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Console: NES
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Known in Japan as the Famicom, it originally came with 2 hardwired controllers attached to the console, with the second controller featuring a microphone, but no start or select buttons.
Contributed by Dazz
Peter Vesterbacka, the company's official spokesman, has the job titles of "Chief Marketing Officer" and "Mighty Eagle".
Contributed by Dazz
Bubsy in Claws Encounters of the Furred Kind
When the Japanese version's passwords are put together in a string, they make up the first 114 digits of pi.
(3.14159265358979323846264338327950288419716939937510582097494459230781640628620899862803482534211706798214808651328)

The PAL and NTSC versions of the game use vowels instead of numbers, and are made of random strings.
Contributed by Dazz
The Legend of Zelda: Oracle of Ages and Seasons
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Oracle of Ages and Oracle of Seasons are the only games in the series that truly intertwine, allowing the player to receive bonuses and upgrades in one game for linking it to the other. Linking the games is also the only way to truly finish the story as the final bosses only appear at the end of a linked adventure.
Contributed by Petie
Zelda II: The Adventure of Link
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When Zelda II was re-released on Virtual Console, the flashing colors that played during the death animation were removed and replaced with a solid red background in an effort to prevent seizures.
Contributed by Petie
In September 2005, Nintendo re-released the Game Boy Advance SP with an improved backlit screen and a model number of AGS-101 (vs. the original frontlit version with model number AGS-001). The button that turned the light on and off on the original model instead switched the brightness between low and high and provided no ability to turn the light off on the new model. Even on low though, the brightness of the new model exceeded that of the original.
Contributed by Petie
The Legend of Zelda
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You can bypass the first locked door in the first dungeon by simply leaving and walking back in. Upon re-entering, the north door of the room is open and you can claim the key to the east to keep as a spare.
Contributed by Petie
The Legend of Zelda: Twilight Princess
Link made his first right-handed appearance in Twilight Princess for Wii. Up through Twilight Princess for Gamecube, Link had traditionally been left-handed but with the introduction of motion controls, director Eiji Aonuma decided to make him right-handed so it would be more comfortable to "swing" the sword with your right hand (which is how most people were playing). Instead of re-doing Link's model though, the Wii version of the game was simply flipped horizontally, reversing the positions of everything from east to west.
Contributed by Petie
Jet Set Willy
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Like most ZX Spectrum games, Jet Set Willy was stored on a cassette tape. Simply making an audio copy of the cassette allowed people to easily copy Spectrum games. Jet Set Willy was one of the first to come with a form of copy protection: a card with 180 coloured codes on it was bundled with the cassette. Upon loading, one of the codes from the card had to be entered before the game would start. Although the cassette could be duplicated, a copy of the card was also needed and at the time, home colour reproduction was hard to do. Thus copying Jet Set Willy was trickier than most Spectrum games. However, means of circumventing the card were quickly found, and, reflecting the attitude to software piracy at the time, one method was published in a UK computer magazine.
Contributed by Patient Zero
Jet Set Willy
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As originally released, the game could not be completed due to several bugs. Although actually four completely unrelated issues, they became known collectively as "The Attic Bug". After the player entered the room The Attic, various rooms would undergo corruption on all subsequent game plays, including all monsters disappearing from The Chapel, and other screens triggering instant death. This was caused by an error in the path of an arrow in The Attic, resulting in the sprite traveling past the end of the Spectrum's video memory and overwriting crucial game data instead. This bears similarities to a buffer overflow, and as such is an early example of such an error - and the problems it can cause.
Contributed by Patient Zero
Sonic the Hedgehog 3
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According to STI director Roger Hector, Michael Jackson was initially brought in during development to compose music for the game, even though no mention of his involvement was included in any of the game's credits. This was supposedly due to the scandals that arose around Jackson at the time. His involvement was removed from the title, and much reworking, including all the started music, had to be done.

In December 2009, Michael Jackson's composer Bradley Buxer (credited in Sonic 3 as Brad Buxer) told French magazine Black & White that Jackson was actually involved with some of Sonic 3's compositions, supposedly not being credited because he wasn't happy with how they sounded, due to the lack of optimal sound reproduction on the Genesis.
Contributed by Patient Zero
The Legend of Zelda: Majora's Mask
Majora's Mask has the least number of dungeons of any game in the Zelda series, containing only four on the main world. While there are technically four more on the moon, they are small, contain no bosses, and are completely optional, requiring a set number of happy masks to access each one.
Contributed by Petie
Console: GameCube
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There is a microscopic image of a Dolphin within a computer chip inside the GameCube, referencing the GameCube's codename during development.
Contributed by Dazz
Quake
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The graphics for the nailgun ammo contains the logo for Nine Inch Nails.

This is a reference to Trent Reznor, who did the original soundtrack.
Contributed by Patient Zero
The Legend of Zelda: Ocarina of Time
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During beta testing for Ocarina of Time, developers added an Arwing 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.
Contributed by Petie
Bubsy in Claws Encounters of the Furred Kind
There's a hidden credit line in the game's ROM which reads:
(C) 1992 Basement Boys Software

Basement Boys Software were a group famous for making hacking tools on the Commodore 64 in the late 80s, who had some members go on to Chip Level Designs, a company that used to provide sound programming for a number of SNES titles. The same credit appears in Cool Spot.
Contributed by Dazz
Cool Spot
There's a hidden credit line in the SNES game's ROM which reads:
(C) 1992 Basement Boys Software

Basement Boys Software were a group famous for making hacking tools on the Commodore 64 in the late 80s, who had some members go on to Chip Level Designs, a company that used to provide sound programming for a number of SNES titles. The same credit appears in Bubsy.
Contributed by Dazz
Astal
There are 5 hidden "Sega!" voices in the Japanese version of the game, featuring an alternative Antowas voice, Astal, Geist, Gerardo and Leda.
Contributed by Dazz
Astal
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Astal's spine did not feature the game's name, which may have lead to its poor sales in the US. Retailers would have had to display the case forward facing, rather than to its side as standard.
Contributed by Dazz
Shadow of the Colossus
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.
Contributed by Dazz
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