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Super Smash Bros. Ultimate
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When the Hollow Bastion stage turns into the Dive to the Heart segment, the different Stations of Awakening in the background that reference key Kingdom Hearts characters appear to be censored of any reference to Disney characters such as Mickey Mouse, Donald Duck, and Goofy. However, these censored Stations are actually close replicas of the designs used on coasters that Square Enix produced in celebration of Kingdom Hearts' 15th anniversary, which also omitted the Disney characters.
Contributed by PirateGoofy
Street Fighter V
Pre-release footage of the game's story mode shows Spoiler:the death of the scientist in graphic detail, with the victim being melted. In the final release of the game Spoiler:the screen fades to black during the character's death.
Contributed by ZpaceJ0ck0
According to series co-creator Ed Boon, Buffy the Vampire Slayer has been considered many times as a potential guest character in Mortal Kombat. She has yet to make the cut to this day.
Contributed by ZpaceJ0ck0
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Charlotte's design is based on the character Oscar Francois de Jarjayes from the 1972 manga series The Rose of Versailles.
Contributed by DrakeVagabond
The King of Fighters '94
According to level designer Mitsuo Kodama, the design of the Italy stage is inspired by the portrayal of Italy in the 1992 Hayao Miyazaki movie Porco Rosso.
Contributed by DrakeVagabond
In the 2/01 issue of Arcadia magazine interview with game's character designer Kei Toume, she said that the sisters Romi & Limi were originally designed to be twins with oni (devil) horns in the story. The pair went through many design changes as Toume's team really wanted "some kind of memorable character accent with their hair".

The android Cherry, however, hardly changed from how they first imagined her, with Toume stating she probably went through the least amount of changes out of the game's cast of characters.
Contributed by ProtoSnake
The King of Fighters '94
The design of the Japan stage is heavily inspired by the look of Neo Tokyo from the 1988 film Akira.
Contributed by DrakeVagabond
During the opening sequence where the player creates a "vessel," attempting to name their creation "Gaster" will instantly reset the game back to the title screen. Attempting to name yourself "Gaster," meanwhile, will cause the game to forcibly quit. This resembles an earlier Easter egg found in Undertale, where attempting to name the Fallen Child "Gaster" will similarly trigger a reset.
Contributed by game4brains
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If the player backtracks through the Starwalker's room in the Forest after ringing the bell to scare them off, they can encounter an NPC called "The Original Starwalker." Speaking to this character causes them to reappear in the castle basement's animal cage room.

Importing a Chapter 1 save file to Chapter 2 after discovering the Original Starwalker results in the latter entering Kris' key items alongside Lancer and Rouxls Kaard, briefly exiting to accompany them at the carnival and appearing as part of the Thrash Machine's transformation scene.
Contributed by game4brains
DuckTales: Remastered
Upon completing the game on Extreme Difficulty, the text that would normally say "Thanks for Playing" is replaced with one that says "Dream and Friends", referencing what was said by Scrooge to his nephews in the ending of the prototype version of the original NES game.
Contributed by CuriousUserX90
In a cutscene, before you play as Chris Redfield, he's seen smoking a cigarette inside his car. This is a reference to Resident Evil (1996), where Chris can be seen smoking a cigarette in both the live-action character introductions and Chris' bad ending in the uncensored version of the game.
Contributed by ProtoSnake
Rachel's Break Blow is based on her "Blades of the Ouroboros" spell from Ninja Gaiden Σ.
Contributed by DrakeVagabond
Momiji's Break Blow is based on her "Art of the Crimson Lotus" ninpo spell from Ninja Gaiden Σ2.
Contributed by DrakeVagabond
According to a 1997 Comptique Magazine (March edition) interview with the game's director/designer/writer Tomoyoshi Miyazaki, he was asked why he chose Ark to be the only playable character. He responded:

"That was something that was decided at the very beginning, to only have Ark. Well, there’s also Yomi who you control inside Pandora’s Box. Because the player is alone in the story, we figured there should only be one character the player controls. That also makes it easier for you to empathize with the protagonist. One advantage was that since limiting the characters increases the memory available, we were able to do more complex and detailed movements and animation for Ark that we couldn’t do in the previous two titles. The controls are a step-up in that regard, I think."
Contributed by ProtoSnake
Dynamite Headdy
According to a 1994 BEEP! Megadrive magazine interview with the game's producer/designer Koichi Kimura, he was asked if he was influenced by his love for Western animation for the game. He responded:

"Yeah. Actually western animation was one of the things that influenced me to get into the game industry in the first place. I really admire the sensibility of Looney Toons, where you never know what’s going to happen next. Watching them inspires me to hone my own skills. The difference between games and animation, though, is that in animation the artist directs how the scene moves and unfolds, whereas in games, that control is given over to the players. But I think that’s actually a strength for gaming and could lead to even more interesting scenes, which is something I want to explore more."
Contributed by ProtoSnake
The King of Fighters '95
During the game's early development, there were plans to include a "Samurai Shodown Team" made up of Haohmaru, Nakoruru, and Galford. The idea for the team was dropped due to concerns about the first Samurai Shodown's popularity:

"Samurai Shodown was just coming out. So, it was kind of like, are these characters going to be super popular or not? And when it comes to the King of Fighters series, really it’s about who are the all-stars of SNK, right? What popular characters are we going to put in there above everything else? What’s going to sell?

So at that time, we didn’t really know if these characters were going to help increase sales, because you had to wait an entire year or so to see what characters were popping up as everyone’s favorites."
Contributed by DrakeVagabond
Art of Fighting
Robert's design is based on actors Steven Seagal and Andy Garcia, and the character James Crockett from the Miami Vice series. The character artist, Shinkiro, expressed difficulties in designing Robert on the count of not knowing how rich people behaved.
Contributed by DrakeVagabond
Ayane's Break Blow is base on a ninpo attack she performed in a hidden cutscene from Dead or Alive 2.
Contributed by DrakeVagabond
Dynamite Headdy
According to a 1994 BEEP! Megadrive magazine interview with the game's producer/designer Koichi Kimura, he was asked why many of the backgrounds use theater stage motifs (The spotlight, the curtains, rigging systems…). He responded:

"It’s just my personal taste. There’s a director named Terry Gilliam, who creates these fantastic, magical worlds that take place in the real world. He’ll do things like add an artificial sun to a normal, everyday scene. While I was designing Dynamite Headdy, I thought that kind of world would be cool, so we made a few mock-ups in that style. After seeing it in-game, I thought it looked great, so we doubled down and tried to make that a visual theme for the whole game. At this point in the development it might look really lame if we only went half-way with that aesthetic. There’s a bunch of other cool things we still plan to add, too."
Contributed by ProtoSnake
Dynamite Headdy
According to a 1994 BEEP! Megadrive magazine interview with the game's producer/designer Koichi Kimura, he stated in regards to Headdy's character design and attacking with his head:

"I had been thinking I wanted the character to use some part of his body when he attacked, and throwing his head was something new, and would make an impact on players. I made him a puppet because puppets are easy to deform and manipulate, whereas a living creature that detached it’s head would be weird, I thought."
Contributed by ProtoSnake

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