Due to its poor reception and short lifespan, over 60 Sega 32X games are known to have been cancelled. As the 32X only received 40 official releases worldwide, this makes it unusual in that it had more cancellations than actual game releases. Many of the cancelled 32X games would eventually be ported to other platforms to commercial and/or critical success, including Daytona USA, Die Hard Trilogy, and Rayman.
EVA's English voice actress in Metal Gear Solid 3: Snake Eater and Metal Gear Solid: Peace Walker was credited under the name Suzetta Miñet. Fans widely assumed that this was a pseudonym as she had no other credits in anything, which sparked years of speculation as to who she could be. One of the most leading theories was that EVA was voiced by Debi Mae West, the voice of Meryl in Metal Gear Solid and Metal Gear Solid 4: Guns of the Patriots. However, while West acknowledged that the characters sounded similar, she denied she was the voice of EVA in 2015. Konami would eventually confirm in a 2024 behind-the-scenes video promoting Metal Gear Solid Delta: Snake Eater that the pseudonym belonged to Jodi Benson, who was best known for voicing Ariel in Disney's 1989 adaptation of "The Little Mermaid". Benson explained that she used the pseudonym at the recommendation of the game's English voice director Kris Zimmerman Salter, because of her association with Disney and other family-friendly roles aimed towards younger audiences at the time. The name itself was based on a pet dog Benson owned in her childhood named "Suzette Monet".
Champion Edition was the only iteration of Street Fighter II to be released on the PC Engine, known in the USA as the TurboGrafx-16. Despite the original game's relatively large size, this port did not take advantage of the console's CD-ROM attachment. Instead, the game was released on a 20 megabit HuCard. For context, all other games released on HuCard had a capacity of no more than 8 megabits. As the standard PC Engine controller only had two action buttons, a new controller called the Avenue Pad 6 was released specifically for use with the game.
The Genesis version of Virtua Racing is the only licensed game for the system to use the Sega Virtua Processor. Similar to the SNES's Super FX chip used in games such as Star Fox, the SVP greatly improved the Genesis's ability to render large numbers of polygons. Due to the extra hardware, Virtua Racing cost $99.95 at launch, making it the most expensive mass-produced domestic Genesis cartridge.
Originally, the South Asian area of the game was specified to be Bangladesh, but this was changed due to a complaint from the Bangladeshi government regarding the portrayal of the region, with a Sony spokesperson stating:
"The SOCOM franchise has never depicted any government or country as a terrorist operation, and any depiction of independent terrorist groups is purely from a fictional standpoint. Within the storyline of SOCOM 3, there has never been any reference to Bangladesh supporting, or harboring terrorists and/or other criminal activities."
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The game's title screen and "Did Not Qualify" screen for when you fail to enter the main race feature two women wearing strapless corset teddies, an outfit commonly associated with Playboy Bunnies from the nightclub chain and magazine of the same name. This is not a coincidence, as the sprites of the women featured are traced and edited versions of former Playboy models from the early 1970's, specifically Mercy Rooney on the title screen, and Claire Rambeau on the Did Not Qualify screen.
Unlike the development of the first game, series creators John Garvin and Richard Ham both had a complete vision of what Syphon Filter 2 would be like prior to development, with Garvin stating in an interview with PlayStation Blog:
"The entire team was given a week off and [Richard Ham] and I were sent off to write up a script for Syphon Filter 2. I think I spent a weekend and wrote the entire screenplay. Rich and I got together and he helped revise the second half of the game, introducing all the Moscow stuff, making the end of the story more espionage-like and exciting. When the team came back, we spent the next year building exactly what we had written. That was the first time that we had a vision up front, which we followed until the end."
Mouthwashing uses a visual style inspired by games released on the original PlayStation, with low-poly visuals and a retro style. The game's art designer Johanna Kasurinen was introduced to this style by Puppet Combo, an indie developer that frequently uses it for their games as far back as their debut title Babysitter Bloodbath. While not promoted as "PS1-style", this visual style gained traction over time, with Kasurinan stating:
"I think people may be surprised by how long this [horror] subgenre has been going on, but part of why it is so popular and enduring is the community. I would never have been able to learn how to recreate this style of graphics if it wasn't for many artists before me making videos and tutorials explaining the process."
An updated version of the game was released in 1999 that made numerous changes to the original version. This is perhaps most notable in the story, which while still sharing the same premise and plot outline, removed or changed various plot points:
• The original version had a subplot where LapTrap received what the game referred to as "wisdom of the village elders", in which he experienced visions of the villagers' pasts, providing possible motives for why they would want to steal the treasure. This was also how the ClueFinders obtained their clues, which appeared as beams of blue light that zapped LapTrap and gave him the info. The entire subplot was removed in the revision, with the original cutscenes being replaced with new ones featuring the ClueFinders discussing theories about the disappearances instead. Likewise, clues were obtained in a more typical fashion of talking to NPCs and having them share information with you. • The fate of the true culprit behind the thefts, Spoiler:the apprentice, is different in both versions following his burial under an avalanche. In the original version, he escapes from the snow only to be dragged back under by the real Yeti. In the revision, however, this was changed to him simply climbing out and declaring that the ClueFinders can't stop him.
