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Ninja Gaiden
1
The first stage of development was to create the game on the Sega NAOMI arcade system. They then planned to move the project to the Dreamcast console for further development and release, but this was abandoned when Sega ended the console's production in 2001. The game was then planned to be a launch title for the PlayStation 2. However, the game's producer, Tomonobu Itagaki, changed the development towards an Xbox exclusive after being impressed with the software development kits for the console.
Fatal Fury
2
Attachment Geese Howard's design is based on the character King, the main antagonist of SNK's arcade beat-em-up The Super Spy. His name comes from one of the bosses of the same game. Additional inspiration comes from Robert de Niro's role in The Godfather.
person DrakeVagabond calendar_month October 27, 2021
The King of Fighters '94
1
During the planning phase of development, the Mexico Team was originally going to be made up of Ryo Sakazaki, Robert Garcia, and Lee Pai Long. Over the course of development, Lee was drop in favor of Yuri, who would finally be replaced with Takuma in the final game.
Front Mission Series: Gun Hazard
1
Attachment According to an interview with the game's graphic designer Keisuke Tadakuma published in the game's Official Fanbook in 1996, he stated that some enemy designs were inspired by the experimental weapons created by the Germans during World War II.
Super Smash Bros. Ultimate
1
Attachment When Kirby absorbs Sora and then uses his Magic, it is immediately clear that Kirby does not get a Keyblade of his own. Instead, Kirby uses an ethereal glowing weapon that resembles a keyblade but is entirely made out of light and sparkles that changes color depending on the spell. While this can be interpreted as being a restriction by Disney over the Keyblade's imagery, Masahiro Sakurai on Twitter chalked it up to being done for lore reasons as he said "...only Keyblade Wielders can use Keyblades..." implying that Kirby isn't "chosen" as barer of one and thus has to use the three spells differently.
Samurai Shodown III
1
The Korean exclusive character, Kim Ung Jae, is named after the then the former president of Viccom, SNK's Korean publishing partner. He is a relative of the company's chairman, Kim Kaphwan.
Garou: Mark of the Wolves
1
Kim Jae Hoon and Kim Dong Hwan are named after the then leadership of Viccom, SNK's Korean publishing partner. Jae Hoon was the former president and the son of the acting chairman, Kim Kaphwan. Dong Hwan was the acting president and the chairman's brother.
Fatal Fury 2
1
Kim Kaphwan was named after then chairman of the Korean development studio, Viccom. Chairman Kim was responsible for the Korean imports of SNK arcade cabinets and lent his name, as well as the names of his family members, to ensure SNK's Korean characters had authentic Korean names. Like his game counterpart, he was also a Taekwondo practitioner.
Dead or Alive
1
Tina's character and fighting style were based on real-life Japanese pro-wrestler Manami Toyota.
Dead or Alive
1
Bayman's character and fighting style were based on real-life Russian sambo wrestler and former military officer, Volk Han.
The Last Blade
1
Shinnosuke Kagami was modeled after the characters Hiko Seijuro from Rurouni Kenshin, and Shinobu Sensui from Yu Yu Hakusho. The visual design was inspired by the former, and the overall character was based on the latter.
The Last Blade
1
Both Zanetsu and Shikyoh are based on the character, Udo Jin-e from Rurouni Kenshin. Zanetsu was inspired by the design, while Shikyoh was inspired by the character and personality.
The Last Blade
1
Lee Rekka is based on Jet-Li and his portrayal of real-life Qing Dynasty martial artist, Wong Fei Hung, from the 1991 film Once Upon a Time in China. His real name, Lee Cheng Long, is a reference to one of Jackie Chan's former stage names.
The Last Blade
1
Hyo Amano is modeled after the character Kumo, the protagonist from the 1973 manga series Haguregumo.
The Last Blade
1
The design of the game was created as a homage to Nobuhiro Watsuki's Rurouni Kenshin/Samurai X series, featuring characters and techniques based on the manga series. This choice was done out of appreciation for much for Watsuki taking inspiration from SNK's Samurai Shodown series.
Deltarune
1
Attachment In Chapter 2, if the player activates the Warp Door in Queen's mansion and uses it to revisit Cyber City, they will find one of the paths blocked off by an oversized toilet sprite. According to a tweet posted by Toby Fox during Chapter 2's development, the sprite was created at his request by the game's primary graphic designer Temmie Chang, only to end up absurdly large due to a miscommunication.

