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Kingdom Hearts III
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The game was originally going to be run on Square Enix's Luminous Engine, but due to problems that arose during development that involved the Kingdom Hearts team not getting used to the engine in enough time, the game was moved to the much more familiar Unreal Engine 4, a move that caused a delay in development.
RapeLay
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Doom
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The game began development as a tie-in game based on the Alien franchise. However, because id Software wanted total creative control, negotiations with 20th Century Fox fell through. Instead, they took influences from the movie, as well as the Evil Dead franchise for the Chainsaw and Shotgun weapons, and dropped the use of aliens in favor of a "demons from Hell on Mars" theme.
Mario Party Superstars
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In the E3 demo of the game, all the characters (minus Birdo) reuse their victory animations from Mario Party 10 (Birdo reuses its animation from Mario Party 9). In the final game, all characters received completely new ones.
Super Mario Advance
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Attachment Super Mario Advance was a launch title for the Game Boy Advance and opens with a short cutscene featuring the playable characters walking and pulling up the game's logo from the ground. The cutscene features them walking in a small lit square, with the rest of the screen being dimmed until the characters are in place to start pulling up the logo, when the borders slowly brighten. The resolution of the bright square is 160x144 pixels, the screen resolution of the original Game Boy and Game Boy Color, with the fade-in meant to demonstrate the increased resolution of the Game Boy Advance.
Rod-Land
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Rod-Land
1
In the NES release of the game, using the names "ICH" for Player 1 and "EAT" for Player 2 will unlock a secret level select mode called "Secret Password Mode" that can be accessed at any time during the game by pressing Select.
Rod-Land
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In the European release of the NES version, pressing Right on the logo screen for the game's publisher Storm will trigger a secret set of credits menus. This screen can also be accessed during any cutscene by pressing Right after the message at the current cutscene is displayed and the program is paused before the next cutscene screen and waiting for the input to skip it. This occurs because the input waiting routine is the same for the logo and for the cutscene waiting screens. The Japanese version of the game has no starting logo and the cutscene input logic is changed, but the credits are still in the game and can be accessed through hacking.
Little Nemo: The Dream Master
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The attack pattern of the Manta Ray boss in Dream 8: Nightmare Land differs slightly in the North American and European releases of the game.
Little Nemo: The Dream Master
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Attachment The Japanese title screen is based on the logo used for the original Japanese release of the 1989 film "Little Nemo: Adventures in Slumberland", which the game is based on. The international logo is completely original and puts more emphasis on the game's subtitle. Although Nemo himself was removed from the title screen, the graphic can still be found in the data of the North American and European versions. Additionally, some larger stars were added to the background and the corner decorations at the bottom of the screen were removed to fit extra copyright information.
Little Nemo: The Dream Master
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Attachment In the North American and European releases of the game, the cigars being smoked by Flip and the Gorilla are removed. Despite this, the game's manual in these regions features artwork of the Gorilla smoking a cigar, and the Gorilla's sprite still has curled lips as if it were holding a cigar in its mouth.
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Super Mario Bros. 2
subdirectory_arrow_right Super Mario Advance (Game)
1
At the start of World 1-1, the player falls from a door in the sky that is normally impossible to enter. If you hack the game so that there is a platform under the door and enter it, the game will respawn the player back to the start of the fall and remove the platform, forcing you to begin the stage. This also occurs in the Game Boy Advance version of the game.
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Jak and Daxter: The Precursor Legacy
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After beating the fishing mini-game, it's possible to play a harder version of it by inputting a secret code in front of the Fisherman: Left, Left, Right, Right, Left, Left, Right, Right, X. This version is considerably harder and has no score limit - the game continues until the player misses 20 pounds of fish or catches a poisonous eel. This secret was found nearly 20 years after the game's release.
Mario Party DS
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Attachment On the board "Toadette's Music Room", there are several copies of sheet music scattered across the board that contain a hidden melody: an excerpt of "Let's Get a Move On" from Mario Party 3.
Persona 5 Royal
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On August 8th, 2020, an unused cutscene was discovered in the Chinese release of the game which was soon translated and uploaded to YouTube. The cutscene shows Goro Akechi Spoiler:in a rehabilitation center after the events of the game. This implies that he was able to escape from Shido's palace before his shadow self could kill him and turned himself into authorities.
Hang-On
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In an interview with the game's director and designer Yu Suzuki published in the 2/86 edition of BEEP magazine, he revealed that Space Harrier began development after Hang-On's development was finished, and that they were not developed at the same time as Space Harrier began development in mid-July of 1985 after Hang-On's release in Japan.
Densha de GO!
1
In an interview with the game's programmer and planner Akira Saito published in the 1997 Gamest magazine, he was asked when were the game's plans first proposed. He responded:

"The plans for a game featuring trains existed as far back as 5 or 6 years ago. The opinion at the time, however, was that trains were kind of plain and boring, so the idea was warehoused."

"The planning for this development, then, officially got underway about a year ago. We decided it would be a large-cabinet style arcade game at this point, too. In July we entered the development phase proper, and the game was completed in the span of three or four months."
Dead Rising
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According to producer Keiji Inafune, Dead Rising was originally conceived as a sequel to the game Shadow of Rome to continue an initiative set out by Capcom to "decipher the North American market". The original plan was to scrap the stealth elements featured in Shadow of Rome and focus more on over-the-top violence, but due to a desire to make something different while retaining that concept, the game's story, setting and time period were morphed into what Dead Rising became.
Demon's Souls
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In a 2010 Eurogamer interview, the game's director Hidetaka Miyazaki revealed that the game's Black and Blue Phantom multiplayer elements were inspired by his experience of driving on a hillside after some heavy snow:

"The origin of that idea is actually due to a personal experience where a car suddenly stopped on a hillside after some heavy snow and started to slip... The car following me also got stuck, and then the one behind it spontaneously bumped into it and started pushing it up the hill... That's it! That's how everyone can get home! Then it was my turn and everyone started pushing my car up the hill, and I managed to get home safely.

But I couldn't stop the car to say thanks to the people who gave me a shove. I'd have just got stuck again if I'd stopped. On the way back home I wondered whether the last person in the line had made it home, and thought that I would probably never meet the people who had helped me. I thought that maybe if we'd met in another place we'd become friends, or maybe we'd just fight...

You could probably call it a connection of mutual assistance between transient people. Oddly, that incident will probably linger in my heart for a long time. Simply because it's fleeting, I think it stays with you a lot longer... like the cherry blossoms we Japanese love so much."
Prey
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Art Bell, host of the real life paranormal-themed radio program "Coast to Coast AM", lent his voice to the game by recording roughly 15 minutes of fictional broadcasts of his program that are interspersed in various places throughout the game. These broadcasts reveal key background information about events taking place in The Sphere.

The first two callers in the broadcasts (George from Garland, and Scott from Texas) are references to Prey's co-producer George Broussard and 3D Realms founder Scott Miller. Garland, Texas was also where 3D Realms was founded.
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