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The King of Fighters '94
1
The game was initially going to re-use sprites from Fatal Fury Special and Art of Fighting 2 during early development. However, they ultimately decided to create original assets for the game.
Castlevania: Dawn of Sorrow
1
In a Reddit AMA with Shutaro Iida, he revealed that, for him and his team, the most insufferable thing about developing this game and for the Nintendo DS was strict demand from higher ups "to use the touch [screen technology] as much as possible" during their development.
Platform: Wii
1
Retro Studios, according to one of it's developers Bryan Walker, were at first extremely concerned about wanting to develop for Nintendo's upcoming Wii system due to the console's mediocre specs compared to the competition. However, being among the first westerners to see a prototype of the unique controller for the console, they were immediately won over by the gaming machine's groundbreaking motion-control gimmick.

“...And we were a little concerned to be blunt, and then, ta-da: they rolled out the Wii Remote. Kind of in unison, the whole team went, ‘Ohhhhh. Ahhhh. Okay.’ Everybody was watching at E3 where the Wii was rolled out and the stampede when they opened the door of people running right past the Sony PS3 display to get in line with the Nintendo display to play the Wii. We were like, ‘Ah okay. We understand now. We’ll be quiet.”
Virtua Fighter 4
1
The idea for Lei-Fei was inspired by series creator Yu Suzuki's trip to China:

"In 1993 or 1994 I went to China and met a famous Shaolin monk, and so I wanted to create a Shaolin monk fighter for Virtua Fighter."
Donkey Kong Country Returns
1
Retro Studios dev Bryan Walker recalled in an interview how unexpectedly understanding Shigeru Miyamoto was to him and his team's vision for the project in the planning stages and how considerate and mentorlike he was with their pitches and ideas. When the final moments of the collaboration were almost done, however, Walker recalled that Miyamoto said something in English to them that stuck with them forever: "Please take care of DK. He is my friend."
Dynamite Headdy
1
According to a 1994 BEEP! Megadrive magazine interview with the game's producer/designer Koichi Kimura, he was asked where the idea for Dynamite Headdy came from? He responded:

"The biggest reason for making Dynamite Headdy was that our team wanted to create something original. 2 I’ve been a part of many game developments, but almost all of them were either based on pre-existing characters, or plans that were handed to me from above, which I then adapted and revised. I thought Dynamite Headdy would be a more fun and fulfilling development. Having worked in game dev for 5 years now, I thought it was high time to make something of my own creation. I knew that if I wanted to make my own game, I needed to make something that looked convincing from a commercial sales perspective, and I put a lot of effort into the initial design and conception of Dynamite Headdy along those lines."
Castlevania: Symphony of the Night
1
In a 1997 interview with the game's director Koji Igarashi & designer Toshiharu Furukawa, they were asked how they came up with ideas for the game's huge assortment of weapons and items. Igarashi stated that they used a variety of different references, books and other materials, and tried to include things that had never been used in a Castlevania game before.

Furukawa added that each of the staff members had a special attachment to a different kind of blade, so they ended up using a good variety of blades in the final game. However, this bias did result in the developers' favorite weapons being overpowered, adding that "Not realizing that no one liked shields was a bit of a blind spot…"
Dead or Alive
1
Early promotional images for the game features Kasumi in a different, more revealing, costume. Her final design were be changed to white and have underclothing. And her previous design became her alternate costume.
Marvel vs. Capcom 2: New Age of Heroes
1
According to the game's director Tatsuya Nakae in a 2000 Arcadia magazine #3 developer interview, he was asked if he could comment about the three new original characters: SonSon, Amingo and Ruby Heart in the game. Nakae stated that until now, Norimaro had been the only original character in Marvel vs. Capcom series, so he wanted to add more new characters in the game from the start. When Nakae asked the game's lead character designer Katsuhiro Eguchi for some designs, Eguchi told Nakae that he wanted to revive someone from a classic game and sent him a design that reinterpreted SonSon as a girl; Nakae stated "it was interesting and had a lot of impact" and put the character in the game.

Nakae then stated that Amingo was designed to fulfill the missing role of a non-human Capcom character that was "capable of really crazy movements", and that Ruby Heart was designed to be the leading character of the three newcomers (in a marquee role similar to Ryu and Cyclops) and as a new challenge to create a "cool, female character", the kind of which had not commonly taken center stage in games released at the time.
Dead or Alive
1
The game was originally going to be titled "Polygon Fighter" during its prototype phase of development. The title was then changed to "Ninja Fighter" before finally settling on "Dead or Alive" because of the pressure Tecmo placed on the game's success.
Dead or Alive 6
1
According to Tom Lee, Diego was created largely to give representation to the Hispanic community in America as well as appeal to American sensibilities.
Rez
1
In a 2001 interview with the game's director Jun Kobayashi featured at the game music column of allabout.co.jp, he was asked who his target audience for the game was. He responded:

"At first, I was thinking of a game for people who liked club music, something they could enjoy without actually going to the club."


