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Mega Man X5
1
The design of Spike Rosered, also known as Axle the Red, is based on that of Noriaki Kakyoin from JoJo's Bizarre Adventure.
Kingdom Hearts III
1
Pixar were heavily involved in the creation of the Toy Box and Monstropolis worlds based on their properties. They collaborated with with Square Enix on the story, character design, and look of the worlds among other things and helped to design the Infinity Badge Keyblade. They even negotiated to have the story of Toy Box be set between Toy Story 2 & Toy Story 3. This went so far as to have Pixar suggest Andy's Room have the Starfield wallpaper instead of the iconic Cloud wallpaper, so the area can be chronologically accurate to the film series.
Grand Theft Auto: The Trilogy - The Definitive Edition
1
Attachment In the original version of Grand Theft Auto: Vice City, a confederate flag can be seen on Phil Cassidy's muscle shirt. In the remastered version, the flag on Phil's muscle shirt has been changed to a skull.
Deltarune
1
Attachment The characters Ruddin, Hathy, Clover, Lancer, and King all took their designs from a series of playing card illustrations that Tumblr user Kantonytes published in 2012, the year Deltarune first started development. In a tweet posted shortly after Chapter 1's release, Toby Fox credited Kantonytes' work as a key inspiration for the game as a whole.
Dead or Alive Xtreme 3: Fortune
1
Despite being fully localized in English, the game was not released outside of Asia. According to a Dead or Alive community manager on Facebook, this was related to the West's concerns over women in the video game industry.

Do you know many issues happening in video game industry with regard to how to treat female in video game industry? We do not want to talk those things here. But certainly we have gone through in last year or two to come to our decision. Thank you.
The King of Fighters XIII
1
Oswald was originally going to be made a playable character in The King of Fighters XII and then was planned to be added to The King of Fighters XIII, teaming up with Iori Yagami and a newcomer who wore a kimono. This idea was scrapped after Mature and Vice were added to the final roster of both games.
Garou: Mark of the Wolves
1
Hotaru was originally named Ayumi, was originally going to have a bolder design. That changed when the SNK staff wanted to start adding cute "moe" characters into their games.

“Around the time Garou was in development, the term “moe” started to be used. We thought, “We want to add in moe, but what is moe?!” and had a lot of trouble with it. Thankfully, some staff were familiar, and Hotaru was created with the teachings of those staff members.”
Garou: Mark of the Wolves
1
Attachment Early designs of Rock Howard show that he was originally planned to wear Terry's hat. That idea was likely abandoned when a manga artist who worked at SNK suggested designing Rock's outfit based on the jacket he would wear to work. The game's artist, Nobuyuki Kuroki, liked the idea and implemented that into Rock's final design.
Garou: Mark of the Wolves
1
Attachment B. Jenet was originally designed to have traditional pirate attire. However, because translating her complex design to pixel art was complicated, her design was changed to have a simple long dress.
Garou: Mark of the Wolves
1
Gato was originally designed to look similar to Genjuro from Samurai Shodown. Over time, his design started taking inspiration from Bruce Lee before settling on what was in the final game.
Garou: Mark of the Wolves
1
Because the staff was unsatisfied with Freeman's earlier designs, the game's planner, Yasuyuki Oda, opted to create a completely different design for the character which ended up becoming the final design.
Garou: Mark of the Wolves
1
Attachment Early designs of Kevin Rian show that he originally was going to have a cybernetic arm that turned into a gun.
Real Bout Fatal Fury Special
1
Because the game's artist, Nobuyuki Kuroki, wanted to make a character that was more muscular than Franco Bash, he opted to redesign Wolfgang Krauser to be taller with more exaggerated muscles than he had before.
Intelligent Qube
1
According to a 1997 interview with the game's designer Masahiko Sato published in The PlayStation magazine, "in April 9th, on a Sunday afternoon, 2 or 3PM", out of nowhere, he came up with the idea for I.Q. that was "just like" the final game that was later released. After being asked again if the final version was the same as the original idea, he repsonded:

"Excluding the music, yes—visually it was almost exactly the same. I saw humans standing in an abstract, open space, with giant cubes coming at you. There were about 7 people, and in my initial vision, there were also dogs."

