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Street Fighter II
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According to the game's illustrator Akira “Akiman” Yasuda in the Street Fighter X Tekken Artworks artbook, he wanted Cammy to serve as a counterpart to Chun-Li, citing how Cammy is from the West and has upper body strength, in contrast to Chun-Li's eastern origins and lower body strength.

He also stated he modelled Cammy after the pigtail assassin Misty who appears in the manga Wounded Man. Her arm protectors are based on the ones used in Masamune Shirow’s Appleseed.
Contributed by ZpaceJ0ck0
Tekken 4
According to series' producer Katsuhiro Harada, Craig Marduk was named after Marduk, a character from the real-time strategy game Sacrifice. This name was chosen because this was Harada's favorite RTS game.
Contributed by ZpaceJ0ck0
Series: Mario
In a 2023 interview done to promote "The Super Mario Bros. Movie", Shigeru Miyamoto shared his thoughts and opinions on certain aspects of the character Mario that the filmmakers could easily take from the video games that made him endure over time and become so beloved the world over:

"It’s the very fact that he is not your typical superhero that makes him such an interesting movie character[...]He’s so relatable. He’s an Everyman character. He never gives up. He always keeps coming. Those qualities make for a very compelling central character.

I think part of it is the idea that Mario never gives up[...]And he’s kind of got this shy side to him. When all the attention is focused on him, he’s a little bashful and doesn’t maybe want that. That speaks to me. He might seem brave, but that’s still a fundamental core essence of his character."
Contributed by PirateGoofy
Red Earth
According to producer Takashi Sado, the game's fantasy setting and RPG-like character progression system were inspired by other Capcom games such as Magic Sword: Heroic Fantasy and The King of Dragons.
Contributed by ZpaceJ0ck0
When aksed about which beat-em-up games inspired the game's creation, Shank's executive producer Jamie Cheng stated the main inspiration was Double Dragon and its variety of attacks, as well as their different effects. However, he also stated that during development meetings their references ranged "from Prince of Persia to Uncharted to Street Fighter to... pretty much anything."
Contributed by ZpaceJ0ck0
Donkey Kong Country
According to former Rare employee Kev Bayliss and current creative director Gregg Mayles, the reason why Donkey Kong Country had the "Country" part of its name was because the game had been known as "The Country Project" during development, owing to the fact that Rare was effectively situated in the middle of the countryside. When staff from Nintendo visited them, they decided to keep 'Country' in the name.
Contributed by ZpaceJ0ck0
Console: MSX
In a 1985 interview with Bill Gates published in the 8/83 issue of LOGiN magazine, he stated the "X" letter in the MSX name doesn't have any special meaning. It was added purely for aesthetic reasons that he felt the logo needed to look good, and that it had an almost artistic sound and a nice ring to it. He thought the logo captured their distinctive style, and that it acted as a "guarantee of compatibility" when systems compatible with the MSX would start using it.
Contributed by ProtoSnake
In a 2003 interview with the game's chief designer Masahiro Kumono published in Shinobi THE WIDE Illustration Archives, he stated him and his team began development in April 2001, and they exhibited the game's first playable demo at E3 2002. At the time, because they were showing the Shinobi game at an overseas trade show, they wanted to focus on the Japanese elements of the visuals to help stand out in an obvious way. For the ninja for instance, they incorporated super-Japanese onigawara into the ninja's leg armor, held on with buckled kumihimo, and joked that it was made of lacquerware. In the initial settings for the game, they tried to incorporate Japanese touches like this everywhere, such as characters in furisode-esque outfits, and the backgrounds would show more element like torii in between city buildings, or traditional Japanese houses with expressways running behind them and so on. Kumono wanted to try and express those juxtaposed "modern/Japanese" elements from every potential angle.
Contributed by ProtoSnake
Capcom vs. SNK 2
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The game's artist Kinu Nishimura, likely used a picture of Masutatsu Ōyama (more commonly known as Mas Oyama) doing his stance as a reference work for her illustrated work of Ryu.
Contributed by ProtoSnake
Xevious
In the 2/86 interview with the game's designer Masanobu Endō published in the issue of Famimaga magazine, he commented that one of the team's employees named Akira was nicknamed "Bakira", because he had a tendency to break things. This in-joke is likely a play on the kanji "爆" (baku), to explode/burst/roar. Endō then admitted he used his nickname as an inspiration for the enemies as "Bacura" enemies in Xevious, commenting:

"...my generation, the "Gundam Generation", we love to make up stupid reasons for every choice we make. Even if it's a lie. (laughs)"
Contributed by ProtoSnake
The Legend of Zelda: The Minish Cap
In an interview featured in the 124th issue of the Nintendo Dream magazine, the game's director Hidemaro Fujibayashi explained that the character Ezlo was created because in The Legend of Zelda: Oracle of Ages and Seasons, there wasn't any character that could explain things to the player and the development team felt players were disadvantaged because of this. He stated:

"At the time that we were making the Oracle games, we really struggled with the lack of a character like Navi in 'Ocarina of Time' that could explain the situation. So from the beginning, we had decided there would be a companion character on the next adventure".
Contributed by ZpaceJ0ck0
Development took two years, with the original idea for the game being a standard RPG. Hardware limitations forced it to become an action-RPG instead, which worked well for the development team, as cooperative multiplayer became included as a result.
Contributed by GamerBen144
Cammy's level 2 Super is inspired by a scene from Street Fighter II: The Animated Movie. In the scene, Cammy grabs British Minister of Justice Albert Sellers by the collar, leaps up onto his shoulders, twists around, snaps his neck, then comes down and kicks his knees out from behind. This move is performed by Cammy in the game.
Contributed by ZpaceJ0ck0
Punch Club
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Master Raccoon is based off Master Splinter from Teenage Mutant Ninja Turtles.
Contributed by ZpaceJ0ck0
Punch Club
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The Sewer Crocodiles are based off the titular characters from Teenage Mutant Ninja Turtles. The crocodiles themselves are named Bill, Mark, Steve, and Gabe. These are references to Microsoft's co-founder Bill Gates, Facebook's co-founder Mark Zuckerberg, Apple's co-founder Steve Jobs, and Valve's co-founder Gabe Newell, respectively.
Contributed by ZpaceJ0ck0
Punch Club
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Mickey is based off Mickey O'Neil from the 2000 film Snatch directed by Guy Ritchie. Not only both characters are connected to caravans (Mickey lives Caravan Camp while Mickey O'Neil is a traveler interested in caravans), but Mickey is stated to be the twin brother of Tyler (who is based off Fight Club's Tyler Durden), referencing how both Mickey O'Neil and Tyler Durden were portrayed by actor Brad Pitt.
Contributed by ZpaceJ0ck0
Punch Club
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One of the fighters the player can face in Celebrity Fight is Kulk Kogan, who is a reference to former professional wrestler Hulk Hogan.
Contributed by ZpaceJ0ck0
Punch Club
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The character known as Tyler is based off Tyler Durden from Fight Club. Not just in his appearence and mannerisms but also in their roles, as they both organize fights.
Contributed by ZpaceJ0ck0
Punch Club
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The character know as The Don is based off mafia Don Vito Corleone, a character from The Godfather.
Contributed by ZpaceJ0ck0
Punch Club
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The character Ding Kong is based off real life boxing promoter Don King, with his name being a play on the giant ape King Kong.
Contributed by ZpaceJ0ck0
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