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Twin Mirror
1
In interview with game's lead writer Matthew Ritter at Gamescom 2018, he stated that he was influenced by adventure games like Beneath a Steel Sky and the Space Quest series while growing up and always looked to those when writing.
World Heroes
1
According to Akira Ushizawa in a 1998 interview published in volume 122 of Gamest magazine, he was asked where the idea of all of the game's fighters being summoned through a time machine to fight each other came from, and he responded:

"It was when we were first working on the planning, and thinking of stages for each character. We wanted those stages to have a lot of individual personality, and someone suggested the idea of setting the stages in different eras."
Shining Force II
1
In a 1993 Dengeki Megadrive interview with the game's producer and writer Hiroyuki Takahashi, he was asked what was the basic difference between Shining Force I and Shining Force II? He responded:

"The first Shining Force was a game of armies battling armies. In Shining Force II, it doesn’t have that rigid “troops” feel so much—it’s more of a swashbuckling adventure. For example, say your team is traveling by wagon. In the first game you’d basically proceed straight to your “true enemy”, but in this one, you might get waylaid by random monsters along the way. In that sense, Shining Force II doesn’t feel like a game where you’re simply trying to defeat the big bad guy at the end."


Hiroyuki also stated that he intentionally changed the way the game's story progressed, noting that in the first Shining Force game, as soon as the player leaves town, they're drawn into a fight. He felt that players saw this immediacy as too linear and forced, and decided not repeat it with the second game.
World Heroes
1
According to game's planner and director Kenji Sawatari in a 1998 Gamest magazine interview, he was asked why he added a female character to World Heroes. He responded:

"We haven’t had many female characters in our games up to now, so we wanted to add a proper one. Kagerou, the white ninja you can use after stage 3 in Ninja Combat, was ADK’s only other female character to date."
Terranigma
1
According to the game's director Tomoyoshi Miyazaki during a 1995 interview featured in Dengeki SFC and Famicon Tsuushin magazines, he was asked how the game's development began? He responded:

"We started the planning for Terranigma very shortly after completing Illusion of Gaia, so we’re about a year and a half into the development now. Of all our Super Famicom titles, I think Soul Blazer would be the most iconic Quintet game. However, the world of Soul Blazer didn’t feel like a big, epic—it felt more like you were playing a series of miniature set pieces. That was something I was left a bit unsatisfied with.

Soul Blazer had a unique worldview, though: in that game we tried to depict humans as viewed from a non-human perspective. So the inspiration for Terranigma came from the desire to combine that concept with an “epic”, larger world a la Illusion of Gaia."
Guilty Gear
1
Attachment According to the game's producer and graphics/visual artist Daisuke Ishiwatari in two 1998 The PlayStation (JP) and Dengeki PlayStation magazine interviews, Ishiwatari stated that he originally wanted to ask Koichi Yamadera to voice Sol Badguy, but didn't give him the role. The high cost of hiring Yamadera meant there would not be enough payment for the rest of the game's voice actors who had already been set for their roles, meaning the team couldn't make any further adjustments, so Ishiwatari took on the voice roles of Sol Badguy and Potemkin himself. When asked why they could not have just hired a different voice actor, Ishiwatari responded:

"Well, that was an option too, but I felt like if we couldn’t have Yamadera, I might as well just do it myself. Now I kind of regret that choice, it was a bit impudent of me."
Guilty Gear
1
According to the game's producer and graphics/visual artist Daisuke Ishiwatari in a 1998 The PlayStation (JP) magazine interview, he was asked how the game's development started? He responded:

"Well, at the time we wrote the initial planning documents, the decline of 2D versus fighting games had not yet begun. And I personally felt like there was not a single fighting game out then that had truly “cool” characters in it, though I had been a fan of the original 2D fighting game, Street Fighter II. Anyway, feeling dissatisfied, I started drafting the plans that would become Guilty Gear. Arc System Works then publicly announced it, along with the characters, but there followed a very long period where nothing happened… eventually we reached at point at the company where we had a software development environment capable of handling it, and that’s when the real development finally started."
Guilty Gear
1
According to game's producer and graphics/VA Daisuke Ishiwatari in The PlayStation (JP) magazine interview, he was asked how long did it take to make the game? He responded:

"Once we got down to the actual development work, it took about a year and a half to complete. It was a very long interval, though, from the time we finished the planning docs to the time we started development."


