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The Elder Scrolls IV: Oblivion
1
In the Shivering Isles expansion, Sheogorath is the only character in the game to have a grown-out beard, and the player cannot grow one of their own. If you attack Sheogorath, he will teleport you far above an unmarked location on the map called "Punishment Point", where you will fall to your death among other corpses. If you make it to Punishment Point on your own, a corpse named "Sheogorath's Punished" can be found with the following Death Decree attached to him explaining the "heinous crime" that sealed his fate there:

"Sheogorath, Prince of Madness, Lord of the Never-There, Sovereign of the Shivering Isles, does, on this day, hence-forth make this decree:

Robert Wisnewski

Citizen of the Shivering Isles, Resident of Bliss, and Honored Madman
has broken the laws and covenants of the Shivering Isles and offended the austere personage of Our Lord, through the following actions:
Attempting the Growth of a Beard, an Action Deemed Unseemly in the Eyes of Our Lord
It is further decreed that the actions of this citizen merit the strictest of punishments to be meted out at the earliest possible hour, in a manner to be chosen according to the Whims and Fancies of Our Lord Sheogorath"

Robert Wisnewski is the name of a member of Bethesda's art team that worked on the Shivering Isles expansion, presumably suggesting this Easter egg was a light jab at him for trying to grow a beard during development.
Layers of Fear
1
The game was inspired by “P.T.,” the playable teaser for ”Silent Hills,” a cancelled ninth installment for the Silent Hill franchise.
Golden Sun
1
According to game's planner/scenario writer Hiroyuki Takahashi & assistant producer from Nintendo Toshiharu Izuno in a 2001 Nintendo Dream magazine interview, when Hiroyuki read the scenario, he came to believe that if they included the full story then the full playtime would likely be over 100 hours. Hiroyuki had doubts about whether such an epic amount was appropriate for a handheld game, and thought 40 or 50 hours would be a better volume for one game.

Izuno added that there was no need for a fixation on having it all in one game, and that his team had the idea early in development to switch protagonists for the second half of the story. They planned for Jasmine, Garcia, and Sheba to be the leads in the second Golden Sun game, with Alex's fate left unstated until the game's release.
Super Mario RPG: Legend of the Seven Stars
1
According to game's director Chihiro Fujioka in a 1995 Family Computer Magazine and Haou interview, he was asked if Nintendo shot down any of Square's ideas for the game, to which he responded:

"We had periodic meetings with [Shigeru] Miyamoto, and he thought the majority of our ideas were interesting. He would rarely say a certain idea was “bad”; rather, he would point out how if we changed this, or re-arranged that, it would be more interesting, and more “Mario”-like. He gave us a lot of advice like that, which we used to adjust things in the game."


"Another thing was that, before we even started making Mario RPG specifically, we had this pre-conception at Square that RPGs==weapons. As our conversations progressed with Miyamoto, however, it became clear that this would be weird for a Mario game, that it didn’t seem to fit. When we realized that, it was a huge change in the direction of the development. We had always imagined the enemies would have weapons though. One thing we did leave in was the hammer, which Miyamoto insisted on having. Personally, I think getting hit with a hammer is more painful than being cut by a sword, but… (laughs)"
Mario Kart 7
1
Attachment The icon used in the Download Play app when downloading data for the game is a cruder, early version of the icon used for the final game. For unknown reasons, this discrepancy was fixed only in the Chinese release of the game.
Fatal Fury
1
Terry Bogard was originally going to be the younger sibling instead of Andy, but for unknown reasons, Terry was made the older brother.
Fatal Fury 2
1
During the early development of Fatal Fury 2, SNK had two different ideas for Japanese characters: a male ninja named Ninja Master and a female idol. Ninja Master had been around 60% completed before being scrapped. However, many of his design elements were used for the design of the idol character, who would eventually become Mai Shiranui. The design for her "tail" was taken from his long scarf.
Narita Boy
1
Director Eduardo Fornieles stated that the game was inspired by his visits to Spain and Japan throughout his lifetime.
Street Fighter IV
1
According to Capcom's art director Toshiyuki Kamei, Hakan's turquoise, stone-like hair is a kind of pun. In Japanese, Turquoise is "toruko ishi". While "Ishi" can mean "rock" or "stone", "toruko" can also mean Turkey. This is a nod to the fact that Hakan is Turkish.
The King of Fighters '94
1
Chin's character is heavily inspired by Yuen Siu-tien's portrayal of the Qing Dynasty drunken boxer Beggar So (Sam Seed) from the Drunken Master film series.

