
In the Stillwater Loft where the Bachelor takes refuge during the course of the game, a map of the Town can be found. Almost everything on this map reflects the in-game map except for the Train Station, as the positions of the railways and station buildings are different. It's possible that this was an earlier version of the game's map used by the developers and was not updated as the layout of the Town changed.
After figuring out how to destroy the Glass Tunnel in Maridia, the glass itself will not shatter until Samus jumps, shoots, or changes her item selection. If you fire a shot to break the glass on the exact same frame you enter the door transition to move to the next room, the game will freeze.
In an 2000 interview with the game's composer Atsuhiro Motoyama published in the Great Mahō Daisakusen OST liner notes, he stated he had a great deal of personal affection for the first game in the Mahō Daisakusen series since he wrote the music for it. Before he started to compose Dimahoo, he chose to go back and listen to the old songs from Sorcer Striker for reference.
In Sorcer Striker, he stated that the approach he took to the songs was "melodious and colorful", but for Dimahoo he decided to try something else, not over-emphasizing the melodies and instead attempting to evoke a sense of atmosphere. In his mind, by contrasting these two approaches he was trying to explore the theme of what background music is supposed to be:
He also stated that he was not only plagued with technical difficulties with his sound equipment, but his air conditioner also broke. This made his working experience worse for a few days as Motoyama was "extremely sensitive to the heat":
He also thanked composer Manabu Namiki for assisting him with assembling the game's music data, saying he was "very indebted" to him. The way Namiki handled the music data for Dimahoo was different compared to the way he normally did it. Although he endeavored to keep his original data clean and simple to understand, it ended up being "idiosyncratic and confusing", and Namiki ended up spending many extra overtime hours dealing with it. So, he expressed his gratitude towards him by thanking him for cleaning all that up.
In Sorcer Striker, he stated that the approach he took to the songs was "melodious and colorful", but for Dimahoo he decided to try something else, not over-emphasizing the melodies and instead attempting to evoke a sense of atmosphere. In his mind, by contrasting these two approaches he was trying to explore the theme of what background music is supposed to be:
"When a video game composer writes melodic, busy pieces with tons of notes, and lots of progressive, complex chord structures, those songs make a good impression on the listener as songs, and they can also be quite effective in making the stages seem more exciting… but if you make a single misstep in this approach, it's very easy for the BGM to stand out too much (of course, if you can pull it off, the results can be spectacular). For Dimahoo I tried to do "both" (melody and atmosphere)… but how do you think it turned out?"
He also stated that he was not only plagued with technical difficulties with his sound equipment, but his air conditioner also broke. This made his working experience worse for a few days as Motoyama was "extremely sensitive to the heat":
"The sun would gradually heat the room up by midday, and on top of that, there was heat from the three computers and a rack full of music modules… I wasn't going to get through this with some dinky little table fan! The repair guy couldn't come for three days, and during that time I filled a bucket with ice water and put my feet inside while I worked (yes, I really did this). Damn! Now I can't use the damper pedal on my keyboard!"
He also thanked composer Manabu Namiki for assisting him with assembling the game's music data, saying he was "very indebted" to him. The way Namiki handled the music data for Dimahoo was different compared to the way he normally did it. Although he endeavored to keep his original data clean and simple to understand, it ended up being "idiosyncratic and confusing", and Namiki ended up spending many extra overtime hours dealing with it. So, he expressed his gratitude towards him by thanking him for cleaning all that up.

In the game's code is evidence of an unused Event Pokémon. Event Pokémon are exclusive Pokémon throughout the franchise's history which usually have movesets or other unique properties that would not otherwise legitimately occur in normal gameplay.
A code string indicates that Diglett learns the move "Acid" at Lvl. 1, found at the end of Diglett's Generation 1 move pool, as this programming method was the manner in which the programmers ensured Event Pokémon transferred via the Game Pak to Stadium could function properly during gameplay.
To date, a Diglett with Acid being legitimately learned in it's moveset has never been released or distributed by an official Event by Nintendo nor Game Freak.
