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System Shock 2
1
System Shock 2, according to its pitch document, was originally titled "Junction Point". It was intended to expand upon the role-playing element of the original System Shock, which itself was intended to bring the gameplay of another of their games, Ultima Underworld: The Stygian Abyss, into a science fiction setting.

The first System Shock was generally perceived to be a Doom clone, and the developers blamed this for its limited commercial success. With Junction Point, their goal was to add significant role-playing elements and a persistent storyline so as to distance the game from Doom.
PlayStation All-Stars Battle Royale
1
According to Omar Kendall (lead game designer of PSASBR), at one point during development, Cole MacGrath and Evil Cole MacGrath were going to be one character, who would start out neutral, and turn good or evil based on the player's actions. After this idea was dropped, they decided to just use the Hero version of the character.

However, "the IP holders felt really strongly that the way that the Cole character manifests, he really is two different guys, and they felt the character would be best served as two different and they really pushed for it."
Grand Theft Auto IV
1
An entry for a flamethrower exists in the game's WeaponInfo.xml file, but only the title "FTHROWER" remains, with no extra data to make it playable.
Metal Gear
subdirectory_arrow_right Metal Gear (Game)
2
Attachment The book cover for the novelization of the original Metal Gear removed the gun from Snake's hand. While Snake collects many weapons throughout the book, which describes him as a "walking arsenal", he never shoots anyone with them. Seth Godin, creator of the "Worlds of Power" book series, "wanted to minimize the death" seen in many of the NES games.
1
Command & Conquer was originally going to be in a fantasy setting, but was changed to a modern setting to better fit the political climate of the nineties and to make it more accessible to the public.
Team Fortress 2
1
Attachment The concept art for the Demoman originally showed him as a stereotypical Scottish person, with white skin and red hair. This was dropped because the developers thought he lacked originality and needed to be different from the other classes.
Monkey Island 2: LeChuck's Revenge
1
Largo LaGrande was named after La Grande, Oregon, the town that Ron Gilbert, the game's creator, grew up in.
Super Mario Galaxy 2
subdirectory_arrow_right Super Mario Galaxy (Game)
1
Attachment Yoshi was originally planned to appear in Super Mario Galaxy, and was featured in proposal documents for the game from 2005. However, he was removed due to the developers thinking that "it would've been too much all at once." They said that, "if you're going to put Yoshi in a game, he has to be a main element, but [Super Mario Galaxy] had spherical land forms and gravity shifts and lots of elements that were entirely new" and, "Even if we had used him, we might have only been able to use him on a single stage."

Despite this, it was decided early on in the development of Super Mario Galaxy 2 to include Yoshi in the game, because his control scheme could act as a new main element of a new game and a "multiplication" of the elements from the previous game. The Wiimote controls for Yoshi were also formed early in development, with Shigeru Miyamoto taking pride in the tongue pulling mechanic used for eating fruit, fighting enemies and flipping switches, saying it "isn’t like anything you've ever experienced before." The rest of Yoshi's controls were shaped based on internal feedback from "everybody's love" for Yoshi, listing the development team, Mario Club Inc., and Nintendo of America as primary influencers for what the image of Yoshi should be, but tried to avoid making him too powerful. The developers also had composer Kazumi Totaka record new voice lines for Yoshi for the first time in ten years, and was reported as feeling "a little uneasy" and worried that Yoshi would sound like he had aged, but these were not concerns to them and the recordings were used in the game.
person gamemaster1991 calendar_month December 14, 2013
First Samurai
1
Attachment Due to Nintendo's censorship policies at the time, all human enemies were either changed or removed in the SNES version.

• The knife throwers in levels 1-4 (Mystic Land) were changed to purple demons who spit fireballs. In the same levels, the martial artists became green-yellowish demons who throw grenades.

• The punks on level 5 (Train To Tomorrow) were changed to green robots.

