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Final Fantasy Tactics
In the Japanese version's commentary with the game's composer Hitoshi Sakimoto, he stated that he'd tried to evoke "the feeling that you were fighting in the midst of mother nature all around you" for "A Chapel".
Contributed by ProtoSnake
Final Fantasy Tactics
In the Japanese version's commentary with the game's composer Masaharu Iwata, he stated that the title for "Back Fire" is actually “Chotto Otona no Daakuman” (“A More Mature Darkman”). A few years prior for the game Tactics Ogre: Let Us Cling Together, he composed the last boss theme named “Darkman Abikyoukan” (“Darkman Pandemonium”), which he described as an "up-tempo, kind of insane sounding song" on a level of madness that "Back Fire" couldn't quite reach, hence the title.
Contributed by ProtoSnake
Street Fighter X Tekken
The game's producer Yoshinori Ono has stated in some interviews that the reason behind including Bad Box Art Mega Man and his highly exaggerated appearance, instead of any other version of the character, was due to Mega Man's co-designer Keiji Inafune's wishes. Ono said that when he asked Mr. Inafune about including the character in the game, Inafune said "that's not interesting, we have seen Mega Man in fighting games before" and then asked Ono to give him "something original". Ono then decided to use the Mega Man from the "awful" North American box art from the first Mega Man game and "make it even wackier" by presuming that Bad Box Art Mega Man has aged since his picture was taken and used in the US box art 25 years ago. Ono said that Inafune "loved the idea" and that was what lead to his inclusion.
Contributed by ZpaceJ0ck0
Deltarune
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The emblem on Ralsei's robes went through two different renditions in early development. Initial concept art by Toby Fox depicts him with a fireball icon on his robe, matching a statement in an interview where he stated that "[he] was going to give a certain character a fire spell, but decided against it for the first chapter." Later pre-release concept art by Temmie Chang, meanwhile, depicts Ralsei's robes as bearing an upside-down spade symbol. Come the release of Chapter 1, and the design would eventually be changed to a heart; however, most of Ralsei's overworld sprites in Chapter 2 change this to the inverted spade design.
Contributed by game4brains
Deltarune
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One piece of concept art for Chapter 2 by Gigi DG, depicting the entrance to Queen's Mansion, features a note indicating that the design of the building is taken from "that toy story ride." This most likely refers to the Tokyo DisneySea version of Toy Story Mania, which similarly features a giant, grinning effigy of Woody's head as its entrance.
Contributed by game4brains
The Last of Us Part I
In The Last of Us Remastered's commentary with director Neil Druckmann, he stated that him and the team initially didn't want to do an opening credits sequence. They changed their minds, partially because they felt that going from Sarah's death to a timeskip of twenty years later was too sudden. On top of that, the team found that when playtesters watched it in succession, they weren't paying attention when Tess and the rest of the game's world was introduced, because they were still focused on Sarah's death, so an opening sequence was needed to help bridge the gap between those events. The idea they came up with for the intro was time lapsed video footage of fungus growing, because the disease and outbreak in the game was based on a cordyceps fungus that spread through spores. The team contacted a group at Sony San Diego who made the whole opening sequence for them, making use of fungal kits to allow fungi to grow in their bathrooms, which took several days of filming to produce. The only use of computer animation in the opening sequence were the black spores seen throughout the intro.
Contributed by ProtoSnake
Series: Yoshi
According to Steven Universe creator Rebecca Sugar, the inspiration for the show's background color palettes comes from the level aesthetics in Super Mario World 2: Yoshi's Island, due to its colorful atmosphere and also being one of her favorite video games at the time.
Contributed by Tuli0hWut
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In a November 2020 Medium article, Maddy Thorson, who served as the game's writer and director, confirmed longstanding rumors that Madeline, the protagonist of Celeste, is a transgender woman. Thorson described the game's story as allegorical for her own process of coming to terms with her gender identity, and stated that while the idea didn't initially come to her during development, she "began to form a hunch" while working on the DLC chapter "Farewell", becoming certain of Madeline's transgender status after the chapter's release. Thorson came out as transgender herself in the same article.

Thorson additionally stated that although the possibility of Madeline being trans was discussed with the rest of the development team when making "Farewell", they ultimately decided not to include any overt statements past visual allusions in the chapter's ending, stating that it would be more in-character for Madeline to keep such information private. At the same time, however, Thorson stated that had she started development of Celeste already knowing that she was trans, she would've depicted Madeline differently.
Contributed by game4brains
Dōbutsu no Mori
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Among the files included in the Gigaleak, a massive 2020 content leak of internal data from Nintendo, are models associated with Dōbutsu no Mori depicting three human characters not seen in the final game: two redcoat soldiers, one tall and one short, and a middle-aged woman in an apron. These characters appear to be early versions of Copper, Booker, and Joan, respectively, which is corroborated by the fact that the woman's filename is "oba," with Joan's sleeping animation being labeled "Sleeping_Obaba" in the files for Dōbutsu no Mori.

