In an article for the September 2000 issue of Nintendo Power, Jason Leung, the writer for the game's English-language script, claimed that the South Clock Town Business Scrub's allusion to his work keeping him away from his wife is a nod to the tribulations that the developers at Nintendo of Japan were going through while working on the game.
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Previews for new fighters being added to the game showed that one of Jenny's intended pre-battle quotes was "You wouldn't like my brain! It's all circuity and metallic!" This was removed from the final game due to it being associated with a pornographic My Life as a Teenage Robot parody animation, which edited the line to replace "brain" with "body."
Thaddeus Crews, a member of the development team and community manager, initially expressed disgust in a now-deleted tweet (the tweet he replied to also having been deleted) that the line was in the game and announced its immediate removal. He later explained that the line was likely added due to a lack of awareness about the parody, the end result of the team being "spread out and not on the same page", while adding that "Most likely someone on the team did know what they were doing by adding it", despite Crews himself being previously aware of and publicly associating the original line with the porn parody prior to its removal from the game.
On the roof of a settlement in Regno, Citate Di Ravello, a pair of women can be found wearing two differently colored dresses. This was first discovered and posted in the game's Steam community, where users were initially confused over whether or not the dresses had the same color, or were different, until another user uploaded a photo proving they were different colors in-game.
This is a reference to a 2015 meme where a washed-out picture of a blue and black dress posted on Facebook sparked widespread debate as to whether it was colored blue and black, or white and gold, highlighting differences in human color perception.
Masahiro Sakurai claimed in a YouTube video he made about the game's development that he got a lot of push-back from his Nintendo developer peers over his choice to make the game extremely easy, casual, and accessible, something that would eventually become a series staple. This was because developers like Nintendo usually made games incredibly difficult at the time due to low memory storage space on the game cartridge, which lead to a need to make the gameplay feel longer so it felt like gamers were getting their money's worth.
According to Masahiro Sakurai in a YouTube video he made on Kirby's Dream Land, the character's signature float came about as a way to avoid losing a life when simply missing a jump in a heavy platforming section, as he found such an occurrence in games like Ninja Gaiden and Castlevania, among others, to be particularly frustrating.
According to Masahiro Sakurai on his YouTube channel, he thought a lot about how to implement the unique gameplay element of Kirby using each of his enemies as an attack, which originated from Sakurai's need for a "Risk-Reward" system for his game. He even revealed that an early concept of this was Kirby using a long tongue, instead of his signature vacuum, to catch and consume enemies, and he further stated that this concept predated Yoshi's tongue attack too.
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At the Farris Halstead Library train station in the Loop, if you follow the tracks to the east, you will discover a junction where opposing straight tracks from the north and south intersect with the eastward tracks. These eastward straight tracks are unusual in that they appear to continue and stop before the edge of the elevated platform with no bumpers to mark the end of it, appearing unfinished, although it should be noted that no trains traveling eastward will actually go down these straight tracks all the way due to the curved transition tracks guiding them away. In the real-life Loop in Chicago, this spot would be located at the junction right after the Harold Washington Library train station, which unlike its depiction in Watch Dogs has no straight tracks continuing after the curved tracks at all.
This detail is notable because the day before Watch Dogs' release in May of 2014, an anonymous developer claiming to have worked on the game posted to 4chan their insight on the game's development and experience working with Ubisoft Montreal, including details on how the train tracks worked in earlier builds of the game that may be talking about this unfinished intersection:
"Earlier when we were just working on world buildings etc, Montreal said we need to create a path for the L-train so that's what they did, but they put fucking 90 degree turns on the tracks! So I asked them for time/resources to fix this, they respond "we don't see your issue."
So I went ahead and sent them a video of this, showing how retarded a train running at 80mp/h looks when turning 90 degrees, they tell me "We see your issue but it's too late, maybe we'll patch this later." This was back in October [2013], before the delay announcement etc although you can probably still see in the game tracks marks left of that, which we missed cleaning up. In the October demo that was shown with the train if it went any further you'd see the 90 degree turns."
In 2020, an early build of the game dated to September 21st, 2013 was dumped online by YouTuber JustAnyone, but it's currently unknown if this mistake existed in this build.
At one point around November 2004, Capcom Japan sold the rights of the Street Fighter IP to its American subsidiary Capcom USA. The rights were reacquired by Capcom Japan in April 2021.
The game originally started out as a My Little Pony: Friendship is Magic fangame called Fighting is Magic. Development had to be stopped after Hasbro, the owners of the My Little Pony IP, found out about the game's existence in 2013 and subsequently sent a cease and desist letter to Mane6.