A code string indicates that Diglett learns the move "Acid" at Lvl. 1, found at the end of Diglett's Generation 1 move pool, as this programming method was the manner in which the programmers ensured Event Pokémon transferred via the Game Pak to Stadium could function properly during gameplay.
To date, a Diglett with Acid being legitimately learned in it's moveset has never been released or distributed by an official Event by Nintendo nor Game Freak.
Konami Man, one of Konami's early mascots, makes cameo appearances in several Konami games. He would later have his own game titled Konami Wai Wai World, which released in 1988, making it his first video game debut as a protagonist.
In the first, second and sixth SoulCalibur games, the classic numeric input for Ivy's notoriously difficult Summon Suffering throw is 376231A+G (Attack + Guard). This number combination actually holds significance as it appears to be a reference to the phone number for Namco's headquarters from before they were acquired by Bandai, being 03-3756-2311.
Allegedly, the developers used the phone number as the basis for the input as a reaction to an in-joke among Tekken and Soul Edge arcade communities, who would react to degenerate or weird stuff in the games with "gonna call Namco about this". The joke being: "If you can't do the throw, go call Namco about it." However, since this input was brought back in SoulCalibur VI long after the phone number stopped being used by Bandai Namco, this adds an additional (albeit probably unintended) layer to the joke: "Go call Namco about it. Oh wait, you can't."
Allegedly, the developers used the phone number as the basis for the input as a reaction to an in-joke among Tekken and Soul Edge arcade communities, who would react to degenerate or weird stuff in the games with "gonna call Namco about this". The joke being: "If you can't do the throw, go call Namco about it." However, since this input was brought back in SoulCalibur VI long after the phone number stopped being used by Bandai Namco, this adds an additional (albeit probably unintended) layer to the joke: "Go call Namco about it. Oh wait, you can't."
In the Blood and Wine expansion, there is a hidden achievement you can earn if you kill a frozen opponent with a crossbow bolt. The enemy can be frozen in two ways, by either using a Northern Wind bomb, or using the Piercing Cold to give a 25% chance of freezing opponents when Aard is cast. Beat down the enemy until they are low on health and then throw a bomb at them or try and freeze them with the Aard sign (keep in mind there is a chance they will die when doing this). Once they are frozen, finish them off with the crossbow. Alternatively, this achievement can be more easily earned on wild animals that can be killed with a single bolt. After the enemy is killed, Geralt will say "Hasta la Vista", and the achievement will be revealed, also named "Hasta la Vista™" but with a trademark symbol. This is a reference to a scene from the 1991 film "Terminator 2: Judgment Day" where the Terminator says "Hasta la Vista, Baby" before shooting the frozen T-1000.
In the 2023 film "The Super Mario Bros. Movie", the Japanese name for the character Spike (the foreman from Wrecking Crew) was changed in the corresponding dub. Although no specific reason was given as to why the change was made, it can be assumed it was done to avoid controversy as the character's original Japanese name is "Blackie", which is also a derogatory racial slur in English-speaking countries used to refer to dark-skinned people of African descent.
Android 14's signature skill (Pushing) ordinarily cannot be guarded against. However, when fully charged, it is able to be blocked.
In a 2023 interview done to promote "The Super Mario Bros. Movie", Shigeru Miyamoto shared his thoughts and opinions on certain aspects of the character Mario that the filmmakers could easily take from the video games that made him endure over time and become so beloved the world over:
"It’s the very fact that he is not your typical superhero that makes him such an interesting movie character[...]He’s so relatable. He’s an Everyman character. He never gives up. He always keeps coming. Those qualities make for a very compelling central character.
I think part of it is the idea that Mario never gives up[...]And he’s kind of got this shy side to him. When all the attention is focused on him, he’s a little bashful and doesn’t maybe want that. That speaks to me. He might seem brave, but that’s still a fundamental core essence of his character."
"It’s the very fact that he is not your typical superhero that makes him such an interesting movie character[...]He’s so relatable. He’s an Everyman character. He never gives up. He always keeps coming. Those qualities make for a very compelling central character.
I think part of it is the idea that Mario never gives up[...]And he’s kind of got this shy side to him. When all the attention is focused on him, he’s a little bashful and doesn’t maybe want that. That speaks to me. He might seem brave, but that’s still a fundamental core essence of his character."
