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Dino Crisis 2
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Attachment An unused song can be found in the data for Dino Crisis 2's demo disc that, although being slightly rearranged, bears an uncanny resemblance to the "Ground Theme" from Super Mario Bros.
Castlevania: Symphony of the Night
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In the NTT-PUB official guidebook, Koji Igarashi stated the team wanted to give players enough enjoyment with the game to match their money's worth by giving them more freedom to roam around to lengthen the playtime, unlike the previous Castlevania games which were shorter. To accomplish this, he inserted RPG elements like experience points and a level up system into the game so players would be more encouraged to challenge themselves against difficult enemies.

"We gave the player a lot of freedom because we wanted to lengthen the playtime for an action game, which is usually short. If people spend 5800 yen (approx $58) on a game, they should get 5800 yen worth of enjoyment from it. Even when a game is very difficult, defeating enemies isn’t very exciting, is it? I thought it would be fun for players to get experience from enemies and level up, so I added RPG elements."
Castlevania: Symphony of the Night
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In the NTT-PUB official guidebook, Koji Igarashi & Toru Hagihara stated that in their early planning stages they came up with an alignment system. If the player used a lot of sub-weapons, they would gain a holy alignment; if they used a lot of magic, they would gain a dark alignment. There would be different endings based on the alignments with various subtitles, with Igarashi citing one as being named "聖魔のトリル" (seima no toriru), something like "The Trill of Light and Darkness." A trill is a musical ornament where two adjacent notes (i.e. 聖 "holy" and 魔 "evil") alternate rapidly. The reason for this feature's removal is unknown.
Street Fighter EX3
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Attachment In the practice mode variant of the Final Battle stage, a picture of actor and former professional wrestler Mr. T can be found surrounding the stage, taking the place of a painting depicting a person holding a baby in the normal variant of the stage.
Franchise: Phantasy Star
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According to a 1993 World of Phantasy Star book interview with Miki Morimoto, she stated that the meaning of the game's title was like “a planet/star of fantasy” and that Yuji Naka was the one who originally named the game Phantasy Star. He started with just the word "Fantasy", and played around with it until he figured out what to name the game. He was also influenced by a song called "Nagisa no Fantasy" (Beachside Fantasy) by his favorite singer, an idol named Noriko Sakai.
Streets of Rage
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In a 1991 interview with BEEP Mega Drive Magazine, the game's composer Yuzo Koshiro stated that he started writing the music for the game at the end of 1990. He often went dancing at clubs, and at the time, the scene was moving on from Eurobeat to a new trend: house music. Because Streets of Rage was a beat 'em up game, he wanted the music to be energetic and exciting, and initially thought about writing a rock soundtrack for the game. However, when he first tried using house music in the game, "it all clicked, and [he] thought it sounded really cool."
Platform: PlayStation 3
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The PlayStation 3's launch was delayed a year after the Xbox 360 was released, supposedly because of a short supply of blue laser diodes, a "$0.05 component" that were used on the system's Blu-ray drive to read Blu-ray discs. Former PlayStation executive Phil Harrison elaborated:

"In this particular case, the shift from red laser to blue laser was actually quite a sophisticated change in the way that the optical head on a drive worked, and it was a little bit of physics and a little bit of chemistry mixed together, because it's really a crystal that you're making. And they just couldn't make enough."
Ninja Gaiden
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Though the game can run at 60 frames per second, the team had to lower the framerate to 30 frames per second when using Ninpo attacks due to hardware limitations. This change came to the disappointment of director Tomonobu Itagaki who strongly believed a ninja's magic should be "impressive and powerful" and who wanted the development team to use every resource they had to make the Ninpo attacks live up to his vision.
Balan Wonderworld
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After footage of the game's final boss surfaced from pre-release copies, players expressed concern to the developers that some intense rapidly flashing lights and other visuals during the final boss may cause serious seizures to players that have photosensitive epilepsy, and in general may be an eyesore to players that are not epileptic. The developers understood and significantly changed the battle effects in a day-one patch that was heavily recommended by Square Enix to be downloaded by future players.
Nioh
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The description for the Heshikiri Hasabe sword alludes to a real-life event where daimyo Oda Nobunaga used the sword to murder one of his servants in anger after he insulted him. The final enemy in the "Kanbei and the Overlord" side mission is a yōkai resembling a biwa that steals the weapon because of a grudge related to the sword. It is heavily implied that the demon is that slain servant.
Fortnite
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The idea of building forts stemmed from an idea where players had to play mini-games in order to complete their fortifications. They later changed it so that the forts built themselves whenever the player opened up the "edit" function.
Batman: Arkham Knight
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If the player detonates explosive gel inside Penguin's vault, the stack of bombs turns into an unused destroyed Titan canister model that appears to have been carried over from Batman: Arkham City, although it is impossible to go back inside the vault to interact with it.
Franchise: Mario
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Attachment In 1991, Nintendo and MCA Records released a compilation album titled "Nintendo: White Knuckle Scorin'". While the original plan was to have numerous rock and pop acts record songs based off Nintendo franchises, all but one of the songs contributed to the album have nothing to do with them. The album booklet featured a short comic loosely based on Super Mario World that was written and illustrated by the team responsible for the "Nintendo Comics System" comic book series released in the early 1990's. The comic and the album's release were designed to promote children's literacy, and was dedicated to Bobby Brooks, a talent agent passionate about promoting that cause who was killed in a 1990 helicopter crash that also took the life of blues musician Stevie Ray Vaughan.

