Some games arrive with long planning cycles and detailed roadmaps. Others fall into place in stranger ways. A few start as accidents. A handful begin in places far from the usual world of gaming. These stories give games personality long before players hit a button. They show how creativity sometimes hides in odd corners and how small decisions can grow into major moments in gaming history. Happy accidents!
Plinko
Plinko might feel like a modern arcade idea or even something built for online gambling. But it actually began on television. The game first appeared on a daytime show where contestants dropped a small puck down a tall board filled with pegs. The puck bounced left and then right. It then plunged down again before landing in a prize slot at the bottom. The path was impossible to predict. A bit like a random lotto – it gave Plinko its charm and basic gameplay.
That simple motion of one disk hitting dozens of pegs created a mix of interest and fun. It looked easy, yet it held enough chaos to keep people talking. Plinko later moved far beyond the show. Many digital and casino-style versions now use the same concept. The Plinko game caught on fast – that bouncy path remains the main attraction. It’s a reminder that a light entertainment segment on a daytime show can spark a full genre of games.
Street Fighter II
Street Fighter II changed gaming forever. What many fans don’t realize is that its most famous feature started as a bug. Developers noticed that certain moves could be chained together if the timing was perfect. The team expected players to overlook this quirk – but testers spotted it and enjoyed it. Instead of removing it, the designers kept it as part of the game.
The combo system then became the soul of the series. It shaped how later games were built. It inspired every modern fighting game. What started as a glitch turned into a foundation for an entire style of play.
Final Fantasy
The original Final Fantasy almost never happened. Creator Hironobu Sakaguchi was close to leaving the industry and saw the game as his last shot. That idea helped shape its name. The project had a small development team but the result reached hundreds of thousands of players. It sparked one of gaming’s largest franchises and changed the direction of role-playing games. A final try became a first step toward something huge.
Metroid
Metroid worked as a dark science-fiction adventure – one of its most famous twists came from a casual question during development. Someone on the team wondered if the hero inside the suit could be a woman. The idea fit the game’s tone and its inspiration from the film Alien. The team ran with it and created one of gaming’s earliest female heroes. A single suggestion reshaped an entire story and gave the game a place in gaming history.
Punch-Out
Punch-Out!! already existed as an arcade idea, but the console version needed something extra. When Nintendo’s Minoru Arakawa watched a young Mike Tyson fight, he sensed star power. He approached Tyson early on and secured the rights to use his likeness. The fee was small by later standards. It helped create one of the most iconic matchups in retro gaming. Even Little Mac’s height came from a design challenge. Developers needed him short so players could see opponents clearly.
Mortal Kombat
Mortal Kombat could have been a movie tie-in. The team first planned a martial-arts game starring Jean-Claude Van Damme. The deal fell through, but they kept building the game anyway. The canceled idea still shaped the final product. Johnny Cage became a clear nod to Van Damme with his flashy kicks and action-star attitude. The game grew into a massive franchise and pushed fighting games into darker and bolder territory.
Tomb Raider
Tomb Raider started with a lead who looked a bit too close to a certain movie archaeologist. To avoid trouble, the studio asked for a redesign. One of the female side characters became the new lead. Her design changed again when the studio wanted a more British character. Lara Croft emerged from those adjustments. She became a defining figure in gaming (and far beyond, including movies) and proved that design pivots can lead to stronger ideas.
Resident Evil
Resident Evil began as a remake of Sweet Home. The team soon developed new ideas for atmosphere and structure. They changed the game from a first-person experience to a third-person adventure and drew from horror films like The Shining. They crafted a style that fueled a whole genre. Survival horror owes much to those early creative changes.
Games grow from strange beginnings. Some come from mistakes. Others come from chance ideas or last-minute choices…Even the most iconic of games can start from a weird and quirky hospital.

