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Series: Darkstalkers
In 2011, Udon Entertaiment pitched the idea of a "Darkstalkers HD" remake, which would be similar to Udon's previous work of Super Street Fighter II Turbo HD Remix. The pitch was rejected because Capcom wanted to focus Darkstalkers Resurrection, a collection of the second and third games in the series.
Contributed by ZpaceJ0ck0
Street Fighter V
Street Fighter series director Takayuki Nakayama revealed some concept designs by Bengus meant to represent each of divine beasts in Japanese mythology. These designs depict Byakko (the white tiger), Suzaku (the vermillion bird), Genbu (the black tortoise), Seiryu (the azure dragon), and the less often seen Koryu (the yellow dragon). These designs were meant to be used for mascots of the annual Special RAGE Cup events, which were Street Fighter tournaments held in Japan. The winner would recieve an special costume made for them.

As the RAGE Cup event only lasted for three years (2016-2018), only three of the beasts were present. It is unknown what the final concept of the blue and yellow dragons might have looked like.
Contributed by ZpaceJ0ck0
In March 2021, shortly after the game's source code was released for free under a software license from the Massachusetts Institute of Technology (MIT), the game's creator David S. Maynard was interviewed by Kay Savetz, a collections manager at the Internet Archive. Following the interview, Maynard sent Savetz a large binder containing printed copies of the Worms? development documentation and source code, which he promptly scanned and archived on their database. Savetz noticed an interesting detail in the printed source code, that there was evidence of an Apple II port of the game in development that was never released. Upon being asked about it, Maynard told Savetz:

"It just couldn't be done properly on the Apple II, sorry Apple II fans. ... That's why I loved the Atari. Worms? used almost all of the special hardware for graphics and sounds that the Atari offered."
Contributed by MehDeletingLater
The game started for the Game Boy Color, and then the Game Boy Advance, as simply "Game Boy Music."

Due to both former consoles' limited capabilities in terms of sound, the DS was the viable solution for creating the game.
Contributed by GamerBen144
Tomato Adventure started off as a Game Boy Color game called Gimmick Land. While presenting the game to Nintendo, AlphaDream learned about the new Game Boy console being developed called the Game Boy Advance. After the presentation, Nintendo insisted they remake it on the new console, resulting in Tomato Adventure.
Contributed by GamerBen144
Although the game was announced at E3 in 2006 and 2007, Nintendo cancelled the game's North American launch due to poor sales worldwide, and because former CEO of Nintendo of America Reggie Fils-Aime did not like the game, calling it "laughable and overpriced".
Contributed by GamerBen144
This game originally started out as a racing game for the Wallace & Gromit series, called "Wallace & Gromit: The Grand Tour". Unused graphics and codes relating to Wallace & Gromit can still be found within the game's data, such as codes describing the main characters' appearance, as well as pictures of Wallace, Gromit, Preston & Wendolene.
Contributed by psyducklover13
In a March 2023 interview with the game's director Stig Asmussen published in PLAY magazine, he explained why the game didn't appear on the last-gen PlayStation 4 and Xbox One consoles:

"Jedi: Fallen Order was a fantastic upgrade that really brought the game into its own. “[That version] was a good proving ground while we were considering how to enhance Survivor…We actually considered ray tracing for the new-gen Fallen Order because we were already building it into Survivor, but we ultimately scrapped it, because the environment art authoring between the generations was pretty different. But the process did help us define how we wanted to approach ray tracing on our modified version of the Unreal 4 engine."

"You’ll experience the benefit of the more powerful hardware throughout Survivor. Bottom line, we learned quickly that we could take advantage of the faster processors, larger/faster memory, better loading times, etc, to create much larger maps, with more detail, greater density, broader enemy/NPC variety, and overall fidelity. These features aligned perfectly with how we wanted to push the game. We didn’t want to break what we did in the first game because it was well received, but we wanted to evolve/enhance the experience. This new generation allowed us to do exactly that, and I believe it translates to a true new-gen experience in the Star Wars universe."
Contributed by ProtoSnake
A Panasonic M2 version was in development, but never materialized due to the cancellation of the console.
Contributed by GamerBen144
A Sega Saturn version was announced, but was shelved, most likely due to negative reception.
Contributed by GamerBen144
A Nintendo 64 version was under development, and was even mentioned on IGN, but was shelved without announcement.
Contributed by GamerBen144
Plans for a Dreamcast port and another for the original PlayStation fell through due to the sudden end of the Dreamcast’s production, and developers slowly drifting away from the original PlayStation, respectively.
Contributed by GamerBen144
In April 2006, the company pitched a concept for a video game based on the film "Dirty Harry" titled "Dirty Harry: Excessive Force", with Warner Bros Interactive serving as the game's publisher.
Contributed by Larrye
On April 23, 2015, designer Earl "earlfriend" Gertwagen made a statement on the official Skullheart forums explaining that the reason why the game isn't available on either the 3DS or the Wii U is because Skullgirls cannot run on the former and the lack of a publisher for the latter.
Contributed by ZpaceJ0ck0
Night Trap
A Xbox One port of Night Trap: 25th Anniversary Edition was announced alongside the PS4 and PC versions. However it was never released.
Contributed by ZpaceJ0ck0
Console: SEGA CD
Two games for the Sega CD, Sewer Shark and Night Trap, were intended to be released on a console called the Control-Vision which was codenamed NEMO which used VHS tapes. However, the console was cancelled because Hasbro believed that the system would be too expensive and were shelved until the release of the Sega CD.
Contributed by raidramon0
Sterling Sharpe: End 2 End
The title screen for an unreleased Japanese version of the game called "Super American Football" can be found in the game's data.
Contributed by MehDeletingLater
Wu-Tang: Shaolin Style
The game was originally titled "Thrill Kill", but development was soon cancelled due to EA acquiring Virgin Interactive. EA refused to sell the publishing rights to the game until Activision had green-lit an idea for a fighting game based on the rap group the Wu-Tang Clan, which came to be known as "Wu-Tang: Shaolin Style."
Contributed by Tuli0hWut
Kirby's Adventure
According to Masahiro Sakurai in a video uploaded to his YouTube channel, the game started out as a requested NES adaptation of Kirby's Dream Land, but Sakurai and HAL Laboratory successfully negotiated with Nintendo to make a new game in the series for the home console instead, which became this game. Sakurai also said he and his team wanted this game to be on the SNES, but they simply didn't have the money or resources at the time as HAL was also on the verge of bankruptcy.
Contributed by PirateGoofy
Developer: Nintendo
NSFW - This trivia is considered "Not Safe for Work" - Click to Reveal
According to Gunpei Yokoi, Nintendo attempted to develop an erotic game called Fascination in the 1970's. Intended for the Laser Clay Shooting System, which combined a light gun with pre-recorded 16mm film clips, the game was designed as an adult-oriented sister title to 1974's Wild Gunman, where the goal was to shoot a woman's clothes off in response to cues in the footage; a successful gameplay session would end with the woman being left completely nude. Prototypes were created using footage of a hired model, but according to Yokoi, the game was ultimately shelved due to the machinery in the cabinets being infeasibly fragile and complex compared to Wild Gunman.
Contributed by game4brains
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