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  • 7 weeks ago
When you don't measure the ingredients and it still tastes INCREDIBLE.
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00:00Now it's interesting how some of the most influential and popular aspects of gaming
00:04weren't actually meant for this world. For example, Fog was inserted into Silent Hill,
00:09not to build tension, but to hide processing limitations. Stealth was never meant to play
00:14a part of Metal Gear, and Space Invaders created the concept of a difficulty curve by mistake.
00:20Sometimes developers will actually just stumble upon cool mechanics whilst playing around with
00:24software, and then go on to create an entire game around it. Or in the 11th hour, developers might
00:29decide to revise central characters, plotlines, levels, or the genre itself.
00:34So let's take a look at them as I'm Jules, this is WhatCulture.com, and these are 10 video games
00:38that were created by accident.
00:4010. Super Smash Bros.
00:42Now considering that Super Smash Bros. could have been nothing more than a gimmick, it's bizarre how
00:46it became the best-selling fighting series ever. Although Smash Bros. owes its success to its unique
00:51combat style and precise controls, it's the branding that turned it into a towering success.
00:56The fact that you could play as Pikachu, Sonic, Solid Snake, and so many more other iconic
01:01characters helped cement this legacy. I mean, could you imagine how Smash would have turned
01:05out if it had zero recognisable characters? But weirdly enough, that was the original idea,
01:10because back in 1998, Masahiro Sakurai was actually working on a four-player co-op fighting
01:15game, which roughly translated from Japanese into English to Dragon King the Fighting Game.
01:20When future Nintendo president, Satoru Iwata, took a look at Dragon King, he thought that it was
01:25too generic. So to make it leave a bigger impression, Iwata suggested replacing the
01:29combatants with Nintendo characters. Worried that Nintendo overall wouldn't be on board with this
01:34idea, Sakurai took Iwata's advice behind the company's back. So when he presented his project
01:39to the higher-ups, they were actually surprised to see their mascots beating the utter crap out of
01:43each other. Fortunately, they loved the presentation, and gave Sakurai permission to incorporate Nintendo
01:49characters. And with that, Super Smash Bros. was born.
01:539. Fighting Force
01:54After Streets of Rage 3 was released, fans could have never anticipated that they would have to
01:59wait a quarter of a century for a sequel. Considering Streets of Rage was a cornerstone
02:03for beat-em-ups during the 90s, you'd think that Sega or some other development team would just get
02:07cracking with Streets of Rage 4 far sooner. But here's the thing, they technically did.
02:12Core Design pitched a new Streets of Rage installment directly to Sega CEO Bernie Stoller.
02:18Annoyingly, though, this proposal was dismissed, since the CEO had never heard of the series,
02:22despite being in charge of the company who released it. Instead of giving up, though,
02:26Core Design decided to craft their own beat-em-up called Fighting Force. Despite not having SOR's
02:31branding, there was a lot of hype for this title, since it was made by the same guys behind Tomb Raider.
02:36Unfortunately, this Streets of Rage clone was ripped apart for its repetitive gameplay,
02:40uncreative character designs, and the fact that it was clearly a Streets of Rage clone. In hindsight,
02:45it was actually a blessing that Fighting Force wasn't an official Streets of Rage follow-up,
02:49as it would have actually tarnished the franchise's reputation.
02:528. Banjo-Kazooie
02:54Banjo-Kazooie is a 3D platformer where the titular bear and bird must defeat an evil witch
02:59and rescue Banjo's sister. And when you hear that premise, you would never believe that it started
03:03off as a Snayers title called Dream Land of the Giants, and was centered around a boy,
03:08a dog, and a parrot battling pirates. Not only was the story chalk and cheese,
03:12the style and genres were completely different as well. Rather than being a platformer,
03:17Dream was envisioned as an isometric RPG. By using ACM technology, Dream would have had
03:22graphics akin to the Donkey Kong Country series, but to a slightly higher degree.
03:26When Rare got their first glimpse of Super Mario 64, they realized that 3D platformers were the
03:31future of gaming, and that compelled them to turn Dream into a similarly structured title for the
03:36N64. Believing a human character looked too generic in three dimensions,
03:39Rare changed Dream's protagonist into a rabbit. After a few days, they reworked the lead character
03:44again into the backpack-wearing bear Banjo. Although the developers wanted Banjo to be
03:49agile like Mario, they thought an acrobatic grizzly would look kind of weird. And so after
03:53some brainstorming, Rare decided to give Banjo a partner, a bird called Kazooie, who would pull
03:58off the more nimbler techniques. And when you look back at it, the only thing that Dream and Banjo-Kazooie
04:02had in common was, well, they were both games.
