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Grand Theft Auto Advance
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The game started out as a 2D reimagining of Grand Theft Auto III for the Gameboy Advance. The original developer, Destination Software, moved the project over to another developer, Crawfish. However, Crawfish announced they were closing down a week after this announcement. Former Crawfish developer Anders Granlund shared screenshots from the original build of the game.
Dust: An Elysian Tail
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Attachment Two of the 12 friends you can rescue in the game are Chris and Dan of HyperDuck SoundWorks, an electronic music duo specializing in composing video game soundtracks and the composers of the soundtrack to Dust: An Elysian Tail. Once unlocked, they will appear on the stage within the Sanctuary behind a turntable performing the song "Glick 16" alongside the addition of multi-colored lights.

In an email this user sent to HyperDuck SoundWorks sometime in 2020 about their origin and involvement in the game, Chris responded with: "We spoke to Dean [Dodrill] about the Ducks being in this special room he was making, he brought the idea to us I believe. We were of course totally down with that, and we wrote Glick 16 to go with the club where all the characters gathered to party ^_^."
Dust: An Elysian Tail
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While the game was in early stages of development, Alex Kain saw early footage of the game and decided to contact its creator Dean Dodrill directly to offer assistance in game's writing. Dean was reluctant at first and gave a small sample of the game's story to which Alex gave feedback on where it could be improved; sometime later Dean took Alex on as an assistant writer for the game.
Ratchet & Clank: Up Your Arsenal
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Attachment An unused unique type of crate is hidden in two locations in the final version of the game, but are invisible and can only be activated with the use of a level editor. Known as the "Upgrader Crate", the concept would have been to instantly upgrade Ratchet's lowest level weapon currently owned by one level upon breaking it.

According to Insomniac Games Developer Mike Stout, the concept was scrapped on account of detracting from the fun of using the weapons to gather XP and grind the levels/evolution into said weapon's evolved form.

The crates can be made to appear in Holostar Studios and on board the Phoenix during the rescue mission at the games climax.
Unreal Tournament 2004
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There is a message prompt that can be activated under seemingly impossible circumstances. Should a player manage to kill themselves with the sniper rifle weapon, a prompt will appear stating: "[Username] violated the laws of space time and sniped himself/herself."

Due to the sniper rifle being a hit-scan weapon (it will only fire exactly at where the mouse cursor is hovering) it is unknown if any legitimate means to achieve this scenario in-game without modding or hacking exist.
Ratchet & Clank: Up Your Arsenal
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Unused text in the game's files indicates that at one point in development, the developers had considered including a "Statistics" menu which would keep track of an assortment of miscellaneous in-game information, as follows:

Bolts earned
Number of enemies killed
Damage taken
Bolts spent on ammo
Shots fired
Damage dealt
Bolts spent on weapons
Nanomites (XP) earned
Time spent in Vid-Comics
Fastest play-through time
Number of objects broken
Time spent strafing
Time spent in 1st person mode
Time spent falling
Number of jumps performed
Number of deaths

This feature was likely scrapped early in development as no menu textures exist for this screen nor any option related to it in the Pause menu.
Yu-Gi-Oh! Forbidden Memories
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Using a specific code with a Gameshark cheat device, it's possible to view your opponent's cards in their hand during play. Utilizing this cheat, it's been discovered that the CPU opponents are programmed with an unfair advantage allowing them to change the cards drawn from their deck into entirely different cards to better suite the course of a match (i.e. changing an unnecessary Trap or Spell card into a Monster card that has high enough ATK points to destroy a powerful Monster card the player may have placed on the field the turn prior).
Street Fighter V
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According to Street Fighter V director Takayuki Nakayama, Laura's Sunset Wheel special move is based on the Sunset Splash move used by Gunloc from the Slam Masters series.
Collection: Capcom vs. SNK
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In an interview with Polygon, Capcom's Hideaki Itsuno confirmed that a sequel to Capcom vs. SNK 2 started development shortly after work was finished on the game. Capcom vs. SNK 3 was meant to be the last 2D fighting game in the series, but along the way it ended up becoming a 3D fighting game. The project was canceled due to SNK's bankruptcy, and the remaining 3D assets from it were repurposed for another canceled 3D fighting game, Capcom Fighting All-Stars: Code Holder.
Company: Microsoft
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In an article by Bloomberg, Kevin Bachus, ex-director of third-party relations at Microsoft, and Bob McBreen, former head of business development for the company, said that before Microsoft started development on the Xbox, Microsoft tried to buy Nintendo, but were reportedly laughed at for the majority of the meeting, before reaching out again to offer to provide hardware for future consoles, which they too declined.

