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Developer: SEGA
Most Sega Codename Consoles were named after celestial bodies.

Project Mercury (also know as Sega Game Gear) was SEGA's first handheld to compete with Game Boy.

Project Venus (also know as Sega Nomad) was a handheld version of Sega Genesis.

Project Mars (also know as Sega 32X) was a add-on for Sega Genesis.

Project Jupiter was a 32-Bit Cartridge Base Standalone Console and it was also going to feature a CD Add-on like Sega Genesis and Sega CD. This early idea was scraped and SEGA moved on creating a standalone CD Base Console which is Sega Saturn due to CDs are cheaper and has more storage then Cartridges.

Project Saturn (also know as Sega Saturn) was a 5th Generation Console to compete with PlayStation and Nintendo 64.

Project Neptune was Sega 32X and Sega Genesis all-in-one Console. This Combo Console was never released.

Project Pluto was a second model of Sega Saturn with a NetLink Internet Modem accessory built in. Only two Prototypes was existed.

The only 2 planets that was not used by SEGA was Earth and Uranus.

Project Titan (also know as STV "Sega Titan Video") was an Arcade Board of Sega Saturn that used Cartridges instead of CDs. The STV was only used in Japan.

Project Janus (also know as Sega Picture Magic) was designed for Developers to edit pre-loaded pictures supplied on a smart media card.
Contributed by ABOhiccups
Developer: Virgin Games
Virgin Interactive made and showed off a game for the Nintendo 64 called "Freak Boy." The game was made using the same SGI systems that was used to make the Nintendo 64 possible. According to press coverage, players would've been able to modify their heroes bodies, thereby helping solve puzzles. The game was cancelled after developers were asked to remake the game from scratch 2 times.
Contributed by GamerBen144
Super Smash Bros. Melee
There is an unused sound of the Boo's laugh from Super Mario 64 with the file name ST_GREATBAY_TKLE_LAUGH which would've likely been used for Tingle at the Great Bay stage.
Contributed by billebobfacts
The game's swipe-based swordplay was based on creative director Donald Mustard's desire for an uncommon gameplay based on nuanced sword fighting and parrying.
Contributed by DrakeVagabond
The game's combat was influenced by Karaketa and Prince of Persia, while the atmosphere was inspired by Shadow of the Colossus.
Contributed by DrakeVagabond
iNiS was inspired to create the game after seeing the impressive high-end graphics displayed by Infinity Blade on mobile platforms.
Contributed by DrakeVagabond
Believing that a female lead would not be received well, Capcom added in a dog partner that could attack enemies. After this change, they further designed the gameplay around this partner mechanic.
Contributed by DrakeVagabond
Frogger 2: Swampy's Revenge
In the PC version, there exists three unused boss levels titled "subboss.col, spaceboss.col, halloweenbossb.col" suggesting that such boss levels were at one point planned to exist.
Contributed by GamerBen144
There almost was a sequel to the game called Glover 2, and was planned to be released for the N64, PS1, and the Dreamcast. According to Jason Steele, a programmer for Interactive Studios, he revealed on his blog that someone overestimated the amount of cartridges needed for the N64 release, resulting in the sequel being cancelled. The game, according to Steele, was 80-85% complete when it was cancelled.

“…as far as we were told, Glover 2 had been canned because of Glover 1. Now this seems strange, because the first Glover has sold fairly well for a non-Nintendo N64 title. And it was on the back of those sales that Glover 2 had been given the go-ahead at Hasbro in the first place.

But Hasbro had messed up. They had screwed the pooch big time. You see, when ordering the carts for the first game, the standard production run was something like 150,000 units. And this is what the management at ISL had advised Hasbro to order – because the N64 wasn’t really fairing that well compared to the PS1 at the time and non Nintendo titles tended to sell poorly. They thought that Glover was a good game in its own right, and a moderate 3rd party success would sell around 150,000 units. And that is exactly what happened. Hence the go ahead for the sequel.

So Glover was a money maker for Hasbro, right? Right? Nuh-uh. As it happened, Nintendo had a special on N64 carts at the time the game was being schedule for production. Some bright spark at Hasbro thought it would just be absolutely SUPER to order double the normal amount – so they put in an order 300,000 units at a slightly reduced cost.

The problem was that none of the retailers wanted to take that stock off Hasbro’s hands. The game had been moderately successful, but the demand just wasn’t there. And thus Hasbro was left with 150,000 or so copies of Glover for the N64 that nobody wanted. That’s something like half-a-million dollars worth of stock that they can’t shift. And with Hasbro Interactive not being in the best of financial shape Glover became a dirty word around the company, as it became apparent over the course of Glover 2 development that they were stuck with all those carts.

Of course, the blame was put on the game and brand itself rather than the idiot who ordered the extra 150,000 carts from Nintendo. And that ladies and gentlemen, is why Glover 2 had been cancelled.”

Before Jason Steele made his statement on his blog, someone leaked the ROM for the game on October 2011.
Contributed by GamerBen144
Originally, Emil's name was going to be "Snow" (as in Snow White.)
Contributed by DrakeVagabond
Early drafts of the game, Yonah's design shows that she was planned to grow into a mature age.
Contributed by DrakeVagabond
Series: Drakengard
Creative director Yoko Taro cites the novel Hybrid Child by Ohara Mariko as a source of inspiration for the Nier portion of the series.
Contributed by DrakeVagabond
Nier: Automata
The original plan was to make the game for mobile platforms or Play Station Vita. Yoko claims that they intended for it to be similar to farming simulator Farmville. But it was soon decided to develop the game for PS4 instead.
Contributed by DrakeVagabond
The game was originally planned for the Nintendo 64 and its Disk Drive add-on when it was shown at SpaceWorld in 2000. Unfortunately, the Disk Drive was a commercial failure, resulting in the game being released on the GameCube.
Contributed by GamerBen144
The game was almost made for the failed Nintendo 64 Disk Drive add-on. The game would've allowed players to import their cities from the original SimCity (also on the 64DD), and fly around it. It was shown off at Tokyo Game Show, according to UnSeen64. Unfortunately, the add-on was never released outside Japan, and sold poorly in said country, resulting the game being cancelled entirely.
Contributed by GamerBen144
Donkey Kong
There's an unused sprite of Mario and Pauline sitting after the rescue in the NES version of the game, suggesting that there was to be different sort of ending.
Contributed by CuriousUserX90
Donkey Kong Jungle Beat
During the E3 Demo of the game, DK shouted a basic howl after defeating a boss, rather than the one heard in the final game which fluctuates in tone.
Contributed by CuriousUserX90
A version that combined elements from both versions, as well as new elements, was in development for PlayStation Vita. But it was canceled due to the development of Dragon Quest X taking precedence.
Contributed by DrakeVagabond
The game was planned to be released on the Nintendo 64 Disk Drive add-on. The add-on was never released outside of Japan, and the game was later made into a standard cartridge. The 64DD version would've had additional race tracks.
Contributed by GamerBen144
Hellblade: Senua’s Sacrifice
Early builds of the game show directional swinging and ducking were options during combat. These features were not in the game's final version.
Contributed by DrakeVagabond
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