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Saints Row 2
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The PlayStation 3 Greatest Hits version of the game's box cover suggests that trophies can be obtained in-game. However, the game did not have any trophy system implemented due to the game being ported to the PlayStation 3 a year before Sony adopted the console's trophy system.
Contributed by Tuli0hWut
Skullgirls
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NSFW - This trivia is considered "Not Safe for Work" - Click to Reveal
Parasoul's original wakeup animation (featured in the original 2012 XBox Live Arcade/PlayStation Network release) showed the character's buttocks and underwear as she stood up from the ground. This was changed in the 2013 PC release, with her dress being longer and thus removing the partial nudity.

According to former lead design director Mike Zaimont, "Her skirt was actually the wrong length in the original version, it was fixed because it was off-model."
Contributed by ZpaceJ0ck0
Skullgirls
NSFW - This trivia is considered "Not Safe for Work" - Click to Reveal
On April 23rd, 2015, an update was released that altered some frames of animation for Filia, Fukua, and Cerebella. This was done with the purpose of removing or heavily obscuring some panty shots, as the developers considered them to be unnecesary fanservice.

Additionally, two unused animations for Filia were also removed from the Digital Art Compendium. These animations include a time over animation where Samson tears apart the top of her shirt while she tries to cover herself up, and a taunt where Samson spanks Filia hard enough to make her fly a short distance and land on her knees.
Contributed by ZpaceJ0ck0
Shin Megami Tensei III: Nocturne
In the Nocturne Mainax version that features Dante from the Devil May Cry series as a guest character, jumping from the Mantra Headquarters will normally cause your party's HP to be reduced to 1 HP. However, if Dante is in your party, he will take no damage from the fall.

In the Nocturne Chronicle version only released in Japan featuring Raidou from the Shin Megami Tensei: Devil Summoner games replacing Dante, he also takes no damage if you jump from the building.

These appear to be references to how each character can fall from great heights and land without any visible damage, such as in the beginning of Devil May Cry 2 where Dante successfully lands a jump from a tall cathedral tower.
Contributed by MehDeletingLater
Call of Duty: Modern Warfare 2
Unused dialogue for "Of Their Own Accord" suggested that if the player neglected to, or otherwise failed to defend the Washington Monument evac site, it would eventually be overrun and destroyed by the Russian army resulting in the deaths of all military personnel and civilians on-site, and thus mission failure.

The dialogue itself features the previous operator being replaced with a far more desperate one warning the player of the site's worsening combat effeciency. This would eventually result in the untrained civilians taking up arms against the Russian invaders before being completely overrun. In the original final game, effectiveness never goes below 80% and the danger is more to the player themselves.

The 2020 campaign remaster implements some degree of dialogue, including combat effectiveness dropping to 50% if the player is on harder difficulty levels, though never lower than that.
Contributed by MightyKombat
JoJo's Bizarre Adventure
In a video interview with former Capcom game designer Shinichiro Obata, he stated that the reason why the character Pet Shop is so overpowered to the point of being banned in competitive play is because he was originally intended for the PlayStation version and not arcade one, as such he wasn't really intended for competitive play.

However when the updated arcade version JoJo's Bizarre Adventure: Heritage for the Future was in development, Pet Shop was added as a playable character and Mr. Obata couldn't help but notice how weak this version of the character was. So he started doing everything he could to buff Pet Shop, with Mr. Obata himself remarking that he “might’ve overdone it”.
Contributed by ZpaceJ0ck0
MultiVersus
NSFW - This trivia is considered "Not Safe for Work" - Click to Reveal
In the game's Beta, Tier 15 of the battle pass features the rewards of Pajama Finn and the feline character Cake, both from the animated series Adventure Time. This is a possible euphemistic reference to the "Tier 15 of Dating" joke from the series episode "Burning Low" implying in-game that Tier 15 is bestiality, although it's never actually stated what Tier 15 is in the episode.
Contributed by PirateGoofy
Saints Row 2
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In the Xbox 360 version of the game, there is a bizarre game-breaking glitch that can be triggered. This glitch is not exclusive to this version, but it's most easily executable there due to the physical release of the Xbox 360 version presumably being an earlier build of the game.

