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Garou: Mark of the Wolves
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Gato was originally designed to look similar to Genjuro from Samurai Shodown. Over time, his design started taking inspiration from Bruce Lee before settling on what was in the final game.
Real Bout Fatal Fury Special
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Because the game's artist, Nobuyuki Kuroki, wanted to make a character that was more muscular than Franco Bash, he opted to redesign Wolfgang Krauser to be taller with more exaggerated muscles than he had before.
The King of Fighters: Maximum Impact
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When creating Hyena's design, Falcoon's main objective was to make a man looks best in a green suit. His wacky gestures and face were based on Boyacky Butsukusa from the Yatterman series.
The King of Fighters: Maximum Impact
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Duke was originally designed to be a younger man in his twenties with a Japanese sword, similar in appearance to Shinnosuke Kagami from The Last Blade or Kain R. Heinlein from Garou: Mark of the Wolves. He was specifically made to seem as though he's suppressing himself from his true potential. Duke later underwent a number of retakes until the development team requested for a "strong-bodied and serious man in his thirties".
The King of Fighters: Maximum Impact
1
Kim Kaphwan was going to be playable under the pseudonym "Mr. Taekwondo" (similar to Takuma's persona as Mr. Karate in Art of Fighting). However, veteran designers protested the idea, resulting in Kim being replaced with a different fighter. While several SNK's Taekwondo characters were considered (such as Jhun Hoon, May Lee, and Seo Yong Song from Buriki One), a fellow developer suggested creating a female Taekwondo fighter with Kim's "hot-blooded" personality, which eventually formed the basis for Chae Lim. To set her apart, Chae was made to be the struggling student who was not as adept as her peers or mentor but possessed a dominating determination. Ureshino depicts her relation with Kim as a "father-daughter relationship", adding that she is a young woman with Kim's potential.
The King of Fighters: Maximum Impact
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Mignon Beart was designed to be a contrasting rival to Athena Asamiya. Keywords to creating her persona were "innocent, honest, and a little childish", which Falcoon admits is best seen through her actions rather than her figure. Her design is based on typically "cute idol" traits, particularly her boots, her manner of referring to herself in third-person, and her alternate catgirl costume. Her magical powers were created to counter Athena's Psycho Powers, which is interpreted by Falcoon to be akin to witchcraft.

She was initially not well received by Ureshino and other veteran staff, deeming her to not entirely fit the mood of the King of Fighters universe -though they lightened their impressions after considering the presence of Psycho Soldier members and other "orthodox" characters. As her character further developed, she became the "stupid, but cute" character, Ureshino using the term as a simple means of endearment.
The King of Fighters: Maximum Impact
1
Lien Neville was conceptualized to contrast with Mai Shiranui: Where Mai's character was very cheerful and lighthearted, Lien was made to be more serious and dark. Where Mai represents a "sexy and beautiful [Japanese] kunoichi", Lien represents the "sexy Western femme fatale". Mai wore loose-fitting outfits, while Lien had "tight and constricting" outfits. Mai had is straight and long black hair, and Lein had a short and curly hairstyle. Her curled hair needed several retakes, along with a long trial-and-error process for the game's modelers.
The King of Fighters: Maximum Impact
1
Scenario writer, Akihiko Ureshino, states that the Meira siblings became twin brothers to avoid comparison with other brother characters from other SNK games, such as the Kazama brothers from the Samurai Shodown series and the Jin brothers also from Fatal Fury. He also addresses that the main complaint received from fans was concerns of the brothers "not looking alike"; in response, Ureshino admits that he was also unaware of Alba and Soiree being siblings until much later in production and shares his confusion with fans.
The King of Fighters: Maximum Impact
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The idea for the "Another" costumes came from the process of designing costumes for the main duo, Alba and Soiree, which led to the idea of the "Another" alternate costumes for every character.
Collection: Cool Boarders
1
According to a 1996 interview with the game's director Masaya Kobayashi published in the GSLA archive, he stated that he loves snowboarding, that he wanted to make a sport game about it, so he then drew up the initial plans. He also stated that it's like car racing, but racing in snowboarding by jumping and soaring through the air, and he thought including these elements in the racing game would be interesting.
The King of Fighters: Maximum Impact
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Attachment According to the character designer, Tatsuhiko "Falcoon" Kanaoka, both Meira brothers were initially conceptualized to be the KOF counterparts to the Bogard brothers, given the game's setting, Southtown, is the same in Fatal Fury. Several of the brothers' prototype designs were assigned to other characters' alternate outfits; in this case, Alba's prototype design became Rock's alternate outfit, and Soiree's prototype design became Maxima's alternate outfit.
Dead or Alive 5
1
According to the game's artist, Yutaka Saito, Mila was created with the theme of "a girl who would appear in a sports anime or TV drama".

