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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."
The King of Fighters 2000
1
Whip's Desert Eagle was completely censored in international versions of the game. Her scene in the Ikari Team ending was also altered to not have her shoot Zero in anger.
Genshin Impact
1
The Legend of Zelda: Breath of the Wild is held in high regard by the development team, and is cited as one of the main inspirations for Genshin Impact.

"In a post that our team circulated to players last year, we mentioned that The Legend of Zelda: Breath of the Wild was one of our inspirations for creating Genshin Impact as an open-world action RPG. That said, it is important to note that once you actually pick up the game, you will find the experience of Genshin Impact to be very different from that of The Legend of Zelda: Breath of the Wild."
Samurai Shodown
1
Initially, the team thought about possibly using a realistic art style, but ultimately decided against it because there were already many fighting games with a realistic art style.
Dead or Alive 5 Ultimate
1
According to the series producer, Yosuke Hayashi, other Virtua Fighter characters were considered for guest characters in place of Jacky:

"With DoA5U we introduced Jacky into the series although some of the team here wanted to see Aoi or Eileen in the game instead. DoA already has a lot of female characters, and as I learned VF playing Jacky I thought he would be the perfect character to show the DoA fans just what VF is all about."
Dead or Alive 3
1
According to series producer Yosuke Hayashi, the Snow stage was directly inspired by the Castle stage from Virtua Fighter 4. The Beach stage is also inspired by the "beautiful rendition of water" on Jeffry's stage from Virtua Fighter 3.
The King of Fighters '94
1
During the planning phase of development, the development team originally wanted to include a bonus stage in the game:

"We asked the planner to come up with 100 different kinds, and he actually did it. But a lot of them were very out-there, like having Bonus Items fly in from the sky that you would have your character destroy. At that time, the general thought was that Bonus Games were essential for fighting games, but our conclusion from having thought of 100 different kinds was that we didn’t need one after all (laughs). So we quickly decided to cut the Bonus Stage from KOF’94."
The King of Fighters '94
1
At one point in development, the Ikari Team would throw hand grenades as their projectile attack, but in the end the developers thought "having grenades blowing up in a fighting game was a bit distasteful", so the idea was scrapped.
The King of Fighters '94
1
Attachment Kyo's girlfriend, Yuki, appears in the background of the Japan stage along with his motorcycle. The game was initially going to feature an intro sequence of Kyo where he would drive through the streets on his bike and an animation sequence where Yuki would appear when Kyo is defeated. These ideas were not featured in the final game.
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