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Punch-Out!!
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
Oddworld: Abe's Oddysee
In The PlayStation (JP) Magazine interview, the game's director Lorne Lanning was asked where the idea for the GameSpeak action system came from. He responded: "The GameSpeak interactions came from us trying to figure out what kind of actions or movements Abe could have that would be funny, humorous, or kind of suggest to players that he was this weird guy, in a light-hearted way. How could we make players feel more intimately connected with the world and characters? GameSpeak was our answer to that. When players see other characters talking with Abe and interacting with him, it provokes a feeling of cuteness and affection for those characters, and the player then empathizes more closely with what’s happening on-screen. It helps bring them to life as characters, you could say."
Contributed by ProtoSnake
Streets of Rage 2
In the Marukatsu Megadrive interview, the game's composer Yuzo Koshiro was asked about what music influenced the game. He responded: "I started writing the music last Spring, which was right around the time The Orb was coming to Japan, and everyone (myself included) was super excited about that. I was listening to Prodigy and Eon too, stuff with weird lyrics."
Contributed by ProtoSnake
Virtua Fighter
Dural was mainly designed to showoff of the game's polygonal technology and was named after the character Duke Duralumin, the villain from the Princess Knight manga.
Contributed by DrakeVagabond
Virtua Fighter
Akira Yuki was modeled after real-life martial artist Masaaki Satake. His choice of fighting style, Bajiquan (Hakkyouken), was inspired by the main martial art from the Kenji manga. According to an interview with the series creator Seiichi Ishii, the game was heavily influenced by the manga, to the point that one of the game's preliminary titles was Virtua Fighter Hakkyouken.
Contributed by DrakeVagabond
The game's developers wanted Makoto's moves to be based on 'Ikken Hissatsu': simple, direct, and powerful. They wanted her karate moves to have a more Japanese style, rather than Ryu & Ken's American style of Karate.
Contributed by ProtoSnake
The Elder Scrolls IV: Oblivion
Attachment
Castle Skingrad seems to be modeled after Bran Castle, the castle famous for housing Dracula. In Oblivion, Castle Skingrad is home to Count Hassildor, a reclusive vampire who is featured in quest revolving around vampirism. The architecture is clearly similar, especially the spires of the castle, and is sits atop a hill outside of the city.
Contributed by ClaudX
Streets of Rage 2
Ayano Koshiro stated that she and her team love reading various of "Weekly Shounen Champion" manga, mainly "Baki" and "Apocalypse Zero" manga series. They were a big influence to the game and there were lots of mangas referenced in the game.
Contributed by ProtoSnake
Shovel Knight
While pausing the game during a meeting with the titular characters of Battletoads in the Xbox One version of the game, the pause menu theme from Battletoads will play.
Contributed by CuriousUserX90
Virtua Fighter
Jacky Bryant is likely based on the design of Super Saiyan Trunks from Dragon Ball Z, with game designer Seiichi Ishii stating in an interview that Jacky was inspired by a ‘Super Saiyan’ from Dragon Ball.
Contributed by DrakeVagabond
Virtua Fighter
The character Lau Chan was inspired by Mercenary Tao, also known as Tao Pai Pai, from the original Dragon Ball manga and anime. Lau was even once named Tao Chan, which is speculated by fans to be a combination of Tao Pai Pai and Jackie Chan. This connection also extends to Lau Chan’s daughter, who would be named Pai Chan. Pai Chan was also based on an ocha tea commercial actress.
Contributed by DrakeVagabond
Attachment
K′ and Maxima are directly inspired by Cool and Harry Ness from the unfinished arcade game, The Fallen Angels. The designer for the Fallen Angel characters, Shin'ichi Morioka, migrated to SNK shortly after the game's failed release and used elements of Cool and Harry Ness to design the KOF duo.
Contributed by DrakeVagabond
Super Smash Bros. Ultimate
According to Masahiro Sakurai, in an interview with Famitsu, the reason why Kirby (being a creation of Sakurai's) was the only one that survived Galeem's attack was because he was the only one who could plausibly escape it using his Warp Star. This also made the character accessible to starters or newcomers to the game, as a result of his speed and attacks.
Contributed by GamerBen144
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