Fate/Stay Night
Fate/Stay Night
January 30, 2004
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In Kinoko Nasu's first draft of Fate/stay night that he wrote while in high school, he had planned for Saber to be a man and the player character to be a woman in glasses. While the two genders were eventually flipped for the final game, this idea was revisited in "Fate/Prototype", an original video animation released as part of the Carnival Phantasm OVA collection. Fate/Prototype portrays Saber and the primary Master as described in the early drafts, but as of now, the full story of "Fate/Prototype" has yet to be told, with the animation and short story details being the only known aspects of this particular adaptation.
person aa1205 calendar_month November 30, 2023
subdirectory_arrow_right Fate/Grand Order (Game), Fate (Franchise)
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Attachment The "Fate/Unpublished Material" and "Fate/Side Material" booklets reveal an unused character for Fate/Stay Night. "Tachie", otherwise known as "Galahad", "Shielder", or "Stray Servant" was planned as an alternate Heroine Servant the player could have chosen instead of Saber. She was scrapped from the game as to keep the story manageable.

This character was also planned for the animated adaptation of Fate/Stay Night by Studio Deen, but was scrapped in favor of an adaptation of the "Fate" Route. An animated movie featuring Tachie was also considered, but also abandoned.

This unused character was later revisited and inspired the design for Mash Kyrielight, a seperate Shielder Servant and primary heroine of Fate/Grand Order.
person aa1205 calendar_month October 12, 2023
subdirectory_arrow_right Tsukihime (Game), Fate/Hollow Ataraxia (Game), TYPE-MOON (Company)
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person MehDeletingLater calendar_month July 26, 2025
Tsukihime, Fate/Stay Night + Hollow Ataraxia eroge visual stills [Not safe for work warning: pornographic content]:
https://e-hentai.org/g/376003/30fd32fd8a/
https://e-hentai.org/g/96201/b91d832bd0/
https://e-hentai.org/g/96196/149b578c4b/

Fate/Stay Night + Hollow Ataraxia original version re-releases:
https://typemoon.com/contents/9ncnes/6kmkl7
https://typemoon.com/news/2019/RoHjWQ

2002 Type-Moon interview:
https://tsukikan.com/misc/type-moon-staff-round-table-talk

2005 Comptiq magazine issue #289 interview (taken from Fate/Secret Book, a bonus booklet included with the issue) (page 10 in the booklet):
https://tsukikan.com/tmdb/fate-secret-book
https://imgur.com/a/fate-secret-book-big-interview-pages-4-13-included-with-every-copy-of-comptiq-issue-289-august-2005-lZFSEZh
https://forums.nrvnqsr.com/showthread.php/10-Questions-questions-and-more-questions-%28READ-THE-OP-FOR-ANSWERS%29?p=3379043&viewfull=1#post3379043
https://www.reddit.com/r/grandorder/comments/pq181f/takeuchi_and_nasu_on_fsns_sex_scenes/

2006 Dengeki Online interview:
https://web.archive.org/web/20061030121049/http://www.dengekionline.com/soft/interview/fate/
https://www.reddit.com/r/visualnovels/comments/1hm78y4/translationinterview_fatestay_night_for_ps2/

2012 Shining Star's Dream interview:
https://web.archive.org/web/20131017092642/http://netokaru.com/?p=10829
https://web.archive.org/web/20201127182715/https://docs.google.com/document/d/1URbMgktpEhkU5aeGiKkoc1QnGiILrLsRdlCzsKxtwiw/edit

Articles discussing the H-scenes in Fate/Stay Night:
https://ricedigital.co.uk/the-history-of-lewd-fate-stay-night/
https://reversethieves.com/2019/04/17/first-a-history-lesson/
https://moegamer.net/2017/09/30/fatestay-night-the-friction-of-real-and-ideal/
subdirectory_arrow_right Fate/Stay Night: Réalta Nua (Game)
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In a 2006 interview with Dengeki Online, lead writer Kinoko Nasu and character designer Takashi Takeuchi noted that they were never fully satisfied with the original PC release of Fate Stay/Night, considering it only 95% complete. However, rather than their beliefs stemming from the inability to add content, the pair stated that their main issue was that they didn't remove enough, with Takauchi calling the PC version cluttered and overlong. Consequently, a major challenge during the development of the PlayStation 2 port, Fate/Stay Night: Réalta Nua, was striking an ideal balance between streamlining the game and adding in additional material to incentivize purchasing it over the PC version.

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