"At that time, I also imagined that, in addition to cubes, there would be blocks with more complex shapes: ones that were two stories high, for instance, or ones were more flat and oblong. However, when I actually made them, I realized that they made the game incomprehensible to human beings. The problem was that once the blocks became too complex in shape, people could no longer predict how they would move. Once I got into the actual development and created rules that humans could actually predict, that was when I first discovered the gameplay of I.Q."

"Gameplay, to me, is about finding the right balance. For example, take a game like Tic-Tac-Toe: it has a simple 3×3 board with players alternating between Os and Xs. This kind of game is easy to understand just by looking at it. But on the other hand, you have games like Othello and Go, which introduce a degree of non-intuitiveness that I think is handled well. When I ask myself why these games have continued to be played for so long, I think it’s because they strike just the right balance in having a moderate degree of complexity."

"My own initial image for I.Q, however, was far too complicated. It was too difficult and hence not very interesting. Gradually I refined the gameplay and the game changed accordingly."

"However, despite changing the number of humans on the game board, the one thing that remained nearly the same as my initial vision was the tone and atmosphere of the game."
The King of Fighters 2006
1
The plotline from the first game about the Meira brothers mistaking Seth for their father Fate's murderer was completely dropped in the sequel.
The King of Fighters: Maximum Impact
1
When creating Hyena's design, Falcoon's main objective was to make a man looks best in a green suit. His wacky gestures and face were based on Boyacky Butsukusa from the Yatterman series.
The King of Fighters: Maximum Impact
1
Duke was originally designed to be a younger man in his twenties with a Japanese sword, similar in appearance to Shinnosuke Kagami from The Last Blade or Kain R. Heinlein from Garou: Mark of the Wolves. He was specifically made to seem as though he's suppressing himself from his true potential. Duke later underwent a number of retakes until the development team requested for a "strong-bodied and serious man in his thirties".
The King of Fighters: Maximum Impact
1
Kim Kaphwan was going to be playable under the pseudonym "Mr. Taekwondo" (similar to Takuma's persona as Mr. Karate in Art of Fighting). However, veteran designers protested the idea, resulting in Kim being replaced with a different fighter. While several SNK's Taekwondo characters were considered (such as Jhun Hoon, May Lee, and Seo Yong Song from Buriki One), a fellow developer suggested creating a female Taekwondo fighter with Kim's "hot-blooded" personality, which eventually formed the basis for Chae Lim. To set her apart, Chae was made to be the struggling student who was not as adept as her peers or mentor but possessed a dominating determination. Ureshino depicts her relation with Kim as a "father-daughter relationship", adding that she is a young woman with Kim's potential.
The King of Fighters: Maximum Impact
1
Mignon Beart was designed to be a contrasting rival to Athena Asamiya. Keywords to creating her persona were "innocent, honest, and a little childish", which Falcoon admits is best seen through her actions rather than her figure. Her design is based on typically "cute idol" traits, particularly her boots, her manner of referring to herself in third-person, and her alternate catgirl costume. Her magical powers were created to counter Athena's Psycho Powers, which is interpreted by Falcoon to be akin to witchcraft.

She was initially not well received by Ureshino and other veteran staff, deeming her to not entirely fit the mood of the King of Fighters universe -though they lightened their impressions after considering the presence of Psycho Soldier members and other "orthodox" characters. As her character further developed, she became the "stupid, but cute" character, Ureshino using the term as a simple means of endearment.
The King of Fighters: Maximum Impact
1
Lien Neville was conceptualized to contrast with Mai Shiranui: Where Mai's character was very cheerful and lighthearted, Lien was made to be more serious and dark. Where Mai represents a "sexy and beautiful [Japanese] kunoichi", Lien represents the "sexy Western femme fatale". Mai wore loose-fitting outfits, while Lien had "tight and constricting" outfits. Mai had is straight and long black hair, and Lein had a short and curly hairstyle. Her curled hair needed several retakes, along with a long trial-and-error process for the game's modelers.
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