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In a 2004 interview with D (a pseudonym for one of four members of DECO [Data East Corporation] interviewed), found within the Arcade Gamer vol.1 mook (magazine/book portmanteau), he was asked how development on Outlaws of the Lost Dynasty began. He responded:

"One day our boss came in and declared, “You know what would be a big hit in China? A game based on Suikoden!” And we were off. Most of the staff was a bit perplexed, “Huh? Suikoden… why not Sangokushi (Romance of the Three Kingdoms) instead?” In any event, the development schedule was very short so it was a tough one."
Contributed by ProtoSnake
Series: Lufia
In a 2016 interview with Lufia & the Fortress of Doom's director Masahide Miyata, he was asked where the Japanese name 'Estpolis Denki' (Japanese for Biography of Estpolis) comes from. He responded:

"Estopolis Denki was originally developed under the title “Esuteeru”, but someone had already taken out the copyright for that name, so we had to change it. We chose Estopolis since the root of the word resembled Esuteeru. Estopolis means “City of the East”, and we imagined this world having four continents, in the east, west, north, and south."
Contributed by ProtoSnake
Series: Lufia
In a 2016 interview with the director of the first game in the series Masahide Miyata, he was asked how development on Lufia & the Fortress of Doom began. He responded:

"Four or five of us got together and started talking about making our own RPG. We developed a prototype version of “Esuto” for the PC-98, and shopped it around to different companies for distribution. This was before the era of things like powerpoint presentations, so we lugged a PC-98 and CRT monitor around with us to give our pitch. Taito was one of those companies we presented to. Then once the development was officially underway, the idea came up that, since we were gonna do this after all, we might as well make it for the Super Famicom."
Contributed by ProtoSnake
Night Trap
Night Trap: 25th Anniversary Edition, an expanded 2017 re-release of the game for the PlayStation 4, Nintendo Switch and PC, uses the full uncompressed video footage recorded for the original game. Additional bonus content includes deleted scenes like an introduction scene for the game's story and a death scene featuring Danny (which was most likely cut due to Danny's young age), as well as a behind-the-scenes developer commentary, a "theater mode" to watch all of the game's story, a "survivor mode" that will randomly place Augers in the house, and a playable version of "Scene of the Crime", the first prototype of Night Trap created in 1986 to pitch an unreleased console called the Control-Vision to Hasbro.
Contributed by ProtoSnake
In a 2010 interview with the game's director Hiroyuki Maruyama, he stated that he originally wanted to release the game on the Xbox. Despite the console's poor sales around the time it was being made, he was very interested in the network capabilities of Xbox Live, so he tried to get in touch with Microsoft to release the game on that platform. Instead, Microsoft asked the developers to release the game on their next console, the Xbox 360.
Contributed by ProtoSnake
Final Fantasy VIII
According to a 1998 Famitsu magazine interview with the game's character designer Tetsuya Nomura, preliminary meetings to plan out Final Fantasy VIII with the game's team, including director Yoshinori Kitase, began immediately after the completion of Final Fantasy VII's development.

During one of the conversations, Kitase said that he wanted to use a character that Nomura drew 3 years ago, before Final Fantasy VII, which was the sorceress Edea Kramer.

He added that although the Final Fantasy series has the word "Fantasy" in its name, it had become routine for them to feature technological civilizations and machines, and he felt the fantasy aspect had steadily weakened its presence. Therefore, Edea was added to the game to genuinely counteract those growing technological aesthetics: "a full-on, high-fantasy sorceress".
Contributed by ProtoSnake
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In the 1991 World of Valkyrie storybook, there are 2 unused concept art characters that did not make it into the game. The Stone Giant was envisioned as a boss, with one of the 4 Mythical Faeries would have been imprisoned inside of him. The faerie is shown confined in a cursed tree cage by Kamooz.
Contributed by ProtoSnake
Fatal Fury 3: Road to the Final Victory
According to the SNK team in a 1995 Neo Geo Freak Magazine interview, Franco Bash's fighting style of kickboxing was implemented into the game after Joe Higashi, noted by fighting using kickboxing's "rival" style Muay Thai, had his storyline shift away from being one of the main focuses of the series, upon which the SNK team decided that there was enough room for another kick-centered fighting style.
Contributed by ProtoSnake
According to the SNK team in a 1995 Neo Geo Freak Magazine interview, Geese Howard's "Wicked Shadow Fist" move was going to be in Fatal Fury Special, but did not make the cut due to time constraints. However, Geese's move did return in Fatal Fury 3: Road to the Final Victory as it was on the SNK team's "must add" list from the very beginning of the development.
Contributed by ProtoSnake
The game's designer Richard Garriott stated that the metal ankh is based on from the 1976 film "Logan's Run".
Contributed by ProtoSnake
NiCO was originally intended to be Russian, and her Japanese voice actress Sumire Uesaka was originally chosen for her Russian language skills. However, after changing NiCO to be Finnish, Uesaka's language skills ended up not being put to use.
Contributed by DrakeVagabond
Sonic the Hedgehog 2
According to the July 1997 edition of SEGA Magazine in a developer interview, Yuji Naka stated that he added the ability to perform a Spin Dash while crouching and standing still, named the "Super Spin Dash", to make it easier for players in response to critiques of the first game where players had trouble performing the normal, running version of the Spin Dash:

