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Demon's Souls
In a 2010 Eurogamer interview, the game's director Hidetaka Miyazaki revealed that the game's Black and Blue Phantom multiplayer elements were inspired by his experience of driving on a hillside after some heavy snow:

"The origin of that idea is actually due to a personal experience where a car suddenly stopped on a hillside after some heavy snow and started to slip... The car following me also got stuck, and then the one behind it spontaneously bumped into it and started pushing it up the hill... That's it! That's how everyone can get home! Then it was my turn and everyone started pushing my car up the hill, and I managed to get home safely.

But I couldn't stop the car to say thanks to the people who gave me a shove. I'd have just got stuck again if I'd stopped. On the way back home I wondered whether the last person in the line had made it home, and thought that I would probably never meet the people who had helped me. I thought that maybe if we'd met in another place we'd become friends, or maybe we'd just fight...

You could probably call it a connection of mutual assistance between transient people. Oddly, that incident will probably linger in my heart for a long time. Simply because it's fleeting, I think it stays with you a lot longer... like the cherry blossoms we Japanese love so much."
Contributed by MehDeletingLater
Pokémon Ruby & Sapphire
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The games' most prominent subplot focuses on the conflict between Team Aqua and Team Magma in their efforts to gain control of the legendary Pokémon Kyogre and Groudon to change the climate in response to the effect of humans on the environment in order to create expanded environments for sea and land Pokémon respectively. This subplot may (although it has not been confirmed by the developers) have drawn direct inspiration from a real life controversy that was a prominent issue in Japan at the time of the games' development and continues to be. The Isahaya Bay land reclamation project on the Japanese island of Kyūshū, which the Hoenn region is based on, aimed to expand the available farmland in one of Japan's last wetland habitats. This lead to fierce political conflict from environmentalists who argued that the project would cause long-term damage to the wetlands and the marine ecosystem of the area through agricultural runoff released into the sea, and from reclamation activists who argued that Kyūshū needed the land as Japan has very little arable land already and needs to produce enough food to feed its increasing population and keep up with rapid industrialization. The concept of Team Aqua and Team Magma draw striking parallels to each side of this issue (i.e. reclaiming land where there used to be sea and protesting to reclaim sea where there is now land) while being written as cultic villains akin to Team Rocket from past games without distinct arguments to their positions, causing these parallels to be obscured and emphasizing the personal gain of expanding or reducing land for the sake of certain land or sea Pokémon to be won out from the conflict with little to no regard for humanity.

In Pokémon Emerald, the unified story featuring Kyogre and Groudon both being pacified by the presence of Rayquaza, a Pokémon heralding from the sky which in many religions and mythologies is where powerful gods and deities live, hints that a divine compromise between civilization and nature is the necessary solution, with how Hoenn is presented in the final game through the coexistence of different environments, humans and Pokémon being the result. This suggests that the preservation of Isahaya Bay while allowing for land reclamation elsewhere is the compromise this subplot is trying to get across.
Contributed by MehDeletingLater
The Walking Dead: Season One
According to The Walking Dead's co-creator and writer Robert Kirkman, he became interested in making a game based on the comic after playing Strong Bad's Cool Game for Attractive People. Sometime later, Telltale Games would successfully pitch their idea of a Walking Dead game to him:

"I played their Strong Bad game. I like their approach to puzzle-based storytelling. I thought they were more focused on telling a good story, and I thought they were good at engaging the player in the narrative. That's what interested me in making a Walking Dead game. They came to me with a proposal that involved decision-making and consequences rather than ammunition gathering or jumping over things; I was impressed by that. The only thing that's really special about The Walking Dead is the human characters and the narrative that they exist in. It's all about drama and loss, so I felt like doing a game with that focus, but that wasn't something that I knew was really possible. When Telltale came and told me about the way that making decisions changed the game and the way that players would be forced to choose between two bad decisions and how the survival aspect of The Walking Dead would actually be brought to the forefront – that's when I was sold on the game."
Contributed by MehDeletingLater
Fallout
If you let the Master's Army destroy Necropolis, a ghoul refugee who survived the invasion can be found hiding behind a bookcase with dialogue talking about the invasion, while also mentioning that the attacking super mutants had "some steam trucks". These steam trucks are the only working mechanically propelled vehicles mentioned in the game, and are only mentioned in this Fallout game.

