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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
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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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Unused story mode rankings exist in the game's data for ranks D, E and F. In the final game, the lowest anyone can get in Story Mode is C.
Bioshock
The 2K Blog released a series called "Beyond the Sea", which in a 27th of July post explained that another Big Daddy was considered for the game. Dubbed the "Slug Bug", this Big Daddy had a amorphous slug-like parasite on its shoulders. Ultimately this design was scrapped and didn't go beyond the concept art stage.
Contributed by Innocence
Freedom Planet
The Tankbot enemies found in Thermal Base were actually based off an early design concept for Syntax.
Contributed by SkyminHAZBOZ
In 2000, Wes Craven (known for Nightmare on Elm Street) was originally tied on to direct a film based off of the game. However, he wasn't fully attached to the project. The project was then given to Jon and Erich Hoeber. After multiple changes in production companies trying to make the film (Dimension Films being the first, 20th century Fox being the second, and Universal being the third and last) the film was later put on hold in 2008.

In 2013, after getting the funding for Alice: Otherlands, American Mcgee stated that the film could possibly be kickstarted. Although, it was later revealed in 2015 that the development of the film had gone on hiatus.
Contributed by CLXcool
Street Fighter II
Super Street Fighter 2 HD Remix started out as a remake of Street Fighter Alpha 3. Lead designer David Sirlin felt that Alpha 3's large roster would make the development process more difficult. He also believed that the game's lack of approval by the hardcore community would harm the game's sales, so he pushed Capcom so that they could work on SF2 instead.

David Sirlin also confirmed that the development team scrapped 2,500 animation frames in development because they weren't satisfied with how they turned out.
Contributed by ZpaceJ0ck0
Sonic & Sega All-Stars Racing
During early development the developers experimented with having each character have a different way of racing, with Sonic running, Dr. Eggman in the Eggpod, and Gilius Thunderhead from Golden Axe riding on top of a Chicken Leg. This idea was abandoned when they found that the gameplay just wasn't enjoyable, mostly due to the racers being different sizes, as well as problems getting characters on foot to drift the same as characters in cars.
Contributed by gamemaster1991
Overwatch
Reinhardt was originally intended to be from Numbani instead of Germany, with early designs showing him with African-styled armor based on a wildebeest. Additionally, it was originally devised to have a little girl piloting Reinhardt's suit of armor. While these ideas weren't used in the final game, they did later influence the creation of Orisa.
Contributed by Kitsune Hawk
Street Fighter II
The team originally wanted to introduce special KO animations depending on how the player finished off their opponent. The only remnants of this feature are a special KO if the player's character is defeated while guarding against a hadouken.
Contributed by ZpaceJ0ck0
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