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Deltarune
1
Attachment The game's files contain an early version of the computer lab seen at the end of the game, with a calculator similar in design to Queen in place of a public laptop. As the Cyber World was formed from a Dark Fountain opened in the computer lab, this implies that Queen was originally meant to be themed around calculators rather than computers, as indicated by the red text that sometimes appears on her visor.
Disney Infinity
1
Attachment There is an unused model of Dr. Heinz Doofensmirtz found in the game's data, suggesting that he was either intended to be playable or appear as a boss in a scrapped Phineas & Ferb playset.
Dino Crisis
1
According to game's director/producer Shinji Mikami in an interview published in the 5/99 edition of The Playstation magazine, he was asked if the way Dino Crisis would let you save your progress would be the same as the Ink Ribbon system in Resident Evil and Resident Evil 2, which limited the number of saves the player could make, contributing to the game's difficulty. He responded:

"We’re still deliberating on that. In addition to save points, we’re planning to add a Continue system. But precisely how many continues to give, or whether to make them infinite or not—that’s what we’re currently struggling with. Since I want to convey the terrifying nature of these dinosaurs, it would feel really weird if you didn’t die after 1 or 2 bites from a dino. But that also means that the slightest mistake on the player’s part equals game over. On the other hand, if we let you re-do the scenes over and over, it diminishes the terror… yeah, these game difficulty questions are, well, difficult!"
Franchise: Mortal Kombat
1
According to series co-creator Ed Boon, Buffy the Vampire Slayer has been considered many times as a potential guest character in Mortal Kombat. She has yet to make the cut to this day.
Giga Wing 2
1
In the 2/01 issue of Arcadia magazine interview with game's character designer Kei Toume, she said that the sisters Romi & Limi were originally designed to be twins with oni (devil) horns in the story. The pair went through many design changes as Toume's team really wanted "some kind of memorable character accent with their hair".

The android Cherry, however, hardly changed from how they first imagined her, with Toume stating she probably went through the least amount of changes out of the game's cast of characters.
Terranigma
1
According to a 1997 Comptique Magazine (March edition) interview with the game's director/designer/writer Tomoyoshi Miyazaki, he was asked why he chose Ark to be the only playable character. He responded:

"That was something that was decided at the very beginning, to only have Ark. Well, there’s also Yomi who you control inside Pandora’s Box. Because the player is alone in the story, we figured there should only be one character the player controls. That also makes it easier for you to empathize with the protagonist. One advantage was that since limiting the characters increases the memory available, we were able to do more complex and detailed movements and animation for Ark that we couldn’t do in the previous two titles. The controls are a step-up in that regard, I think."
Dynamite Headdy
2
According to a 1994 BEEP! Megadrive magazine interview with the game's producer/designer Koichi Kimura, he was asked if he was influenced by his love for Western animation for the game. He responded:

"Yeah. Actually western animation was one of the things that influenced me to get into the game industry in the first place. I really admire the sensibility of Looney Toons, where you never know what’s going to happen next. Watching them inspires me to hone my own skills. The difference between games and animation, though, is that in animation the artist directs how the scene moves and unfolds, whereas in games, that control is given over to the players. But I think that’s actually a strength for gaming and could lead to even more interesting scenes, which is something I want to explore more."
The King of Fighters '95
1
During the game's early development, there were plans to include a "Samurai Shodown Team" made up of Haohmaru, Nakoruru, and Galford. The idea for the team was dropped due to concerns about the first Samurai Shodown's popularity:

"Samurai Shodown was just coming out. So, it was kind of like, are these characters going to be super popular or not? And when it comes to the King of Fighters series, really it’s about who are the all-stars of SNK, right? What popular characters are we going to put in there above everything else? What’s going to sell?

So at that time, we didn’t really know if these characters were going to help increase sales, because you had to wait an entire year or so to see what characters were popping up as everyone’s favorites."


A Samurai Shodown team was eventually added in The King of Fighters XV as part of the game's first season of DLC characters. 27 years after the release of The King of Fighters '95.
Dynamite Headdy
1
According to a 1994 BEEP! Megadrive magazine interview with the game's producer/designer Koichi Kimura, he was asked why many of the backgrounds use theater stage motifs (The spotlight, the curtains, rigging systems…). He responded:

"It’s just my personal taste. There’s a director named Terry Gilliam, who creates these fantastic, magical worlds that take place in the real world. He’ll do things like add an artificial sun to a normal, everyday scene. While I was designing Dynamite Headdy, I thought that kind of world would be cool, so we made a few mock-ups in that style. After seeing it in-game, I thought it looked great, so we doubled down and tried to make that a visual theme for the whole game. At this point in the development it might look really lame if we only went half-way with that aesthetic. There’s a bunch of other cool things we still plan to add, too."
Dynamite Headdy
1
According to a 1994 BEEP! Megadrive magazine interview with the game's producer/designer Koichi Kimura, he stated in regards to Headdy's character design and attacking with his head:

"I had been thinking I wanted the character to use some part of his body when he attacked, and throwing his head was something new, and would make an impact on players. I made him a puppet because puppets are easy to deform and manipulate, whereas a living creature that detached it’s head would be weird, I thought."
Samurai Shodown
1
Initially, the team thought about possibly using a realistic art style, but ultimately decided against it because there were already many fighting games with a realistic art style.
Dead or Alive 5 Ultimate
1
According to the series producer, Yosuke Hayashi, other Virtua Fighter characters were considered for guest characters in place of Jacky:

"With DoA5U we introduced Jacky into the series although some of the team here wanted to see Aoi or Eileen in the game instead. DoA already has a lot of female characters, and as I learned VF playing Jacky I thought he would be the perfect character to show the DoA fans just what VF is all about."
The King of Fighters '94
1
During the planning phase of development, the development team originally wanted to include a bonus stage in the game:

"We asked the planner to come up with 100 different kinds, and he actually did it. But a lot of them were very out-there, like having Bonus Items fly in from the sky that you would have your character destroy. At that time, the general thought was that Bonus Games were essential for fighting games, but our conclusion from having thought of 100 different kinds was that we didn’t need one after all (laughs). So we quickly decided to cut the Bonus Stage from KOF’94."
The King of Fighters '94
1
At one point in development, the Ikari Team would throw hand grenades as their projectile attack, but in the end the developers thought "having grenades blowing up in a fighting game was a bit distasteful", so the idea was scrapped.
The King of Fighters '94
1
Attachment Kyo's girlfriend, Yuki, appears in the background of the Japan stage along with his motorcycle. The game was initially going to feature an intro sequence of Kyo where he would drive through the streets on his bike and an animation sequence where Yuki would appear when Kyo is defeated. These ideas were not featured in the final game.
The King of Fighters '94
1
The game was initially going to re-use sprites from Fatal Fury Special and Art of Fighting 2 during early development. However, they ultimately decided to create original assets for the game.
Castlevania: Dawn of Sorrow
1
In a Reddit AMA with Shutaro Iida, he revealed that, for him and his team, the most insufferable thing about developing this game and for the Nintendo DS was strict demand from higher ups "to use the touch [screen technology] as much as possible" during their development.
Platform: Wii
1
Retro Studios, according to one of it's developers Bryan Walker, were at first extremely concerned about wanting to develop for Nintendo's upcoming Wii system due to the console's mediocre specs compared to the competition. However, being among the first westerners to see a prototype of the unique controller for the console, they were immediately won over by the gaming machine's groundbreaking motion-control gimmick.

“...And we were a little concerned to be blunt, and then, ta-da: they rolled out the Wii Remote. Kind of in unison, the whole team went, ‘Ohhhhh. Ahhhh. Okay.’ Everybody was watching at E3 where the Wii was rolled out and the stampede when they opened the door of people running right past the Sony PS3 display to get in line with the Nintendo display to play the Wii. We were like, ‘Ah okay. We understand now. We’ll be quiet.”
Donkey Kong Country Returns
1
Retro Studios dev Bryan Walker recalled in an interview how unexpectedly understanding Shigeru Miyamoto was to him and his team's vision for the project in the planning stages and how considerate and mentorlike he was with their pitches and ideas. When the final moments of the collaboration were almost done, however, Walker recalled that Miyamoto said something in English to them that stuck with them forever: "Please take care of DK. He is my friend."
Dynamite Headdy
1
According to a 1994 BEEP! Megadrive magazine interview with the game's producer/designer Koichi Kimura, he was asked where the idea for Dynamite Headdy came from? He responded:

"The biggest reason for making Dynamite Headdy was that our team wanted to create something original. 2 I’ve been a part of many game developments, but almost all of them were either based on pre-existing characters, or plans that were handed to me from above, which I then adapted and revised. I thought Dynamite Headdy would be a more fun and fulfilling development. Having worked in game dev for 5 years now, I thought it was high time to make something of my own creation. I knew that if I wanted to make my own game, I needed to make something that looked convincing from a commercial sales perspective, and I put a lot of effort into the initial design and conception of Dynamite Headdy along those lines."
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