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Franchise: Street Fighter
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According to Street Fighter V director Takayuki Nakayama, Ed's name was the result of a mix up from the development staff at the time.

"Oh and I just remembered, the origin of Ed's name," wrote Nakayama. "Our designer had him jotted down in his notes as 'The boy from the ED (ending)', and that got mistaken by someone who read the note as ED being his name. We started thinking 'Hey, that's kinda cool' and decided to use it as his name."

The ending in question is Balrog's ending in Street Fighter IV.
Gex: Enter the Gecko
1
Attachment In 2020, a widely undocumented Easter egg near the start of "The Umpire Strikes Out" level in the Rocket Channel was uploaded to YouTube. From the level's checkpoint, there is a platforming section consisting of floating metallic walkways. If the player karate kicks from the second walkway into the abyss, you should land on a mostly invisible platform, only marked with vague star textures and small red lights. Going south of the platform will lead the player back to the start of the level. If the player goes north, mindful that you jump over a hole in the platform on the way there, a small area can be found that contains an oxygen tank, some crates, two Green Fly TVs, and a floating metallic cube with an image of a newborn's face on two sides. The cube will spin in place slowly unless the player destroys it with Gex's attacks. The cube even has some collision that allows the player to jump on top of it. It's unknown who this infant is, but it is presumably a production baby raised by one of the game's developers.
Transformers: War for Cybertron
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There is an unused Splitscreen mode in the game's data that seems to imply that the Story Mode was going to support Local Co-op instead of just the Online Co-op it supports in the final release.
Devil May Cry 3: Dante's Awakening
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According to the game's character designer, Hiroyuki Nara, the model for Dante was repurposed data for Trish from Devil May Cry 2.

"The characters' speed in the backup data was completely different from how it was in the retail release. The final motions had also been programmed in separately by the software guys, so in order to replicate them, I had to place a television running the original game next to my work monitor and eyeball it. (laughs) So the Dante in "DMC 3" was actually made using Trish's data from "DMC 2". (laughs) We had all sorts of problems with that damn backup data from "DMC 1"... "
Devil May Cry 3: Dante's Awakening
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There were originally going to be 100 Legion demons that fought during the Arkham boss fight, but due to hardware limitations, the modelers could only make about 20.
Devil May Cry 3: Dante's Awakening
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According to character designer, Daigo Ikeno, Lady's school girl outfit was inspired by 'the black-haired Julia Volkova' of the duo t.A.T.u.

"The inspiration for Lady's image is the black-haired Julia Volkova of the Russian girl group t.A.T.u. (laughs) This is a woman who sets off to kill demons all by herself, so we equipped her with weaponry that can get the job done. She had to look like a capable fighter, but... Japanese players just love school uniforms. (laughs) All the time, the members of t.A.T.u were known for their uniform-style fashion, so we designed Lady's outfit to look like a uniform too. The thing around her waist looks like a skirt at first glance, but it's actually made up of customized weaponry pouches. The hard pouches are wrapped around her waist and filled with gun magazines, but then they're decorated with a plaid pattern reminiscent of school uniforms. It's hard to say whether she custom-ordered them or made them herself. (laughs) Then there's her white button-up shirt, which feels very fresh and clean. I came up with a number of other battle-oriented designs, but in the end, the uniform look was very important. Itsuno had a big say in it, too. I may have chosen a look more suitable to fighting if it had been up to me. (laughs)"
Devil May Cry 3: Dante's Awakening
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Having Dante expose more skin was partly inspired by the fashion style and live performances of Johnnys, originally the name of a Japanese boy band that was active in the 1960s, now an umbrella term for Japanese boy bands that specialize in exuberant stage performances.

"The "nothing but a jacket" look is perfect for young, cool stage performers, no? So we were always going to have him "naked" under the jacket. We never wavered on that design element. For a while there was also a design that had the jacket closed in front, but we realized that would be a waste of Dante's incredible, chiseled abs. The red coat contrasts nicely with his sharp, lively body."
Devil May Cry 2
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The hidden costumes in Devil May Cry 2 were produced as part of a collaboration with the Italian retail clothing company Diesel.

"That was because Tanaka-san, the produce, used to work for them. It was a collaboration that made good use of his last job. People on both sides talked at the time and felt that "DMC 2" and Diesel's visual styles would work well together and could be quite appealing to the casual audience. We were asked to design a belt for the collaboration, and I had the privilege of making the buckle. Seeing Dante and Lucia wearing Diesel fashion on-screen was very cool. There's something neat about watching them run through the game's story while wearing those clothes. It reminds me of "RE" in a way. (laughs)"
Devil May Cry 2
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Arius's facial features were inspired by the villain of the 1965 film For a Few Dollars More played by actor Lee Van Cleef.