04:057. The Legend of Zelda Link's Awakening Since every Legend of Zelda spends years in
04:10development, you'd safely assume that each character, mechanic, and area is examined
04:14and reworked meticulously. As such, it doesn't seem actually that feasible for a Zelda game
04:19to come by chance. And yet, that's exactly what happened with Link's Awakening. Kazooie
04:24Morita, who worked on the first two Legend of Zelda installments, was hired as an object
04:28programmer on A Link to the Past. In his spare time, he would use a Game Boy development kit
04:32to tinker with another Zelda-like title. But because this was an unsanctioned project,
04:37he never thought that his little hobby would materialise into something major. As such,
04:41he inserted many non-Zelda traits into his game, including the Chain Chomp from Super Mario
04:45and Wart from Doki Doki Panic. But when Nintendo saw his work, they knew that it had potential,
04:50and so agreed to release it as an official Legend of Zelda title. This instalment, which
04:54became Link's Awakening, was a financial and critical success, winning two Golden Joystick Awards
04:59and spawning a 3D remake in 2019, which was also met with universal acclaim. Which is not bad,
05:05but something that started off as a pep project.
05:086. Star Fox Adventures
05:10During its inception, Star Fox Adventures had no connection with… well, Star Fox. Originally,
05:16it was a new IP called Dinosaur Planet, which was set to be released on the Nintendo 64.
05:21Lead developer of Rare, Kevin Bayless, explained how the game was meant to centre around a tiger
05:25called Timber, who had been transported to a prehistoric world. Over time, the developers
05:29repurposed Timber for Diddy Kong Racing, and had him replaced with two protagonists, Saber and Crystal.
05:35And according to head programmer Phil Tossel, you could actually swap at any time between the two
05:40by speaking to swap stone characters. Originally, Crystal also had a sidekick character called Kite,
05:45similar to Tricky in the final game, but was a pterodactyl that could fly, and the story was also
05:50quite different. After Dinosaur Planet was revised for the GameCube, Star Fox creator Shigeru Miyamoto
05:55looked at the beta to see how it was coming along. When he noticed the similarities between Saber
05:59and Star Fox, he convinced, or some would say forced Rare to turn Dinosaur Planet into a Star
06:05Fox installment, much to the developer's dismay. So, if you wonder why Star Fox Adventures feels
06:10like two games smushed together, it's because that's exactly what it is.
06:145. Zombie U
06:16Zombie U was a first-person survival horror title originally released for the Wii U. The game was
06:21similar to the House of the Dead series, but with more emphasis on elaborate means to dispose of
06:25the undead. Not only could you shoot the flesh-eaters to death with a good old-fashioned pistol,
06:29you could whack them with a crowbar, a crossbow, a shovel, or indeed a cricket bat. And throughout
06:34your playthrough, you're sure to see more zombies than you can shake a stick at. But there are two
06:38things you definitely won't see, and that is aliens and raving rabbits. As hard to believe as it is,
06:44that is how the project got the ball rolling. The original game, Killer Freaks from Outer Space,
06:48would have had the player fighting extraterrestrials resembling the buck-toothed bunnies.
06:53Although the rabbits were removed early in development, their small size was actually
06:56incorporated into the aliens. But while playtesting, the developers ran into two major problems.
07:01Firstly, blasting at tiny aliens just wasn't satisfying, and since the game was originally
07:05released on the Wii U, the player had to keep checking the gamepad and TV screen almost
07:10simultaneously, which was exhausting since the creatures moved so fast. The developers
07:14realized these issues could be resolved by making the enemies slower and larger, which
07:19resulted in transforming them from aliens into zombies.
07:224. Tekken
07:23Now, Virtue Fighter might have been the first 3D fighting game, but Tekken was responsible for
07:28rocking the genre to its core. Because of its tight and diverse combat mechanics, Tekken was the
07:33first game to give Street Fighter or Mortal Kombat a run for their money. But since it's on this list,
07:38you just know that Tekken was envisioned as something entirely different.
07:41But let's just get something straight first. When I say that a game was created by accident,
07:45I usually mean that it started one way but ended up being something else. But Tekken is kind of
07:49different, since it was never intended to be a game to begin with. Originally, Tekken's beta was
07:54created by Namco to test 3D character models and texture mapping. But after Namco hired Virtua
07:59Fighter's designer, they thought that they could turn the project into a fighting game called Rave
08:04Wars, rivaling the soon-to-be-released Virtua Fighter 2. To ensure the game stood out,
08:08over its competitor, the roster was filled with extremely distinctive combatants,
08:12including Jack the Android, King the Luchador Wrestler, and whatever the hell Yoshimitsu is.
08:17And weeks before its release, the title changed itself from Rave Wars to Tekken,
08:21and the rest was history.
