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Night Trap
subdirectory_arrow_right Night Trap: 25th Anniversary Edition (Game)
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Night Trap: 25th Anniversary Edition, an expanded 2017 re-release of the game for the PlayStation 4, PlayStation Vita, Nintendo Switch and PC, uses the full uncompressed video footage recorded for the original game. Additional bonus content includes deleted scenes like an introduction scene for the game's story and a death scene featuring Danny (which was most likely cut due to Danny's young age), as well as a behind-the-scenes developer commentary, a "theater mode" to watch all of the game's story, a "survivor mode" that will randomly place Augers in the house, and a playable version of "Scene of the Crime", the first prototype of Night Trap created in 1986 to pitch an unreleased console called the Control-Vision to Hasbro.
WarTech: Senko no Ronde
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In a 2010 interview with the game's director Hiroyuki Maruyama, he stated that he originally wanted to release the game on the Xbox. Despite the console's poor sales around the time it was being made, he was very interested in the network capabilities of Xbox Live, so he tried to get in touch with Microsoft to release the game on that platform. Instead, Microsoft asked the developers to release the game on their next console, the Xbox 360.
Final Fantasy VIII
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According to a 1998 Famitsu magazine interview with the game's character designer Tetsuya Nomura, preliminary meetings to plan out Final Fantasy VIII with the game's team, including director Yoshinori Kitase, began immediately after the completion of Final Fantasy VII's development.

During one of the conversations, Kitase said that he wanted to use a character that Nomura drew 3 years ago, before Final Fantasy VII, which was the sorceress Edea Kramer.

He added that although the Final Fantasy series has the word "Fantasy" in its name, it had become routine for them to feature technological civilizations and machines, and he felt the fantasy aspect had steadily weakened its presence. Therefore, Edea was added to the game to genuinely counteract those growing technological aesthetics: "a full-on, high-fantasy sorceress".
The Legend of Valkyrie
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Attachment In the 1991 World of Valkyrie storybook, there are 2 unused concept art characters that did not make it into the game. The Stone Giant was envisioned as a boss, with one of the 4 Mythical Faeries would have been imprisoned inside of him. The faerie is shown confined in a cursed tree cage by Kamooz.
Fatal Fury 3: Road to the Final Victory
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According to the SNK team in a 1995 Neo Geo Freak Magazine interview, Franco Bash's fighting style of kickboxing was implemented into the game after Joe Higashi, noted by fighting using kickboxing's "rival" style Muay Thai, had his storyline shift away from being one of the main focuses of the series, upon which the SNK team decided that there was enough room for another kick-centered fighting style.
Fatal Fury Special
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According to the SNK team in a 1995 Neo Geo Freak Magazine interview, Geese Howard's "Wicked Shadow Fist" move was going to be in Fatal Fury Special, but did not make the cut due to time constraints. However, Geese's move did return in Fatal Fury 3: Road to the Final Victory as it was on the SNK team's "must add" list from the very beginning of the development.
Ultima IV: Quest of the Avatar
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The game's designer Richard Garriott stated that the metal ankh is based on from the 1976 film "Logan's Run".
Dead or Alive 6
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NiCO was originally intended to be Russian, and her Japanese voice actress Sumire Uesaka was originally chosen for her Russian language skills. However, after changing NiCO to be Finnish, Uesaka's language skills ended up not being put to use.
Sonic the Hedgehog 2
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According to the July 1997 edition of SEGA Magazine in a developer interview, Yuji Naka stated that he added the ability to perform a Spin Dash while crouching and standing still, named the "Super Spin Dash", to make it easier for players in response to critiques of the first game where players had trouble performing the normal, running version of the Spin Dash:

"As for our new additions to Sonic 2, they began and grew out of our dissatisfactions from the first game. The idea for the super spin dash, for instance, came directly from one of those complaints—namely that beginners couldn’t do the loop-de-loops very well, and if they made a mistake they couldn’t get the momentum back to loop through it. That was annoying. So what if he could dash from a stopped position…? Then we had the image of him spinning in a ball to accelerate, and rendering it graphically helped the idea take further shape."

In a 1993 Beep! Mega Drive interview with several Sega employees, Naka first stated about the Super Spin Dash:

"It came about when we were reflecting on opinions of the first game. We were actually planning on including one other such ability. We also talked about using the B and Up buttons, but that was never realized."
Final Fantasy III
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Attachment According to the game's artist Yoshitaka Amano from a 1987 Beep Magazine interview, Square told him to make an illustrated cover of a character (Onion Knight) wielding 2 blades. Originally, Amano wanted to draw a landscape-style drawing with no human characters, but he changed it since it was an illustration for a video game, and was later glad he did as he felt the game's final cover had more impact.
Final Fantasy V
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According to director/writer Hironobu Sakaguchi and writer Yoshinori Kitase, Final Fantasy V marked the first time they worked together on a game. Kitase then commented about their working relationship during the game's development:

"Mr. Sakaguchi and I worked on [the game's] events in a relay, so when we would go to work, the first thing we'd do is check the data the other had put up to check the continuity. We'd see each other's work and think 'I'll make something even better!' in a sort of competition."
Twinkle Star Sprites
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Attachment In a 1996 Gamest interview, some of the featured concept art shows designs for 2 characters named "Marisu" and "Teresu" who were not included in the final game. The game's character designer Mimori Fujinomiya commented:

"These were characters looked too much like ripoffs of the koropokkuru, so I abandoned them. Their personalities were too similar to Macky and Pentell, anyway. I do like their Robo-Dog though."
Shining Force
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Attachment In a 1992 Famicom Tsuushin interview with the game's producer/designer Hiroyuki Takahashi, he stated that Jogurt/Yogurt was originally just a sketch character made by game's character designer Yoshihiro Tamaki. Tamaki thought the idea would be great to have a completely out-of-place character in the game's battles.

