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Street Fighter II
The team originally wanted to give the AI the ability to change it's tactis depending on who it was fighting against, such as the computer knowing how close to stand to each individual opponent, etc. This feature was removed due to time contraits.
Contributed by ZpaceJ0ck0
Street Fighter II
The characters were originally going to recieve more damage when dizzied. This feature was removed due to time contraits.
Contributed by ZpaceJ0ck0
Street Fighter II
The team originally wanted to give "weak points" to the characters. When the characters where hit in said weak points, they recieved more damage. This feature was removed due to time contrainsts.
Contributed by ZpaceJ0ck0
Street Fighter II
The team originally wanted to include stage hazards into the game such as projecticles blown by the wind that the player had to dodge, but the idea was scrapped early on.
Contributed by ZpaceJ0ck0
Street Fighter II
Attachment
During early development the team had the idea of the game's story being centered around an abandoned island that had been purchased to host a tournament featuring fighters of all different styles. This early draft of the story is reminescent of the 1973 film Enter the Dragon.
Contributed by ZpaceJ0ck0
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Early sketches suggest that Vega was going to resemble a medieval knight wearing a full suit of armor. He was also simply named "Spanish Ninja" by the developers until he was finally given a name.
Contributed by ZpaceJ0ck0
Street Fighter II
During the early development of Street Fighter II, many characters had placeholder names until they were given proper ones:
•Zangief was referred to as “Vodka Gorbavsky".
•Chun-Li was named "Chinese Girl"
•Blanka was called "beast"
•M.Bison (Dictador) was named Washizaki (鷲崎 "Eagle Cape"), likely a reference to the villian of the same name from the manga series Riki-Oh.
Contributed by ZpaceJ0ck0
Attachment
During the development of Street Fighter II, an early design for Dhalsim bore a striking resemblance to Ganesha, a Hindu god with four arms and the head of an elephant. His name around that time was Naradatta’, which may refer to a character in Osamu Tezuka’s manga Buddha.
Contributed by ZpaceJ0ck0
Ace was originally going to be featured in his own side-scrolling mode. However the team faced problems during development, including certain moves that the player could "slip through" with good timing, such as Darun’s Indra Bahsi and Doctrine’s wire.
Contributed by ZpaceJ0ck0
Street Fighter EX
The cycloid were created with the intention to give a "strange vibe" to the players. Cycloid – β, in particular, was designed in order to see if the development team could introduce elements such as mirror surface processing, refraction of light through transparent objects, and representation of flames, all of which were very popular elements in programming around the time of the game's release.
Contributed by ZpaceJ0ck0
Street Fighter EX2
Attachment
During development Hayate's "Heat Haze Vortex Climax" was simply called 'UFO', before it was finally given a proper name.
Contributed by ZpaceJ0ck0
Freedom Planet
The reason all 3 phases of the final battle with Brevon were given health bars (the first two subtly indicated by the two pillars in the background) was due to it being hard to gauge how close it was to defeating them, as well as their difficulty.
Contributed by SkyminHAZBOZ
Capcom Fighting Evolution
Demitri's Midnight Bliss attack turns Ryu into a young girl with a siver jar. This girl is the same one that appeared in Street Fighter II: The Animated Movie.
Contributed by ZpaceJ0ck0
Doom
The first level in Doom was actually created last. This is because John Romero wanted experience in level designing so he could make the first level his best.
Contributed by TheGrayGamer
Nioh's story is based on James Clavell's 1975 novel Shōgun, which focuses on a fictional English samurai who examines the rise of a new Shogunate, based on the real-life William Adams.

The Dark Souls series was a major inspiration for the gameplay, as well as the team's older works, such as Ninja Gaiden and Onimusha. The loot system was also said to be inspired by Diablo.
Contributed by DrakeVagabond
The development of the game began in 2004 internally by Koei, four years before the merger with Tecmo in 2008. After it was scrapped, production was rebooted and transferred to Omega Force, and shifted the genre to something similar to Dynasty Warriors. This version was also scrapped.

Team Ninja was brought on to help develop the action gameplay in 2010, while earlier staff from the original Koei team handled the scenario, having a finalized concept in 2012. The final version was released in 2017, placing the project in development for between twelve and thirteen years.
Contributed by DrakeVagabond
The game was originally based on the unfinished Akira Kurosawa film, Oni. Though the idea was dropped in favor of an original story, the artistic elements and battle movements were inspired by other Kurosawa films such as Yojimbo and Seven Samurai.
Contributed by DrakeVagabond
Street Fighter II
The team originally wanted to give Dhalsim the ability to use the attacks 'Yoga Mummy' and 'Drill Kick' in reverse so that players could retreat. This feature was removed because the computer AI didn’t know how to handle it.
Contributed by ZpaceJ0ck0
Street Fighter EX
The team originally thought about giving Darun Mister the abilty to grow his moustache more and more with each victory, but the idea was never used.
Contributed by ZpaceJ0ck0
Attachment
The background of Green Hill Zone Act 2 was inspired by an early prototype version of Green Hill Zone from Sonic the Hedgehog.
Contributed by SkyminHAZBOZ
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