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Kingdom Hearts III
The team behind Square Enix's Einhander helped develop the expansive Gummi Ship aspect of Kingdom Hearts III. They even included references to Einhander, including an unlockable Gummi Blueprint obtained by scanning a constellation in the Misty Stream area that greatly resembles Einhander' Endymion ship. One of Einhander's bosses, the Schwarzgeist, also cameos as a boss in Kingdom Hearts III, and a remix of Einhander 'Thermosphere' plays when the boss is fought with most Gummi ships. However, if the boss is fought with the Endymion blueprint, then the original PlayStation 1 version of the Thermosphere theme will play.
Contributed by PirateGoofy
Joe Higashi’s personality was apparently modeled after the lead character from the Japanese show Abarehacchaku.
Contributed by DrakeVagabond
Series: SaGa
According to game's illustrator Tomomi Kobayashi in a 1996 Game Hihyou magazine interview, Hawke is based on 'Blood the pirate' from Osamu Tezuka’s Ribbon no Kishi ('Princess Knight').
Contributed by ProtoSnake
In a 1992 developer interview, it was revealed that Cú Chulainn's name and design were inspired by Cú Chulainn from Yousei-ou manga series.

The attached image shows Shin Megami Tensei’s Cú Chulainn design (left) and its inspiration, the Cú Chulainn character from the Ryoki Yamagishi manga Yousei-ou (right).
Contributed by ProtoSnake
Mega Man X4
In an Sega Saturn Magazine interview, the game's planner Koji Okohara stated that looking back at Mega Man X3, they felt there wasn't a big enough difference between how Zero and X controlled, so they tried to distinguish both of them further in the sequel. In X4, Zero only got a sword without any "charge" ability for his weapon.

The game's producer Yoshinori Takenaka stated that many developers were against that decision. Koji Okohara also stated "His sword doesn’t have any reach, and they thought it would make the game too difficult. To address that, we raised his attack power and added Street Fighter-style moves, so he feels completely different from X."
Contributed by ProtoSnake
Super Smash Bros.
The 3D portraits on the character select screen are based on character artwork from some of their home games. Mario's render is from Super Mario 64; Link's is from his artwork for The Legend of Zelda: Ocarina of Time; Donkey Kong's Donkey Kong Country artwork is the basis for his Smash portrait; Yoshi's comes from Japanese artwork for Yoshi's Island; Kirby's is from Kirby's Adventure artwork; Fox's is taken from Star Fox 64; Captain Falcon has a 3D realization of artwork from F-Zero X; Pikachu and Jigglypuff are 3D versions of Pokemon Red & Blue concept art; Samus Aran's comes from Super Metroid; Ness's is a redone done version of his Earthbound art; And Luigi's appears to be taken from Mario Kart 64.
Contributed by PirateGoofy
God Hand
According to the game's director Shinji Mikami, when he played Final Fight: Streetwise he hated the game's direction and believed it to be a terrible entry in the series. Mikami thought about making a similar game, which would later become God Hand.
Contributed by ProtoSnake
Series: Star Fox
According to Takaya Imamura in the Nintendo Dream magazine, before Star Fox became the name of the series, they thought of other names for the series, like 'Star Glider' and 'StarCraft'. The idea for the 'Star Fox' title came from Star Wars' title 'Star', and the main protagonist Fox McCloud's 'Fox' race.
Contributed by ProtoSnake
Super Smash Bros. Ultimate
Jun Senoue, famous for being a lead music composer for Sonic Adventure 1 and 2, said he was insipired to write and arrange Super Smash Bros. Ultimate's "Mega Man 4 Medley" in the style of a Sonic Series composition after he came across a Sonic and Mega Man crossover comic that sparked his imagination. He chose to center his arrangement on the 4th Mega Man game because of fond memories that he had of playing the game at university.
Contributed by PirateGoofy
According to the Capcom team in the game's official Japanese guide book, they were asked about the meaning behind the name of Ibis island, and they responded:

"The name of the ibis bird in Japanese is “toki” (a homonym for time), and we liked how that word resonated with the game’s themes of “extinction” and “time”… we could probably come up with a number of different explanations for the name, but basically we liked those associations. Also, considering the name of “Raccoon City” from Resident Evil, maybe there’s a lot of animal lovers on the team too."
Contributed by ProtoSnake
The game's features were inspired by The Legend of Zelda: The Wind Waker as well as the Metroid and Dark Souls series.
Contributed by GamerBen144
The "Orphaned kitten" was based on game's interior designer Manabu Takimoto's cat "Sasuke". During development, a game designer came by to Manabu's desk and ask to borrow the picture of "Sasuke" when he was a kitten.

