackluster, and while the performance of new titles with February and March release dates will be the ultimate determinant, we see considerable downside risk to our FY2023/3 earnings."
On February 28, Square Enix announced that the game's developer, Luminous Productions, would be absorbed back into Square Enix on May 1 to "further bolster the competitive prowess of the Group's development studios". Despite Forspoken's failure, Luminous Productions said that they would remain committed to the game in the meantime, releasing patch updates and working on the game's upcoming DLC "In Tanta We Trust", which is scheduled for release that Summer.

Between 2016 and 2017, male specimens of a new species of Nocticola cockroach were discovered at the Bukit Timah Nature Reserve in Singapore. The species' discovery was first published in 2023, and it was also announced that it had been named after the Ultra Beast Pheromosa, a Pokémon designed to resemble a "freshly-moulted" American cockroach, from the Generation VII games Pokémon Sun & Moon. The authors of the findings were fans of the series and noticed similarities between the two, including "having a long antenna, wings that mimic a hood and long slender legs." Unlike the hardy American cockroach, cockroaches in the Nocticola genus are very delicate and are known to be found in Africa, south-east Asia, and Australia. This species, Nocticola pheromosa, is the first scientifically-documented instance of a Nocticola cockroach in Singapore.
In a 2010 interview with the game's producer Yoshinori Ono published in the MTV Multiplayer Blog, before the release of Super Street Fighter IV, he revealed that he's a big fan of the character Rainbow Mika, and that he wanted her to be put in Street Fighter IV, especially in Super Street Fighter IV. He "basically harassed the director constantly" by just whispering in his ear "Rainbow Mika! Rainbow Mika!". Ultimately, the directors of either version of Street Fighter IV didn't listen to Ono for unknown reasons, and Rainbow Mika never appeared in any Street Fighter IV installments. She would later appear as a playable character in Street Fighter V.
In the 1992 interview with the game's designer/writer Oji Hiroi published in The Super Famicom magazine, an interviewer asked him in what ways was Tengai Makyou II an upgrade from the first game? He responded that the game cartridge could now hold 2 MB of storage. He went on to talk about how they wanted the first Tengai Makyou to be a CD-ROM game before the PC Engine system went on sale, but once they began the development, a variety of unexpected problems cropped up. They spent about a year prototyping and doing various experiments, and "for awhile it didn't seem like we were going to be able to make an RPG at all."
In a 2000 interview with the game's director Yoshio Sakamoto published in the Nice Games' Game Boy Navigator tankobon, he stated at the time, he had been developing Kaeru no Tame ni Kane wa Naru and 3D games were just beginning to emerge. Argonaut Software, an overseas company with a high degree of technical expertise, approached him and his team with the offer to make a 3D game with them. Sakamoto thought it would be a useful experience, so he took the job, but he noted it was hard, summing up the hardships he faced working on the game as "brutal". Sakamoto had not finished writing the scenario for Kaeru, so someone else was put in charge of his half-written scenario, and he told them to continue working on it until he returned. When the development of X was finished and he returned to see how Kaeru was turning out, the game was essentially content-complete, with the only thing left for him to do was to fine-tune the enemy placement and the balance of the maps himself. Despite his minimal involvement with that game, he thought that it turned out exactly as he imagined.
In 2/86 interview with the game's designer Masanobu Endō published in the issue of Famimaga magazine, while he was discussing with Shigeru Miyamoto about how hard it is to work with employees, he mentioned one incident when working on The Tower of Druaga where he proposed to his team that he wanted the player to be able to defend with his shield even when his sword is drawn. After constantly pleading: "Put it in, put it in, it'll be cool! It'll look good! Put. it. in!!!", he eventually convinced them to put it in.
In the 2/86 interview with the game's designer Masanobu Endō published in the issue of Famimaga magazine, he commented that one of the team's employees named Akira was nicknamed "Bakira", because he had a tendency to break things. This in-joke is likely a play on the kanji "爆" (baku), to explode/burst/roar. Endō then admitted he used his nickname as an inspiration for the enemies as "Bacura" enemies in Xevious, commenting:
"...my generation, the "Gundam Generation", we love to make up stupid reasons for every choice we make. Even if it's a lie. (laughs)"
If the player performs a set of Bros. Attacks correctly Mario will get an idea to do an Advanced Bros. Attack, illustrated with a small thinking animation. If this occurs during the battle against the Hoohooros boss while said boss is also using the thinking animation, the game will soft lock.

