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At one point the developers considered giving Natalia alternate ways of attacking, one of them being an ability to shoot lasers out of her fingers. The idea was even implemented in the game for a time during development but was removed because it felt "too super hero".
Contributed by Mass Distraction
Marvel Super Heroes vs. Street Fighter
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Norimaro has an unused animation where he looks down before crouching down on the ground, this is possibly a special win pose for when he had defeated Chun-Li or Sakura, where he would look up their skirts. This seems to be linked to the special intro Norimaro has with Chun-Li and Sakura.
Contributed by Zpace Jockey
Marvel Super Heroes vs. Street Fighter
During development Norimaro had a throw that was removed from the final version, where he shoves his fingers up the opponent's rear, a Japanese prank called kancho. This move was supposedly removed at Marvel's request.

The sprites for Norimaro's kancho throw are not present in the final game.
Contributed by Zpace Jockey
The idea of a fighter who uses poison in the Street Fighter games was originally considered during the development of Street Fighter III: 3rd Strike, when the team members had a debate on including Remy (a character with a playstyle similar to Guile's) or a different, poison-using character.

Capcom eventually decided to implement this idea with the SFV newcomer, F.A.N.G.
Contributed by Zpace Jockey
Fire Emblem Fates Birthright & Conquest
On December of 2012, Shin Kibayashi was approached to write the Birthright storyline. He almost refused the offer due to his work schedule, but after playing through a copy of Awakening with his daughter, Kibayashi decided to accept and wrote an initial draft story.

Despite his initial minimal commitment of a ten-page summary for each storyline, he became fond of the characters and the full summary for Birthright extended to 500 pages. After delivering his work, he then wrote summaries of equal length for Conquest and Revelation, driven by the need to create a high-quality story.
Contributed by DrakeVagabond
Shadow of the Colossus
Shadow of The Colossus was originally planned around groups of characters on horses working cooperatively to defeat the colossi. However, this was cancelled due to it being too difficult for the Playstation 2's hardware.
Contributed by TheProJamer
Half-Life 2
Early on in development, the game was going to feature a "Physgun" instead of the well-known Gravity Gun, which would be able to pick up objects from far or close range, and move them around in the air. It was eventually removed because there were too many exploits it was capable of, and the concept was later re-used in Garry's Mod.
Contributed by TheProJamer
Developer: Rare
According to Chris Seavor (creator of Conker's Bad Fur Day), Rare wanted to explore 'amiibo styled things' way back during the days of the Nintendo 64. Rare even made figures of two of their characters for an unproduced fantasy video game called Urchin. The idea went nowhere with Rare and Nintendo at the time. Later, Nintendo decided to introduce the concept of Amiibos for the Nintendo Wii U and 3DS on June 10, 2014.
Contributed by CLXcool
Hyrule Warriors
The character Linkle was originally created during the development of Hyrule Warriors. She was originally conceived to be Link's younger sister, but the idea was scrapped due to Eiji Aonuma not wanting her inclusion to conflict with Wind Waker Link's sister Aryll. After the game's release, sketches of her concept were included in the boxed editions' visual databook and she escalated into popularity within a portion of the Zelda fandom. Despite being incomplete at the time, she was one of the popularly requested characters during the open call for playable candidates posted onto the game's Twitter. When re-pitched to Aonuma with a revised backstory, he approved her.

Former Nintendo localizer Chris Pranger stated on his Twitter that Linkle was the last character he wrote before leaving Nintendo. He expressed excitement for her debut, adding that he liked writing for her more than he did Lana.
Contributed by DrakeVagabond
Resident Evil 6
According to Yoshiaki Hirabayashi, the producer of Resident Evil 6, the idea to use Albert Wesker in the game came up at least once. Spoiler:Due to Wesker being dead, however, they couldn't use the character but still wanted to somehow involve him in the story. As they were developing the character of Jake Muller at the time, they came up with the idea of him being Wesker's son.
Contributed by Mass Distraction
Shadow the Hedgehog
There were plans to have Sonic in the game's multiplayer mode although this idea was cut early on in development. The only thing that remains of him in the game's memory is his Japanese voice clips.
Contributed by Mr. Kite
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Heaven Sent Gaming was a part of a game design team in college called Our Own Little Coup. The name references a coup, pronounced coo, which means an successful overthrow of power or a success/triumph. The logo of Our Own Little Coup was of a mischievous pigeon holding the keys to an unlocked cage.
Contributed by Legendarium
Resident Evil 2
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According to early concept art Leon was supposed to own a bloodhound. Since this has not been mentioned in the series since, it is likely this was omitted from the canon.
Contributed by Mass Distraction
Overwatch
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During early concept stages of the game, Hanzo and Genji were once originally the same character, a cyborg ninja named Hanzo that wielded both a sword and bow. As time went on, Hanzo was split into two characters, with Hanzo using the bow and arrows, and Genji who was given the cyborg ninja motif and sword.
Contributed by G-Haven
Resident Evil Zero
While it was still being developed on the Nintendo 64, the game was going to have multiple endings depending on which character(s) were still alive at the end of the game. This meant both Rebecca and Billy could have gotten killed at some point in the game. The idea was scrapped due to the possibility of Rebecca's death contradicting the series' timeline.
Contributed by Mass Distraction
Resident Evil Zero
During the development of Resident Evil Zero, the developers toyed with the idea of including running zombies in the game. They didn't make it into the game's final release, but the idea was reused as the Crimson Heads of the 2002 Resident Evil remake.
Contributed by Mass Distraction
Series: Shantae
Shantae director Matt Bozon has revealed that there were plenty of prototypes of games for Shantae that never made it off of the drawing board. These include things such as a spline-scroller (like Namco's Klonoa), a open-world 3D game (similar to Super Mario 64), and a 3D platformer. He even hinted that they were going to be released for the PS2, PC, and Nintendo Gamecube. Matt Bozon states:

"We had a polygonal Shantae that could be run around in three distinct gameplay 'gyms'. One was a spline-scroller (like Namco's Klonoa), one was a free-range 3D like Mario 64, and the last was an isometric 3D platformer. We've done a lot of exploration in this area" Shantae was a sprite/3D hybrid for PlayStation and PC, and was free-roaming on the PlayStation 2. She even rode a river raft on the GameCube. It's possible that we'll see a polygonal Shantae down the line, but only if it serves the style of gameplay we want to create at the time."
Contributed by CLXcool
Banjo-Kazooie
Before Rare decided to use Banjo to replace the character Edison (the main character of the canceled Project Dream project that would later become Banjo-Kazooie), they wanted the main character to be a rabbit.
Contributed by VGSavvy
Grand Theft Auto: San Andreas
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San Fierro was originally named "San Fiero". This can be seen on unused textures within the game's files.
Contributed by ClaudX
Diddy Kong Racing
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In 2004, another attempt at a sequel for Diddy Kong racing was made, this time as more of a follow-up to the original called Diddy Kong Racing Adventure. The game would've been released on the GameCube, and would've been developed by the UK game studio Climax Studios.

The story of the game focuses on Wizpig seeking revenge on Diddy by teaming up with the Kremlings to turn Kongo Isle into a series of race tracks. Diddy gets his buddies to stop Wizpig and the Kremlings to take back Kongo Isle.

Climax presented the demo of Diddy Kong Racing Adventures to Nintendo, but they didn't give Climax approval to develop the game.
Contributed by CLXcool
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