Inserting the CD-ROM of the Dreamcast version into a PC reveals a readable segment with a folder called "BONUS" containing various pictures of the female cast.
The galleries are different between regions. The Japanese gallery features Ayane and Kasumi wearing a kimono while the other three galleries feature pin-ups of Helena, Leifang, and Tina (the latter wearing cat ears). In the European version all the pictures are pin-ups with only sharing the Helena picture (albeit with a different background). The American gallery is pretty similar to the European one but with three extra pictures.
The galleries are different between regions. The Japanese gallery features Ayane and Kasumi wearing a kimono while the other three galleries feature pin-ups of Helena, Leifang, and Tina (the latter wearing cat ears). In the European version all the pictures are pin-ups with only sharing the Helena picture (albeit with a different background). The American gallery is pretty similar to the European one but with three extra pictures.
The game's title screen changes depending on how far the player has progressed into the Story Mode, with the game having up to three different title screens.

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.
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.
In a 1985 interview with Bill Gates published in the 8/83 issue of LOGiN magazine, he stated the "X" letter in the MSX name doesn't have any special meaning. It was added purely for aesthetic reasons that he felt the logo needed to look good, and that it had an almost artistic sound and a nice ring to it. He thought the logo captured their distinctive style, and that it acted as a "guarantee of compatibility" when systems compatible with the MSX would start using it.
In a 2003 interview with the game's chief designer Masahiro Kumono published in Shinobi THE WIDE Illustration Archives, he stated him and his team began development in April 2001, and they exhibited the game's first playable demo at E3 2002. At the time, because they were showing the Shinobi game at an overseas trade show, they wanted to focus on the Japanese elements of the visuals to help stand out in an obvious way. For the ninja for instance, they incorporated super-Japanese onigawara into the ninja's leg armor, held on with buckled kumihimo, and joked that it was made of lacquerware. In the initial settings for the game, they tried to incorporate Japanese touches like this everywhere, such as characters in furisode-esque outfits, and the backgrounds would show more element like torii in between city buildings, or traditional Japanese houses with expressways running behind them and so on. Kumono wanted to try and express those juxtaposed "modern/Japanese" elements from every potential angle.

According to a later version of the "Project Wombat" developer bible for Crash Bandicoot (this version was given to a fan by the game's producer David Siller in 2015; an earlier version of it was officially published in 2018 in the book "The Crash Bandicoot Files: How Willy the Wombat Sparked Marsupial Mania"), Dr. Neo Cortex's backstory describes how he and Dr. Nitrus Brio when they were younger destroyed their high school by tampering with the physics department's test nuclear power plant. Afterwards, they traveled the world looking for a new home, but no matter where they went they were ridiculed and ostracized, and it is noted that soon after they left a location, that place was then met with "violent explosions and catastrophes". This culminates in one last account where the pair left the city of Chernobyl, drawing the attention of various international law organizations who connected the dots to their past incidents and soon added Cortex and Brio to the international most-wanted list. Feeling the heat, they finally settled down far away from humanity on the Australian island that he would soon name Cortex Island. This backstory heavily implies that Cortex and Brio were responsible for the real-life 1986 disaster at the Chernobyl Nuclear Power Plant in the Soviet Union.
NSFW - This trivia is considered "Not Safe for Work" - Click to Reveal
On March 21st, 2009, the Nintendo World store in New York City held a Pokémon Platinum Launch Event to celebrate the game's release. However, flyers were distributed around Nintendo World stating that attendees can receive a Mystery Gift, which turned to be a hacked Gengar with the nickname "Nigger" caught in a Safari Ball. Its moves were based on black stereotypes consisting of Thief, Sucker Punch, Sludge Bomb, and Snatch along with the Truant ability. The flyers that were distributed around Nintendo World turned out to be a Photoshop edit of the original flyer that didn't specify any Mystery Gift being given out to attendees at all. The Photoshopped flyers were intended for an unrelated unofficial distribution of an Eevee that was also occurring at Nintendo World. The people distributing the Eevee quickly stopped their distribution when security questioned them about the racist Gengar, as two wi-fi signals were detected at Nintendo World. Reports have speculated that an African-American man dressed as a common Team Rocket grunt was solely responsible for the hacked Gengar distribution, and that he was later arrested by police. Nintendo later issued an apology regarding the controversy stating that anyone should refrain from downloading the hacked Mystery Gift Pokémon to avoid any data corruption.
