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The game had a soft launch in Australia and Singapore on November 4th, 2016 and released under the title Star Wars: Battlegrounds. The game would have a worldwide release on January 11th, 2017 with the title changed to Star Wars: Force Arena.
Contributed by KnowledgeBase
Super Mario 3D Land
According to Koichi Hayashida, Cape Mario was originally considered as a power-up for the game before Tanooki Mario was ultimately chosen.
According to the "Street Fighter 2 Complete Guide" book, Guile's all-American image was specifically intended to appeal to American fans. Guile was also designed to be akin to an American version of Ryu & Ken, so a third special similar to the Tatsumaki was considered early in development, but the idea was scrapped.
Contributed by ZpaceJ0ck0
Street Fighter III
According to the "ALL ABOUT Capcom Fighting Games 1987-2000" book, Alex was originally supposed to be the main character of SF3, but this was changed because he wasn't recognized as a hero character compared to Ryu.
Contributed by ZpaceJ0ck0
Street Fighter EX
According to the "ALL ABOUT Capcom Fighting Games 1987-2000" book, Kairi was originally supposed to be the main character of the EX games, but the idea was scrapped and Ryu was choosen over him.
Contributed by ZpaceJ0ck0
Overwatch
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Bastion's ultimate ability was changed numerous times during development. Early versions included Bastion shooting out bouncing grenades, being able to shoot through walls, and deploying a remote-controlled turret that could not be destroyed by enemies.
Contributed by Kitsune Hawk
A Hat in Time
In the Beta Build of the game, YouTube personality Jon Jafari (aka Jontron) voiced one of the penguins in Mafia Town. In the final game, his role was changed to an owl who works behind a desk at Dead Bird Studios.
Contributed by Smirkytrick
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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