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NSFW - This trivia is considered "Not Safe for Work" - Click to Reveal
The Japanese version of the game contains downloadable maps featuring Japanese swimsuit model Yukie Kawamara that was only accessible via codes that were in specially marked boxes. In these maps, Kawamara's breasts are small bumps in the platforms that the player can roll on. This may have been deemed inappropriate for a kid-friendly game, which is why it hasn't been available in other countries for download since its release.
Contributed by GamerBen144
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In June of 2020, the game's creative director, Ashraf Ismail, had to step down during development due to accusations that he'd been having extramarital affairs with younger fans of the series.

Ismail made a statement on Twitter saying "I am stepping down from my beloved project to properly deal with the personal issues in my life, [...] The lives of my family and my own are shattered. I am deeply sorry to everyone hurt in this."
Contributed by KnowledgeBase
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Italian model Fabio Lanzoni appears on the game's cover as the protagonist Kuros. Despite this, Kuros appears throughout the game in a full suit or armor.
Contributed by KnowledgeBase
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The game's cover artwork originally featured the American flag and green gaseous fumes, and on the back the words "WANTED: Deadly Force Authorized", "deadly arsenal" and "terrorists". However, due to the then recent 9/11 terrorist attacks and the anthrax scare, the game had been recalled with these removed and the back text changed to make it more politically correct. This pushed back the game from its original September 25th, 2001 release to early November 2001. Some copies with the original box art had already shipped, making that version a collector's item and dubbed the "9/11 American Flag Cover". It also came in a dual case, despite the game only having a single disc.
Contributed by KnowledgeBase
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In 2020, a Beijing court ruled that the 2018 Chinese fantasy comedy film Warrior Angels had infringed on SNK's copyright as some of the characters in the film resembled designs from The King of Fighters series. The film's character Qiao Fan transforms into a "red clad woman" which heavily resembles Mai Shirainui in her appearance as well as in her movement. SNK China was awarded in damages the equivalent of $111,500 with the film ordered to be pulled from distribution. However, the ruling is being appealed.
Contributed by KnowledgeBase
Trip Hawkins, president of the 3DO Company, sent an angry email to John Rousseau, president of video game review publication GamePro, which was the first publication to review Portal Runner, after it gave the game a low score of 2 out of 5. Hawkins threatened to pull advertising from GamePro and believed that because their review was the first published it would "set the tone by telling the hardcore what to think." Hawkins also described their review staff as "angry young men that are poorly trained and represent a narrow and anarchistic element of the world's population."
Contributed by KnowledgeBase
Series: Star Wars
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A finished version of the canceled Star Wars Battlefront 3 developed by Free Radical was to be released onto Steam by developer Frontwire Studios and renamed to Galaxy in Turmoil. The game would've been free to download with publisher Valve agreeing to let it onto the service, however in June of 2016 Lucasfilm sent Frontwire a letter telling to halt production.

Frontwire's president, Tony Romanelli, had met with Lucasfilm who told him that although they would've been open to negotiating a license with them, they wouldn't be able to due to the current license with EA and it would be "taking away attention from their Battlefront franchise." Romanelli suggested putting it behind EA's "paywall" and tried directly contacting the company, but was to no avail.
Contributed by KnowledgeBase
Series: Shining
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
Series: Fatal Fury
According to the SNK team in an Neo Geo Freak Magazine interview, 'Hon Fu' was originally going to be a legendary karate master, but the team wanted him to use nunchuks, so they decided to use Chinese martial arts (Kung-Fu) for him instead.
Contributed by ProtoSnake
Fatal Fury 3: Road to the Final Victory
In a Neo Geo Freak Magazine interview, the SNK team originally wanted to replace 'Mai Shiranui' with a new female character named 'Alice Chrysler', but they gave in to fan demands and brought back Mai.
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
Super Mario Land 2: Six Golden Coins
In an interview, the game's director and designer Hiroji Kiyotake was asked about the characters and sprites looking different from other Mario games. He responded: "With Super Mario Land 2, one of our ideas was to not be bound by the conventions of the previous games. However, when we showed our first draft to everyone, they were like, “I don’t know… is this Mario?” We realized we were on the wrong path, so we toned down that idea and made something a little closer to the existing Mario world."
Contributed by ProtoSnake
Star Ocean: Blue Sphere
In an interview with game's design Tetsu Takayashiki, he was asked why the team chose to develop for the Game Boy Color instead of more powerful hardware. He responded: "After Star Ocean and Star Ocean 2nd Story, it was decided that we would make Star Ocean 3 for the PS2. The question then became how to fill in the gap while we waited for that project to begin. From the beginning, our plans were to make a compact game."
Contributed by ProtoSnake
Donkey Kong Country
Nintendo was apparently worried that the game was "too 3D" and that it would make players feel overwhelmed by the complexities of the graphics.
Contributed by GamerBen144
Ghouls 'n Ghosts
In an interview with game's designer Tokurou Fujiwara, he was asked how the developers began making the game. He responded: "I’ve been wanting to make this game for a very long time. Then when the CP System PCBs came out, it felt like the timing was finally right. The CPS boards have a lot of memory, but the plans we drew up for Daimakaimura called for a game even larger than that. There was so much stuff in there—twice as much as what’s been added to the game right now. Even when it’s completed, I think it will only be about half of what we originally planned. And still, compared with the original Makaimura it’s a massive increase in content."
Contributed by ProtoSnake
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
Super Smash Bros. Ultimate
Abby Trott, the vocalist of the English version of Lifelight, stated in a interview that she actually cried upon hearing that she would be involved in "Super Smash Bros. Ultimate." Trott, herself, was a Nintendo fan and hearing about this made her feel "very special."

“I was lucky enough to have the opportunity to audition through Cup of Tea Productions, and at the time I had no idea what the audition was for. For the first round, I submitted my singing demo. The second round involved singing a requested song (not ‘Lifelight’). I ended up being cast, and CRIED when I found out what the project was. As a life-long fan of Nintendo, being a part of Smash Bros. Ultimate is really special to me. I love ‘Lifelight’ so much.”
Contributed by GamerBen144
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
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