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Kirby Super Star
1
The two-player aspect of the game came as a request from Shigeru Miyamoto, who thought multiplayer would fit Kirby even better than Mario due to the Kirby games' slower pace. Masahiro Sakurai, however, struggled a bit with implementing it due to multiplayer in other games awkwardly affecting things like the camera. Sakurai and his team eventually found workarounds to this dilemma in the form of the Space Jump mechanic, and what he described as a "Lead Player and Supporting Player" system.
Freedom Planet 2
1
There were originally plans to increase the amount of potion and item slots, but the developers weren't sure how to implement it and had concerns over the game breaking if the player stacked the same potion into 10 slots instead of 5.
Freedom Planet 2
1
There were originally plans to include a sidequest to restore Lilac's treehouse after it's destroyed in the beginning of the game, which would have required its own system of saved variables in the save files in order to have progress carried over.

It would've begun by talking to the NPC Wallace in the Singing Water Temple hub area who would ask the player to talk to Foreman Mun in Shuigang, who would assess the damage and give the player a price quote, which would be a ridiculous amount that the player wouldn't be able to pay at that point in the game.

So the player would either pay the amount later or recruit the extra labour he asks for, and then the player would go ask Lilibeth in Parusa to help rebuild the treehouse, which she would accept after the player does something for her.
The questline was cut due to time constraints and the extra work that would've been needed to implement it.
No More Heroes III
1
In an special message made to celebrate the release of the game on Switch, director Goichi Suda stated that the game was originally called No More Heroes III FINAL BOUT - All Out Galactic War!. However they felt the title was too long, and so they ended up "taking a hint from the Rocky series" and shorten the title to just No More Heroes III.
Donkey Kong Country
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Attachment An early pitch made by Rare to Nintendo in the mid-1990's was titled "Donkey Kong VS Super Wario". The premise was that Mario had invented a time machine, but Wario snuck into his laboratory and used it to acquire a futuristic beam gun that he then used to turn Mario into stone. Wario then proclaims that he will use his new weapon to rule all of "Nintendo Land", but unbeknownst to him, a parrot in the corner of the room witnessed everything that took place. The parrot goes off to warn Donkey Kong, who immediately decides to stop Wario then and there.

The pitch was rejected by Nintendo, who asked Rare to create entirely new enemies for the game rather than just using Wario. Rare instead decided to re-use the Kremlings, a group of enemies originally conceived for an unannounced cancelled point-and-click adventure game titled "Jonny Blastoff and the Kremling Armada", and developing a new pitch titled "Donkey Kong and the Golden Bananas". The plot of this pitch was that Donkey Kong nodded off while guarding the Golden Banana, a relic sacred to his home island, allowing Korporal Krizzle (a prototype Kremling) to steal it. Grandpa Kong (prototype Cranky Kong) wakes up Donkey Kong and tells him to rescue the Golden Banana as the entire island was at stake. Before going, Donkey Kong enlists the help of Junior (a prototype Diddy Kong who started as a re-design of Donkey Kong Jr.) to retrieve it. This pitch would become the basis for Donkey Kong Country.
person MehDeletingLater calendar_month October 17, 2022
Crash Bandicoot: The Huge Adventure
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Attachment One of the key features from the underwater levels of Crash Bandicoot: Warped (the Jet-Sub) was slated to return in The Huge Adventure based on a pre-release screenshot, however it appears in no capacity in the final version of the game.
Sterling Sharpe: End 2 End
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Attachment The title screen for an unreleased Japanese version of the game called "Super American Football" can be found in the game's data.
Dragon Ball Z: Budokai Tenkaichi 3
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Attachment If the player switches out Gotenks (SSJ3), the character can be heard saying "Peanut Butter Jelly Time". This is a reference to the internet meme of the same name, which was popular around Tenkaichi 3's release.
person ZpaceJ0ck0 calendar_month October 14, 2022
Sonic Frontiers
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Development began shortly following the release of Sonic Forces, which drew some criticism for its extremely short length and level design. Hearing this criticism, Sonic Team decided to abandon the development method used since Sonic Unleashed, since they feared the next game wouldn't satisfy fans.

