Trivia Browser


Platformsarrow_right
Yearsarrow_right

Genresarrow_right
Collectionsarrow_right
Franchisesarrow_right
Companiesarrow_right
Tagsarrow_right

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.
The King of Fighters '96
1
Attachment Billy Kane, Ripper, and Hopper from Real Bout Fatal Fury appear in the background of the Strolheim Tunnel stage.
The King of Fighters '96
1
Attachment Ryuhaku Todoh from Art of Fighting appears in the background of the Skyscraper Restaurant stage, along with Sally and Elizabeth, the waitresses from the England stage in The King of Fighters '95.
The King of Fighters '96
1
Attachment Tung Fu Rue, Jubei Yamada, Blue Mary, and Sokaku Mochizuki from Fatal Fury appear in the background of the Southtown Railroad at Noon stage.
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."
Advent Rising
1
Attachment During Part D of "Prologue: First Contact", after you are finished training, you must return to the instructor in the control room where the door will close behind you before being attacked by four Marines. However, if you walk through the door and then use Timeshift to run back through the door before it closes (or cheat using console commands to freeze time to perform the trick), you can then enter the door that the four Marines rush out of and access a secret area, although you need to reload from a previous checkpoint to get back into the game proper.

The second room at the left end of the hallway houses four tables with scaled down versions of several in-game models in various situations:
•The first table shows a large group of smaller Marines sitting on rugs in front of a larger Marine.
•The second table shows two models of a girl character fighting a T-posing Marine.
•The third table shows three small Marines and a crate, with two of the Marines on the floor waving up to the third who is dangling from the edge of the table.
•The fourth table shows a Marine trapped in a glass container with three guns aimed at him as he stumbles back-and-forth panicking.
Dead or Alive 6
1
The Memorial stage is directly underneath the DOA Colosseum. This stage is only playable in the story mode and cannot be accessed through the other arena.
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.
keyboard_double_arrow_leftFirst keyboard_arrow_leftPrev Page of 923 Nextkeyboard_arrow_right Lastkeyboard_double_arrow_right