According to a 1998 The PlayStation magazine interview with director/producer/writer Hideo Kojima & designer/artist Yoji Shinkawa, they commented about designing the character Psycho Mantis, specifically how elements such as him wearing a gas mask because he had "no face" were "part of expanding and developing the story", according to Shinkawa. Kojima clarified that while he didn't know why Shinkawa made those choices, he was not against them being made, stating that "unexpected things like this are part of the fun".
Early concept art of Psycho Mantis by Shinkawa includes notes that read: "His body is like a preying mantis, spindly and emaciated. He wears a mask to hide his ugly face." and "Is this Psycho’s secret real face?"
Early concept art of Psycho Mantis by Shinkawa includes notes that read: "His body is like a preying mantis, spindly and emaciated. He wears a mask to hide his ugly face." and "Is this Psycho’s secret real face?"

The game has a secret CPU ghost mode which can be accessed under the Time Trial menu by pressing Start on a controller in port 2 while selecting a driver. This triggers a CPU cursor to appear, allowing the player to select a ghost driver to compete against. However, the CPU ghosts are capable of interacting with elements of a track's mechanics, like the ice blocks found in Vanilla Dome.
If the player allows the CPU to destroy these blocks, then drives over where the blocks were, then saves and race against their own ghost, a glitch will occur where the ghost will vanish when it touches the block that was supposed to have been destroyed and trigger a visual error where the player's tires will cycle between two frames of animation even while in an idle position. This glitch only occurs when the player and the ghost use the same driver.
If the player allows the CPU to destroy these blocks, then drives over where the blocks were, then saves and race against their own ghost, a glitch will occur where the ghost will vanish when it touches the block that was supposed to have been destroyed and trigger a visual error where the player's tires will cycle between two frames of animation even while in an idle position. This glitch only occurs when the player and the ghost use the same driver.
In Episode 7 of the TV series adaptation of The Last of Us, Ellie and Riley are seen playing the arcade version of Mortal Kombat II. At one point, Riley uses Mileena's fatality on Ellie's character Raiden, with Riley being heard pressing four buttons to initiate the killing blow. Following the episode's release, a number of fans online claimed this was inaccurate, as one can simply just press and hold the Heavy Kick command during the "Finish Him!" prompt to initiate her Fatality. However, other Mortal Kombat players argued that the show's display of gameplay could possibly be correct, pointing out that there is an alternate way to do the fatality. Specifically, Mileena can perform the Fatality by standing close to the opponent, holding the Block button and tapping the Heavy Kick command.
In 1/92 interview with the game's producer Shigeru Miyamoto published in the edition of Famicom Tsuushin magazine, he was asked if the SNES version of Zelda be the same as the Super Famicom version. He responded that him and his team thought about making some improvements to the SNES version, including a number of things they could not complete in time for the Super Famicom release. Zelda makes full use of the available 8 MB of ROM space, but they knew they were going to need extra space for the English translation. They initially planned to increase the ROM size by 1 MB to solve this, until the compression routine their programmers wrote actually allowed them to fit everything in the original 8 MB storage. Miyamoto joked that they would save those aforementioned improvements for the next game.
In 1/92 interview with the game's producer Shigeru Miyamoto published in the edition of Famicom Tsuushin magazine, he revealed that him and his team began developing the game at the same time as Super Mario World. Even back when they initially revealed the Super Famicom at the company in July, 1989, their plan had always had been to make and release the game alongside Super Mario World as a launch title for the new system. They were hoping to release the game in March of 1991, but it was delayed into the Summer, until it was finally released on the one-year anniversary of the release of the Super Famicom on November 21, 1991.

If the player manages to scan the projectiles that the Omega Pirate fires, the description will consist of placeholder text that reads "This is an Elite Space Pirate" on the first page and "Elite Space Pirate description 3" on the second. Not only does the later Japanese release retain this oversight, but it also introduces a second one, in that the placeholder text is still in English.
In June 2020, Chris Avellone, who helped with the game's writing early in development, was accused by three people of using his status in the video game industry for sexual harrassment and misconduct towards women.
On the game's director Stephen Kick's Twitter account, when asked if Avellone was still involved in the game, Kick tweeted that he had not been involved with the game since 2017, and that Night Dive took the game's writing in a different direction after restarting development in 2018.
On the game's director Stephen Kick's Twitter account, when asked if Avellone was still involved in the game, Kick tweeted that he had not been involved with the game since 2017, and that Night Dive took the game's writing in a different direction after restarting development in 2018.
The Wii U Virtual Console port of the game has the option to select both Multiplayer and Ghost Exchange. However, they will not work due to the physical game requiring the Game Boy Advance Game Link Cable, which enables those game modes on the actual Game Boy Advance hardware.
If a fighter tries to footstool Piranha Plant while the plant is crouching, the footstooler will be met with a biting attack that takes 4% damage. This happens automatically every time even when the Piranha Plant player presses nothing during the footstool. This highly situational attack however can be easily dodged and countered by the attacked player making it useless in high-level play.
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