Furthermore, interacting with the toilet produces the message "(For some strange reason, a giant toilet-shaped toilet is blocking the way.)" This is a reference to the Iron Pencil statues in EarthBound, which produce the near-identical message "(For some weird reason, a pencil-shaped iron statue is blocking the path.)" when checked.
Final Fantasy X
1
According to a 2001 developer interview published in V-Jump magazine, the game's character designer Tetsuya Nomura stated the main character's name, Tiida (Tidus in the international release), was the Okinawan word for "sun". After Final Fantasy VIII, the team wanted to give their next main character a brighter and more cheerful personality. Kazushige Nojima gave Tiida his name, and Nomura thought he had a "bright" motif for the character in mind considering his name's meaning.
Resident Evil 2
1
According to a 1998 The Playstation magazine interview with the game's director Hideki Kamiya & writer Noboru Sugimura, they were asked about the chief of police character Brian Irons. Kamiya stated that he was originally going to be a normal police chief. His chubby exterior was still the same, but he would be seen properly wearing his uniform, talked like a normal officer, etc.

Sugimura credited himself as the one who made his deviant personality. Once they changed the police station building from a modern-day one to an old art museum, someone on the development team commented that it would be strange if there were medals just lying around in that place. Then Sugimura said "Well, we'll just have to make the police chief a weirdo then!", and Irons was what he came up with. He then created the character's hidden room, the idea that Chief Irons had been given bribes from Umbrella, and gave him "an insane grin on his face". Those who first saw the idea did not think it was very realistic, but Sugimura replied that "reality depends on persuasion and belief, so as long everything was consistent, it would appear real".

Kamiya stated that he was initially against turning Irons into a weirdo and protested it, but as the game's development progressed, the staff grew to like the idea and began coming up with "ridiculous details" to complement the personality shift. One example he cited are the hallway's torches leading to Irons' hidden room. The person who made it told him, "The Chief uses those to light a fire when he has his rituals!".

After confirming that Brian Irons' name appeared as a signature on the player select screen ID card in the first Resident Evil game, Kamiya revealed that wanted to use an "-ian" sound for both the first name and surname when coming up with the name, and decided that "Brian Irons" worked perfectly. He didn't think it would be anything more than just a lighthearted signature.

Sugimura commented that he didn't know that, and that when Resident Evil 2's development started the police chief was actually named Gordon until someone pointed out he was already given the name Brian Irons and stuck with it to connect it to the first game.
Franchise: Kingdom Hearts
1
The games' real-time action platforming aspect (in contrast to the turn-based combat of previous Square RPGs) came from a desire by series creator Tetsuya Nomura and others at Square of wanting to make a game extremely similar to and as thrilling as Super Mario 64 after they played that game and were enamored by it. However in order to make the concept stand on its own two feet, they decided to use Disney properties (which made Nomura in particular even more excited and obsessed with the project) as they believed Disney was the only thing that could compete with Nintendo and Mario.
Kingdom Hearts
1
When coming up with a name for the game and eventual series, the developers were attracted to the name "Kingdom" because, to Nomura and his team, the game's iconic premise of the different Disney movies' stories being rendered as "Worlds" for the player to visit reminded them of Disney's theme parks, such as the Magic Kingdom and Disney's Animal Kingdom, which are segmented into different "lands" or areas for visitors to explore. However, Square had difficulty in securing the name "Kingdom" alone, so they decided to add the word "Hearts" to it because such entities played an important role in the lore of the game and series.
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