Bachus: “They just laughed their asses off. Like, imagine an hour of somebody just laughing at you. That was kind of how that meeting went.”

McBreen: "We actually had Nintendo in our building in January 2000 to work through the details of a joint venture where we gave them all the technical specs of the Xbox. The pitch was their hardware stunk, and compared to Sony PlayStation, it did. So the idea was, “Listen, you’re much better at the game portions of it with Mario and all that stuff. Why don’t you let us take care of the hardware?” But it didn’t work out."
Street Fighter II
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In an interview with the development team, lead planner Akira Nishitani said that the reason why the attacks change depending on how far away you are from your opponent was because they wanted to implement rapid chains of attack similar to Final Fight.

"Ultimately, I think the results were very good, and it added depth to the moves, but originally the intent was quite different. The original intent was to have rapid chain moves like Final Fight. The norm is to have the same move come out if you press the same button repeatedly, but attacks in close range would eventually push the opponent away due to pushback on hit, so the idea was to have a different move come out in order to connect. We gave that a try and it didn't work out, so we tried adjusting the hitboxes in order to find a different use for the application."
Freedom Planet 2
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Many of the new characters, story and new region of Parusa are inspired by Filipino culture & mythology. Examples given by the developers include Merga's armor being based off ancient Filipino armor, the characters of Aaa, Captain Kalaw and Askal being based off Philippine animals such as the tarsier, Rufous hornbill and askals respectively, and the ancient super-weapon Bakunawa being based off the mythological sea serpent of the same name.
Freedom Planet 2
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The updated character designs for returning characters came from wanting to take advantage of the higher screen resolution and to give the game's characters more detailed and matured identities since the first game, rather than just making another Sonic the Hedgehog-inspired game. Lilac's new design had influences from Mega Man X's armor upgrades to show how much more responsible & experienced she had become, while Carol had minor updates showing she hadn't changed too dramatically, and Milla's more cleaned-up jumpsuit design showed how she grew to take care of herself since her tattered appearance in the first game.
Sonic Forces
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The main intention of Sonic Forces was to bring the Sonic series back to it's more serious outings since the original introduction of Sonic's Modern redesign as opposed to the more casual & pop-oriented games at the time starting with Sonic Colors in 2010. The game's art director Miura Yoshitaka stated: "We wanted to achieve not only realism, but also the atmosphere of the design culture that existed in 80s graphics in 3D." In order to make these basic concepts compatible with the look of Sonic's world, they chose to work on an improved version of the Hedgehog Engine previously used for Sonic Unleashed and Sonic Generations called the Hedgehog Engine 2, which was built in-house and combined partition boot record-based image creation with character-driven expressions that are not simply focused on realism.

Both the game and the Hedgehog Engine 2 were developed at the same time over the course of three years, and because of this simultaneous development, the designers went through trial and error trying to adapt to the changing workflow for the first year until the engine was eventually optimized well-enough to complete production of the game at an easier scale for the smaller number of people working on it at the time.
Freedom Planet
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Lord Brevon was originally created as a Neopets fan character by Freedom Planet's creator, Sabrina DiDuro, back when the website was originally geared towards university students and had more "serious" fantasy themes. When Neopets was acquired by Viacom in 2005 and started focusing on more kid-friendly content, DiDuro felt the character did not fit in with the rebranding of Neopets and decided to develop Brevon into a fully original character.
Cave Story
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Unlike the original freeware version which runs at 50 frames per second (FPS), Cave Story+ runs at 60 FPS, which causes some minor differences in the game's physics. In a 2010 interview with Destructoid, the game's creator Pixel had this to say about the game's frame rate differences:

"No matter what environment (PC), if it runs well on 60fps, then I will always choose 60fps, without a doubt.

