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Marvel vs. Capcom: Clash of Super Heroes
1
Iron Man was supposed to be included in the game as a fighter, returning from Marvel Super Heroes, but was cut because another company (most likely Acclaim, who made Iron Man and X-O Manowar in Heavy Metal two years prior) had an exclusive limited time license on the character. War Machine, who in the game is a palette swap of Iron Man's sprite, was used instead.
Marvel Super Heroes vs. Street Fighter
1
Armored Spider-Man (a grey recolor of Spider-Man) was supposed to be the Symbiote Spider-Man from the Secret Wars storyline, but was cut as it was too difficult to redraw the pixels required to make the character different from the normal Spider-Man sprite.
Marvel Super Heroes vs. Street Fighter
1
The character of Norimaro, based on Japanese comedian Noritake 'Noritaro' Kinashi, was cut from the international releases of the game due to Marvel's objections over the character, as they didn't want some random underpowered gag character going against their heroes. Capcom managed to convince Marvel to keep him on the condition he only appears within the Japanese release of the game.
Marvel Super Heroes
1
Thor was not included in the game because Storm had similar abilites and was more popular at the time and because he was too powerful, which was seen as hard to adapt.
Marvel Super Heroes
2
Shuma-Gorath got in the game by the director of the game, after looking over the character files & picking the character with the most weird, eye-catching appearance — people were used to superhumans from X-Men, so they wanted someone unmistakably inhuman. When the director asked Marvel about adding Shuma-Gorath, they had no idea of the character's existence.
1
Although the GameCube Controller itself was well beloved by fans, head of Platinum Games (and former Capcom dev) Atsushi Inaba said it was actually quite frustrating to develop for for devs like him and he wasn't a big fan of it and it's layout and design.

"I didn’t play a lot of GameCube games myself, but on the development side of things you imagined that maybe when Miyamoto-san was designing his games, the large green A button was the one he wanted to get hit first so he made it big [...] When working on Viewtiful Joe, we made the A button the jump button but because it was an action game players wanted to punch and kick, so they would sometimes hit the A button expecting that. In development, you don’t want the player to pick up the controller with any kind of strange prejudices about which button is going to do what. It’s almost safer not to have too much imbalance with the buttons."

Inaba, however still praised the system's software and hardware, saying that it was very easy to develop games for the console itself.
2
In the GameCube 20th anniversary VGC interview, it was revealed that former Nintendo of America VP of marketing Perrin Kaplan thought that there was one aspect of the GameCube that he and NoA were not fond of and made them extremely nervous about the console's perception:

"We actually suggested that the purple was not the best [console color] to start with and [Japan] said, ‘no, we’re going to use that [...] Then we pushed for black and silver, because I think in the US nobody had ever really done the purple colour before. [...] It wasn’t that you couldn’t bring out hardware that was a different colour, it was just a very… ‘female’ looking colour. It just didn’t feel masculine, I think. I remember us being very nervous at E3 that we were going to get bad press purely based on the colour.”

Nintendo of Europe was not to easy on the color either with the company's veteran Shelly Peirce revealing that one person referred to it as a "Fischer-Price record player". However Pierce remained optimistic because he felt that what Nintendo was doing was uniquely different than the competition.
3
In an interview with VGC for The GameCubes's 20th anniversary, veteran Rare developer Martin Hollis revealed that not only was he among the first people to see "Project Dolphin", but also that he was possibly responsible for the GameCube's name and theme:

“I arrived in Kyoto, went into the big building, and Mr. Miyamoto and his team straight away took me to this empty meeting room and sat me down in front of a television [...] They switched it on, and Miyamoto told me to press the A button on the controller. I pressed it and the purple rolling cubes appeared on screen with the boot up music that we now know so well, revealing the GameCube name. [...] As the on-screen reveal happened, Mr. Miyamoto stared at my face intensely! That was my initiation, which was maybe because I’d actually suggested the name ‘Cube’ during my time at NTD. Months earlier I did a sheet of paper at Nintendo of America with a whole load of suggestions for names and one of them was ‘Star Cube’ or something like that.”