All of this appears to indicate that special characters were originally intended to be human before being changed to unique animals later in development; in the final game, the only humans that appear on-screen are the player characters. Copper and Booker would later reincorporate the scrapped redcoat motif in Animal Crossing: Wild World and Animal Crossing: City Folk.
Contributed by game4brains
JoJo's Bizarre Adventure
JoJo's Bizarre Adventure: Heritage for the Future was named after Stardust Crusaders' (the story arc in which this game is based on) original name during serialization in Weekly Shōnen Jump, Part 3 Jotaro Kujo: Heritage for the Future.
Contributed by ZpaceJ0ck0
The Walking Dead: Season One
The game was originally pitched by Telltale as a spin-off of Valve's Left 4 Dead franchise, but Valve turned down the pitch leaving Telltale to go to Robert Kirkman to successfully pitch him a game based on his Walking Dead comic book series. The same unique choice-based story-driven style of gameplay was kept by Telltale developers between the canceled Left 4 Dead project and the greenlit Walking Dead project, which the devs thought was a better fit for Kirkman's universe than Valve's franchise anyway and which would also be a style that would be reused heavily by Telltale in their later licensed games.
Contributed by PirateGoofy
Track & Field
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In a 1987 interview with the Konami Development Staff published in the "TV Game: denshi yuugi taizen" book, they stated that after deciding to make a game based on track and field sports, they would spend each morning eating breakfast at a local college's track and field meeting to watch them compete and get a feel for how the events all work. They also researched and studied video footage from the Tokyo Olympics and other events featuring Olympic athletes. One of the developers adored the Finnish javelin thrower Tiina Lillak so much that he was able to successfully convince the team to include the event in the game.
Contributed by ProtoSnake
Track & Field
In a 1987 interview with the Konami Development Staff published in the "TV Game: denshi yuugi taizen" book, they stated that they were influenced by the 1984 Los Angeles Olympics held in 1983, and said to each other "yeah! let’s make a sports game like this!" as there was no track and field style athletic event game at the time. The team also wanted to see if they could make a game that wasn't Human vs. CPU, but rather Human vs. Human, instead.
Contributed by ProtoSnake
Metal Gear Solid 2: Sons of Liberty
According to Hideo Kojima & Yoji Shinkawa in the documentary on the making of Metal Gear Solid 2 from the game's bonus disc, Shinkawa stated that Rosemary represents Kojima's ideal, classy and intellectual woman. Some of Raiden & Rosemary's conversation were influenced by Kojima's own life experience.
Kojima stated that the idea for April 30th stemmed from his relationship with his wife, where she kept reminding him about that date before they were married. One evening, he had a date with his wife, but he completely forgotten about it, which caused him a lot of crisis in their relationship.
Contributed by ProtoSnake
Kingdom Hearts III
The unique style of ending for the Spoiler:Yozora secret boss battle at the end of the ReMind DLC, where players obtain a different ending depending on if they win or lose the boss battle, was because Tetsuya Nomura and his team thought the fight was too extremely difficult and so wanted to give something to players that lost even if it did nothing for the series' canon.
Contributed by PirateGoofy
At one point in the game, the Disco Director NPC proclaims, "I'm really feelin' it!" in a heavy British accent. this is in reference to the same line said by the character Shulk in the Xenoblade Chronicles and Super Smash Bros. series. This homage came about because the developers of Lego Star Wars are huge Xenoblade fans, and took advantage of the fact that Shulk and the Disco Director have the same English voice actor, Adam Howden.
Contributed by PirateGoofy
PlayStation All-Stars Battle Royale
PlayStation All-Stars Battle Royale was originally conceived as "Title Fight", a competitive multiplayer sidescrolling platformer type of game, but after the developers didn't jive too much with that idea it was instead turned into a competitive 4-player fighting game in the style of Super Smash Bros.
Contributed by PirateGoofy
Kirby: Nightmare in Dream Land
In 11/2002 interview with the game's designer Teruhiko Suzuki & general director Masahiro Sakurai published in Nintendo Dream, Suzuki stated that his team began the game's development last summer, by making prototypes to decide if Kirby's sprite should look bigger or smaller than how he appears in Kirby's Adventure. Sakurai expressed uncertainty about the graphics, including the backgrounds. He wanted to improve them so "today's gamers wouldn't find them embarrassing", and the developers ended up redesigning the backgrounds from the ground up in CG. On the other hand, he felt confident that Kirby's new sprite looked "just as good as something you'd see in a modern game."
Contributed by ProtoSnake
Castlevania: Symphony of the Night
The Sega Saturn version of the game contains hidden files that can only be accessed when loading the game disc on a PC. 15 pieces of character artwork and a text document containing messages from 13 of the Saturn version's developers including graphic artists, members of the sound team, and programmers can be found. The messages contain insights about their duties, goals and struggles in porting the game from the PlayStation to the inferior Saturn, with several members of the staff having just entered the video game industry and joined Konami prior to work starting on the port, and collectively having mixed to positive feelings about the final result, with most being happy with their work, while others feeling they had failed to live up to the PlayStation version. Regardless, much of the staff thanked players for playing the game and encouraged them to mail feedback to them at Konami.

Two notable details from these messages include:

•A story/rant shared by programmer Hideto Imai in the last and longest message about his experience in violating Japan's Motor Vehicle Storage Act by parking his car curbside while staying at his in-laws during development.

•A scrapped character idea shared by graphic designer Yoshinori Suzuki:

"There's actually another version of Maria with a full set of graphics different from the one the player meets in the actual game. It ended up going unused. It might've been neat if she had been used, though. Because she was a dark version of Maria, the opposite to the light version of Maria, her attacks and such would have been entirely different. Go ahead and imagine for yourselves what she might have been like. (Perhaps, if she'd appeared in the game, she'd have been called Black Maria?)"
Contributed by MehDeletingLater
Tornado Outbreak
The location for Ringling Village is loosely based off of Wiltshire, a country from South West England.
Contributed by Larrye
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