However, at that time, there were lots of PC setups that weren’t 60 fps. There were environments that could set the refresh rate through the program, but there were other environments where you couldn’t. Most PC’s were at a refresh rate slightly higher than 60fps. When that happens, with a one to two second cycle, the periodical scroll of the screen shook erratically and this affected the game experience–which I didn’t like.

In the end, I made it 50 fps because there were no environments at 50 fps. Regardless what environment it’s run on there would be no adverse issues. It’s very important that the movement or motion is consistent no matter what the environment.

At first I had contemplated that it was a refresh rate problem. The environment is restricted, but when I saw how smoothly the game scrolled on 60 fps I thought there couldn’t be any other choice than 60 fps. There were several other people on the Internet who’ve had similar thoughts, but then I saw points like it’s more important to make a fun game than to fixate on the refresh rate. I remember at that time feeling like I finally reached a solution."
Roblox
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Tommy Tallarico is a video game composer and the president of Intellivision Entertainment. In 2019, he discovered that the popular "oof" default death sound effect used in Roblox since 2006 was extremely similar to a sound effect he claimed to have created for the 2000 PC game Messiah.

Roblox's developers claimed that the game's creators David Baszucki and Erik Cassel pulled the sound from a CD-ROM they had purchased containing licensed, copyright-free sound effects. Further research into the metadata of the audio file from pre-2013 clients shows the "oof" sound effect, officially called "Died", was created on September 18, 1998 in Sound Forge 4.5, with Messiah being the earliest known use of the sound effect.

Tallarico initially filed a copyright claim against Roblox and requests to him by the game's developers to present proof he owned the original sound effect produced nothing. However, after a year of negotiations with the developers, they worked out a compromise that involved them creating a new default death sound effect, and moving the "oof" sound effect behind a 100 Robux ($1) paywall after the implementation of the game's Developer Marketplace began. Since the dispute was settled, Tallarico released an official sound design kit for Roblox's Developer Marketplace with pricing ranging from $10 to $250 based on how many sounds are purchased.
Donkey Kong
subdirectory_arrow_right Donkey Kong (Game)
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Attachment The earliest version of the "cross" design for a directional pad, developed by Gunpei Yokoi and named by the patented inventor Ichiro Shirai as the "Multi-directional switch", was first developed, patented and introduced for the 1982 Game & Watch port of Donkey Kong.
Nosferatu
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Attachment Using up more than 8 credits will set the bad ending for the game. While the original Japanese release displays a credits counter on the Continue screen, this is omitted from the North American release. However, the game has a subtle visual indicator on the Continue screen showing which ending you earned. The photograph in the good ending features Kyle and Erin smiling normally; the bad ending alters Erin's face slightly, giving her fangs and a minorly distorted brow to show Kyle has failed and she has become a vampire.

This also affects the Game Over screen when choosing "No" to end that run of the game. When at 8 or less credits, a cutscene will play showing Nosferatu biting into Erin before showing the Game Over screen. When you have more than 8 credits, no cutscene will play as Erin has already become a vampire in the photo, and will cut straight to the Game Over screen. Some time after the game's initial release, cartridges of the game were produced and released in both Japan and North America with the Nosferatu bite scene censored by fading to a white screen just before he bites her and then displaying the Game Over screen.
person MehDeletingLater calendar_month September 2, 2021
Virtua Fighter
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Sarah Bryant was based on Sarah Connor from the 1991 film "Terminator 2: Judgement Day", one of the highest-grossing films made at the time, and was described by game designer Seiichi Ishii as being "an expansion" of Connor's image.
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