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The ZX Spectrum port (released as Great Gurianos on all home computer platforms) was intentionally unbeatable with the final boss made invincible. According to the port's programmer, David Perry, this was done due to there being no memory left in the game to include an ending.
Contributed by KnowledgeBase
Series: Doctor Who
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A Doctor Who video game by Australian studio IR Gurus (later Transmission games) was in development but canceled due to complications. The game was to coincide with the first series of the revived show starring Christopher Eccleston and Billie Piper. Development went for half a year and funded through substantial government subsidies. According to Paul Callaghan who worked at the studio, a possible plot he conceived was that airborne nanobots released by aliens were modifying the human race which included the Doctor's companion Rose Tyler, enabling her to have "...some cool alien powers!"

However, according to then BBC Worldwide head of communications Andy Widger, there were no intentions of releasing the game as it was just "an interactive demo for internal evaluation."
Contributed by KnowledgeBase
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A port for the PlayStation was reportedly in development though never released. It was aimed for release in late 1997 and would've featured animated sequences that wouldn't have been possible for the Nintendo 64 version due to the cartridge's memory space limitations.
Contributed by KnowledgeBase
Super Smash Bros. Ultimate
Jun Senoue, famous for being a lead music composer for Sonic Adventure 1 and 2, said he was insipired to write and arrange Super Smash Bros. Ultimate's "Mega Man 4 Medley" in the style of a Sonic Series composition after he came across a Sonic and Mega Man crossover comic that sparked his imagination. He chose to center his arrangement on the 4th Mega Man game because of fond memories that he had of playing the game at university.
Contributed by PirateGoofy
The Game Boy Advance version was originally intended to be a straight port of the original Sims game for PC, however this wasn't possible as the simulation gameplay of the Sims didn't translate well to the hardware. Instead, inspired by the first console version of The Sims where players could follow their Sim's story in a more personal way, the game's producer J.C. Connors pitched to EA what would become Bustin' Out on the Game Boy Advance.
Contributed by KnowledgeBase
A Nintendo Switch version of the game was planned and even worked on, but, according to the Steep twitter account, this Switch release was canceled in order for the development team to focus on creating more content for the other console versions of the game.
Contributed by PirateGoofy
According to the Capcom team in the game's official Japanese guide book, they were asked about the meaning behind the name of Ibis island, and they responded:

"The name of the ibis bird in Japanese is “toki” (a homonym for time), and we liked how that word resonated with the game’s themes of “extinction” and “time”… we could probably come up with a number of different explanations for the name, but basically we liked those associations. Also, considering the name of “Raccoon City” from Resident Evil, maybe there’s a lot of animal lovers on the team too."
Contributed by ProtoSnake
The game's features were inspired by The Legend of Zelda: The Wind Waker as well as the Metroid and Dark Souls series.
Contributed by GamerBen144
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The game was originally called "Gods and Monsters" when it was shown off at E3 2019, however, Ubisoft ran into some trouble with the Monster Energy Drink company who not only claimed that the original title of the game infringed upon their trademark, but also claimed that the game's title would cause brand confusion. Ubisoft thought this was ridiculous but ended up relenting anyway and changing their project's title to the current one.
Contributed by PirateGoofy
Shenmue
The "Orphaned kitten" was based on game's interior designer Manabu Takimoto's cat "Sasuke". During development, a game designer came by to Manabu's desk and ask to borrow the picture of "Sasuke" when he was a kitten.

Game's producer Yu Suzuki stated, "Ah, I remember that. We called him Sasuke during the planning phase too. We knew it had been modeled after Takimoto’s cat, so we wanted to leave the name as Sasuke, as a remnant of that. (laughs) But eventually someone was like, “Who named this cat Sasuke?!” and we had to change it. (laughs)". In the final version of the game, the "Orphaned kitten's" gender is now female, instead.