Nintendo did indeed trademark "Starcube" lending more legitimacy to Hollis' suspicion.
I am Fish
1
Toward the end of the third level the kitchen from I am Bread can be found and visited, complete with the same soundtrack playing, as a reference to the developer's previous game.
Marvel's Guardians of the Galaxy
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For the game's fictional hard rock band Star-Lord, Eidos Montreal's Senior Audio Director Steve Szczepkowski ended up singing the band's songs himself until a proper singer could be found. However, the game's creative director, after hearing the temp tracks and asking who sang them, was shocked and pleasantly surprised to learn it was Szczepkowski himself and the dev team ended up using the Szczepkowski vocals in the final release, much to his delight.
Back 4 Blood
1
In Back 4 Blood's Beta there was an unintentionally defective ladder in a warehouse section of the game that accidentally caused the players character to die upon using it. The game's devs decided to poke fun at this, after fixing said glitch in the final release of the game, by adding graffiti on the wall adjacent to the ladder that tells player to use caution when using it. They also had Mum comment on the "suspicious" ladder when she approaches it by telling the other characters to be careful on it.
Prince of Persia: Redemption
subdirectory_arrow_right Prince of Persia (Franchise)
1
Around 2010-2011, Ubisoft Montreal pitched a new game in the series called "Prince of Persia: Redemption" for the Xbox 360, PlayStation 3, and PC. A pitch trailer for the game was uploaded to YouTube in 2012 by an anonymous user and went largely unnoticed until 2020. Ubisoft has yet to state the reason why the game was cancelled.
Deltarune
1
Attachment Within the data for Chapter 2 is an unused alternate version of Spoiler:Spamton NEO's wasted turn, in which his phone fires a Pipis that explodes in his face and covers it in soot, rather than launching a volley of flying heads at him. Spamton NEO's head remains covered in soot until his next attack. It's likely that this event was changed due to Spoiler:its accidental resemblance to blackface, which historically was often paired with similar explosion gags in animation.
Rain on Your Parade
1
In the "Pet the Doggo" level, if you zoom out in photo mode a message can be seen on the side of the platform that reads: "I made this level for my GF ;D".
Rain on Your Parade
1
If you explore Level 50, you can find a game developer named Dane in a closed off office-like space where he will say that the player can stay as long as they don't do anything to his computer as he is working on the game as the player is playing it. If the player does end up raining on the computer then they will get abruptly booted to the title screen.
The Simpsons Game
1
According to the developer's texts left in the Xbox 360 and PlayStation 3 versions' data, Nelson Muntz was originally going to be the boss of the NeverQuest level as a troll, instead of the two-headed Patty & Selma dragon.
Transformers: War for Cybertron
1
For the Art Direction of the game, In addition to the obvious Generation 1 influence, the designers at High Moon Studios also looked to classic sci-fi franchises that had a certain dark or distinctive look such as the Alien franchise, Blade Runner, and the Tron films among others.
Transformers: War for Cybertron
1
High Moon Studios pitched the project to Hasbro by sliding a picture of their depiction of Bumblebee across the table during a conference and saying "What do you think?". However, while they were seemingly confident in their more "adult and realistic" take on the franchise, internally for them it was extremely nerve-racking with Jim Daley (Lead Designer) saying it was like "George Lucas looking at [someone] redesigning Luke Skywalker". Hasbro as it turns out really liked the idea and were excited to see the intense Cybertronian war fleshed out more.
TimeSplitters: Future Perfect
1
Attachment In the "Disco" Arcade mode map, a record can be found on the mixing desk featuring the artist "Norgatious G". This is both a reference to the band Tenacious D as well as TimeSplitters' series composer Graeme Norgate.
Transformers
1
The internal name for the Alaska level on the game disc is "05_GREENLAND". this suggests that the level was originally going to be themed around and take place in the Dutch-owned island of Greenland instead of the U.S. state of Alaska.

Also, internal file names for the Pacific Island level ("07_EASTERISLAND") reveal that it was possibly supposed to be Easter Island (Rapa Nui).
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