In a 1992 developer team interview featured in the Shining Force Encyclopedia, Tamaki admitted the character was created partially as a joke and before any of the official concept art had been completed. He also stated that Jogurt's face is based on the game's director Kenji Orimo.
Mortal Kombat 11
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English dub voice actor Karen Strassman, known for Kitana & Mileena from Mortal Kombat (2011) and Mortal Kombat X, did not return to voice her characters for Mortal Kombat 11, citing internal politics in the gaming industry that affected the game's casting.
Dungeons & Dragons: Tower of Doom
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In a 1996 interview published in a Dungeons & Dragons mook (magazine & book portmanteau) covering Dungeons & Dragons: Shadow over Mystra and this game, the developers were asked why they choose Dungeons & Dragons as the setting. The game's designer Tomoshi Sadamoto responded:

"It was TSR, the copyright holder of D&D, who came to us first and talked about doing a game. However, an agreement could not be reached at that point and the project was on hold for awhile. Sometime later a compromise was reached, and we were able to start working on the first game, Tower of Doom."

He also admitted that from the beginning, the game was only intended for the arcade.
Final Fantasy VI
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Attachment In a 1994 Hippon Super and Game-on magazines interview, the game's field graphics designer Tomoe Inazawa wanted the Serpent Trench's ocean floor less shallow-looking by making it darker and more impenetrable, realistic and alluring than how the ocean appeared in previous Final Fantasy games:

"Well, in reality, that’s how the ocean floor is: dark and impenetrable. What has been depicted in earlier games is really a shallower image of the ocean. So I was thinking about how to convey something more realistic, so I made it dark. Dark and alluring."
Revelations: Persona
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In a 1996 interview with the game's director Kouji Okada published in Dengeki PlayStation magazine, he stated that the demons are voiced by the staff from Atlus, including those enlisted from all over the company rather than just the game's developers, while also singling out that the female demons were voiced by female staff members.
Trespasser
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In Episode 172 of the webseries "The Angry Video Game Nerd" in which the Nerd reviewed Jurassic Park: Trespasser, James Rolfe conducted an interview with the game's executive producer Seamus Blackley about the game's development. He asked him why they used the Tribe C Alpha Velociraptor as the final boss when raptors were already the most frequently-encountered dinosaur in the game. He responded:

"We didn't have time to create, or budget to create a new boss dinosaur, and we were in a huge rush to finish, and we had a huge amount of pressure from DreamWorks Interactive. Of course all of these things are ludicrous now when you think about them, because as we say 'a late game is only late until it ships, but a bad game is bad forever'."
Tetris Battle Gaiden
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According to a 1993 Dengeki SFC magazine interview, the game's designer Norifumi Hara commented on the start of the game's development:

"We were tasked with creating a sequel to Tetris, and I love versus fighting games, so I wanted to make head-to-head competitive matches the main focus. Originally the title was "Batorisu" 1 [Note: This is a combination of the words "Batoru" (battle) and "Tetorisu" (Tetris) that does not quite translate well into English], and we were developing it for the Famicom, but of course the Super Famicom was a better choice, we realized."
Metal Gear Rising: Revengeance
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Attachment In April 2012, to promote the game prior to its first playable appearance at E3, Konami created an alternate reality game (ARG) entitled "Make It Right" which primarily involved fans performing instructions revealed on the official Metal Gear Solid and Metal Gear Rising Facebook pages and websites weekly leading up to E3. The campaign started on April 25th, when Konami released a new teaser for the game hinting at news to be revealed five days later. In addition, Konami manufactured two replicas of Raiden's severed left arm and sent them to Game Informer and Electronic Gaming Monthly. Connected to each of the arms was a USB drive that contained several cryptic images related to the game's plot, as well as the first in a series of short, live-action trailers promoted as secret video files found in Raiden's arm which were released by Konami over the course of the ARG. These videos depicted flashbacks to Raiden (voiced by Quinton Flynn) undergoing surgical procedures initiated by Maverick Security Counseling, Inc. that ultimately turn him into a Cyborg Ninja, as well as flashbacks to his time training as a child soldier under Solidus Snake (voiced by John Cygan). The last flashback trailer depicting Solidus killing a hostage, released on May 17th, ended with a binary code message "01000101 00110011" which translates to "E3", and the final trailer released during the ARG was a short clip of the title screen to the game's E3 2012 demo. The events in the videos were meant to hint at what would be shown in the story to Metal Gear Rising: Revengeance, but these events would end up only being mentioned in an optional codec call between Raiden and Doktor about left arm data.

Two other recognized actors featured in the videos include an interrogator played by Noah Nelson, the voice of Cunningham from Metal Gear Solid: Portable Ops, and a surgeon played by James Horan, who would later voice Skull Face in Metal Gear Solid V.
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