"As for our new additions to Sonic 2, they began and grew out of our dissatisfactions from the first game. The idea for the super spin dash, for instance, came directly from one of those complaints—namely that beginners couldn’t do the loop-de-loops very well, and if they made a mistake they couldn’t get the momentum back to loop through it. That was annoying. So what if he could dash from a stopped position…? Then we had the image of him spinning in a ball to accelerate, and rendering it graphically helped the idea take further shape."
Contributed by ProtoSnake
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According to the game's artist Yoshitaka Amano from a 1987 Beep Magazine interview, Square told him to make an illustrated cover of a character (Onion Knight) wielding 2 blades. Originally, Amano wanted to draw a landscape-style drawing with no human characters, but he changed it since it was an illustration for a video game, and was later glad he did as he felt the game's final cover had more impact.
Contributed by ProtoSnake
Final Fantasy V
According to director/writer Hironobu Sakaguchi and writer Yoshinori Kitase, Final Fantasy V marked the first time they worked together on a game. Kitase then commented about their working relationship during the game's development:

"Mr. Sakaguchi and I worked on [the game's] events in a relay, so when we would go to work, the first thing we'd do is check the data the other had put up to check the continuity. We'd see each other's work and think 'I'll make something even better!' in a sort of competition."
Contributed by ProtoSnake
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In a 1996 Gamest interview, some of the featured concept art shows designs for 2 characters named "Marisu" and "Teresu" who were not included in the final game. The game's character designer Mimori Fujinomiya commented:

"These were characters looked too much like ripoffs of the koropokkuru, so I abandoned them. Their personalities were too similar to Macky and Pentell, anyway. I do like their Robo-Dog though."
Contributed by ProtoSnake
Shining Force
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In a 1992 Famicom Tsuushin interview with the game's producer/designer Hiroyuki Takahashi, he stated that Jogurt/Yogurt was originally just a sketch character made by game's character designer Yoshihiro Tamaki. Tamaki thought the idea would be great to have a completely out-of-place character in the game's battles.

In a 1992 developer team interview featured in the Shining Force Encyclopedia, Tamaki admitted the character was created partially as a joke and before any of the official concept art had been completed. He also stated that Jogurt's face is based on the game's director Kenji Orimo.
Contributed by ProtoSnake
English dub voice actor Karen Strassman, known for Kitana & Mileena from Mortal Kombat (2011) and Mortal Kombat X, did not return to voice her characters for Mortal Kombat 11, citing internal politics in the gaming industry that affected the game's casting.
Contributed by ProtoSnake
In a 1996 interview published in a Dungeons & Dragons mook (magazine & book portmanteau) covering Dungeons & Dragons: Shadow over Mystra and this game, the developers were asked why they choose Dungeons & Dragons as the setting. The game's designer Tomoshi Sadamoto responded:

"It was TSR, the copyright holder of D&D, who came to us first and talked about doing a game. However, an agreement could not be reached at that point and the project was on hold for awhile. Sometime later a compromise was reached, and we were able to start working on the first game, Tower of Doom."

He also admitted that from the beginning, the game was only intended for the arcade.
Contributed by ProtoSnake
Final Fantasy VI
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In a 1994 Hippon Super and Game-on magazines interview, the game's field graphics designer Tomoe Inazawa wanted the Serpent Trench's ocean floor less shallow-looking by making it darker and more impenetrable, realistic and alluring than how the ocean appeared in previous Final Fantasy games:

"Well, in reality, that’s how the ocean floor is: dark and impenetrable. What has been depicted in earlier games is really a shallower image of the ocean. So I was thinking about how to convey something more realistic, so I made it dark. Dark and alluring."
Contributed by ProtoSnake
Shin Megami Tensei Revelations: Persona
In a 1996 interview with the game's director Kouji Okada published in Dengeki PlayStation magazine, he stated that the demons are voiced by the staff from Atlus, including those enlisted from all over the company rather than just the game's developers, while also singling out that the female demons were voiced by female staff members.
Contributed by ProtoSnake
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