In the eighth installment of the Fallout Bible, Fallout 2 developer Chris Avellone revealed that steam trucks were planned for Fallout, but they were only mentioned in passing for "art reasons and gameplay reasons" and that it may have been an "ugly-looking vehicle".
Contributed by MehDeletingLater
Rare Replay
GoldenEye 007 was originally planned to be included in the collection, even going so far as having a "Rare Revealed" video focused on the making of the game produced for it, but was scrapped due to licensing issues. This video would later be leaked online in 2019 by a former Rare employee.
Contributed by MehDeletingLater
Rage of the Dragons
The game was originally developed as sequel to the Double Dragon fighting game on the Neo Geo, however because of "different reasons" the game was turned into its own IP, becoming a tribute to Double Dragon instead of an official game in the series.
Contributed by ZpaceJ0ck0
Beavis and Butt-Head in Virtual Stupidity
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NSFW - This trivia is considered "Not Safe for Work" - Click to Reveal
At the Veterans Hall, select the Foot and and click the top-left, top-right, bottom-right, and bottom-left corners of the building's sign in that order. A sequence will play out where the stuffed grizzly bear from the Insane Wing appears in front of the building and Butt-Head tells Beavis to "check in his anal cavity". Beavis then reaches inside the bear's anus and pulls out a red piece used in the puzzle game Zoop, which was also published by Viacom New Media around the same time as this game, before putting it back inside claiming that he felt something, but couldn't grab it, and then cutting to the game's title screen. Presumably, this sequence was scrapped from being used in the Insane Wing, but left in the game by hiding it in a different location.
Contributed by MehDeletingLater
Beavis and Butt-Head in Virtual Stupidity
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At the start of the game in the Classroom, select the Foot and use it on the top-left and top-right corners of the door and chalkboard respectively. This will trigger an animation where Beavis and Butt-Head walk to the chalkboard, and Butt-Head draws a picture of Hatman before cutting to the game's ending cutscene.

Hatman's existence in Beavis and Butt-Head in Virtual Stupidity was first revealed in a 1999 Chicago Tribune article on Hatman after Viacom New Media was integrated into Virgin Interactive in 1998, although it would take another 20 years for video footage showing this easter egg in action to surface online.
Contributed by MehDeletingLater
Beavis and Butt-Head in Virtual Stupidity
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In the Slaughterhouse, selecting the Foot and using it on the bottom-right corner of the top-left beam holding up the building will cause the Foot to flash. Doing the same to the bottom-left corner of the top-right beam and then the bottom pixels of the two hooks on that beam from left to right will cause a short sequence to play out. Beavis will activate the slaughter machine, and a man wearing a cow mask will be killed in the machine instead of a cow. One of the game's developers who revealed the existence of this easter egg explained that this man was originally a caricature of a recognizable employee at Viacom New Media talking on a cell phone, but another employee suggested the cow mask be added to make the jab less obvious.
Contributed by MehDeletingLater
Beavis and Butt-Head in Virtual Stupidity
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On the Podlink Farm, if you select the Foot and click on a specific spot on the top-left corner of the gate sign, the Foot will briefly flash. Do the same for the bottom-center of the sign and the top of the farm's silo, and a short animation will play of a nuclear missile launching out of the silo. One of the game's developers who revealed the existence of the easter egg explained it as being a "tiny juvenile rebellion" by Viacom New Media aimed at the Viacom managers they were sometimes at odds with.
Contributed by MehDeletingLater
Batman: Arkham City
In an interview with Kotaku, Sefton Hill, game director at Rocksteady Studios, revealed that there was going to be a scene referencing the shark repellent from the 1966 film "Batman: The Movie" starring Adam West. At the part when Tiny the shark bites into Batman's raft, Batman would reach for a compartment on his Utility Belt labeled "shark repellent". Opening the compartment, Batman would pull out brass knuckles which he then uses to beat Tiny with.

"One of the ideas we originally had is the shark comes out and grabs the raft. And then Batman pulls out shark repellent and he opens it up, and inside the shark repellent was a massive knuckle duster. And he just smashes the shark on the nose. And then we thought: maybe the tone is going a bit wrong… then we thought we'd slip it in for New Game Plus. We decided not to."

However, a remnant of this idea is still on the final game. If the player loses against Tiny, one of the Game Over screens leaves the following hint: "Fight off the shark using Batman's powerful shark repellent: a flurry of furious strikes."
Contributed by ZpaceJ0ck0
Street Fighter II
According to Capcom USA's Product Manager Scott Smith, the reason why Gouki's name was changed to Akuma for the international release is because he felt there were too many characters whose name had the letter G. Scott Smith chose the name 'Akuma' based on a news story from Japan where people were trying to name their child after the devil but the government wouldn't let them. Smith looked up devil in Japanese and found the name Akuma.
Contributed by ZpaceJ0ck0
Resident Evil VII: Biohazard
According to the game's director Koshi Nakanishi, the game's small and narrow world was made in response to Grand Theft Auto III and its open world map.

