On the World Map pause screen after finishing the game, if you press L/R/L/R/X/X/Y/Y, a secret Challenge Mode will be enabled that disables scrolling backwards in levels, making the gameplay more similar to Super Mario Bros., Super Mario Bros.: The Lost Levels, and Super Mario Land. Inputting this code again on the World Map pause screen disables this mode.
The design of the Anti-Funk, the final boss of the game, originally resembled the hood of a Ku Klux Klan member. This design made it into early review copies of the game before Sega discovered its existence and rejected it, forcing the developers to change it to a skull just before the game's release. In a 2003 Xbox Nation magazine interview with series creator Greg Johnson, he elaborated on the origin of the design:
"When I was doing it, it was actually an accident. We had done a bunch of designs for the Anti-Funk, and the artist had done this unintentionally. I looked at it and said, “Wow, that’s funny. That looks like a Ku Klux Klan hat.” And then I thought about it for a second and I said, “Well hey, what better villain for these black characters who are spreading the funk than the love and this kind of oblique reference?” Because it wasn’t [obvious]—it was open to interpretation."
In "Heartbeat Song" by Kelly Clarkson, the lyrics "and I'm so used to feeling numb" are misinterpreted on-screen as "and I'm still used to feeling numb".
One of Elena's rotoscoped animations in 3rd Strike was modeled after an actress in the music video to David Lee Roth's cover of "Just a Gigolo / I Ain't Got Nobody".
There are audio files hidden within the game that feature English voices for most of the characters. Many of the voices are reused audio from The King of Fighters XII. However, characters who weren't in the previous game were also going to receive English voice dialogue. The English voices were not a feature in the final game.
At Sega's Game Jam II showcase in March 2002, Red Entertainment announced two new PlayStation 2 games in collaboration with mangaka Yasuhiro Nightow that would be published by Sega, who announced that they acquired a 67% stake in Red Entertainment moments prior. The first game announced was Gungrave, which was released in Japan in July of that year. The second game announced was a game based on Nightow's 1995 manga "Trigun" entitled "Trigun: The Planet Gunsmoke", with a short 20-second teaser trailer being revealed featuring silhouettes of multiple characters from the series before ending on Nicholas punching the screen and revealing the game's logo.
Since then, the game has become vaporware as no other updates on it have been released from either Red Entertainment, Nightow, or Sega since its announcement, with the exception of an official statement from Sega in 2002 that gave no comment on its development. Fans speculated that Gungrave was actually a modified version of Trigun: The Planet Gunsmoke citing its similar storylines and character designs to that of Trigun, but considering that both games were first shown off at the same time and Gungrave was released in Japan only four months later, this is not the case.
When the player uses the Holo Decoy gadget, holographic clones of Spider-Man will appear to distract enemies and say various phrases. In the Japanese version of the game, one phrase he will say is "The Emissary from Hell - Spider-Man". This is a reference to Spider-Man's catchphrase from the 1978 Spider-Man Japanese television series produced by Toei.
In a 1989 interview with the game's director/scenario writer Yuji Horii in the 11/89 edition of Famicon Tsuushin, he was asked where the idea for the mini medals, a recurring hidden collectible in the series first introduced in Dragon Warrior IV, came from? He responded:
"DQIV is a multi-chapter story, and you ultimately end up gathering eight party members together, so we thought adding a bunch of story items you had to collect on top of that would be too much, and annoying. But collecting things like “orbs” and “crests” is undoubtedly one of the appeals of Dragon Quest, so we wanted to give players something to collect."
"“Ah hah! Coins!” — that was our first idea, and small medals were originally “gold coins”. But that name was too easily confused with the coins at the casino. Then we remembered the idea we had for “small medals” for Dragon Quest III, 2 and that’s how they got their name. (laughs)"
In a 1993 interview with the game's planner Hiroaki Chino in issue no. 7 of Marukatsu Mega Drive, he was asked what the biggest changes were in Sonic CD compared to past games that were released on cartridges? He responded:
"One place in particular where you feel the difference is the special stage. We used the Mega CD’s sprite rotation abilities for that. Also, a single regular stage will have past, present, and future to contend with… we could only bring that volume to life with the CD format—if you do a simple comparison with Sonic 2, it’s 3x the volume. But when you add in the secrets and other things, overall, I think it’s safe to say it has about 4x the volume."
When Kazuya is in Rage Mode and the player is using a Pro Controller or a pair of Joy-Cons, the HD Rumble feature in those controllers will cause them to vibrate in a way that mimics the "thumping" of a heartbeat. This can also be felt with a GameCube controller connected to an adapter, although instead of "thumping", it creates a short, light vibration every couple of seconds due to GameCube controllers lacking the HD Rumble.
