When she isn't taunting us from the afterlife, Aerith Gainsborough enjoys a reputation as one of the best known characters in the Final Fantasy series. Now I don't know about you, but I've always assumed that Aerith's design was an intentional effort to create a character who was the total opposite of the sassy, mini skirt rocking Tifa, Aerith's main rival for Cloud's affection.
But according to the development team behind the game, Aerith's dress was actually a sneaky way of lowering the polygon count on screen, since burying Aerith in fabric meant that they no longer needed to bother animating her a pair of legs or something. Which might explain why she didn't try to get away when a long-haired nut-job descended from above wielding a sword.
Source: NovaCrystallis & AndriaSang
via Tomb Raider Classic
Though many people like to suggest that Lara Croft's most recognisable trait is her huge, bulbous, ridiculously large... personality (whew, close one), I prefer to think that it's the way she moves that has defined her as a character. There was just something different and fresh about the slow, deliberate way she flung herself across the environment while shooting tigers in the dome that set her apart from other characters.
Well the reason for that is Toby Gard, who, while developing the character made the intentional decision to focus on making her movements as realistic as possible. Limitations in the game engine though meant that Lara's movements could either be fast, or fluid but not both, Gard opted for the latter, which has universally gone down amongst gamers as a good move.
Source: The Guardian
Unless you're one of the weirdos who thinks Sonya Blade is a total beast, it's almost guaranteed that your favourite Mortal Kombat character began life as a palette swap of another fighter. Hell, even the game's two flagship characters, Scorpion and Sub-Zero, were literally played by the same guy in the original game.
Though I'd like to chalk up the amount of ninjas present in the series to "ninjas are boss" the real reason the MK roster is filled with primary colored ninjas and robots is because they took up less space than an original character. For example, removing Sonya and Kano from MK II actually freed up enough space to add Reptile, Jade, Mileena and Smoke. Giving the game a bigger roster and more importantly, more fatalities. Having more options for brutal ways to disembowel your opponents is always a plus, especially when it rustles the jimmies of parents worldwide.
Mew and the innumerable futile attempts players embarked upon to somehow catch it after learning of its existence are probably the cause of more childhood distress and heartache than parental divorce and puberty combined. Today, Mew is one of the most recognisable legendary Pokemon in the entire series.
Weirdly, Mew would have never had this legacy at all if Shigeki Morimoto hadn't have noticed that there was space for exactly one more Pokemon on the original Pokemon Red and Blue cartridges after he deleted the debug features from them.
According to the man himself, he noticed that deleting the debug features left around 300 bytes of space on the cartridges. Spying a chance to be an unthinkable to dick to millions of future children, Morimoto opted to fill this space with Mew but then failed to include any method of actually catching the Pokemon (without taking advantage of glitches, that is). So there you have it folks, the reason we all spent countless hours trying to fruitlessly use strength on a truck was because there was room in the game to include Mew, but not a place to catch it.