"I remember thinking ‘how did they make this kind of game on PS2?’ Not only from a gameplay point of view, but also from a technical point of view," said Capcom's Koshi Nakanishi. "In response to the subsequent development of open-world games, I decided to do the exact opposite and make a small, narrow, dense horror game, and Resident Evil 7 was born. In a way, Resident Evil 7 may have been born because of GTA III. Thank you and congratulations on the 20th anniversary of GTA III."
Contributed by ZpaceJ0ck0
Series: Undertale
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According to Toby Fox, Alphys' design in both Undertale and Deltarune was partly inspired by John Egbert from the webcomic Homestuck, which Fox had previously composed music for.
Contributed by game4brains
LEGO Marvel Super Heroes
Using the Human Torch's flame powers near Venom will have the latter cower in fear in reference to the symbiote's fear of fire in the comics.
Contributed by PirateGoofy
Super Smash Bros. Ultimate
The seemingly unique design for the Belmonts' Vampire Killer whip, with a metal chain, a morning star at the end, and the religious-looking crossguard, is actually very closely taken from two different sources: Castlevania: Lords of Shadow and the Pachinko game Castlevania: Erotic Violence.
Contributed by PirateGoofy
Shaq Fu
Delphine Software originally pitched the idea of a basketball game to former NBA star Shaquille O'Neal, but O'Neal instead opted to pitch in the idea of a fighting game because he was a fan of Mortal Kombat. Delphine Software developed the video game using rotoscoping technology by filming Shaq and the stuntmen, then redesigning them to appear as characters in the game. A kung fu expert was then hired by Delphine Software to direct the action sequences to make the fighting aspects look more realistic.
Contributed by Tuli0hWut
Series: World Heroes
Many characters in the series are based on characters from history, pop culture, films and manga.

• Hanzo Hatori and Fuuma Kotaro are based on the legendary ninja of the same name from Japanese folklore.
• Rasputin is based on the infamous mad monk Grigori Rasputin.
• Janne D'Arc is based off of Joan of Arc.
• Jenghis Carn is based off of Genghis Kahn.
• Brocken is based off of the character of Stroheim from Part 2 of JoJo's Bizarre Adventure and Brocken Jr. from Kinnikuman.
• Kim Dragon is based off of Bruce Lee.
• Muscle Power is based off of Hulk Hogan.
• Geegus is based off the T-1000 from Terminator 2.
• Captain Kidd was based off of the infamous pirate Captain William Kidd.
• Erik is based off of Erick the Red.
• Johnny Maximum is loosely based off of American football player Joe Montana.
• Mud Man is based off the protagonist of Daijiro Morohoshi's manga "Mud Man".
• Ryoko Izumo is based on Japanese judoka Ryoko Tamura.
• Shura is based off of Muai Thai kickboxer Nai Khanom Tom.
• DIO is based heavily off of Kars and Dio Brando from JoJo's Bizarre Adventure and Baoh from the pre-araki manga of the same name.
• Ryofu is based off of Chinese warlord Lu Bu.
• Jack is based off of the infamous serial killer Jack the Ripper.
• Zeus is based off of Raoh from Fist of the North Star.
• Son Gokuu is based off of both Sun Wukong, his namesake, in Journey to the West and the version of Son Goku in Dragon Ball.
Contributed by Cavery210
Shuma-Gorath got in the game by the director of the game, after looking over the character files & picking the character with the most weird, eye-catching appearance — people were used to superhumans from X-Men, so they wanted someone unmistakably inhuman. When the director asked Marvel about adding Shuma-Gorath, they had no idea of the character's existence.
Contributed by Cavery210
Console: GameCube
In an interview with VGC for The GameCubes's 20th anniversary, veteran Rare developer Martin Hollis revealed that not only was he among the first people to see "Project Dolphin", but also that he was possibly responsible for the GameCube's name and theme:

“I arrived in Kyoto, went into the big building, and Mr. Miyamoto and his team straight away took me to this empty meeting room and sat me down in front of a television [...] They switched it on, and Miyamoto told me to press the A button on the controller. I pressed it and the purple rolling cubes appeared on screen with the boot up music that we now know so well, revealing the GameCube name. [...] As the on-screen reveal happened, Mr. Miyamoto stared at my face intensely! That was my initiation, which was maybe because I’d actually suggested the name ‘Cube’ during my time at NTD. Months earlier I did a sheet of paper at Nintendo of America with a whole load of suggestions for names and one of them was ‘Star Cube’ or something like that.”

Nintendo did indeed trademark "Starcube" lending more legitimacy to Hollis' suspicion.
Contributed by PirateGoofy
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