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Guilty Gear
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According to Daisuke Ishiwatari in an interview with PlayStation Magazine, Millia was initially conceptualized to fight primarily using knives around the time of the game's announcement. At some point, they realized her character was kind of underdeveloped and decided that she would fight with her hair instead.
Contributed by DrakeVagabond
Although the lack of Final Fantasy characters in later Kingdom Hearts titles (such as the base game of Kingdom Hearts III) was met with backlash from some KH fans, Nomura found this to be quite bizarre as he always viewed the series as not at all being the "Disney and Final Fantasy crossover" that it is commonly seen as.

"I understand there weren't that many Final Fantasy characters in Kingdom Hearts III. One thing I want to clear up is that a lot of fans are saying that Kingdom Hearts is this collaboration between Disney characters and Final Fantasy characters. But I really feel like that's not the basic concept of Kingdom Hearts; that's not exactly what Kingdom Hearts is.

When we released the first title, we had only a few original Kingdom Hearts characters. When they were interacting with really well-known, beloved Disney characters, I felt nobody really knew these new characters, so it was harder for them to stand their ground just yet. And so, we had a lot of Final Fantasy characters involved to lend a hand for everyone to get to know these [original Kingdom Hearts] characters better.

Now, there are so many original characters from Kingdom Hearts that are so well-loved, and people want to see more of those characters. With Kingdom Hearts III, since we did have so many original Kingdom Hearts characters, it was hard to find room for including more Final Fantasy characters. We're trying to find a good balance for that. I know that some fans were concerned about that and weren't too happy and wanted to see more Final Fantasy characters. That's something we definitely are thinking about. But just with the sheer number of original characters that we have now, it's hard to say what the exact balance is going to be [in future games]..."
Contributed by PirateGoofy
During the sixth episode of Destructoid's Bit Transmission podcast, Capcom's former senior manager of community Seth Killian stated that the project was originally meant to be a Star Wars game. However, Capcom wasn't able to obtain the Star Wars license, so they scrapped the idea and turned the game into it's own IP.
Contributed by ZpaceJ0ck0
Street Fighter II
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According to the game's illustrator Akira “Akiman” Yasuda in a 2003 interview, Chun-Li's design was initially based on the Chinese character Tao from the animated film, Genma Wars (or Harmagedon in the west). Yasuda then went on to make several additions to the design, which resulted in her appear appearance the final game.

"My first idea resembled the Chinese character Tao from the Genma Taisen (Genma Wars) animated movie, with big wide-legged pants. She would also have that front and back apron. The character wasn’t very sexy though, and my design lacked visual impact and personality. So at the 11th hour, I experimented and made a bunch of frantic changes to the pixel art. First I tried giving her bare legs and a bodycon dress. That made her look like a female pro-wrestler, a sort of “fake” kung-fu fighter. It’s a little bit hard to describe in words, but it had a lot of impact, and I decided to go with it and release her to the world this way."
Contributed by DrakeVagabond
World Heroes
According to Kenji Sawatari in a 1998 Gamest interview, there were other female candidates were considered for the game before Jeanne D'Arc:

"Yang Guifei from China, and Cleopatra, were also proposed, but because Jeanne de Arc has armor, and wields a sword, we chose her. Not a lot is known about her as a person. There are many theories though. Some say she was an angel, others say that she only thought of herself and had a vindictive personality. We tried to strike a middle ground between those, and our Jeanne has two sides. She’s a girl out looking to get married, but she also has an extremely domineering, high-handed way of speaking sometimes."
Contributed by DrakeVagabond
World Heroes
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According to Kenji Sawatari in a 1998 Gamest interview, when inquired about an initial "sexy" design for Jeanne, he responded:

"Actually, in the beginning, she didn’t have those black tights. The graphics for her legs were bare. Also, before that bare-legged version, she had tights that went to her thighs and a garter belt. Obviously, this was no good so we quickly updated her, but I do wish we could have made her slightly more sexy."
Contributed by DrakeVagabond
The Legend of Zelda: Tears of the Kingdom
The game, which was formerly known as the "Sequel to The Legend of Zelda: Breath of the Wild", began life as DLC for the original Breath of the Wild. However, producer Eiji Aonuma elected to make it a full-fledged sequel, because there were too many ideas the team wanted to include:

"When we released the DLC for Breath of the Wild, we realized that this is a great way to add more elements to the same world. But when it comes down to technical things, DLC is pretty much data--you're adding data to a preexisting title. And so when we wanted to add bigger changes, DLC is not enough, and that’s why we thought maybe a sequel would be a good fit."
Contributed by raidramon0
Nickelodeon All-Star Brawl
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An early title screen in the game data suggests the game's original title was "Nickelodeon All-Star Brawl Universe". For unknown reasons, the "Universe" part was dropped.
Contributed by PirateGoofy
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
Halo: Combat Evolved
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In 2022, an Easter egg was discovered on the title screen of the Beta 1749 build of the game dating back to August 15, 2001. A hidden legible message can appear among the 8-bit text reading:

"this is whack
if you can
read

this you are to damn close"

This presumably refers to staring directly in front of the screen to read the tiny message.
Contributed by MehDeletingLater
Series: Kirby
According to Masahiro Sakurai on his YouTube channel, he thought a lot about how to implement the unique gameplay element of Kirby using each of his enemies as an attack, which originated from Sakurai's need for a "Risk-Reward" system for his game. He even revealed that an early concept of this was Kirby using a long tongue, instead of his signature vacuum, to catch and consume enemies, and he further stated that this concept predated Yoshi's tongue attack too.
Contributed by PirateGoofy
Watch Dogs
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NSFW - This trivia is considered "Not Safe for Work" - Click to Reveal
At the Farris Halstead Library's L-Train station in the Loop (note that this station is not actually at the library in question), if you follow the tracks north to the curved intersection, you will discover that the straight tracks continue beyond the curves and intersect with the perpendicular horizontal track, although no trains will actually go down the straight tracks all the way due to the curved tracks guiding them away.

The day before Watch Dogs' release in May of 2014, an anonymous 4chan user claiming to have worked on the game posted insight on its development and their experience working with Ubisoft Montreal, adding:

"Earlier when we were just working on world buildings etc, Montreal said we need to create a path for the L-train so that's what they did, but they put fucking 90 degree turns on the tracks! So I asked them for time/resources to fix this, they respond "we don't see your issue."

So I went ahead and sent them a video of this, showing how retarded a train running at 80mp/h looks when turning 90 degrees, they tell me "We see your issue but it's too late, maybe we'll patch this later." This was back in October [2013], before the delay announcement etc although you can probably still see in the game tracks marks left of that, which we missed cleaning up. In the October demo that was shown with the train if it went any further you'd see the 90 degree turns."

In 2020, an early build of the game dated to September 21st, 2013 was dumped online by YouTuber JustAnyone, but it's currently unknown if this mistake existed in this build.
Contributed by MehDeletingLater
The game originally started out as a My Little Pony: Friendship is Magic fangame called Fighting is Magic. Development had to be stopped after Hasbro, the owners of the My Little Pony IP, found out about the game's existence in 2013 and subsequently sent a cease and desist letter to Mane6.

Thus the team decided to create an original game that uses the same mechanics. Additionally My Little Pony: Friendship Is Magic creator Lauren Faust offered to help with designing the new characters for the game.
Contributed by ZpaceJ0ck0
Ultimate Marvel Vs. Capcom 3
Gene from God Hand and Mega Man were in the final pool for possible playable characters, but neither of them made the final cut, because the team wanted to put other characters from the same category instead.
Contributed by ZpaceJ0ck0
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NSFW - This trivia is considered "Not Safe for Work" - Click to Reveal
On Tuesdays, Jelfonzo will wear a shirt that has a lip design with a message in the Inklings' language on it. It would take 5 years after the game's release for this message to be translated into English from the Round script variant of the Inklings' language, revealing that it reads "FUCK YOU". The game's art book "The Art of Splatoon 2" features early concept art for the shirt where it was originally titled the "Rounded You Suck Shirt", which translated to English through the Bubble script variant reveals that it does indeed say "YOU SUCK".
Contributed by MehDeletingLater
Darkstalkers 3
In a 1998 interview with the game's general producer Noritaka Funamizu published in Sega Saturn Magazine, he stated that the woman who designed Victor von Gerdenheim had a thing for butts, which lead her to make more butt moves for Victor.
Contributed by ProtoSnake
Twisted Metal: Black
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An alternate version of a Story Mode map, named, "Mini Junkyard" goes unused, but can be reinstated into One Player Challenge Mode with a GameShark/Code Breaker cheat device.
Contributed by Regen-33
Twisted Metal: Black
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An unused mock-up of an early character select screen can be found in the game files.
Contributed by Regen-33
Twisted Metal: Black
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The final boss, the helicopter Warhawk, has an unused character select portrait in the game files, clearly indicating that it was a considered addition during development. The nature of the vehicular game design was likely too incompatible with a flight-based character.

Interestingly, as with all characters in the game, the vehicle name is separate from the driver of said vehicle. While the helicopter is only known as Warhawk, the pilot is referred to as Black Razer, while in the final game, nothing is known about the identity of Warhawk's pilot.
Contributed by Regen-33
Metal Black
In a 2001 interview with the game's designer Takatsuna Senba published in the CONTINUE magazine, when asked how long the game took to make, he stated that he was told to make the game in 3 months, but it ultimately took 6 months to make on top of having hardly any time to playtest and finetune the game. Senba thought it couldn't be helped, so when people pointed out to him various shortcomings about the game, he believed there was nothing he could say as he knew about them when the game was released. Despite this, he commented that there's more than one way to enjoy a game, and he believed its commercial value wasn't ruined by those flaws either.
Contributed by ProtoSnake
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