Depending on what you name your save file, the name inputted will act as a seed that determines the position of the twinkling white stars in the night sky, while the blue stars and larger red planet remain in the same position. Since there is a character limit of 8 characters for a name, the number of possible variations is estimated to be somewhere under 5.3 billion, the key word being "under" as this cosmetic feature does not utilize all 127 characters available, so the actual number is bound to be lower.

In the campaign levels "Assault on the Control Room" and "343 Guilty Spark", a glitch can be performed where if you hold down the button to throw a grenade right as a cutscene showing you arriving on the Pelican starts, you will stay inside the Pelican despite map scripting normally forcing you to jump out. The ship will then fly off out-of-bounds. If this glitch is done in the former mission, you can exit at any time and explore, but if you do not jump out in time, the Pelican will fly through a kill barrier and kill you. If done in the latter mission, you can safely get out at any time and explore with no risk of death. If you travel northeast from where the Pelican landed, you may eventually encounter a lone Marine, Private Mendoza from later in the mission, standing around in the empty area doing nothing. In Anniversary Edition, this Marine is slightly hidden behind a tree (several were added to this area in this edition), but he can still be seen as the trees do not have collision-detection, allowing you to walk through them. While it may seem that him standing around doing nothing is an Easter egg, his presence here is actually just a pre-determined location for his model to spawn in at before he is needed later in the level so there are no memory allocation spikes that would occur if his model was just loaded in and destroyed from the level. This is part of a common game programming pattern called "object pooling" where multiple objects are pre-initialized to be in use, and once their usage is finished are set to no longer be in use. The position of Mendoza's model is changed to be used in a pair of cutscenes during the mission.
It's notable that Mendoza's model has very minimal AI unlike other NPCs in the stage. Normally, if you use mods to possess any other character in the level and play as them, the game will recognize that the functions assigned to that character are being overridden by the player character and the level will crash. If you use mods to possess Mendoza's model however, the game will not recognize his functions have changed and you can play through the entire mission as him. He has less functionality than Master Chief, he freezes when he is hit due to him playing an animation central to his original AI, and will die in a few hits, but with the God Mode invincibility cheat on he can complete the level. Although designer Jaime Griesemer mentioned that there was a playable Marine unit named "future soldier" in an earlier RTS prototype of Halo titled "Monkey Nuts"/"Blam!", it's unknown if Mendoza specifically was ever planned to be playable.
It's notable that Mendoza's model has very minimal AI unlike other NPCs in the stage. Normally, if you use mods to possess any other character in the level and play as them, the game will recognize that the functions assigned to that character are being overridden by the player character and the level will crash. If you use mods to possess Mendoza's model however, the game will not recognize his functions have changed and you can play through the entire mission as him. He has less functionality than Master Chief, he freezes when he is hit due to him playing an animation central to his original AI, and will die in a few hits, but with the God Mode invincibility cheat on he can complete the level. Although designer Jaime Griesemer mentioned that there was a playable Marine unit named "future soldier" in an earlier RTS prototype of Halo titled "Monkey Nuts"/"Blam!", it's unknown if Mendoza specifically was ever planned to be playable.
Unlike its Wii counterpart, characters such as Zephyr, Nimbus, and the Wind Warrior use two separate models in the Xbox 360 and PlayStation 3 ports of the game.
The first model is used during fly-through cinematics while the second one is used in-game. The Wii version only used one model, presumably because of the lack of resources on the Wii's hardware.
The first model is used during fly-through cinematics while the second one is used in-game. The Wii version only used one model, presumably because of the lack of resources on the Wii's hardware.
Select this option if you'd like to include results that match any of your criteria. Otherwise, only results that match all selected criteria will be returned.