So we looked at lots of material of female athletes, and there was one that was very attractive/interesting to us. It was a blonde model who was profusely sweating while properly boxing, there were two pictures where afterward she took off her gloves, dangled them over her shoulder and smiled like "See you again tomorrow". When I saw them I thought "That's it!". Maybe you'd call it on/off? [referring to being on: training earnestly and off: smiling afterwards] When in the gym or the ring, it's all about winning, about becoming stronger. But once she leaves the ring, she returns to being a cute girl. This duality is what really enamored me. I think that Mira is a character who has that duality.
Landstalker: The Treasures of King Nole
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According to a 1993 interview with the game's programmer Kan Naitou published in the 5/93 issue of Famicon Tsuushin, he stated that the game took a lot of inspiration from George Lucas and Steven Spielberg’s movies. He also stated that a single action in the game took 7 frames of animation, an idea which came from Disney's animated movies.
King Colossus
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According to a 1992 interview with the game's director/original story writer Makoto Ogino published in BEEP Megadrive magazine, he stated that while playing The Legend of Zelda, he held a strange fascination for it and loved the game, despite not caring for other games before then, and always wondered why there wasn't a game like it that came out since. He claimed that "it's good when games have a simple system like Zelda. It's got a lot of depth. I want King Colossus to be like that too."
Baraduke
1
According to a 2007 interview with the game's planner/graphic designer Yukio Takahashi published in the book Game Shokunin, the interviewer commented that the ending scene where the main character removes their helmet to find out that she’s actually a woman was the first game to make such a surprise twist. He responded:

"This was influenced by the anime Nausicaa of the Valley of the Wind. Actually, a bunch of things were influenced by Nausicaa: the protagonist you just mentioned, the side-profile perspective of the paccets, and the Blue Worm boss… Also, as I mentioned, because people during the development were so enthusiastic about slaughtering all the paccets they could, as a contrast to all that cruelty I wanted at least in the final scene to have something cute and adorable, so I drew those ending images."
Choo-Choo Charles
1
According to Gavin Eisenbeisz of Two Star Games, this game is a parody of Thomas the Tank Engine; the idea came because he noticed that there aren't enough games that parody children's TV shows.
The Legend of Zelda: Twilight Princess
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Attachment In the original game, the mural in Hyrule Castle Town was blurry and hard to make out. In Twilight Princess HD, the textures were updated with clearer, brand new designs. Notably, this updated mural features a Rito, a species which does not exist at the time the game takes place nor in the series' Child Timeline.

Separately, in the Temple of Time, a picture frame can be found with a backwards message written in Hylian along the lower border. Translating it reveals a hidden developer credit: "Jack Kirby Crosby Made This".

Crosby, a graphics designer working for Tantalus on the HD remaster of Twilight Princess, later confirmed that he was responsible for both that credit and the mural, the latter of which was the result of a higher-up at Nintendo asking for some reliefs in Hyrule Castle Town to be redone in the same style as a shop he had re-textured. The new mural design was inspired by Crosby's own idea of a story for a Zelda game and drew additional inspiration from a Zelda art book without any story direction from Nintendo, meaning the events depicted therein are non-canon.
The Last of Us Part II
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Attachment At Lakehill Seattle Hospital, while Ellie is looking for Nora, she holds a guard named Whitney at knifepoint, who is seen during the game playing a PlayStation Vita. The game she is playing is Hotline Miami, as indicated by the second floor of Chapter 7: Neighbors on the Vita's screen and the song "Hydrogen" playing in the background.

In a 2020 Eurogamer interview with the game's co-director Neil Druckmann, he revealed that they were originally going to use a previous Naughty Dog game in that scene, until they thought:

"Okay, is there an opportunity here to just make some meta-statement about the kind of narrative we're after? And we're also just huge fans of Hotline Miami - like, I love that game. I love the engine of that game. So we reached out to those guys, and they were nice enough to let us put it in there."
person MehDeletingLater calendar_month October 30, 2021
Super Smash Bros. Ultimate
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A Famitsu Column with game director Masahiro Sakurai revealed that Sora was able to get into the game because of a chance meeting that he had with a Disney executive at an unspecified awards ceremony where they expressed how cool it would be for the Kingdom Hearts protagonist to be a part of the Super Smash Bros. roster. This soon lead to negotiations between Nintendo, Square Enix, and Disney that eventually got the extremely highly requested character in Super Smash Bros. Ultimate. Before then, Sakurai admitted he and Nintendo thought getting the Disney-owned character was a total impossibility.
The Revenge of Shinobi
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According to a 2003 the Sega Meisaku series interview with the game's director/designer Noriyoshi Ohba, he was asked why the game wasn't a stealth game despite the name "Shinobi" implying the protagonist would be more stealthy. Ohba responded that this was probably due to the team wanting to show off "how cool and badass ninjas are" as they can jump higher than normal people and have stronger physiques.
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