He also revealed that the game was originally in development for the Nintendo 64, the Sega Saturn, and for arcades as well as the PlayStation, and that as a result, Ishiwatari put a lot of thought into designing the Instant Kill system, and that it only ended up the way it was in the final game when the team decided to make Guilty Gear exclusive to home consoles.
Oddworld: Abe's Oddysee
1
In a 1997 The PlayStation (JP) Magazine interview, the game's producer Sherry McKenna was asked if the team used motion capture for the character animation in the game. She responded:

"No, it’s standard, original animation. The most important thing for us was making it feel like the characters lived in and inhabited that world. It wasn’t about showing off the latest in fancy technologies or anything."
Dead or Alive
1
Jann Lee's design, fighting style, and moves draw heavy influence from several Bruce Lee films including The Big Boss, Fists of Fury, Game of Death, Way of the Dragon, and Enter the Dragon.
Dead or Alive 3
1
Brad Wong's design, fighting style, and moves are heavily influenced by several martial arts films starring Jackie Chan, most prominently the 1994 film Drunken Master II.
Dead or Alive 5 Ultimate
1
Attachment Kasumi's 27th "Ragnarok Odyssey ACE" DLC costume, also named the "GungHo Booth Babe Costume", is based on the uniform worn by promotional models during Tokyo Game Show 2013 for Game Art's 2013 title Ragnarok Odyssey ACE.
Dead or Alive 5 Ultimate
1
The Desert stage was added as a fan requested stage with "uneven grounding, like the undulations of a desert". The stage itself is based on the Deserted City, Rub' al Khali level from Ninja Gaiden 3.
Dead or Alive 5 Ultimate
1
Rachel's close-quarters fighting style and moves are heavily based on Spartan-458 from Dead or Alive 4, who could not appear in Dead or Alive 5 due to copyright issues.
The King of Fighters '96
1
Goenitz's namesake comes from an alien character in the 1974 anime Space Battleship Yamato. His "Heavenly King" title is a reference to the opening theme of the 1979 anime adaptation of Cyborg 009.
Collection: Ikari Warriors
1
The namesake of Heidern, the commander of the Ikari Warriors first introduced in Ikari III: The Rescue, comes from Wemm Heidern from the 1974 anime Space Battleship Yamato.
Dead or Alive 5: Last Round
1
Attachment In the 2017 Halloween DLC, the costumes for Phase 4, Honoka, and Marie Rose are ballerina outfits that are references to the ballet Swan Lake. Honoka is based on the protagonist, Odette; Phase 4 is based on the antagonist, Rothbart; Marie is based on the rival, Odile.
Dead or Alive 3
1
Attachment For Dead or Alive 3, Team Ninja considered replacing the entire roster of the past two games with a new set of characters, with Hitomi as the new heroine to replace Kasumi. This idea was scrapped, with the exception of Hitomi's inclusion as a fighter.
Metal Gear Solid
1
During the fight with Psycho Mantis, the player is intended to swap their controller to the second port to prevent Psycho Mantis from reading their mind. However, if you call Campbell after losing to Psycho Mantis enough times, Campbell and Naomi will reveal that the statues in the room are based on Mantis himself, and attacking the statues will distract him long enough to be attacked. This alternate strategy was implemented in case the second controller port of the PlayStation is damaged, although this strategy was not included in Metal Gear Solid: The Twin Snakes on the GameCube.
Shovel Knight
1
Attachment There are several zips/screen wraps and out of bounds travel spots in the game that can be performed with Shovel Knight, Plague Knight, and Specter Knight. Each Knight has the ability to perform them in different areas in different ways, with some not being intended by the developers and patched out to prevent them from happening during casual play, while others that they saw as being hard to pull off by first-time players were left in and are still used by the game's speedrunning community (as of September 2021).

Shovel Knight can perform the "Bubble Wrap" zip in the Plains of Passage by bouncing off of one of the Bubble Dragon's bubbles, causing the game's camera to try and follow Shovel Knight by pushing him through an off-screen transition into the room directly above the Bubble Dragon.

Plague Knight can perform similar harmless "Room Zips" in one area in the Iron Whale by bursting, jumping, bursting again, followed by two uses of the Staff of Surging to access a secret room with a Music Sheet, and when boarding the Flying Machine by using a combination of the Vat and Burst Jumping to skip two vertical screens and the challenges within them. In previous versions of the game, Plague Knight could preserve their momentum before entering a boss room, allowing speedrunners to set themselves up by triggering the opening dialogue to a boss fight in more advantageous spots than normal. This would be patched out later to prevent unexpected results, but still allowed a brief window for players to perform any action, including bursting forwards to bosses anyways. All characters may do any action frame perfectly after the transition, including pausing.

Specter Knight used to be able to perform a transition in the second stage of the Tower of Fate ("????" in New Game + only). Normally, Specter Knight can perform an easter egg by jumping off of a ledge in the Tower of Fate, but will not lose money and trigger a cutscene with either Dark Acolyte or Reize. However, the plane that triggers this death used to be low enough that Specter Knight could float underneath a nearby ledge precisely and use that as a screen transition to enter areas the player is not supposed to go to yet. In a later update, this plane was raised to prevent this glitch from happening, but Specter Knight does have a glitch that was intentionally left in by the developers. In the Lost City, a trick called "Lost Spaghetti can be performed in one area by having Specter Knight turn the lava into bouncy goo while he is falling in. If done right, Specter Knight should fall just below the plane where he would bounce on the goo and harmlessly phase through it into the room below, missing the death plane normally assigned to the lava.
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