"Arius' aquiline nose is an homage to that of Lee Van Cleef, who plays the villainous sheriff in the film "For a Few Dollars More". I think that feature is actually emphasized even more in the game than in his early artwork. I love making villains with strongly-defined facial features. He looks quite convalescent in the game, with his eerily pale skin. I gave him a pure white outfit and sort of a noble look to imply that he's compensating for a deep, dark evil that he harbors within. His color palette is also meant to contrast with Dante's."
Transformers: The Game
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Attachment There was a scrapped level in the Xbox 360, PS3, PS2, and Wii versions of the game that would have taken place right outside and in front of the Hoover Dam for both Autobot and Decepticon campaigns. The Autobots Bumblebee and Optimus would have had to defend the humans escaping the compromised Dam. Then Optimus would have a battle with Megatron atop the Dam in an attempt to knock the Decepticon leader off, and all of this would culminate in a battle with Bonecrusher. Meanwhile in the Decepticon story, Blackout is tasked with destroying the Dam and then Bumblebee. Following that, Megatron awakens and the player plays as him as he decimates the landmark. These scrapped levels are somewhat playable in the Wii and PS3 releases via hacks but some of the mission chapters are incomplete and thus the levels themselves are unbeatable.
Devil May Cry
1
When the development of the game shifted from being Resident Evil 4 many of the enemies had to be altered.

"As far as design goes, Beelzebub was completely unchanged. However, its polygon count was much lower than when the game was "RE 4". The same goes for Blade, minus the armor. It was original, a Hunter for "RE'. You know how Phantom has flames running through its body? In "RE 4", that was going to be blood instead. Also, if you just make Griffon a bit more ragged-looking, that's basically his "RE 4" design. As soon as we switched to "DMC", we were told to patch up our monsters. Give them some first aid, if you will. They were original, zombie-like creatures, so we had to extract that zombie virus and make them healthy again. (laughs)"
Devil May Cry
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According to Yuichiro Hiraki, the movements for the Stinger attack and Dante's use of Ifrit were inspired by the 1986 film, Cobra.
Devil May Cry
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According to Yuichiro Hiraki, the aerial combat and juggling combos were inspired by launching attacks performed in Virtua Fighter and Tekken.

"I specialize in fighting games, and I've always personally been a fan of "Virtua Fighter" [hereinafter referred to as "VF"). But the "VF" game that came out around that time just didn't sell well at all. I guess people weren't impressed? But I thought the fighting moves were amazing! I was really into it. The only problem is that I had no one to play against, because the only way to play was with two people using an Astro City cabinet. (laughs)

In "VF", ordinary moves couldn't be canceled into special moves. so juggling launchers were the best option for combos. So when it comes to combos in polygon-based games. I think the best way to do it is with those same launchers. I brought that line of thinking to "DMC"."
Devil May Cry
1
According to the game's motion artists, Tomoya Ohtsubo and Yuichiro Hiraki, the game was not going to feature the ability to jump early in development. Hideki Kamiya himself was against having the ability to jump and had to be convinced of its addition.

"We eventually wore him down with the argument that a 3D game with so much action simply had to include the ability to jump. He relented in the end, albeit bitterly. Maybe he was thinking about how much extra work it would add?

But once it was decided. Kamiya-san's mood picked up. After jumping was implemented, he didn't hold back. exclaiming. "How about a double jump?" The stage designers weren't so pleased. We didn't build these stages to be viewed from such a high perspective'. they said. (laughs) But they did their best to adjust everything, only to be blindsided again by the introduction of the flying Devil Trigger mode. (laughs) We were on the sidelines of all this, but I felt bad for the stage designers, who went from stages designed for no jumping. to jumping, to double-jumping, and finally Devil Trigger mode flying."
Devil May Cry
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According to the motion artist, Yuichiro Hiraki, the shotgun "Coyote" was a leftover asset from Resident Evil 4's development. The idea of Dante wielding the shotgun one-handed was inspired by the use of shotguns in the Mad Max franchise.

"The shotgun was planned for "RE 4", so we already had its basic motions in place to some extent. But what can you do with a shotgun besides hold and fire it normally, with two hands? That's not stylish at all. But what if it's fired one-handed? That's how they did it in "Mad Max", after all. Given that the shotgun was a leftover asset from ''RE". I decided to do something even more unconventional with it; Dante would reload it with one hand. That touch really helped me break away from the shadow of "RE."
Dead or Alive ++
subdirectory_arrow_right Dead or Alive (Game)
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In the original version of the game, Kasumi was originally going to have a fighting style based on rapidly spinning. However, the hardware for the Model 2 engine could not handle the speed required for the technique. So the concept was scrapped. The idea was reintroduced when retooling the game for the PlayStation. Since the console was able to support a fast rotating character, a new character was added to the roster with the original idea for the fighting style. This character ultimately became Ayane, in the final game.
Dead or Alive
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According to Itagaki, Gen Fu was likely inspired by the Xinyi Liuhe practitioners from the 1988 manga series, Kenji.
Dead or Alive Xtreme Beach Volleyball
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Lisa was originally going to be named Monica. However, because of the allegations surrounding then-United States President Bill Clinton, the name "Monica" would draw too much negative attention. So the name was abandoned and eventually changed to Lisa.
Dead or Alive 3
1
According to the series creator, Tomonobu Itagaki, Omega was originally planned to have Genra split into four and attack the player with different spells. The plan was abandoned when the process didn't work.
Deltarune
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Within the data for Chapter 1 is an unused attack for Spoiler:Jevil that consists of multiple spades converging into the center of the Bullet Board in a cross pattern. This attack would eventually be repurposed for the rematch against Berdly in Cyber City during Chapter 2, albeit with tornados in place of spades.
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