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The idea to develop the game as an MMORPG was conceived by executive producer Hironobu Sakaguchi when he was impressed by western MMOs, such as EverQuest. He convinced Square to begin the development of their own online game, suggesting that it be based on the Final Fantasy series.
Contributed by DrakeVagabond
Indiana Jones and the Infernal Machine
The Cold War setting was chosen, because Director Hal Barwood felt that nazis were used too often in Indiana Jones properties, and a change of setting would benefit the title.
Contributed by CLXcool
The main inspiration for the game's story was the Bankruptcy of Lehman Brothers in 2008; the largest bankruptcy filing in U.S. history.
Contributed by DrakeVagabond
Kingdom Hearts III
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During a Square Enix Presents segment at E3 2015, Tetsuya Nomura revealed that the kingdom of Corona from Tangled was one of the first worlds to be considered for the game.
Contributed by CuriousUserX90
Sonic the Hedgehog 3
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The ball-shaped planet in the 3D special stage was based on King Kai's Planet from the Dragon Ball anime series.
Contributed by ProtoSnake
Super Mario Odyssey
Actual cooking utensils were used to make the Luncheon Kingdom soundtrack.
Contributed by ChocoPain
The game's battle and magic systems are heavily influenced by Final Fantasy III.
Contributed by DrakeVagabond
ARMS
The concept for Twintelle was presented when game director Kosuke Yabuki wanted a character that fought with their hair. To make sure she had a distinctly non-Japanese background, the designers spoke with people in different regions of Nintendo and gauged audience feedback.
Contributed by DrakeVagabond
Series: Fire Emblem
Shouzou Kaga, creator of Fire Emblem, has stated that "Final Fantasy III" influenced him during the development process of the first Fire Emblem game, "Fire Emblem: Shadow Dragon and the Blade of Light".
Contributed by ProtoSnake
In an interview, Ryu Watabe stated that “I gotta believe” came from his old high school football team. The phrase was used as a motto the crowd would cheer when they were losing.
Contributed by ProtoSnake
The Revenge of Shinobi
Naoko, Joe Musashi's bride, was named after the sister in law of designer and director Noriyoshi Ohba.
Contributed by ProtoSnake
Final Fantasy VII
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In an interview, Tetsuya Nomura stated that he envisioned Cloud and Sephiroth to be in th relationship of Musashi Miyamoto and Sasaki Kojiro. This influenced their appearances and their swords.

"For me, it’s of course Cloud and Sephiroth. My concept for Sephiroth from the beginning was that everything about him would be kakkoii. His battle movements, and all his in-game scenes too. My image of the relationship between Cloud AND Sephiroth was that of Musashi Miyamoto and Sasaki Kojiro, and I had them in mind when I designed their appearance, as well as their swords. Of course Cloud is Musashi, and Sephiroth is Kojiro."
Contributed by ProtoSnake
Series: Kirby
In an interview with Satoru Iwata and Masahiro Sakurai for the Japanese exclusive game guide for Kirby’s Adventure, Sakurai stated that they wanted a character that a person could draw in a sketchbook easily, which resulted in the main character Kirby.
Contributed by GamerBen144
Super Mario 3D Land
According to Motokura, in an Iwata Asks interview, the Tanooki-tailed Bowser is actually a Goomba using a Super Leaf. This was done as an homage to the original Super Mario Bros. game.
Contributed by GamerBen144
The developers looked at a number of MMORPGs such as Phantasy Star Online, Ultima Online, and Final Fantasy XI for inspiration. The prior works of character designer Yoshiyuki Sadamoto (Neon Genesis Evangelion) and scenario writer Kazunori Itō (Ghost in the Shell) were also an influence.
Contributed by DrakeVagabond
The Legend of Zelda
In a developer interview, Shigeru Miyamoto stated that the game was meant to inspire the sense of adventure that Indiana Jones and adventure movies, which were popular at the time, inspired in their viewers.
Contributed by GamerBen144
A Hat in Time
Jonas Kaerlev was concerned about bringing the game to kickstarter, because he thought people would associate it with Donkey Kong 64, rather than other titles of the genre.

"It did worry us before we launched the Kickstarter. But we thought if we emphasized enough that we were trying to make something less like Donkey Kong 64 and more like Banjo-Kazooie or Mario 64, we thought it would be much more well-received."

Jonas also stated the lack of collect-a-thon platformers was partially because of Rare's Donkey Kong 64 game.

"I don't want to blame it all on Donkey Kong 64, but it's partially at fault. Donkey Kong 64 did a lot of things wrong, in that it was very tedious to collect everything in order to move on. A lot of people don't want that. They want to be able to breeze through the game if they so desire, but there are also people who want to collect everything, and get stronger and better."
Contributed by CLXcool
The idea for the game came from the fact that lead designer and director Tsubasa Sakaguchi wanted to make an interface that is interactive and something that is easy to grasp on. He initially planned for one player to use both Joy-Con controllers. However, the idea was later shot down because he thought it was too similar to using Wii Remote and Nunchuk. Sakaguchi almost considered having two players use one set of the controllers, but later scrapped it because it was too similar to the Famicom.
Contributed by GamerBen144
Super Smash Bros. for Nintendo 3DS and Wii U
In an interview with Nintendo Dream, Masahiro Sakurai stated that the reason why Ness and Lucas's final smashes, PK Starstorm, function differently from their Brawl counterparts was due to limitations in the 3DS hardware.
Contributed by GamerBen144
Super Mario World
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In the Super Mario World & Yoshi's Island Developer Interview with Nintendo, Takashi Tezuka stated that Mario was originally going to ride a horse instead of Yoshi. However, it felt out of place for a "reptile" world, and was changed to look both like a crocodile and a turtle. A similar concept was almost given to Mario in Super Mario 64, but was later given to Link in Ocarina of Time as Epona.
Contributed by GamerBen144
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