The art style of Yoshi's Island is said to be a result of Shigeru Miyamoto rebelling against Nintendo's internal evaluation committee. The committee wanted the game to feature pre-rendered visuals like Donkey Kong Country, but Miyamoto disagreed. Instead, Miyamoto reworked the original art assets so they looked as if they'd been drawn with crayons.
During development, the Cyclopes had visible penises. This matched up with other creatures having bare breasts and nipples. The reason behind this was the game's creator, David Jaffe, wanted the creatures to come across as wild animals.
The original starting town in Gold and Silver was called "Silent Hills". It's not known why the location changed, but it could have been to avoid comparisons to the horror game Silent Hill, which was released during Gold and Silver's development.

Your Brain Coach was voluntarily pulled from stores in the United Kingdom after release due to complaints that the word "spastic" was triggered when a player didn't perform well. The game was never re-released, but is still sold with the European English language in Australia, as it isn't considered particularly offensive there.
A similar incident occurred with Mario Party 8 just one month later.
A similar incident occurred with Mario Party 8 just one month later.

Concept Art for A Link to the Past shows Zelda in futuristic attire. The original Legend of Zelda was planned to be set in both the past and the future. This art could be an indication that Nintendo considered reusing the concept for A Link to the Past.
According to Shigeru Miyamoto, once Nintendo had finished developing Twilight Princess, the team decided to have fun with the game and put Miis across Hyrule. It was their way of relaxing once the project was done.
The word "Capcom" was created from taking the first 3 letters from each word in "Capsule Computers" (from the subsidiary Japan Capsule Computer Co).
The word "SEGA" was created by taking the first two letters from each word in "Service Games", SEGA's original name.
Princess Zelda was named after Zelda Fitzgerald, the wife of American writer F. Scott Fitzgerald.
When asked about the name, Miyamoto said, "Zelda was the name of the wife of the famous novelist Francis Scott Fitzgerald. She was a famous and beautiful woman from all accounts, and I liked the sound of her name. So I took the liberty of using her name for the very first Zelda title."
When asked about the name, Miyamoto said, "Zelda was the name of the wife of the famous novelist Francis Scott Fitzgerald. She was a famous and beautiful woman from all accounts, and I liked the sound of her name. So I took the liberty of using her name for the very first Zelda title."
Throughout Old Snake's character development, Hideo Kojima and his crew did extensive research to find out which mustache would work best for Old Snake. They settled for the mustache of Lee Van Cleef from the 1966 film "The Good, the Bad, and the Ugly". Additionally, ever since Metal Gear Solid 2: Sons of Liberty, the team played around with the idea of Snake's facial hair growing in real time.
HAL Laboratory, Inc. (a second-party developer known for creating Nintendo's Kirby and Super Smash Bros. series) named themselves "HAL" because each letter in "HAL" is one place ahead of each letter in "IBM", as if to say HAL were one step ahead of their competition.
Kojima initially wanted Gray Fox to play the main role in the game, but made the decision to have Raiden take the main role instead. This was to allow the younger members of his team to take control of the game.

During beta testing for Ocarina of Time, developers added an Arwing from the Star Fox series to the game to test enemy AI and Z-Targeting. While it was never actually used in the game, the code was never removed and can still be accessed via devices like GameShark and Action Replay.
Agro will occasionally ignore commands, as Fumito Ueda (lead designer) believed that "a real horse ... doesn't always obey. It's not like a car or a motorcycle, it won't always turn when you say 'turn!'"
He also admitted that the team had to work out a good balance of how often Agro would ignore commands to allow for playability over realism.
He also admitted that the team had to work out a good balance of how often Agro would ignore commands to allow for playability over realism.
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