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Need for Speed II
1
A Panasonic M2 version was in the works, but was cancelled due to the discontinuation of the console.
Lunar: The Silver Star
1
In a 1992 interview with the game's animator Toshiyuki Kubooka published in BEEP! Megadrive pre-release magazines, he was asked how working on a game like Lunar: The Silver Star compared to animation? He responded:

"The character design itself is almost the same. However, because these characters need to be rendered in compressed, chibi-pixel form, you’ve got to make sure their basic shapes are distinct enough to make them immediately recognizable. This was my first time doing that kind of bonafide character design work, but I was pretty free to do what I wanted, and I had a good time. The animation work for Lunar was entrusted to Shunji Suzuki, who worked with me on Nadia."
Franchise: Phantasy Star
1
In a 1993 interview with the game's director/designer Rieko Kodama published in several shorter pre-release magazines, she was asked if there'll ever be 3D dungeons again in Phantasy Star? She responded:

"Whenever you release new hardware or equipment, users are going to have high expectations for it. For example, with the Sega Master System, the 3D dungeons in Phantasy Star probably grabbed a lot of attention for that reason. I know we’ve had a lot of requests to add the 3D dungeons back in for the Megadrive Phantasy Star games. However, players won’t be satisfied with SMS-era technology for the 3D dungeons in a Megadrive game, and it doesn’t make sense with our design plans either: everything has to be rotatable, floors, ceilings, etc, and that would take up far too much memory."

"Anyway, developments always have to be try push beyond what players expect. For that reason, we abandoned the idea of 3D for PSIV. The first games that were developed for the Megadrive, like Alex Kidd and Altered Beast, graphically speaking it’s kind of surprising now to look back and see how many flaws they have, but no one was used to developing for the Megadrive then. To be honest, it wasn’t until Phantasy Star II that we really became competent with the Megadrive’s capabilities—which is why, in that sense, that game had a very high level of technical polish."
Danganronpa 2: Goodbye Despair
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Rugrats: Search for Reptar
1
One of the level folders contains a text file featuring quotes and banter spoken during the game's development.
Castlevania: Symphony of the Night
subdirectory_arrow_right Akumajou Dracula X: Gekka no Yasoukyoku (Game)
1
The Sega Saturn version of the game contains hidden files that can only be accessed when loading the game disc on a PC. 15 pieces of character artwork and a text document containing messages from 13 of the Saturn version's developers including graphic artists, members of the sound team, and programmers can be found. The messages contain insights about their duties, goals and struggles in porting the game from the PlayStation to the inferior Saturn, with several members of the staff having just entered the video game industry and joined Konami prior to work starting on the port. Collectively, they had mixed to positive feelings about the final result, with most being happy with their work, while others feeling they had failed to live up to the PlayStation version. Regardless, much of the staff thanked players for playing the game and encouraged them to mail feedback to them at Konami.

Two notable details from these messages include:

•A story/rant shared by programmer Hideto Imai in the last and longest message about his experience in violating Japan's Motor Vehicle Storage Act by parking his car curbside while staying at his in-laws during development.

•A scrapped character idea shared by graphic designer Yoshinori Suzuki:

"There's actually another version of Maria with a full set of graphics different from the one the player meets in the actual game. It ended up going unused. It might've been neat if she had been used, though. Because she was a dark version of Maria, the opposite to the light version of Maria, her attacks and such would have been entirely different. Go ahead and imagine for yourselves what she might have been like. (Perhaps, if she'd appeared in the game, she'd have been called Black Maria?)"
Shin Megami Tensei Devil Summoner: Raidou Kuzunoha vs. The Soulless Army
1
Attachment Simply named "player", two prototype 3D models of Kyouji Kuzunoha from Shin Megami Tensei: Devil Summoner can be found in the game's files. Not only has Kyouji never appeared in a 3D game, but his particular appearance here is only ever seen in Devil Summoner and its concept art. Additionally, this is before Kyouji's body has been possessed, since his possessed form features an entirely different hairstyle. The black-suited Kyouji model comes with a number of textured weapons and unique attack and death animations that can be viewed through the game's debug menu, suggesting that he was originally planned to be a playable character.
Tornado Outbreak
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The ability to strip the clothing of certain humans was originally intended to be used for a side mission for Military Mayhem. The side mission in particular would've involved Zephyr pantsing the wandering soldiers in the first zone of the level.
Tornado Outbreak
1
The location for Ringling Village is loosely based off of Wiltshire, a country from South West England.
1
The live-action Sonic the Hedgehog movie was originally slated to be released sometime in November 2019, but was delayed to February 14th, 2020 as a result of the reception to the film's debut trailer released on April 30th, 2019. The main cause of the backlash being that the film was planned to feature a humanoid redesign of Sonic that was so negatively received by fans and audiences alike that the film's team hired artist Tyson Hesse, who had previous experience with the Sonic franchise, to make a more visually appealing redesign for the final movie that was more positively received and incorporated into all previously-released film footage.
Alien Front Online
1
The game was planned to have online connectivity between the Dreamcast and arcade versions of Alien Front Online. However, given that the arcade version was only released in Japan, the idea was shot down.
LEGO Stunt Rally
1
A PlayStation version was in development, but was cancelled for unknown reasons.
Panzer Dragoon Saga
1
In an interview with the game's programmer, Hidetoshi Takeshita, published in the 1998 AZEL -Panzer Dragoon RPG- strategy guide, he was asked if some of the characters were easier to create than others. He responded:

"Hm, not really. What came my way was mostly data, and it’s kind of hard to get a feel for what a character is like from that. I didn’t touch the character design stuff. I did see the illustrations as they got completed, and those would set my imagination off. There were some things I was surprised by in the final game, compared to what I had imagined from those pictures. So playing the game for the first time was actually a pretty fresh experience for me."
Forsaken
1
The game was planned to be released for the Sega Saturn, but, along with NHL Breakaway 98, became the last games cancelled as Acclaim pulled out of developing games for the failed platform and Sega themselves.
Famista 64
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The game was originally titled World Stadium 64 and was planned to be a sequel to World Stadium, but was changed early on.

Namco America’s spokesperson, Chris Bull, also confirmed a North American release, but this never came to fruition.
Shining Force: The Sword of Hajya
1
In an interview with the game's producer/writer Hiroyuki Takahashi and director/programmer Shugo Takahashi published in the 7/93 BEEP! Megadrive magazine, Hiroyuki stated that he took a step back on "The Sword of Hajya's" development, allowing for Shugo to primarily direct the game.

Shugo stated that the game employed a compression routine to add more into its memory, which allowed them to add more content beyond the memory's usual limitations. Hiroyuki believed that it was filled to its maximum limit.

Shugo also stated that the scene where the King's face changes took him only two days to make before the game's deadline. Despite the game's memory being full, the designer who was in charge of the face (character profile) graphics showed him how to use that effect in the final game. This designer also drew the underlying cels for the animation, but when Shugo remarked that when saw the face change in-game, he was stunned at its dramatic impact and scrambled to add the scene at the last minute.

Hiroyuki stated that the last scene of the game with Natasha & Deanna is his favorite part of the game. Shugo stated that before they began making the game, that image was the one he knew he wanted to have for the last scene, and despite worrying that there would not be enough space for the scene, it fit without any problems. Shugo also stated that the image it captures is what he really wanted players to see at the end of the game, which he's happy it turned out the way it did.
Tornado Outbreak
1
Two early names considered for the game during development were Tornado Alley, and Zephyr: Rise of the Elementals. The game was first pitched to Warner Bros. Interactive under the Tornado Alley name in July 2006. These early design documents, alongside the documents for the unproduced Dirty Harry: Excessive Force, were later trademarked in 2008.
person Larrye calendar_month March 1, 2022
Tornado Alley pitch bible:
https://uspto.report/TM/77202639/SPE20080304192012/

Tornado Alley sizzle reel variant with early title:
https://www.youtube.com/watch?v=bVDY1uNt3Ig

Engadget article with Zephyr: Rise of the Elementals title:
https://www.engadget.com/2009-06-01-konami-announces-zephyr-rise-of-the-elementals.html
1
Attachment Pikachu and Pichu's Neutral Special, Thunder Jolt, is actually a move taken from and exclusive to the Pokémon Trading Card Game, specifically the Pikachu Card from the very first Base Set. This is true for both the English and Japanese versions of the move, as the same exact name in both languages is used from the card (Thunder Jolt and "Electricity Attack" respectively). This makes Thunder Jolt the only adapted Pokémon Special Move to be directly taken from the TCG, instead of the games or anime.
Wipeout 64
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WipEout 64 is one of only a select number of Nintendo 64 games to have noticeable load times, disguised by the on-screen request "Please Wait", lasting approximately 3-4 seconds long. According to Psygnosis, the break is needed to decompress sound files, like the game's nine music tracks.
Shining Force II
1
In an interview with the game's producer/writer Hiroyuki Takahashi and director/programmer Shugo Takahashi published in the 6/93 Famicom Tsuushin magazine, they stated that they asked Fumio Iida a.k.a. Suezen, the character designer for NHK’s anime "Yadamon", to be the character designer for the game. When Suezen finished his work on Shining Force II, Takahashi felt Suezen’s designs were better than he expected and almost felt embarrassed, because he felt the designs made the story and writing look weak by comparison.
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