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The Lord of the Rings: The Return of the King
1
In the level "Helms Deep", there is a section where the player must climb a ladder to reach the top of a wall, and once atop it they must shoot and kill a certain number of crossbowmen to clear this section and activate a cutscene to get to the next area. As the crossbowmen spawn, they will occasionally push each other out of bounds rendering them unkillable. When this happens, the player will be forced to wait until the game activates the cutscene rather than having it activate upon killing the designated number of enemies.
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Pumkin: Digital English Education
1
Attachment It is possible to feed the Hungry Pumkin indefinitely past the maximum score. If one right clicks after feeding him and presses "Play", the Pumkin will repeat the eating animation, which can be done repeatedly far beyond the game's end at 25 items. The Pumkin's weight, which increases very slightly every time he eats, does not have a cap, so he can eventually become so large that he covers the entire screen (note that in the attached image, the score listed is missing its last digit, so he has eaten over 470 items, not 47).
LEGO Friends
1
Attachment The Nintendo DS version of LEGO Friends has a failsafe for out-of-bounds glitches where the player character will respawn after falling for longer than any moment in the game requires her to (1 second). This failsafe notably has its own voice clip saying "Uh, oh!" that is not used anywhere else in the game.
Postal III
1
On January 29, 2024, the Steam version of Postal III received a large content update adding various features and improvements originally made by the developers of the Zoom Platform version of the game as well as fixes and content by the series' fan community. The update notably included streamlined mod support, a high quality release of the official soundtrack, several bug and graphical fixes pointed out and contributed by players, updated versions of the game's official German and Japanese localizations, three new localizations in Portuguese/Brazilian, French and Polish translated by fans, and worldwide access to the previously Russian-only Fart Gun DLC.
NBA Courtside 2002
subdirectory_arrow_right Nintendo GameCube (Platform)
1
The Brazilian release of the Nintendo GameCube has special code that patches a crash glitch that can only be found in NBA Courtside 2002. This patch does not exist in any other version of the hardware.
The Legend of Zelda: Ocarina of Time
1
While bottled Blue Fire is meant to be used to melt Red Ice in the Ice Cavern, it can also be used to destroy brown stone Weak Walls that normally need to be destroyed with Bombs. However, it can only be used to break this specific kind of bombable wall and this function is never actually mentioned in the game, suggesting that it may be a glitch.
The SpongeBob SquarePants Movie
1
In 2012, The SpongeBob SquarePants Movie was ported to the PlayStation 3's PlayStation Network under the PlayStation 2 Classics line. However, it was taken down shortly afterwards with no official explanation. Audiences quickly inferred that the port's withdrawal was due to the poor reception it drew thanks to various emulation issues involved with it, though it may have also been due to THQ going bankrupt and Activision acquiring the license to make games based on Nickelodeon properties around the same time. Among these emulation issues, the 16:9 display (which was the default option) stretched the game rather than properly re-rendering it at a higher aspect ratio, the audio for in-engine cutscenes frequently stuttered and fell behind by up to a second, certain textures were noticeably blurry due to the game being displayed at a higher resolution than what it was designed for, and gameplay suffered from prominent input lag compared to the original release.
person VinchVolt calendar_month March 25, 2024
Animal Crossing: New Leaf
1
Normally, when the player decides to build a public works project, Isabelle will prevent the player from going to the beach while scouting out a potential site due to the instability of the sand there. However, if the player uses cheats or glitches to bring Isabelle to the beach and then talks to her, she will give them the option to state whether or not they want to start construction. Despite this, she will deny the request anyway if the player answers yes; however, she will not cite the quality of the ground, but rather will state that there is no available space. Depending on where they are standing, she will state that the proposed site is either too close to the ocean or too close to the cliff, statements which do not otherwise come up in normal gameplay. This dialogue implies that building public works projects on the beach was considered at one point in development.
person VinchVolt calendar_month March 28, 2024
The Cutting Room Floor article:
https://tcrf.net/Animal_Crossing:_New_Leaf#Public_Works_Project_on_the_Beach

YouTube video showing the glitch and unused dialogue in action:
https://www.youtube.com/watch?v=4cid3YLAnFk
Discworld
subdirectory_arrow_right The Orion Conspiracy (Game), Psychosis (Game), Explosive Fighter Patton (Game), Slider (Game), Llamatron: 2112 (Game)
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person Rocko & Heffer calendar_month April 11, 2024
Super Mario All-Stars
3
Due to a programming error, the player has a random chance of accessing debug mode in Super Mario Bros. 3 (specifically the one from the NES version of the game, which is carried over to the Super Mario All-Stars port). The debug mode only activates if a value of 80 is stored at the RAM address 7E0160, which can be manually edited by a devkit.

