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Star Ocean: Blue Sphere
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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."
Donkey Kong Country
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Nintendo was apparently worried that the game was "too 3D" and that it would make players feel overwhelmed by the complexities of the graphics.
Ghouls 'n Ghosts
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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."
SpongeBob SquarePants: Battle for Bikini Bottom - Rehydrated
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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.
Battlefield 1
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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.”
Oddworld: Abe's Oddysee
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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."
Streets of Rage 2
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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."
Virtua Fighter
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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.
Virtua Fighter
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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.
Virtua Fighter
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The initial idea behind the game wasn't a fighting game. According to series creator Yu Suzuki, after finding ways to have human polygonal models in Virtua Racing, they looked into making a sports game. However, due to technical limitations they could not animate a full sports team and settled for a game that only required two characters onscreen.
Dead or Alive 2 Ultimate
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The decision to add Hitomi from Dead Or Alive 3 to the Dead Or Alive 2 remake was made by series producer Tomonobu Itagaki after the game's release was delayed.
Collection: Project X Zone
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In an interview with Siliconera, Project x Zone series producer Kensuke Tsukanaka was asked if Baten Kaitos would appear in the series, to which he responded that the reason characters from the series weren’t there was because “they didn’t seem to fit in anywhere”.
Super Smash Bros. Ultimate
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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.”
Mario Tennis: Ultra Smash
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Boo was almost going to be a scrapped character sometime during development. Nintendo didn’t feel like Boo holding a tennis racquet in his hand was going to fit. However, Boo was kept in the game because, according to Famitsu, “they wanted to make a game that’s both a Mario game and a tennis game at the same time.”
Franchise: Street Fighter
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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.
Franchise: Metroid
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Sega's Toshihiro Nagoshi revealed in an interview, where he talked about F-Zero GX, that Sega had also pitched a Metroid game to Nintendo. However, Nintendo had obviously turned down Sega's pitch.
Viewtiful Joe
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In an interview, Hideki Kamiya discussed the origins of how Dante from the Devil May Cry series became a playable character in the PlayStation 2 version of the game:

"As for Dante, we had a talk about adding him, and two days later someone went and made a model of him on their own. It was someone from the Okami team, who wasn’t even related to this project. (laughs) After that we to create his big gun, and of course it wouldn’t be Dante without his sword. Creating the very specific animations for him was really difficult. But thanks to those efforts, players can now experience the game in a whole new way."
Tales of Vesperia
subdirectory_arrow_right Tales of Vesperia (Game)
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The reason why the PlayStation 3 version wasn't released outside Japan until 2019 was because of how difficult it was to release the Xbox 360 version in all major territories simultaneously. In Hideo Baba's own words:
"Tales of Vesperia was the first title in the series which was planned to be released simultaneously in Japan, North America and Europe. This was very difficult, and it was such a heavy burden for the team. So for the PS3 version, it was decided to reduce this burden and to develop it just for Japan."
Ōkami
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In an interview, Hideki Kamiya admitted that early in the development, the team wanted to use the power slash move on the torii gates. However, the team removed the idea, as they all thought to themselves “should a goddess really be doing that?”
Castlevania: Symphony of the Night
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The development team's first idea for the game was to use the story and setting of Vampire Killer, and make the final Belmont vampire hunter the enemy. Another idea was to make Quincy Morris the person who defeated Dracula. They were also ordered by the "section chief" to make the “Ultimate Dracula” game. No one really knew what “ultimate” meant, but all the developers had talked it over, and the result was Symphony of the Night.
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