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Art of Fighting 2
1
Attachment Ryuhaku Todoh was considered early on as a playable character, but he was scrapped due to unknow reasons.
Art of Fighting 2
1
Attachment Concept art for Temujin shows early character designs as a Karnov-style character, as well as a cowboy.
Street Fighter II
1
Blanka could originally return to the ground right after hitting an opponent with his Rolling Attack, allowing the player to follow it up with other moves in a combo. This was ultimately changed for the final release.
Street Fighter II
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The team originally wanted to give the AI the ability to change it's tactis depending on who it was fighting against, such as the computer knowing how close to stand to each individual opponent, etc. This feature was removed due to time contraits.
Street Fighter II
1
The characters were originally going to recieve more damage when dizzied. This feature was removed due to time contraits.
Street Fighter II
1
The team originally wanted to give "weak points" to the characters. When the characters where hit in said weak points, they recieved more damage. This feature was removed due to time contrainsts.
Street Fighter II
1
The team originally wanted to introduce character intro animations, but they were scrapped because of lack of memory. The only renmant of this idea is the sequence of M.Bison (Dictador) removing his cape before starting the match.
Street Fighter II
1
The team originally wanted to include stage hazards into the game such as projecticles blown by the wind that the player had to dodge, but the idea was scrapped early on.
Street Fighter II
1
Attachment During early development the team had the idea of the game's story being centered around an abandoned island that had been purchased to host a tournament featuring fighters of all different styles. This early draft of the story is reminescent of the 1973 film Enter the Dragon.
Street Fighter II
1
Attachment Early sketches suggest that Vega was going to resemble a medieval knight wearing a full suit of armor. He was also simply named "Spanish Ninja" by the developers until he was finally given a name.
Street Fighter II
1
During the early development of Street Fighter II, many characters had placeholder names until they were given proper ones:
•Zangief was referred to as “Vodka Gorbavsky".
•Chun-Li was named "Chinese Girl"
•Blanka was called "beast"
•M.Bison (Dictador) was named Washizaki (鷲崎 "Eagle Cape"), likely a reference to the villian of the same name from the manga series Riki-Oh.
Street Fighter II
1
Attachment During the development of Street Fighter II, an early design for Dhalsim bore a striking resemblance to Ganesha, a Hindu god with four arms and the head of an elephant. His name around that time was Naradatta’, which may refer to a character in Osamu Tezuka’s manga Buddha.
Street Fighter EX3
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Ace was originally going to be featured in his own side-scrolling mode. However the team faced problems during development, including certain moves that the player could "slip through" with good timing, such as Darun’s Indra Bahsi and Doctrine’s wire.
Street Fighter EX
1
The cycloid were created with the intention to give a "strange vibe" to the players. Cycloid – β, in particular, was designed in order to see if the development team could introduce elements such as mirror surface processing, refraction of light through transparent objects, and representation of flames, all of which were very popular elements in programming around the time of the game's release.
Street Fighter EX2
1
Attachment During development Hayate's "Heat Haze Vortex Climax" was simply called 'UFO', before it was finally given a proper name.
Freedom Planet
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The reason all 3 phases of the final battle with Brevon were given health bars (the first two subtly indicated by the two pillars in the background) was due to it being hard to gauge how close it was to defeating them, as well as their difficulty.
Capcom Fighting Evolution
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Demitri's Midnight Bliss attack turns Ryu into a young girl with a siver jar. This girl is the same one that appeared in Street Fighter II: The Animated Movie.
Doom
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The first level in Doom was actually created last. This is because John Romero wanted experience in level designing so he could make the first level his best.
Nioh
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Nioh's story is based on James Clavell's 1975 novel Shōgun, which focuses on a fictional English samurai who examines the rise of a new Shogunate, based on the real-life William Adams.

The Dark Souls series was a major inspiration for the gameplay, as well as the team's older works, such as Ninja Gaiden and Onimusha. The loot system was also said to be inspired by Diablo.
Nioh
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The development of the game began in 2004 internally by Koei, four years before the merger with Tecmo in 2008. After it was scrapped, production was rebooted and transferred to Omega Force, and shifted the genre to something similar to Dynasty Warriors. This version was also scrapped.

Team Ninja was brought on to help develop the action gameplay in 2010, while earlier staff from the original Koei team handled the scenario, having a finalized concept in 2012. The final version was released in 2017, placing the project in development for between twelve and thirteen years.
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