Trivia Browser


Tagsarrow_right
Filter:
Platformsarrow_right
Filter:
Yearsarrow_right
Filter:

Genresarrow_right
Filter:
Collectionsarrow_right
Filter:
Franchisesarrow_right
Filter:
Companiesarrow_right
Filter:

Disney Infinity
1
Attachment There is an unused model of Dr. Heinz Doofensmirtz found in the game's data, suggesting that he was either intended to be playable or appear as a boss in a scrapped Phineas & Ferb playset.
Dino Crisis
1
According to game's director/producer Shinji Mikami in an interview published in the 5/99 edition of The Playstation magazine, he was asked if the way Dino Crisis would let you save your progress would be the same as the Ink Ribbon system in Resident Evil and Resident Evil 2, which limited the number of saves the player could make, contributing to the game's difficulty. He responded:

"We’re still deliberating on that. In addition to save points, we’re planning to add a Continue system. But precisely how many continues to give, or whether to make them infinite or not—that’s what we’re currently struggling with. Since I want to convey the terrifying nature of these dinosaurs, it would feel really weird if you didn’t die after 1 or 2 bites from a dino. But that also means that the slightest mistake on the player’s part equals game over. On the other hand, if we let you re-do the scenes over and over, it diminishes the terror… yeah, these game difficulty questions are, well, difficult!"
The King of Fighters XII
1
Many of the spectators in the background of the France stage are obese, well-dressed women that are dining while excitedly watching the match. The idea for these NPCs was inspired by a posh French resort that is known for attracting wealthy tourists, and was not intended to stereotype French women as being fat.
The King of Fighters XII
1
According to Ignition's Director of Business Development, Shane Bettenhausen, the decision to revert many of the older characters back to their classic designs and moves was an aesthetic choice:

"To go along with the game's central 'Rebirth of KOF' theme, the designers purposefully returned to the classic KOF '94 costumes and move sets for many of the returning fighters."
Super Smash Bros. Ultimate
1
Attachment When the Hollow Bastion stage turns into the Dive to the Heart segment, the different Stations of Awakening in the background that reference key Kingdom Hearts characters appear to be censored of any reference to Disney characters such as Mickey Mouse, Donald Duck, and Goofy. However, these censored Stations are actually close replicas of the designs used on coasters that Square Enix produced in celebration of Kingdom Hearts' 15th anniversary, which also omitted the Disney characters.
Street Fighter V
1
Pre-release footage of the game's story mode shows Spoiler:the death of the scientist in graphic detail, with the victim being melted. In the final release of the game Spoiler:the screen fades to black during the character's death.
Franchise: Mortal Kombat
1
According to series co-creator Ed Boon, Buffy the Vampire Slayer has been considered many times as a potential guest character in Mortal Kombat. She has yet to make the cut to this day.
Samurai Shodown
1
Attachment Charlotte's design is based on the character Oscar Francois de Jarjayes from the 1972 manga series The Rose of Versailles.
The King of Fighters '94
1
According to level designer Mitsuo Kodama, the design of the Italy stage is inspired by the portrayal of Italy in the 1992 Hayao Miyazaki movie Porco Rosso.
Giga Wing 2
1
In the 2/01 issue of Arcadia magazine interview with game's character designer Kei Toume, she said that the sisters Romi & Limi were originally designed to be twins with oni (devil) horns in the story. The pair went through many design changes as Toume's team really wanted "some kind of memorable character accent with their hair".

The android Cherry, however, hardly changed from how they first imagined her, with Toume stating she probably went through the least amount of changes out of the game's cast of characters.
The King of Fighters '94
1
The design of the Japan stage is heavily inspired by the look of Neo Tokyo from the 1988 film Akira.
Dead or Alive 6
1
Rachel's Break Blow is based on her "Blades of the Ouroboros" spell from Ninja Gaiden Σ.
Dead or Alive 6
1
Momiji's Break Blow is based on her "Art of the Crimson Lotus" ninpo spell from Ninja Gaiden Σ2.
Terranigma
1
According to a 1997 Comptique Magazine (March edition) interview with the game's director/designer/writer Tomoyoshi Miyazaki, he was asked why he chose Ark to be the only playable character. He responded:

"That was something that was decided at the very beginning, to only have Ark. Well, there’s also Yomi who you control inside Pandora’s Box. Because the player is alone in the story, we figured there should only be one character the player controls. That also makes it easier for you to empathize with the protagonist. One advantage was that since limiting the characters increases the memory available, we were able to do more complex and detailed movements and animation for Ark that we couldn’t do in the previous two titles. The controls are a step-up in that regard, I think."
Dynamite Headdy
2
According to a 1994 BEEP! Megadrive magazine interview with the game's producer/designer Koichi Kimura, he was asked if he was influenced by his love for Western animation for the game. He responded:

"Yeah. Actually western animation was one of the things that influenced me to get into the game industry in the first place. I really admire the sensibility of Looney Toons, where you never know what’s going to happen next. Watching them inspires me to hone my own skills. The difference between games and animation, though, is that in animation the artist directs how the scene moves and unfolds, whereas in games, that control is given over to the players. But I think that’s actually a strength for gaming and could lead to even more interesting scenes, which is something I want to explore more."
The King of Fighters '95
1
During the game's early development, there were plans to include a "Samurai Shodown Team" made up of Haohmaru, Nakoruru, and Galford. The idea for the team was dropped due to concerns about the first Samurai Shodown's popularity:

"Samurai Shodown was just coming out. So, it was kind of like, are these characters going to be super popular or not? And when it comes to the King of Fighters series, really it’s about who are the all-stars of SNK, right? What popular characters are we going to put in there above everything else? What’s going to sell?

So at that time, we didn’t really know if these characters were going to help increase sales, because you had to wait an entire year or so to see what characters were popping up as everyone’s favorites."


A Samurai Shodown team was eventually added in The King of Fighters XV as part of the game's first season of DLC characters. 27 years after the release of The King of Fighters '95.
Art of Fighting
1
Robert's design is based on actors Steven Seagal and Andy Garcia, and the character James Crockett from the Miami Vice series. The character artist, Shinkiro, expressed difficulties in designing Robert on the count of not knowing how rich people behaved.
Dead or Alive 6
1
Ayane's Break Blow is base on a ninpo attack she performed in a hidden cutscene from Dead or Alive 2.
Dynamite Headdy
1
According to a 1994 BEEP! Megadrive magazine interview with the game's producer/designer Koichi Kimura, he was asked why many of the backgrounds use theater stage motifs (The spotlight, the curtains, rigging systems…). He responded:

"It’s just my personal taste. There’s a director named Terry Gilliam, who creates these fantastic, magical worlds that take place in the real world. He’ll do things like add an artificial sun to a normal, everyday scene. While I was designing Dynamite Headdy, I thought that kind of world would be cool, so we made a few mock-ups in that style. After seeing it in-game, I thought it looked great, so we doubled down and tried to make that a visual theme for the whole game. At this point in the development it might look really lame if we only went half-way with that aesthetic. There’s a bunch of other cool things we still plan to add, too."
Dynamite Headdy
1
According to a 1994 BEEP! Megadrive magazine interview with the game's producer/designer Koichi Kimura, he stated in regards to Headdy's character design and attacking with his head:

"I had been thinking I wanted the character to use some part of his body when he attacked, and throwing his head was something new, and would make an impact on players. I made him a puppet because puppets are easy to deform and manipulate, whereas a living creature that detached it’s head would be weird, I thought."
keyboard_double_arrow_leftFirst keyboard_arrow_leftPrev Page of 302 Nextkeyboard_arrow_right Lastkeyboard_double_arrow_right