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Bubsy in Fractured Furry Tales
2
In the source code for Bubsy in Fractured Furry Tales, a string of text can be found reading "no smutty comments please", suggesting there were previously inappropriate developer comments in the code thet were deleted.
Jurassic Park: Operation Genesis
1
Attachment In an interview with the developers at Blue Tongue, they mentioned several buildings they wanted to include in this game, but had to drop due to design decisions or memory constraints on home consoles:

•Hotels, which would provide extra accommodation for guests.
•Dino-Vet Station, which would have been vital for keeping dinosaurs healthy.
•Hunting Platforms, which would let visitors hunt down carnivores in the park from afar.

The Dino-Vet Station can be found in earlier promotional material for Jurassic Park: Operation Genesis and also within its game files. Likewise with the Hunting Platform, which also still has Audio, Ini and even Rig Files within the game.
person Dinoman96 calendar_month March 27, 2024
Developer interview about JPOG post release:
https://www.gamedeveloper.com/business/postmortem-blue-tongue-software-s-i-jurassic-park-operation-genesis-i-

Article on the Hunting Platform on JPOG Archive fan site:
https://lucca2951.wixsite.com/jp-genesis-archives/hunting-platform

Article on the Dino-Vet Station on JPOG Archive fan site:
https://lucca2951.wixsite.com/jp-genesis-archives/medic-station
Doubutsu no Mori
3
The source code for Doubutsu no Mori contains references to a variety of non-Nintendo Famicom ROMs that would not appear in the final game, including Arkanoid, F1 Circus, and most bizarrely, the bootleg port of Tekken 2 by Hummer Team.
Mario & Luigi: Bowser's Inside Story
1
Attachment Certain in-game enemies are only able to be fought by Mario & Luigi or Bowser. Despite this, a few Bowser-oriented enemies have unique behaviors for Mario & Luigi, which can only be seen through hacking the game:

• All of Naplock's attacks can be dodged or countered by jumping, with its snot bubble attack also missing Mario & Luigi entirely even if nothing is done.
• Dark Mechawful's punch attack can be countered with Mario & Luigi's hammers, while its countdown attack is replaced by the same star attack used by the Dark Mechawful head, which can fight Mario & Luigi in normal gameplay if Bowser inhales it. However, in a hacked Dark Mechawful fight, this attack progresses extremely slowly.
• The smoke signals at the start of Choomba's charge attack are changed from fist and shell icons to "M" and "L" ones, indicating which brothers it will charge at and in which order; the attack can also be countered by hammering.
• Dark Trashure's thrown items can be avoided or countered by jumping, similarly to its standard counterpart. However, the items move far faster than those thrown by a regular Trashure or a Dark Trashure fought by Bowser.

While most of these behaviors appear to be failsafes, Choomba is unique in that the "M" and "L" smoke signals are not present anywhere else in the game, indicating that at one point in development, Mario & Luigi would've been able to explore the Tunnel, where Choombas are fought.

Meanwhile, when hacking the game to allow Bowser to fight enemies that can only be encountered by Mario & Luigi, most of them will either crash the game, flee immediately, or display glitchy behavior. One unique case is Magifoofas, which can be inhaled by Bowser (despite the Vacuum Block not indicating this), indicating that the developers considered letting him encounter them in some form.
person VinchVolt calendar_month April 12, 2024
The Cutting Room Floor article:
https://tcrf.net/Mario_%26_Luigi:_Bowser%27s_Inside_Story#Unused_Enemy_Behaviors

YouTube video showcasing the unused enemy behaviors:
https://www.youtube.com/watch?v=b3DTjRZvhOM
Super Paper Mario
3
Attachment The South Korean version of the game (released two years after the original Japanese edition) contains eleven unused maps not found in any other release, featuring fully 3D environments which do not line up with any locations present in the finished product. All assets related to these maps are dated after the game's Japanese release, with intervals ranging from five days to just over three months. Additionally, the maps' texture names are written in Romanized Japanese rather than Korean, indicating that they were not created by Nintendo of Korea.

Two of these maps, kri_04 and kri_05, additionally feature various cat NPCs, all drawn in substantially different art styles compared to not only each other, but also the final game. Each one is named after a developer from the Super Paper Mario staff: yamada_neko02 (Koichiro Yamada), koba_neko (Sayuri Kobayashi), tuka_neko (Naoko Tsukamoto), and kawa_neko (Chie Kawabe).

Of these four, kawa_neko is the most unique, and was apparently designed as a player character. Firstly, the cat's name is only given to its mesh, with its sprite instead being named bc_all.1. Additionally, kawa_neko features an animated tail and a mesh that is centered on the ground rather than the middle of the room. Furthermore, new_neko_18, a redesigned version of kawa_neko with white fur instead of black, can be found in kri_08, kri_09, and kri_10; new_neko_18's mesh is explicitly labeled "PLAYER" in the data for these maps.

Taken together, all of these elements imply that these early rooms were created as a proof-of-concept for an original project by Intelligent Systems that ended up cancelled for unknown reasons.
Yume Nikki
1
Attachment The Dragon Quest-esque overworld area, colloquially known as FC World, features a large island on the right-hand side of the map that is not accessible during the normal course of play despite taking up the majority of FC World's land mass. No events or exits are associated with this island, popularly known as FC World C, meaning that hacking the game to place Madotsuki there would prove fruitless.

Despite this, there is evidence that this area was meant to be explorable at one point in development. In the Version 0.09 build (the last one before the "final" Version 0.10 release in 2007), the Dense Woods and Windmill World areas feature the player character from the minigame NASU as an NPC; however, a flag is set to render it invisible (and therefore non-interactable). If the player uses RPG Maker 2003's debugging tools to render the character visible, interacting with it teleports Madotsuki to another unused area in FC World, a small island with four statues on it and an exit at the bottom. Going through this exit takes Madotsuki to FC World C.

While FC World C is still as barren as in other versions of the game, the unused chain of events leading up to it in Version 0.09 indicates that the area was intended to play some kind of role in the final game and that Kikiyama continued to try implementing it late into the game's update history.
person VinchVolt calendar_month May 6, 2024
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