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Radiant Historia
1
In an interview with the game's original designer for world/story Satoshi Takayashiki published in the 2011 game's Japanese World Guidance book, he was asked when the planning for the game began? He responded:

"In 2005, myself, Konishi-san, and another programmer began talking about wanting to make some kind of game together. That was the beginning of our basic idea, to do a fantasy RPG, which would be connected to some extent with Radiata Stories. From there we started making a prototype test version. We didn’t work on it intensely or anything, it was something we all did in our spare time, while handling our other work. The battle system and the overworld were both created there in that first prototype. We also wrote an overarching planning document, and decided on the world of Radiant Historia, as well as part of the story. We presented all that to Hirata-san in the fall of 2007."
Grand Theft Auto 2
1
One of the game's composers Colin Anderson, a life-long fan of progressive rock, had originally planned to include a prog rock radio station called "Ridiculous FM" that played "Regressive Rock", the joke being that it would play a single multi-part prog suite that was longer than any of the other stations in the game on an endless loop. Although this idea was cut from the game due to time constraints and the team feeling it was inappropriate for the game's setting, Anderson would regularly think about what the song would have been like until 2015, when he completed it with the help of several consultants and recorded it with the aid of vocalists and a live drummer. The final product, a 20 minute 16-part song called "YTZ", was released under the name Aori, a duo with Anderson and singer/lyricist Neil Horsburgh. "Aori" was previously the title of a song also written and released by Anderson under the name Ashtar that was featured on the Radio '76 FM station in Grand Theft Auto. Additionally, the song title "YTZ" is a reference to the instrumental "YYZ" by the prog band Rush; both names are airport identification codes used by airports in Toronto, Canada, and both songs feature Morse code messages spelling their respective song titles.
NHL Breakaway 98
1
A Sega Saturn version was planned in development, but became the last game to be cancelled on the failing platform as Acclaim withdrew their support from SEGA.
Fighting Force
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Core Design had pitched to SEGA a fourth installment of the Streets of Rage series, but SEGA declined, resulting in the pitch becoming an original game entirely.
FIFA Soccer 64
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EA had almost withdrawn from developing on the Nintendo 64; however, it was found that pre-order revenues for the game had skyrocketed, so EA decided to reverse their decision and make more sports games for the console.
Ketsui: Kizuna Jigoku Tachi
1
In an interview with the game's Cave devgroup leader and Toaplan alumni Toshiaki Tomizawa published in the 2002 GSLA and likely featured in Arcadia, Tomizawa stated that the game is actually a orthodox shoot 'em up. Whereas Dodonpachi Daioujou's design has more futuristic looks, with Ketsui the team wanted the game to be a little more realistic and similar to the modern world. The team wanted to emphasize the aspects that would attract to a wider base of casual gamers, so they made the game's world somewhat more recognizable, and be quicker and easier to understand. Additionally, one of the core themes for the game's design was "steel". Since standard modern weaponry was being used, they wanted that to be realistic as well.
Bahamut Lagoon
1
In an interview with the game's designer Hitoshi Sasaki published in the 1996 Dengeki SFC magazine, he stated that at the start of the game's development, his team wanted to make a strategy RPG game, but that it was not an explicit goal. They had an indescribable idea that seemed interesting to them which ended up working as a strategy RPG game despite not exactly being set on making the game that genre from the get-go.
Mystical Ninja Starring Goemon
1
The game's intro was vocalized by Hironobu Kageyama, who is known for his vocal work on the Dragon Ball Z anime, while the Goemon Impact theme was vocalized by Ichirou Mizuki, who has worked as a vocalist on the Mazinger Z anime.
Castle Shikigami 2
1
In an interview with the game's director Naoki Suda published in the 2003 Nintendo Monthly Online, he was asked why he added the character 'Chibi Fumiko' in the game? He responded:

"As we approached the end of the development, we realized we'd forgotten to include a hidden character. One day I remembered "Chibi Fumiko" from the comic anthology for the first game. She was created specifically for that comic, at the request of the writer, and we never had any intention of using her in-game… but given the situation we found ourselves in, I thought, "We can use this!!!" and we hurriedly added her."
Oddworld: Stranger's Wrath
1
In the opening cinematic, a hidden backmasked message can be heard. When the audio is played forward, a whispery male voice is heard stating the ominous message:

"A nation of fools.
The nation is under siege.
Don't trust the corporate media.
Religious right is insane."

Two likely possibilities for the nature of the message are:

•A possible Easter Egg foreshadowing Citizen Siege, a Hollywood project separate from the Oddworld universe that Lorne Lanning and Sherry McKenna were designing, but fell into hiatus upon the 2008 financial crisis and it's impact on the entertainment industry.

•Around the time of Stranger's Wrath's initial release, exclusively on the original Xbox, the United State's invasion of the Middle East was very recent, and this backmasked message may have been Oddworld Inhabitants protesting the political state of affairs within the United States at this time, keeping in line with the franchise's themes of opposition towards industrialization, corporatism, and political malevolence.
Franchise: Uncharted
1
In order to make the bartending scene in the Uncharted movie more natural, Tom Holland did actual training at a real bar. He worked shifts at the Chiltern Firehouse in London, England.
Franchise: Mario
1
While filming the infamous live-action Super Mario Bros movie released in 1993, Bob Hoskins and John Leguizamo would deliberately get intoxicated before shoots to help them cope with the disastrous production.
Franchise: Uncharted
1
According to actor Tom Holland during an interview with YouTuber JackSepticEye, the film makers originally wanted to include the car chase scene from Uncharted 4: A Thief's End into the Uncharted movie, but the idea was scrapped due to time constraints.
Disney's Tarzan
1
The Game Boy Color version was created entirely from scratch, unlike the simple one-to-one ports Digital Eclipse often performed before this for existing games. Adding more stress was the three-month deadline developers faced while recreating the game for the console.
Dying Light
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Techland took inspiration from novels such as Albert Camus' "The Plague" and Joseph Conrad's "Heart of Darkness" for the game's story in order to "evoke similar emotions" and show how people can react to extreme situations.
Ms. Pac-Man
1
The protagonist's name was originally going to be rendered as "Miss Pac-Man", but the developers then realized that because she was married and had a child, the "Miss" honorific was grammatically incorrect and would also imply she conceived out of wedlock, so the name was changed to "Ms. Pac-Man" (pronounced "Mizz Pac-Man"). However, this didn't stop future Pac-Man-centric games from mispronouncing the first part as "Miss", such as the Mario Kart GP games and Pac-Man World 3 among a few others.
Kingdom Hearts III
1
The game was originally going to be run on Square Enix's Luminous Engine, but due to problems that arose during development that involved the Kingdom Hearts team not getting used to the engine in enough time, the game was moved to the much more familiar Unreal Engine 4, a move that caused a delay in development.
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1
Hang-On
1
In an interview with the game's director and designer Yu Suzuki published in the 2/86 edition of BEEP magazine, he revealed that Space Harrier began development after Hang-On's development was finished, and that they were not developed at the same time as Space Harrier began development in mid-July of 1985 after Hang-On's release in Japan.
Densha de GO!
1
In an interview with the game's programmer and planner Akira Saito published in the 1997 Gamest magazine, he was asked when were the game's plans first proposed. He responded:

"The plans for a game featuring trains existed as far back as 5 or 6 years ago. The opinion at the time, however, was that trains were kind of plain and boring, so the idea was warehoused."

"The planning for this development, then, officially got underway about a year ago. We decided it would be a large-cabinet style arcade game at this point, too. In July we entered the development phase proper, and the game was completed in the span of three or four months."
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