Generally, 3D Sonic games often limited and constrained players from roaming around the scenery, so they decided to make the game completely open-world, with the idea of innovation that hadn't been seen since the original game and Sonic Adventure.
Wu-Tang: Shaolin Style
subdirectory_arrow_right Thrill Kill (Game)
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The game was originally titled "Thrill Kill", but development was soon cancelled due to EA acquiring Virgin Interactive. EA refused to sell the publishing rights to the game until Activision had green-lit an idea for a fighting game based on the rap group the Wu-Tang Clan, which came to be known as "Wu-Tang: Shaolin Style."
Company: Activision
1
According to game developer Brian Gomez, Activision considered working on a "PaRappa the Rapper" style of game with Sean "Puff Daddy" Combs becoming the main protagonist, but the idea was quickly shelved in favor of developing "Wu-Tang: Shaolin Style", a fighting game based on the rap group, the Wu-Tang Clan.
Dragon Ball FighterZ
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There are unused character select animations within the game's code. These animations would play whenever a character is selected by the player. Because this feature was removed early in development, only the base roster has this feature.
Sakura Samurai: Art of the Sword
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Grounding developer Yukio Futatsugi said in an interview with SourceGaming that working with Nintendo on this eShop exclusive game was "a really good learning experience":

"When developing with Nintendo, I learned a lot, and Nintendo isn’t shy about giving really direct criticism, and a lot of times the ideas that I came up with were torn down because Nintendo said, ‘No, this is not a good idea, you could do this better’ and most of the publishers that I’ve worked with don’t do that. They sort of try to mask whatever isn’t developed properly and move on with development, but Nintendo wants to make sure that the game itself is good, so they give a lot of criticisms, and that was a really steep learning curve."
Platform: Nintendo 3DS
1
According to video Game developer Yukio Futatsugi, his tabletop board game Machi Koro was originally going to be a digital board game available on the 3DS, but Nintendo encouraged Futatsugi and his company Grounding to go physical with it instead.

"My company has made a lot of board games, and Nintendo has told me that our games are interesting. Machikoro was supposed to be on 3DS, but the idea didn’t become a reality because it wouldn’t sell on 3DS, and so Nintendo suggested, 'Hey, Grounding, why don’t you manufacture this as a physical board game, I’m sure it will sell really well!' and that’s how Grounding came to become a board game creator."
Harry Potter and the Sorcerer's Stone
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The development teams of the different versions actually shared concept art between them during the planning stages of development. After that, the developers were on their own as they thought the different versions would appeal to different audiences. For instance, The PC devs designed their game to be more appealing toward children and pre-teens.
Harry Potter and the Sorcerer's Stone
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The Paintings on the walls of Hogwarts in the PC release are copies of famous portraits that have their heads replaced with the developers' heads to avoid copyright infringement.
Harry Potter and the Sorcerer's Stone
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Because the production of the first Harry Potter movie was top secret, KnowWonder's request for onset photos led to blurry photos coming back to them that were unusable. This caused them to send one of their devs named Phil to the set in order to write down everything the set designers did with all of the locations and the team then proceeded to base their environment work of their game solely off of Phil's writing and memory.

They also based the environments off of the heavy research they did on old and medieval British Architecture.
Harry Potter and the Sorcerer's Stone
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Midway through making the game, PC version developers KnowWonder had to do a hard reset and completely restart their development of the game after the lore restrictions employed by Rowling made their original game uninteresting and a "glorified walking simulator", as they put it. Specifically, much of the KnowWonder's ideas had to be abandoned or worked around because many of the spells they wanted to adapt to gameplay they couldn't because first year Hogwarts students didn't have access to such abilities.

Going back to the drawing board caused the redone game to be rushed and the developers to experience crunch, but despite this, they still "found their groove" that helped them create the final game. The team also greatly understood Rowling's strict demand as they were huge fans of the source material.

Rowling also helped KnowWonder by creating a new spell for the team which didn't appear in her novels or on-screen before: Flipendo, a movement spell. Developer Christo Vuchetich opines that Rowling knew what went into making a game by giving his team vague and simple descriptions for the list of first year spells (i.e. "Flipendo moves things").
Backyard Wrestling: Don't Try This at Home
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According to Eidos Senior Project Manager Kevin Gill, he stated that the game came about when he ordered tapings of backyard wrestling footage during a Christmas party:

"[Later] I went to Rob Dyer, the president of Eidos Interactive, and pitched the idea to him. It went through the whole development committee, [and then] we had the task of finding who was the best-suited, most talented developer for the project. The first thing that came to my mind was, 'Well, it could be like Thrill Kill.' Then it was like, 'let's just go right to the source, you know?'"
The Lord of the Rings: The Fellowship of the Ring
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Due to a loop hole with the Tolkien estate, Vivendi Games was able to make the game independently from Peter Jackson's film adaptations and have it more based on the book. However, despite this, the game's console and PC versions still open with a narration by Lothlorien Elf Galadriel where she describes the history, lore, and creation of The One Ring, which is something that happens in the very beginning of Jackson's Fellowship of the Ring film and not the original novel.
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