The NES version initializes the equivalent RAM address to 00 whenever the game is turned on, preventing the player from encountering debug mode during the normal course of play. However, due to an oversight, this does not occur in the SNES version, resulting in Super Mario All-Stars reading whatever value is generated by the console itself. Because this value is randomized during bootup, this means that the game has a small chance of activating debug mode in Super Mario Bros. 3 on a retail unit. While the theoretical probability of this occurring is 1/256, it can vary depending on the console's build and the power grid that it is connected to.
person VinchVolt calendar_month April 12, 2024
The Cutting Room Floor articles:
https://tcrf.net/Super_Mario_All-Stars_(SNES)#Old_Debug_Mode
https://tcrf.net/Notes:Super_Mario_All-Stars

Supper Mario Broth video, the description of which includes an explanation for the oversight:
https://www.youtube.com/watch?v=AjiVoXiRo1M
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
It's Mr. Pants
2
The language select screen in It's Mr. Pants has a bug that makes the sound clips played for each language overlap when they are being selected. Paul Machacek, a designer for the game, says that when QA testers approached the development team with this bug, they overruled it because they felt it was funnier than they intended it to be, keeping it in the final release.
SimCity
2
Attachment In the original release of the game, the monster that the player could summon to attack the city was a thinly veiled parody of Godzilla, right down to using the character's iconic roar from the film series; the sound effect is even named "God" in the game's files, furthering the reference. The Godzilla parody is also depicted on the game's box art, gleefully waving at the viewer.

According to programmer Don Hopkins, who notably ported SimCity to numerous versions of Unix, Maxis ended up getting sued by Toho, the owners of the Godzilla franchise; additional details were recounted to him by Maxis CEO Jeff Braun:

"We never referred to the name Godzilla, our monster on the box cover was a T-Rex looking character, but... a few magazine reviews called the monster, Godzilla. That was all it took. Toho called it "confusion in the marketplace". We paid $50k for Godzilla to go away. In all honesty, Toho liked Maxis, they said $50k was the minimum they take for Godzilla infringement."

As a result of this suit, the monster was redesigned in the v1.2 release to resemble a giant orange salamander. The creature's roar is also changed and the game's box art is redesigned to replace the Godzilla parody with a tornado. In the v1.3 release, the salamander is given a slightly larger and more detailed sprite to fit the revised art style, but its roar (now internally renamed "Monster") is corrupted.
person VinchVolt calendar_month April 22, 2024
The Cutting Room Floor article:
https://tcrf.net/SimCity_(Mac_OS_Classic)#Godzilla_vs._Notzilla

Don Hopkins testimony in a Hacker News post:
https://news.ycombinator.com/item?id=40050799

MobyGames gallery showcasing the different box art designs:
https://www.mobygames.com/game/848/simcity/covers/
The Witch and the Hundred Knight
1
A major bug in The Witch and the Hundred Knight that can occur at seemingly any time will force the game to return to the system menu, losing all unsaved progress as a result. This became a common critique in the game's reviews, leading it to not be received as favorably by some. While The Witch and the Hundred Knight: Revival Edition did not fully fix this glitch, it occurs much less frequently, with playing for extended periods of time being noted as a possible factor.
person chocolatejr9 calendar_month April 24, 2024
Crow Country
1
The first small patch for Crow Country released on May 10th, 2024 merely states "Fixed xenophobic mushroom boys. Ask me about it some time." Tom Vian, technical director at SFB Games, elaborated on this in a Twitter thread stating a bug had been reported through the Steam forums regarding the "mushroom boys" found throughout the game. As it turned out, the config settings regarding the mushroom boys' trigger distance had been stored as text, with said distances using fractional values. This caused issues regarding the computer's native regional style. For example, a French computer would read a "0.4" value as simply "0", making the trigger range impossible to enter. Similarly, a German computer would turn the value into "4", meaning the trigger range could reach halfway across the room. The glitch was fixed by updating the game so that it only used the United Kingdom's configuration settings, as this was how the devs' settings were written, and was why the glitch was never encountered during playtesting (the playtesters were mostly from the UK aside from a few US playtesters).
person chocolatejr9 calendar_month May 15, 2024
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