• In levels 6-8 (Tokyo) the enemy who throws grenades was recolored to look like a green demon. Also, the Commando enemy in those same levels was taken out completely.
Destroy All Humans!
1
"Destroy All Humans!" was conceived of by then video game programmer Matt Harding, allegedly from a sarcastic remark he made following Microsoft's rejection of a family-friendly game concept, since he "didn't want to spend two years of [his] life writing a game about killing everyone". Harding later quit from Pandemic Studios and began compiling footage from an Asian walkabout vacation he had done, leading to the creation of the "Where the Hell is Matt?" videos. While he was not involved with the development of "Destroy All Humans!", he was given a conceptual credit.
Final Fantasy VII
2
Attachment Cait Sith resembles the Esper "Stray" from Final Fantasy VI, which was also called Cait Sith in the original Japanese version. The name itself comes from Celtic mythology, and means "faerie cat".
Franchise: Pokémon
1
There is a method on breeding Shiny Pokemon called the Masuda method. The method is named after Game Freak director Junichi Masuda, who programmed it into Pokémon Diamond and Pearl. He documented the method in his blog, where he mentioned a way that "rare colored Pokémon's Egg can be found little easier." The Masuda method involves breeding two Pokémon created in games of different countries.
1
During the Gibberish Questions Segment, if the players type in "fuck you" as an answer, the host will react in a number of ways, ranging from talking down to the player, taking away large sums of their money, changing their name, and eventually, if all players use that same answer, shut down the game.
Doom
1
Attachment The space marine makes many faces in the game depending on the player's status. One of these faces is a "shocked" face known colloquially amongst Doom fans as the "Ouch Face", which rarely makes an appearance due to a coding error in which the programmers used "(plyr->health - st_oldhealth > ST_MUCHPAIN)" instead of the correct expression "(st_oldhealth - plyr->health > ST_MUCHPAIN)". While this face was meant to show up if the player took 20 or more hit points worth of damage in a single tic, the error meant that it only displayed when the player "gained" 20 hit points while taking damage. An example of this can be seen when attempting to use the IDDQD cheat during the very end of E1M8: Phobos Anomaly.

A number of source ports fix this behaviour, allowing the Ouch face to display as originally intended.
The Legend of Zelda: The Wind Waker
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Attachment The mountains around Ganon's Tower include a small cave that is usually not visible to the player. It is speculated that this may have been intended as a longer route to the tower instead of the straight entrance that Link takes in the final game.
Wolfenstein 3D
1
Attachment On the Macintosh version of the game, pressing B on the id Software logo will show a secret picture depicting a cartoon of lead programmer Rebecca "Burger" Heinemann getting decapitated by an axe-wielding unnamed member of management. This image also appears in the 3DO version of Out of this World.
Left 4 Dead
1
A number of infected that were visible in concept art were cut from the final game. These include:
• An infected with a large colony of rats bursting from its stomach, likely to be found in the sewer.
• A slow but strong giant called "Meat Wall" (which resembles a cross between a Boomer and a Tank).
• An infected named "Claws", which was possibly intended to be a male version of the Witch.
• An infected pig named "Hell Hog", likely intended for Blood Harvest.
Q*bert
2
Q*bert's cube pyramid gameplay came from an "Escher Pattern", which looked like a screen full of cubes. Warren Davis saw it as a pyramid of cubes and as a programing exercise. Once Davis had a game design in mind, he asked Jeff Lee if he could use a few characters, which Lee was planning to use for another, unrelated game. According to Davis, Lee's idea for Q*bert's design was for him to shoot things out of his nose, which is why he has a long nose.
Animal Crossing: Wild World
1
Ankha the cat was originally intended to appear in the game but was replaced by Anabelle the anteater for unknown reasons.
Left 4 Dead 2
1
During development, The Park was conceived as a procedurally generated maze. However, in testing, this was found to be too distracting from gameplay and difficult for players who often got lost in the area. However, the concept was salvaged in the The Cemetery wherein The Director chooses from four alternative layouts and navigation pathways.
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