There are many similarities between Psycho Soldier Team's design and characters from the Drunken Master film series. Kensou's character is possibly influenced by Jackie Chan's portrayal of Wong Fei-hung from the first Drunken Master film. Kensou's love of Steamed Buns is may also be a reference to a scene from the film where Chan's character attempts to steal food from a restaurant. Likewise, Athena's final design in the game is likely inspired by the lead female character from Story of the Drunken Master. Both characters were students of the Begger So in the films.
Fatal Fury
1
When Hiroshi Matsumoto and Takashi Nishiyama were working on the first Street Fighter game, they created a concept for a "caucasian man wearing a leather jacket" who would later be known as Joe in the final game. This character was originally planned to be the protagonist, going so far as to feature him in the opening sequence. But the idea was dropped, and the team ultimately decided on making Ryu the main character. After their move to SNK, still wanting to use their original concept, they based the design of the lead character on that design. This character ultimately ended up becoming Terry Bogard.
The Church in the Darkness
1
Developer Richard Rouse III said that he developed the game with open narratives in mind. Rouse was surprised to find that many video games tend to focus on “fixed narratives”. Therefore, he wanted to leave the player open to interpretations of their own since the game technically doesn’t have a story.
Fatal Fury
2
Attachment Raiden (and his babyface persona in the sequel, Big Bear) is based on the real-life American professional wrestler, Big Van Vader (Leon White), who frequented both Japanese and American wrestling circuits in the 1990's.
Clockwork Knight
1
In a 1995 interview with the game's producer Noriyoshi Ooba, found within the Sega Saturn Magazine (JP), he stated that the opening CG cutscene took almost 6 months to make. His team then recorded and produced the song featured in the cutscene at Sega's in-house digital recording studio, stating:

"It’s kind of amazing, to be able to do that kind of professional music recording at Sega offices. (laughs) I thought the song was really good too. It matched the visuals quite well, and the country style evoked the suburban American landscape."
Street Fighter II
1
Cammy's character, fighting style, and animations are believed by some fans to be heavily inspired by Gally, the protagonist of the 1990 manga Battle Angel Alita.
Kena: Bridge of Spirits
1
When composer Jason Gallaty wanted a wholly traditional Balinese score, he reached out to Balinese music group Gamelan Çudamani for their assistance since their traditional music fit his ideas. However, the group was initially thinking of turning down the offer because as traditionalists, they viewed video games and their music as things they were "working against". The Gamelan group eventually put their prejudices aside and warmed up to the idea however, because the game and its themes as described by Gallaty really struck a chord with them.

"...The themes [of the game] are so beautiful and so resonant with our culture and our values and philosophy. And you know, it’s exciting to see that."
Final Fantasy Tactics
1
In a 1997 interview with the game's director Yasumi Matsuno, found within the Famicon Tsuushin magazine, he was asked if terrain effects were in the game. He reponded:

"“Strategy games must have terrain effects” — we didn’t want to be bound by that way of thinking. As far as the player’s experience, though, I do think terrain effects are fine if they’re for easily recognizable and obvious situations, like the difference between playing volleyball in a gym and on a sandy beach. But yeah, the effects we did add were a product of that way of thinking—the user’s experience—rather than arising from strategy conventions."
The King of Fighters '94
1
Early designs for Chang had him wearing a traditional striped prison jumpsuit. This, however, proved difficult to animate, so his outfit was changed to plain white cloth with a skull and crossbones mark. This also turned out to be too difficult, so he was given an even simpler "tunic and chains" design.
The King of Fighters '94
1
Lucky's design is based directly on the villain character Hakim from Bruce Lee film Game of Death. He was originally planned to be "a black man obsessed with Japanese culture, but as his design got updated and [they] added his American clothes and appearance, it no longer made sense for him to be a Japanophile", and the idea was dropped.
Ikari Warriors
1
The game was originally planned to be an official licensed adaptation of the second film in the Rambo series, titled "Rambo: Ikari no Dasshutsu" ("Rambo: The Furious Escape"). However, SNK was unable to acquire the rights to the film, resulting in the game's title being shortened to Ikari, referencing part of the film's Japanese title.

After the game was released in North America, SNK got in touch with the film's star Sylvester Stallone, who was personal friends with the president of the SNK sales office in America, about acquiring the rights to the film. However, by that point it was too late as the game had already become well known by its Japanese title "Ikari" among North American players after being debuted at an American arcade expo, leading to the deal falling through and the game being officially released as Ikari Warriors in North America.
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