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Dead or Alive 4
1
According to Tomonobu Itagaki, the Temple on the Mountain stage was originally going to be filled with human tourists. But, for an unknown reason, the team filled the stage with 108 white monkeys instead (the number 108 representing worldly desires in Buddhist teachings). The lead designer of the game became so inspired by their addiction that he suggested making an all-monkey fighting game.
Franchise: darkstalkers
1
According to a 1994 Gamest magazine interview with the game's planner Junichi Ohno, he was asked what made him want to make a fighting game where every character was a monster? He responded:

"One reason, as you can probably guess, is that we wanted to create a new, different style of versus fighting game. In the midst of our brainstorming, someone proposed, well, why not make it all about monsters then? With monsters, we wouldn’t have to create brand new characters from wholecloth, and we could use famous monster characters that people would already be familiar with."

As Darkstalkers: The Night Warriors was a brand new fighting game, Ohno and his team also wanted to create brand new special moves for the monsters that were different from those from the Street Fighter II series.
Franchise: darkstalkers
1
Attachment In a 1994 interview with the game's planner Junichi Ohno & Capcom producer Noritaka Funamizu published in Gamest magazine, they stated that they considered putting monsters from all regions in the series. From the beginning, there were lots of yōkai (traditional Japanese monsters), but they cut the number of them down due to the team realizing that most international players would not recognize them.

Some "weird" characters from the beginning of Darkstalkers: The Night Warriors' development that were rejected include:
•An old man who was dressed head-to-toe in a salaryman’s suit.
•A nurikabe yōkai that could not move and was always in a guard state, which the game's planners mentioned would be easy to finish due to there being little about the character to animate.
•An Invisible Man where the only thing about it the player would be able to see was his floating gloves, which was done so the development team could draw fewer graphics.
Final Fantasy X
1
Attachment According to a 2001 V-Jump magazine interview with the game's designer Fumi Nakashima, she stated that her inspiration for the Al Bhed’s clothing came from bondage fashion. She recalled having various bondage books and magazines on her desks at work and her co-workers giving her "weird looks" in response to seeing them.
Street Fighter II
1
In a 1991 interview with the game's composer Yoko Shimomura published in vol. 62 of Gamest magazine, she stated that her idea for Dhalsim’s theme was inspired by a CD she owned of Indian and Pakistani music, and that she "may have gone a little too far" in selling the idea to the development team. She also thought using tsuzumi drums in the music would make it sound more Japanese, and more akin to "that fusion sound, the king of music that's great to listen to when you're driving around."
Final Fantasy X
1
In a 2001 V-Jump magazine interview with the game's art director Yusuke Naora, he was asked where the idea for an "asian" themed world came from? He responded:

"Let’s see… after the cyberpunk and “near-future” settings of VII and VIII, we returned to our roots with FFIX. So the question became, what should we do next…? And to be honest, that question vexed us. Around that time, I happened to be looking through some books and travel pamphlets and randomly thought to myself, “you know, Asia is really nice too…” There haven’t been many fantasy games in that kind of setting. There have been games set in China, or with a Chinese atmosphere, but nothing with a Southeast Asian or similar setting. So I thought I’d try drawing some pictures to flesh out this vision I had, when lo and behold, I read Kazushige Nojima’s script and by chance it turned out to have the same feeling. Then it was like, OK, now we’ve got to do this. We all brainstorm ideas on our own, but when we meet up and share them, the ideas that happen to be similar to each other are always good ones."
Final Fantasy X
1
Attachment In a 2001 V-Jump magazine interview with the game's character designer Tetsuya Nomura, he said that when designing Tidus' emblem, he thought of various things related to the ocean, like fishing hooks, fishbones, whale fins, and based his designs about them. He mentioned that Tidus' necklace is the emblem for his blitzball team, the Zanarkand Abes. And also stated that he came up with the idea before the Al Bhed language was written, but the shape design of the necklace is actually the combined letters of "T" + "J" from the start of Tidus & Jecht's names.
Final Fantasy V
1
In the 11/92 issue of Famicom Tsuushin interview with game's composer Nobuo Uematsu, he was asked why he wrote the Black chocobo theme "Mambo de Chocobo" as a mambo song. He responded:

"Well, it was a samba (Samba de Chocobo) in FFIV. Originally I was imagining the Balinese kecak music for the chocobos. I sampled it over and over, but just couldn’t bring out that same kecak atmosphere. After that I had the idea of using a human vocal sample, and the mambo just fit. I’m not sure where the original idea for it came from though."
Streets of Rage 2
1
Attachment According to the game's composer Yuzo Koshiro on his Twitter account, he found an internal document for "Stage 7: Munitions Plant" from Streets of Rage 2 that revealed the stage used ideas from the manga series Akira, and particularly influenced the second half of the level which takes place on an elevator.
Streets of Rage
1
Attachment On the game's Japanese cover, illustrated by Yoshiaki Yoneshima. Blaze Fielding's pose strongly resembles the same pose made by Hitomi Kisugi in an illustration by mangaka Tsukasa Hojo for a 1994 10 aizōban re-release of Shonen Jump's Cat's Eye.
Naruto Shippuden: Ultimate Ninja Storm 4
1
According to CyberConnect2 chief executive officer Hiroshi Matsuyama about the playable character Hanabi Hyuga, when they were making the Naruto: Ultimate Ninja games for the PlayStation 2, Hanabi barely made any appearances in the manga. Because the lack of female characters in the Ultimate Ninja series, CyberConnect2 suggested to Shueisha, the company that produces Shonen Jump, to include Hanabi into the game and showed them how they wanted to present Hanabi and the moves she would use.
Another reason Hanabi was included in the game was because she had just appeared in "The Last: Naruto the Movie", where Naruto's manga artist Masashi Kishimoto presented her characteristics and what she's like in the movie. The team also drew inspiration and came up with ideas from anime episodes of both sisters Hinata and Hanabi together in some of the show's storylines for the game.
Twin Mirror
1
In interview with game's lead writer Matthew Ritter at Gamescom 2018, he stated that he was influenced by adventure games like Beneath a Steel Sky and the Space Quest series while growing up and always looked to those when writing.
Terranigma
1
According to the game's director Tomoyoshi Miyazaki during a 1995 interview featured in Dengeki SFC and Famicon Tsuushin magazines, he was asked how the game's development began? He responded:

"We started the planning for Terranigma very shortly after completing Illusion of Gaia, so we’re about a year and a half into the development now. Of all our Super Famicom titles, I think Soul Blazer would be the most iconic Quintet game. However, the world of Soul Blazer didn’t feel like a big, epic—it felt more like you were playing a series of miniature set pieces. That was something I was left a bit unsatisfied with.

Soul Blazer had a unique worldview, though: in that game we tried to depict humans as viewed from a non-human perspective. So the inspiration for Terranigma came from the desire to combine that concept with an “epic”, larger world a la Illusion of Gaia."
Dead or Alive
1
Jann Lee's design, fighting style, and moves draw heavy influence from several Bruce Lee films including The Big Boss, Fists of Fury, Game of Death, Way of the Dragon, and Enter the Dragon.
Dead or Alive 3
1
Brad Wong's design, fighting style, and moves are heavily influenced by several martial arts films starring Jackie Chan, most prominently the 1994 film Drunken Master II.
Dead or Alive 5 Ultimate
1
Attachment Kasumi's 27th "Ragnarok Odyssey ACE" DLC costume, also named the "GungHo Booth Babe Costume", is based on the uniform worn by promotional models during Tokyo Game Show 2013 for Game Art's 2013 title Ragnarok Odyssey ACE.
Dead or Alive 5 Ultimate
1
The Desert stage was added as a fan requested stage with "uneven grounding, like the undulations of a desert". The stage itself is based on the Deserted City, Rub' al Khali level from Ninja Gaiden 3.
Dead or Alive 5 Ultimate
1
Rachel's close-quarters fighting style and moves are heavily based on Spartan-458 from Dead or Alive 4, who could not appear in Dead or Alive 5 due to copyright issues.
The King of Fighters '96
1
Goenitz's namesake comes from an alien character in the 1974 anime Space Battleship Yamato. His "Heavenly King" title is a reference to the opening theme of the 1979 anime adaptation of Cyborg 009.
Collection: Ikari Warriors
1
The namesake of Heidern, the commander of the Ikari Warriors first introduced in Ikari III: The Rescue, comes from Wemm Heidern from the 1974 anime Space Battleship Yamato.
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