"However, after mulling it over, we finally decided on targeting people who are new to video games with Rez. I mean people who maybe bought a Playstation 2 and watch DVDs on it, but hardly play any games. Or people who think “games today are too difficult, I can’t play them.”"


"By the way, I’ve been playing games since the Famicom era, so for most games today I don’t need to read the instruction manual, I can just start playing. That’s all good for people like me who grew up with and experienced the evolution of Famicom, Super Famicom, Sega Saturn, and Playstation… but Rez was aimed at those who don’t have that experience, the kind of people who have just bought a PS2 for the first time. The PS2 may be their first experience with a video game controller, and I wanted to create a game that even those new users could enjoy."


"With Famicom games you have a directional pad that moves a character, and when you press a button your character immediately jumps or attacks. I’m very familiar with those kinds of controls. Most games today are released for people like me, who are familiar with those kinds of controls, and developers then try to take that formula further and do more refined things with it."


"Consequently, people whose first video game console is the PS2 see these more complex games and have no idea what’s going on. The buttons are too complicated and the appeal of the game is lost on them. Of course with a player like me, I prefer those kinds of games, but with Rez I wanted to immerse new players in a different world: one where a brand new sensation has been added to the traditional formula of “aim and shoot the enemy”-type games. "
Street Fighter II
1
In a 1991 interview with the game's composer Yoko Shimomura published in vol. 62 of Gamest magazine, she was asked who did the voices for the game's characters. She stated that the team asked people at Capcom to perform them, and had about 30 different employees record their voices. She described it as a "kind of a chaotic jumble", and the team chose the best takes from the recordings, but at that point she had forgotten who voiced who. She also stated that the pronunciation for the English voices needed to be correct, so the team asked some non-Japanese people to voice them. In particular, E. Honda's “dosukoi!” line was originally voiced by a foreigner, although the team ended up not using it. They also tried having a man voice Chun-Li's “Spinning Bird Kick!” in a falsetto voice, but ultimately picked something different after more people auditioned.
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 she almost wrote all the songs in the game based on how she pictured each different country in her mind, and also tried to match the music with the stage backgrounds.
Marvel vs. Capcom 2: New Age of Heroes
1
According to game's director Tatsuya Nakae in a 2000 Arcadia magazine #3 developer interview, he was asked how they were able to realize the support for the game's online matching service network (established in collaboration with Japanese telecom KDDI). He responded:

"In the beginning, Funamizu asked us if it’d be possible to add online battles as a major selling point, and after discussing it internally and determining that it might be feasible, we decided to approach KDDI with the idea. Thankfully, KDDI was on board and got to work on making it a reality; we didn’t have a ton of time for development, but thanks to the hard work of KDDI, we were able to make it happen."
"At first, I was worried about lag during online matches, but when we ran in-house tests, the lag didn’t feel as bad as I feared it would and we were able to comfortably play online, so we rushed to finish the game. People who’ve never tried it tend to think “online play, I don’t know…” and shy away from it, but those people are the ones who are the most impressed when they finally try it for themselves, so I’d really urge you to go hands-on for yourselves."
Marvel vs. Capcom 2: New Age of Heroes
1
According to the game's director Tatsuya Nakae in a 2000 Arcadia magazine #3 developer interview, he was asked why the team included two Wolverines in the game, one with bone claws and the other with adamantium claws. He commented that the team wanted to focus on the bone claw Wolverine, but the directive from Marvel was that both had to be included in the game. This made it difficult for the team to differentiate the two characters as they look almost identical, so they had to think of where and how to add pronounced, yet subtle differences.
Marvel vs. Capcom 2: New Age of Heroes
1
According to game's director Tatsuya Nakae in a 2000 Arcadia magazine #3 developer interview, he was asked how Cable and Marrow were selected for this game? He responded:

"One of the staffers at our company is extremely well-versed in American comics, so we asked him to come up with a list of candidates. Using the selection criteria of “attacks that can be easily understood at a glance” and “doesn’t significantly overlap with any of the characters introduced with the previous games”, as well as “cool factor”, we narrowed the selection down to those two."

"With regards to Cable in particular, we also factored in his slightly convoluted backstory as Cyclops’ son from the future as something that players would find fun."
Streets of Rage 4
1
According to game's artist Ben Fiquet on his Twitter account, the elevator platform from "Stage 11: Airplane" was inspired by the manga series Akira. The name of the stage's soundtrack is even "A Ki Ra".
Samurai Shodown III
1
Shizumaru Hisame's visual model was based on Kurama from the 1990 manga series Yu Yu Hakusho.
Dead or Alive 5 Ultimate
1
One of Nyotengu's victory poses is taken from Tengu's intro sequence from Dead or Alive 2. The English translation is taken from Dead or Alive: Dimensions' iteration of the intro.
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