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Console: SNES
The character which would eventually become Captain Falcon for the game F-Zero was originally conceived as a potential mascot for the SNES. F-Zero's designer, Takaya Imamura, revealed in an interview that "So I started thinking about a character who would match the colors of the Super Famicom controller, with some red and blue and yellow."
Contributed by KnowledgeBase
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Concept art shows that Yuri Sakazaki originally had a trio of friends designed in order to help flesh out her character, which consisted of a part-time model, a student, and a 10 year old girl who views Yuri as a big sister of sorts. None of them appear in the game, with the idea being dropped during development.
Contributed by ZpaceJ0ck0
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Early concept art shows that Ryo Sakazaki's stage "National Park" more closely resembled an actual national park, while the final version resembles a farm instead.
Contributed by ZpaceJ0ck0
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Early concept art shows that Eiji Kisaragi's stage had a Japanese motif, whereas in the final version his stage is located in an airport.
Contributed by ZpaceJ0ck0
During the development of Art of Fighting 2, the early concept behind Eiji Kisaragi was that of a "Short, Mexican Wrestler type character". Additionally, concept art shows that he originally wore a type of mask used by Samurai warriors to hide both their identities and their emotional state as well as to scare the enemy.
Contributed by ZpaceJ0ck0
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Ryuhaku Todoh was considered early on as a playable character, but he was scrapped due to unknow reasons.
Contributed by ZpaceJ0ck0
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Concept art for Temujin shows early character designs as a Karnov-style character, as well as a cowboy.
Contributed by ZpaceJ0ck0
Street Fighter II
Blanka could originally return to the ground right after hitting an opponent with his Rolling Attack, allowing the player to follow it up with other moves in a combo. This was ultimately changed for the final release.
Contributed by ZpaceJ0ck0
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
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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
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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 EX2
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During development Hayate's "Heat Haze Vortex Climax" was simply called 'UFO', before it was finally given a proper name.
Contributed by ZpaceJ0ck0
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
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
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