In a 2019 IGN interview, Arthur's actor Roger Clark revealed that on top of playing Arthur, he also played "about two dozen" characters in Red Dead Redemption II. One character he had to play due to their actor being unavailable for motion capture recording that day was Spoiler:Mary in a post-credits scene where she mourns at Arthur's grave, ironically resulting in the actor mourning his own character's death.
According to The History of Castlevania: Book of the Crescent Moon, the Belmont family was originally planned to be called the Dante family, with Simon Belmont originally being "Peter Dante, Vampire Killer and grandson of Christopher Dante".
In the April 2021 issue of the magazine Retro Gamer, Treasure's president Masato Maegawa revealed that entering a specific password on the game's password screen would allow access to a secret "polygonal display". After searching through the game's code and many brute-forced attempts, the method to access the display was eventually discovered:
Enter the password (shown in the attached picture) "Balloons", "Jewel", "M" and "Clown". Then, press Start three times until you hear the sound of an explosion and quickly hold Up+Left and wait. If done correctly, the McDonald's Password sign will turn from a 2D sprite into a 3D model, and the music will change to a song that sounds eerier than the normal password screen music.
Controls: • D-Pad = Rotates the model • B and C buttons = Zooms in and zooms out the model respectively • Holding A and using the D-Pad = Moves the object across the background • Holding A and pressing C = Switches the current object with a different one.
The viewable 3D polygonal models in this mode include the McDonald's Password sign, several cubes and squares of varying sizes and dimensions, the box in the Treasure logo, the "S" in the Sega logo, the entire Sega logo as a separate flat model, and a spaceship.
Underneath the BLU spawn on the Banana Bay map is a summoning circle made up of toxic waste, candles, and a large collection of bananas. The circle was created to summon Poopy Joe, the first American Monkeynaut in the game's storyline, who died in his rocket moments after launch due to its Australium fuel supply (a mysterious metallic element first introduced in the 2010 Team Fortress 2 comic "Loose Canon") having been maliciously switched with gravel water by Mann Co., who was supplied America's entire stock of Australium fuel by the United States government in the first place.
Underneath the RED spawn on the Banana Bay are two conveyor belts that appear to be used for converting dozens of bananas into Australium bars.
When the game was originally localized for North America, Dante received a 20% reduction in the amount of damage in his attacks, while also receiving a 20% increase in the amount of damage he takes from regular enemies in all modes. This artificial change in difficulty makes the North American PlayStation 2 version of Devil May Cry harder than any other version of the game.
During BlizzCon 2016, Mei's voice actress Yu Zhang revealed that the character's popular line "Sorry! Sorry, I'm Sorry. Sorry." was a botched take that was put into the game anyways. The following year, the game's senior designer at the time Michael Chu took credit for including the line in the game after catching the mistake on tape in the recording booth, citing it as his favorite voice line in the game.
The original version of StarCraft developed prior to 1996 was considered to be inferior to other RTS games shown at the time, most notably the competing game Dominion: Storm Over Gift 3 being developed by Ion Storm Dallas, which was also shown at E3 and the Consumer Electronics Show that year. The game appeared to be miles ahead of what StarCraft was, with consumers responding to the latter game weakly as "Warcraft in space". Realizing that the version of StarCraft they had was worse than they had thought, following the release of Diablo at the end of that year, Blizzard began to "lick [their] wounds and plan for the future" by restarting development on StarCraft and completely overhauling their development process as a whole. StarCraft eventually released in March of 1998 to critical and commercial success, and was retrospectively dubbed as one of the defining games of the RTS genre.
After Ion Storm Dallas closed in 2001, a few of their former employees were scooped up by Blizzard. Two of them later revealed to former Blizzard executive Patrick Wyatt that the demos Ion Storm presented of Dominion: Storm Over Gift 3 were actually pre-rendered trailers, and the players "presenting" the game's demos were actors pretending to play the game. This meant that a driving reason for why StarCraft was released as it is was because Blizzard got tricked into raising their standards to compete with a pre-rendered video, resulting in the creation of one of their most successful games.
According to a 1997 The PlayStation magazine interview with the game's director Makoto Ikehara & programmer Tatsuya Kitabayashi, they were asked how the game's development began. Ikehara stated that their developments "always sort of start the same way, with just a title." After which they just make whatever they want, and force it to all fit together after the fact. Ikehara also stated that when changing series to the PlayStation, the team considered calling the third game just "Breath of Fire" without the "III", but they ultimately decided not to as they wanted to bring about a conclusion to the work they had done up to then.
Kitabayashi added that after Breath of Fire II had finished, the team, now more confident, wanted to carry over that momentum from the previous game and begin working on Breath of Fire III straightaway.
Ikehara was also asked if there were things that they could not achieve in II that they wanted to do in III, to which he responded:
"Yeah. That’s true with every development, the whole “we’ll do it next time!” thing.