08:233. Devil May Cry
08:25To delve into the origins of Devil May Cry, we first need to look at Resident Evil 4. Even though
08:30this game is regarded as a masterpiece, it is a miracle that it saw the light of day,
08:34because its development was so chaotic that four versions of the sequel were discarded.
08:38The first incarnation revolved around a superhuman called Tony, who was endowed with heightened
08:43agility, speed, and strength. And to show off Tony's skill set, producer Shinji Mikami thought that it
08:48would be better to remove the fixed camera angles and pre-rendered backgrounds, which were staples in
08:53the Survivor Horror series. But over time, the developers thought the gameplay had become so
08:57bombastic that it had little resemblance to Resident Evil. Yet, rather than scrapping it,
09:01the project was reworked into a demon-hunting hack-and-slash called Devil May Cry. But that's
09:07not all. When Capcom was playtesting Onimusha Warlords, they noticed a glitch that allowed the
09:11player to juggle their enemies in the air with their sword. The developers found this bug so
09:15entertaining that they made it a key component in Devil May Cry's fighting mechanics.
09:20It may have been heartbreaking when Capcom had to start from scratch with Resident Evil 4 again,
09:24but you know what? It was definitely worth it, since the decision indirectly led to the creation
09:28of one of the coolest franchises ever. 2. Bioshock
09:32Early on in Bioshock's development, the team devised three pivotal concepts – drones,
09:37protectors, and harvesters. This trio eventually evolved into the Little Sisters, Big Daddies,
09:42and the Sploices. Apart from those three elements, Bioshock was totally different to begin with.
09:47Instead of exploring the aquatic terrain of Rapture, the story took place on a monster-filled spaceship.
09:52Originally, the story followed a character called Carlos, who's tasked with finding and
09:56deprogramming a senator's daughter after she's been brainwashed by a cult. When Take-Two Interactive
10:01realised the setting and story wasn't working, though, they changed everything. This time,
10:05the developers envisioned Bioshock taking place in an abandoned Nazi lab, which had been unearthed
10:10in modern times. Although this plotline was abandoned, many factors were incorporated into
10:15the final product, including plasmids, EVE, automated security systems, stealth, expositional
10:20audio recordings, and a consistent relationship with a character through a radio. But director
10:24Ken Levine felt that Bioshock looked too cyberpunk, which he regarded as being cliched at this time.
10:29So he changed the setting once more, this time to an underwater city. After that,
10:34it only required some more adjustment to get the Bioshock we know and love today.
10:381. Diddy Kong Racing
10:40When a game goes through drastic changes in graphics or genre, you can usually see a sliver
10:44of what the prototype was going for. However, the original version of Diddy Kong Racing,
10:48well, it's got virtually nothing in common with its retail form. Although Rare's beloved title was a
10:53vibrant and cartoony racer, it was actually pitched as a real-time strategy title, centred around a
10:58time-travelling caveman. According to Rare developer Lee Musgrave, the initial pitch was in
11:03the style of Command & Conquer and not related to what we got. Over time, it evolved into a Disney
11:08World-inspired adventure called Wild Cartoon Kingdom. By 1997, the project was reshaped into a
11:14driving game called Adventure Racers. Shortly after that, it was changed again to Pro-Am 64,
11:19serving as a sequel to the NES racer RC Pro-Am. But when Banjo-Kazooie missed its December 1997
11:25deadline, Rare felt obligated to release a AAA title that Christmas. But since Pro-Am 64 wasn't a
11:31well-known brand, Rare knew that it wouldn't grab consumers unless it incorporated an iconic character.
11:37This inspired the team to not only implement Donkey Kong's sidekick Diddy Kong, but to make him the
11:42titular star. This decision altered the game's design to fit the more DK aesthetic and incorporate
11:46other staples from the franchise, including Bananas and Kremlings. And when you compare how it started
11:52to where it ended, and how many people cite Diddy Kong Racing as the real best kart racing game on the
11:57N64, the two properties couldn't have less in common. And there we go my friends, those were 10 video games
12:02created by accident. I hope that you enjoyed that, and please let me know what you thought about it down
12:06in the comments section below. As always, I've been Jules, you can go follow me over on Instagram
12:10at RetroJ, but the O is a zero, and I hope to see you over there my friends. But before I go,
12:16I just want to say one thing. In life, you, I, and every other human on this planet will make
12:19accidents from time to time. It is part of living, I'm afraid. But you know what my friend,
12:24don't beat yourself up for mistakes that you've made in the past. As I've said, we all make them,
12:28so learn to forgive yourself. Because if you can do that, then you can go on to live a healthy and
12:32happy life. And at the end of the day, that is all I want for you. And you just need to remember,
12:36above all else, even if you do mess up from time to time,
12:39you're a big ledge, and you deserve the best. As always, I've been Jules,
12:42you have been awesome, never forget that, and I'll speak to you soon. Bye.
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