The most notable thing to come out of this album's existence is an officially-licensed original song based on the Mario series titled "Ignorance is Bliss" written by Andy Sturmer and his then-girlfriend Sarah Wirt, and performed by Sturmer's psychedelic pop band Jellyfish. Sturmer, despite not being interested in video games, took it upon himself to make sure the song's lyrics remained relevant to the Mario series by directly basing them off of the album booklet's comic, which featured an illiterate Bowser ranting to Princess Toadstool about his plans of turning Dinosaur Land into fossil fuels and using his newfound status as an oil tycoon to join the real-life Organization of the Petroleum Exporting Countries (OPEC), as well as how much he hates reading. Sturmer later described the song as a "mini-opera" that was "a lot of fun to write".
person MehDeletingLater calendar_month September 9, 2021
No More Heroes III
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Attachment The character Native Dancer was designed by Borderlands series art director Scott Kester.
Sakura Taisen 1 & 2
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There were originally plans to bring the PSP port of the first two "Sakura Taisen" games to the West. This would have marked the first official release of a "Sakura Taisen" game in the West before the release of "Sakura Wars: So Long, My Love" in 2010. However, according to former Nippon Ichi Software America president Haru Akenaga, those plans fell through because Sony did not understand what the series was.

"Another publisher tried to get approval from Sony for Sakura Wars 1+2 for PSP, but it was rejected. Once a title is rejected by SCEA there is almost no chance to release the title [...] Sony said this is not a game. They said it’s a text novel. They judged it as that, so it’s really difficult to get the license again. It’s also tough to localize Sakura Wars because of the huge amount of text."
Sakura Wars
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Attachment The character Hakushu Murasame was designed by "Shin Megami Tensei: Persona" artist Shigenori Soejima, whom the developers asked to work on the character's design because they wanted a mysterious character, despite it being different from what he normally designs. Producer Tetsu Katano has stated that the character was originally supposed to be male, but Soejima really wanted to draw a female character, so they changed her gender.
Deadly Premonition
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XSEED Games were once going to be the localization team and publisher for the game in North America. If they had continued localization, the game would have been released as "Killer's M.O.: The Red Seed Murders" since the developers were adamant about having "M.O." in the title.
Franchise: Senran Kagura
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Attachment When bringing the series to the west, publisher XSEED Games revealed the developers almost named the series "Ninjugs", before deciding to keep the Japanese name Senran Kagura in the end.
Super Smash Bros. Ultimate
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According to Masahiro Sakurai, the reason Min Min was chosen as the playable Arms representative out of the game's cast is because Arms producer Kosuke Yabuki personally requested Min Min; Ninjara was among his top choices to appear in the game as well. Yabuki at one point considered asking them to add the entire cast of Arms' lead protagonists as alternate costumes or playstyles instead of just one character.
Fortnite
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Fortnite was stuck in development hell, with such development beginning as early as 2011 when it was first announced at the Spike Video Game Awards. The earliest idea for Fortnite was a horror-style third-person shooter similar to Gears of War, another series developed by Epic Games and later sold off to Microsoft.

Fortnite was originally made using Unreal Engine 3, but later shifted to its successor Unreal Engine 4 due to new high-tech functions that its preceding engine lacked. Because of this, the game was almost a PC-exclusive game and was set for a 2013 release, as Epic Games did not want to wait months for a game to get approved by console manufacturers, such as Nintendo and Sony, although they later acknowledged that a console release could not be ruled out. As Epic shifted to Unreal Engine 4 however, they immediately ran into development problems, which resulted in them hiring MMORPG developers to help finish the game.
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