In addition, the series' art style was updated in 1999, leading to the graphics, and character sprites and content from the animated cutscenes being updated in the revision to better match it. Several music tracks were also added to areas that were silent in the original version.
Based on a pre-release screenshot used as a preview in other JumpStart products, the menu interface originally had a different appearance. Specifically, the toolbar was a simple black bar that took up the full width of the screen, the icons used different colors and designs, and the background of a scene in which Ruby talks to Frankie in the backyard was much simpler and missing several elements present in the final game (i.e. the red wheel to the right of Frankie).
The original office for Argonaut Games was located in Colindale, London before at some point being moved to the Argonaut House in Edgware. After the company was reopened in 2024, Justin Scharvona (a composer who worked on various games for the company, most notably Croc: Legend of the Gobbos) posted a video of himself visiting the location of the original company office, which has since been converted into a furniture showroom named the Sea Horse Furniture Centre.
According to designer Ste Pickford, the reason Nintendo hired Software Creations to make Tin Star was as a form of compensation for not assigning them to do a follow-up to Ken Griffey Jr. Presents Major League Baseball despite them developing the original, with the sequel instead being developed by Rare as Ken Griffey Jr.'s Winning Run.
In a 1989 interview with designer and writer Yuji Horii and director Koichi Nakamura, they discussed their focus on enhancing the player’s experience in combat and storytelling. Nakamura explained that they wanted to make battles more enjoyable and less repetitive, moving away from the grind-heavy nature of older RPGs. He highlighted that the team worked to ensure each battle felt engaging, and tried to prevent the common tendency of players to run from strong enemies due to the monotony of repeated encounters.
They also discussed the expanded battle options in Dragon Quest III, including a greater variety of spells, the ability to attack party members, and character positioning in the lineup having an effect on battles. They emphasized that even support spells, which were often underutilized in previous games, had been made more "effective in their own right". They believed every spell in the game now served a meaningful purpose, adding depth to combat, and contributing to their goal of creating an experience where players would be curious and eager to experiment with different strategies.
In August 2024, it was revealed that Concord would serve as the basis for an episode of "Secret Level", an animated video game anthology series released on Amazon Prime Video. However, the servers for Concord were shut down on September 6th, just two weeks after launch and much earlier than the show's planned release on December 10th. Despite this, it was confirmed the day before Concord was taken offline that the episode would remain in the show's lineup.
The game was directed by Eliot Nelson, a former reporter for the Huffington Post who began developing it in 2018 after leaving the company. Although based on his experiences as a journalist, Nelson also drew inspiration from various other video games, namely sports titles such as NBA 2K and Madden NFL as well as other simulation games like SimCity. One particular inspiration was The Oregon Trail, specifically in regards to its structure, with Nelson stating:
"It's that simple formula that we're trying to recreate with Political Arena, Oregon Trail never had any lessons in it. You never just stop and answer a quiz. It was a fun and immersive and - dare I even say? - addictive game that has did [sic] such a successful job of familiarizing tens of millions of people with its relatively arcade corner of American history."
Unlike the Persona series, which was made by the same team as Metaphor: ReFantazio, the player is not given the ability to romance their party members. According to director Katsura Hashino, this is because the player character Will is more focused on his relationship with the people and trying to become king than starting a romantic relationship like the player characters in Persona games, and that they wanted to maintain a respective sense of realism between Metaphor and Persona's different settings:
"A lot of our games are based around the idea of teenagers living their lives. What teenager doesn't want to have romance in their life? It's part of the realism of the setting. We know people really like this system and it's really popular, but for [Metaphor] specifically, it's not about teenagers. It's about a person trying to become the ruler of the land."
According to series creator Masahiro Sakurai in a 2024 video, ideas for the series' name were first brainstormed by team members at HAL Laboratory, while the "Bros." part of the name was picked out by its president Satoru Iwata during a meeting with him, Sakurai, and Ape Inc. founder Shigesato Itoi. Iwata's reasoning for adding Bros. to the title was that despite the game's roster not all being "brothers", he believed the word added the nuance that they were "friends who were settling a little disagreement" instead of just simply fighting.
Every game featured in the collection imposes restrictions commonly found in games released during the 1980s, such as using only thirty-two colors across each game. Despite this, none of the games force slowdown and sprite flickering due to the developers believing they would make the games less enjoyable.
Patrick's costumes in the game are all references to episodes of the SpongeBob SquarePants show:
• "Under Construction" is a reference to the episode "My Pretty Seahorse". • "Elastic Man" is a reference to the episode "Mermaid Man and Barnacle Boy V". • "Marching Band" is a reference to the episode "Band Geeks". • "Hot-Rod" is a reference to the episode "Driven to Tears". • "Gorilla Suit" is a reference to the episode "I Had an Accident". • "King" is a reference to the episode "Rule of Dumb". • "Captain Scarfish" is a reference to the episode "Pull Up a Barrel". • "Patrick-Man" is a reference to the episode of the same name. • "Glove World", "Barnacle Boy", and "Goofy Goober" are all based on recurring outfits seen in the show.
Barnsworth, the game's setting, is loosely based on Barnsley, a market town in South Yorkshire, England and the hometown of the game's developers Coal Supper.