Game's producer Yu Suzuki stated, "Ah, I remember that. We called him Sasuke during the planning phase too. We knew it had been modeled after Takimoto’s cat, so we wanted to leave the name as Sasuke, as a remnant of that. (laughs) But eventually someone was like, “Who named this cat Sasuke?!” and we had to change it. (laughs)". In the final version of the game, the "Orphaned kitten's" gender is now female, instead.

In the game's cutscene, "Ryo Hazuki" and "Megumi Mishima" talk about naming the "Orphaned kitten". There's an option to select Manabu's cat's name "Sasuke", if players choose "Sasuke", Ryo will say "So she can grow up to be big and strong like a ninja", but Megumi will not like it, because it's a boy's name. This name cannot be used, as it will result her name to be defaulted as Mimi.
Contributed by ProtoSnake
The original arcade release of Punch-Out!! used two screens at once because Nintendo bought too many arcade monitors after Donkey Kong became a success and with its sales declining, they needed to develop an arcade game to help them get rid of the surplus monitors.
Contributed by raidramon0
Looking for inspiration, Mark Webley, the game's designer, and Gary Carr, the lead artist, spent various hours walking around The Royal Surrey County Hospital in Guildford for ideas, but had no luck. They wrote to the hospital asking for a formal tour, but the hospital wanted a percentage of the game's profits, which they declined as they weren't sure how much the game would make.

The hospital Frimley Park, however, were open to offering them a tour and even allowed them to witness an operation, but the two were kicked out by the surgeon after they had been too noisy. They were even offered after a visit to the morgue, but declined as they already had the ideas they needed.
Contributed by KnowledgeBase
The inspiration for the series derived from Fatal Fury for its fast gameplay and sexual appeal, and Mortal Kombat for its ability to knock opponents off multi-level landscapes.
Contributed by DrakeVagabond
Shining Force
In an 'Shining Force Encyclopedia' interview with game's Producer/Designer Hiroyuki Takahashi, he was asked how his team came up with the Japanese title "Shining Force: The Legacy of the Gods". Takahashi stated: "We had a few different candidates for titles. The one we chose was suggested by the scenario writer. Originally, the title was simply 'Kamigami no Isan' ('Legacy of the Gods'). I’m something of a sci-fi diehard, and I read a bunch of sci-fi novels that had similar-sounding titles, like “the ___ of the ___”, so that’s why we settled on this one."
Contributed by ProtoSnake
Secret of Mana
According to game's director and chief designer Koichi Ishii in an Hippon Super magazines interview, his team wanted to add traps in the chests to trick the players so they thought twice before opening them. This idea came from Wizardry series.
Contributed by ProtoSnake
Series: Wario
In an interview, the game's director and designer Hiroji Kiyotake was asked what the idea behind Wario's creation was. He responded: "We imagined Wario as the Bluto to Mario’s Popeye. The truth is, we kind of came up with the idea of the name first, and everything else came after. Since he was a “warui” (bad) guy, he should be Wario. And we had the idea to flip the M upside down. To our surprise, the idea was a big hit with everyone on the team."
Contributed by ProtoSnake
Although the original Battle for Bikini Bottom was their main inspiration, the developers also looked to Crash Bandicoot N. Sane Trilogy, Spyro Reignited Trilogy, and Super Mario Odyssey while recreating the game.
Contributed by GamerBen144
The reason for the game being set during World War 1 was the result of DICE producer Alexs Grondal wanting to bring a brand new experience to the series. Grondal said the team had been thinking of this idea for about a decade, since a lot of the games in the series had been focusing on the “modern era.” The game taking place during World War 1 was also the reason why it was called “Battlefield 1.” The team thought that World War 1 was “the genesis of modern warfare.”
Contributed by GamerBen144
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