In the game's cutscene, "Ryo Hazuki" and "Megumi Mishima" talk about naming the "Orphaned kitten". There's an option to select Manabu's cat's name "Sasuke", if players choose "Sasuke", Ryo will say "So she can grow up to be big and strong like a ninja", but Megumi will not like it, because it's a boy's name. This name cannot be used, as it will result her name to be defaulted as Mimi.
Contributed by ProtoSnake
Super Mario 64
The game's producer and director Shigeru Miyamoto was asked if he had any references, or anything else he relied on when making all of Mario’s various animations. He responded:

"We tried out a lot of different things using motion capture, but ultimately we ended up doing it all by hand. We created a “skeleton” for Mario that was the basis of his movement."
Contributed by ProtoSnake
Series: Pokémon
Lugia was initially created as a plot device for, and only meant to be seen in, the Second Pokemon movie, The Power of One (aka Pokémon the Movie 2000). In fact, his designer, Pokemon Anime writer Takeshi Shudo said he was surprised to see Lugia in the games at all. Game Freak seemed to love the creature so much they not only made him canon, but also made him the mascot of Pokémon Silver.
Contributed by PirateGoofy
Punch-Out!!
The original arcade release of Punch-Out!! used two screens at once because Nintendo bought too many arcade monitors after Donkey Kong became a success and with its sales declining, they needed to develop an arcade game to help them get rid of the surplus monitors.
Contributed by raidramon0
Crash Bandicoot: The Wrath of Cortex
There are three unused levels still present within the game; an Airship Level, an unfinished version of Fahrenheit Frenzy, and a Warp Room that was presented at E3 2001. Out of the three, the Airship level is the most finished.

The E3 Warp Room is an area containing 5 warp pads, all of which have no collision and will not warp the player anywhere. Interestingly, each warp pad has a hologram of their respective levels overlaid on the pads. This feature isn’t used anywhere in the final game.

The Airship level and the E3 Warp Room can be accessed through Action Replay codes on the North American GameCube versions.
Contributed by ShyanVixen
In the PC version, there are several unused animations stored in the game’s files. These include animations carried over from Generations for Classic Sonic, a goal post animation from Generations, a “seek” motion for The Egg Pawns, a damage animation for Silver, early boss fight animations for Metal Sonic, and hand motions for The Golems from Capital City.
Contributed by ShyanVixen
Tekken 3
Jun was planned to be added into the arcade version of the game, but was later cut some time during development. Her data still exists within the game’s code and can be accessed using MAME cheat files. When added back in, she uses Nina’s character model and Jin’s moveset. Her voice and portrait does exist, but there are assets taken from Tekken 2.
Contributed by ShyanVixen
Sonic CD
Game's landscape designer Masato Nishimura stated on Twitter, that Wacky Workbench was originally called 'Crazy Toy Box'. The reason for this change was unknown.
Contributed by ProtoSnake
Metal Gear Solid V: Ground Zeroes
In international versions, there's a cutscene of removing the bomb from inside of Paz's stomach at the end of the main mission. The Japanese version however adjusts the camera angle so that no blood and gore is shown on screen.
Contributed by ProtoSnake
Sonic CD
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Originally, the Special Stages were going to have Sonic navigate a rotating maze, building upon the framework of Sonic 1's Special Stage. Although similar, Sonic CD's Special Stage was planned to have two rotating layers that the player switched between.

According to BEEP and Marukatsu MegaDrive magazine interviews, with game's planner Hiroaki Chino, the developers thought the Special Stage was very slow, so they decided to redo it to make better use of the Sega CD hardware.
Contributed by ProtoSnake
Resident Evil 2
The PlayStation release was originally intended to be just a single CD game, however a last minute oversight with the size of the game's audio caused it to be shipped as a two-disc game. Though it could've been possible to reprogram the audio algorithms so it could all fit into a single 700 MB disc, as development was already behind schedule it was too late to do this, meaning higher manufacturing and shipping costs on an already tight budget.

The game's director, Hideki Kamiya, has attributed the decision and error to his youth and recklessness at that point in his career.
Contributed by KnowledgeBase
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