Thus the team decided to create an original game that uses the same mechanics. Additionally My Little Pony: Friendship Is Magic creator Lauren Faust offered to help with designing the new characters for the game.
A fan mod for the game which allowed players to have sex with the character Johnny Silverhand, played by actor Keanu Reeves, was taken down at the request of the game's developer CD Projekt Red as they considered it to be potentially harmful towards those who had lent their likeness.
Despite this, at a promotion for the film The Matrix Awakens, when Reeves was told about it by the Verge, he expressed his pleasure for it.
Exclusive to the 3DO version, in the level "The Project", there is a secret exit in the bottom-left corner of the map with a Question Mark caption just before it reading:
"This door will take Gex so far away that he can't come back! Make sure you've saved your game recently!"
Entering this secret exit will boot up a 3D side-scrolling shoot-'em-up level. The game gives you 5 credits and 3 hit points to play through the game. You can pick up remote controls, and after getting enough of them your ship will now have triple shots. For every enemy shot at, the score will change to different quips and numbers at random, including:
•"69 Dude!" •666 (the Number of the beast) •90210 (the zip code to Beverly Hills, California and a reference to the 1990 television series "Beverly Hills, 90210") •"Googleplex" [sic] (Googolplex, the company Google did not exist at the time this demo was made or when Gex was first released) •"Really high!" •"Way up there" •"Astronomical" •Infinity •"Score is cool, huh, huh" •"Are you still counting?" •"I don't know" •"I lost count" •"Who cares!" •"Who keeps score!" •"Missed one!" •"Watch your butt not the score!" •"Is your controller plugged in" •"Loser!" •"You suck!" •"Sucks to be you!" •"How bad are you?!"
It was originally a senior college project for Stanford University by programmer Evan Wells, but was repurposed as an Easter egg for this game. On the Game Over screen, the game's credits can be seen:
"Thank you for playing!
Programming: Evan Lindsay Wells Gregg Tavares Design: Evan Lindsay Wells Art: Steve Webb Music: Steve Henefin"
This Easter egg was first known to have been documented in a pair of grainy YouTubevideos from 2007. It's unknown why this minigame was not included in other versions of the game.
During the third Speed Training level, a metal door on top of a building can be shot at to open it, revealing a hidden group photo of several Neversoft developers behind it. However, it appears that there are at least two different developer photos that can be found behind this door. It's unknown if the appearance of each photo differs by the version of the game being played, or if one is randomly selected when the level is loaded up. This building is located diagonally across from a building with a billboard for Tony Hawk's Pro Skater 2 on it, which was also developed by Neversoft and released the same year as this game. This Easter egg went undiscovered until 2021.
On the Beach in the northern part of the Western Continent, in a hole in the ruined structures in the area, angling the camera correctly will reveal an out-of-bounds picture of an Asian woman. This person was world builder Fred Selker's girlfriend at the time of the game's development, and its placement at the northern-most/highest area on the world map could be a gesture of affection towards her.
According to YouTube guitarist Jonny Atma on his Twitter account, he stated that he provided most of the guitar parts for the game's soundtrack, and that he also did the vocals for the "Panic in the Sky!" song.
In a 1998 interview with the game's general producer Noritaka Funamizu published in Sega Saturn Magazine, he stated that the woman who designed Victor von Gerdenheim had a thing for butts, which lead her to make more butt moves for Victor.
In a 2001 interview with the game's designer Takatsuna Senba published in the CONTINUE magazine, when asked how long the game took to make, he stated that he was told to make the game in 3 months, but it ultimately took 6 months to make on top of having hardly any time to playtest and finetune the game. Senba thought it couldn't be helped, so when people pointed out to him various shortcomings about the game, he believed there was nothing he could say as he knew about them when the game was released. Despite this, he commented that there's more than one way to enjoy a game, and he believed its commercial value wasn't ruined by those flaws either.
According to former former Capcom artist Katsuya Akitomo, sometime around the late 90's/early 2000's, DC Comics approached Capcom to make a Justice League fighting game. Capcom asked for Mr. Akimoto's opinion and he rejected it. He rejected the idea for three reasons:
1. The power gap between DC characters was bigger compared to that of Marvel.
2. The 90's were a difficult time for the American comic book industry in general, DC in particular was "floundering" outside of the success of Batman.
3. Capcom's development process and the arcade business were in transition at the time, meaning that there were doubts as to whether investing in licensed games would have continued to be a smart investment. For instance, he cited how 2D games were becoming more and more expensive and how they were falling behind when it comes to 3D technologies.