• What famous bit of gaming history only exists because the programmer forgot to remove
it?
How did an unlicensed mod end up being the biggest video game of 1981?
It's time to dive into gaming history and talk about 15 of the craziest behind-the-scenes
stories about your favorite video games.
15 – Silent Hill Fog • Silent Hill is characterized by its thick
fog, which sets the tone and makes it difficult to see enemies until they're very close
by.
It's a key part of the story.
• But on the developer side, the fog also serves an important purpose – it hides the
fact that the draw distance is extremely limited, and the game can't load in backgrounds and
new areas fast enough.
• Behind that fog wall is the game building itself and rendering the environment.
14 – The Legend of Zelda origins • The Legend of Zelda was originally intended
to be a sci-fi series.
• Each section of the Triforce was intended to be a sort of electronic chip, and Link
was intended to travel back and forth through time.
That's why they called him Link – he was the "link" between past and future.
• Also, the "second quest" for the original Legend of Zelda was the result of a mistake.
Designer Takashi Tezuka accidentally took up only half the game's memory with the
game code, so Shigeru Miyamoto filled the second half with a brand new quest.
13 – Space Invaders Speed • Much of the development of Space Invaders
involved creating the custom hardware it needed to run on.
• No system was strong enough to handle the game as it was designed, so the system
had to be built completely from scratch.
And even that wasn't enough.
• The result was that the enemy spaceships couldn't move as fast as intended… and
as a result, they would speed up as the player eliminated them.
• Despite this being a hardware limitation, they decided to keep this as a core gameplay
feature.
12 – Gradius and the Konami Code • When Gradius was going through development,
it was actually too hard for much of the development team to test it properly.
• To help them through it, they gave themselves a little backdoor.
They could get a full set of powerups by pressing up-up, down-down, left-right-left-right, B,
A, Start.
• It worked great… except whoops!
They MIGHT have forgotten to remove that little trick before the game was published.
Hopefully nobody noticed?
11 – Kirby's Design • Masahiro Sakurai, the creator and designer
of Kirby, basically designed him by mistake.
• Kirby's original design was just a simple circle – he wasn't a character, but just
a placeholder graphic for a character that hadn't been designed yet.
• As development went on, Sakurai decided he actually liked his little circle placeholder,
and gave him a few little details to make him into Kirby.
10 – Metal Gear Stealth • Metal Gear was a pioneer of the stealth
genre, but it wasn't on purpose.
• Originally, Metal Gear was intended to be an arcade-style "combat action" game
in the style of Ikari Warriors or Commando, for the Japan-only MX2 home console.
• Problem is, the original build of the game could only handle a small number of enemies
– or bullets – on screen before the whole thing crashed.
• So, Hideo Kojima designed Metal Gear around that limitation – making the game about
avoiding enemies and combat.
And the rest is history.
9 – Grand Theft Auto was a Bug • In 1995, Rockstar – then known as DMA
Designs – was working on a relatively bland racing game called "Race'n'Chase."
• Early beta testers hated it until they found a very special bug.
The bug caused police cars to try running the player off the road.
• Testers had way more fun screwing around on the map with the police chasing them then
they had doing the actual designed missions.
And that's where the concept for Grand Theft Auto came from.
8 – Lara Croft's Huge Triangular Boobs • Lara Croft is gaming's first major sex
symbol in the West, due largely to her famous set of gigantic, polygonal boobs.
• But Tomb Raider's protagonist was never actually supposed to be THAT busty.
A programming error turned what was SUPPOSED to be a bust size increase of 50 percent…
into an increase of one HUNDRED and fifty percent.
• Of course, the change was unintended… but apparently none of the designers saw it
as enough of a problem to change it.
7 – Adventure's Easter Egg • The game widely credited with containing
the first Easter Egg is Adventure for the Atari 2600.
• But it wasn't there because Atari wanted it to be.
The game's sole creator and programmer hid the words "Created by Warren Robinett"
on the floor of one of the rooms, because he knew Atari wouldn't credit him for his
work.
• Atari coined the term "Easter Egg" for the discovery, and said it was just a
hidden reward.
But that was basically just damage control.
6 – Donkey Kong as a Pet • Because of the whole King Kong thing,
it's easy to look at Donkey Kong and see the titular character as the bad guy.
• He appears to have kidnapped some poor girl, and the player has to climb up to save
her.
• But the story of the game, originally, is that Donkey Kong is Mario's – or "Jumpman's"
– pet, and he is misbehaving because Jumpman isn't taking good enough care of him.
• That sort of explains the whole basis of Donkey Kong Jr.
5 – Monkey Island and Pirates of the Caribbean • In the year 2000, a project for a movie
based on the Monkey Island games was quietly cancelled.
• The legendary Lucasarts adventure game had a screenplay already in the works, being
written by Ted Elliot.
Noted Monkey Island fan Steven Spielberg was even going to direct.
• But the project was cancelled, and a few years later, Ted Elliot was tapped to write
a new movie: Pirates of the Caribbean: The Curse of the Black Pearl.
• So what do the movies and games have in common?
Well, just a bumbling protagonist full of one-liners, a politically important love interest,
and a ghost pirate antagonist with skeleton crew members.
• Coincidence?
4 – Majora's Mask and asset re-use • It's not exactly coincidental that the
two Zelda games on the Nintendo 64 – Majora's Mask and Ocarina of Time – look pretty much
identical.
• Majora's Mask re-uses most of the assets from Ocarina of Time, making it the only Zelda
game to lift most of its art from a previous game.
• The reason for that was that Ocarina of Time was supposed to have a follow-up expansion
code-named "Ura Zelda".
• But Eiji Aonuma and the rest of the development team protested the development of a simple
expansion.
In exchange for not making Ura Zelda, they were challenged to make a full-blown sequel
within one year.
• The result was Majora's Mask… made in a short time by cutting corners and using
the same engine and assets in a completely remixed way.
3 – Crazy Otto and Ms. Pac-Man • Crazy Otto is one of the most successful
early examples of a game mod.
• A couple of programmers cracked open a game of Pac-Man, made some modifications to
the code and the hardware, and made their own game, Crazy Otto… which was still pretty
much just a modded version of Pac-Man, except that Pac-Man had legs.
• Midway found out about Crazy Otto, but realized the game was actually really good.
So they paid the programmers for the rights to the game, gave Pac-Man a bow, and called
the new game "Ms. Pac-Man."
2 – Pong the copycat • Pong is popularly known as the "first"
video game, but it's not even close.
In fact, Atari founder Nolan Bushnell didn't even come up with the idea himself.
• He released his prototype of Pong shortly after attending a Magnavox presentation of
"table tennis," one of the flagship games on the Magnavox Odyssey.
• Magnavox sued Atari over the infringement and WON.
So Atari ended up having to pay Magnavox a licensing fee for Pong.
1 – Mario's character design • Mario is one of the most recognizable
fictional characters in the world today.
The hat, the moustache, the suspenders… they're all iconic.
• And all of those things were added just to make Mario's original character model
work with the game.
• The cap was added to reduce the number of pixels needed for his hair, and to prevent
designers from having to animate it.
• The moustache and big nose are only there to give his face some definition – it would
simply be a shapeless blob of pink without them, and his model wasn't big enough to
add a mouth.
• And his signature suspenders were designed to help his arms stand out against the rest
of his body.
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