First, turn on the cheat codes for Low Gravity (#18), Infinite Ammo (#11), Never Die (#36), and Super Explosions (#7), and then start playing the Zombie Uprising game. When you unlock the Hand Grenades, go to a specific marquee on the map, aim correctly, throw a grenade behind you and jump. If done correctly, you will be launched onto the ledge. Go further into another corner of the building on the ledge and use a second grenade to launch yourself out of bounds. Once you successfully glitch yourself out of the map, you will fall into the void, and be respawned in the main overworld with the Zombie Uprising HUD still present (the actual location you are respawned in appears to vary with each copy of the game). From this point on, random events occur as a result of the enabled cheats and the game trying to run in spite of the glitching, including floating debris, surprise zombie attacks, or moments where you just float around. As the game continues to break down, all items inside of buildings will disappear, random items outside will vanish, and the sky will eventually turn a bright, blinding white. However, despite all of these worsening side effects, the killing blow can occur at any time. At a random point, a grainy, ice-blue silhouette will flash on a nearby wall, and within the next few seconds, the game will freeze, permanently damaging the game itself and rendering it unplayable.

This glitch, and specifically the silhouette, has come to be known as "The Freezer", and since its discovery had lead to the corruption of numerous physical copies of Saints Row 2 for research purposes. The Freezer effect itself is believed to occur when the game tries to spawn either a zombie NPC or the player's shadow in an invalid location, specifically after the player had previously glitched out of the Zombie Uprising map and back into the main overworld. The digital Xbox 360 version of the game is not believed to have this glitch, as it had been patched unlike the physical version.
Contributed by MehDeletingLater
Pac-Man
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In the original arcade build of Pac-Man, there is a specific area on the board that can be used as a hiding spot where the ghosts cannot see you. To access it, enter the upward tunnel, located just to the right of where Pac-Man spawns in on the board, from the right underneath, and keep Pac-Man facing up (do not do this as your first move when the level immediately starts, move slightly before trying this, for instance looping around the small left pathway from where Pac-Man starts and then going to the hiding place). This exploit can be used the same way on every level in the game except for the Strawberry level (the second level of the game). The Strawberry level has a slightly different way of pulling it off that can only be done there, requiring you to enter the same tunnel, but entering it while traveling left towards Pac-Man's spawn spot instead of entering by going to the right.

The A.I. for the ghosts works in two different modes, Chase and Scatter. The ghosts start in Scatter and aim for their own corners of the board while ignoring Pac-Man. In Chase mode, they can see and will actively chase Pac-Man. The ghosts will alternate between scattering and chasing Pac-Man in set intervals, and after the fourth Scatter, they will chase Pac-Man until you die or win the level. Due to a programming oversight, the ghosts cannot travel up in the "T"'s above and below the ghost spawning area, forcing them to move right past you. The ghosts also have unique methods of targeting Pac-Man, and all of this info put together allows the hiding spot to be possible. However, there is one exception to this trick. When Blinky switches from the fourth Scatter back to Chase for the rest of the level, he will come down from the top-right corner of the screen, and it is possible for him to enter the tunnel from the right entrance and kill Pac-Man, making it crucial not to perform this trick right before the fourth Scatter switches back to Chase to avoid the risk of death.

This exploit was patched out of future ports of Pac-Man, although ports containing the original arcade build will still retain it.
Contributed by MehDeletingLater
The Punisher
According to former Capcom artist Katsuya Akitomo, the game's final boss Kingpin was originally so big he filled half the screen. This was shot down by Capcom who said that "he's a regular human, he can't be that big", and so he was made smaller.

When the game's general planner and visual designer Akira "Akiman" Nishitani told Katsuya Akitomo about this, he pointed out that there have been times where the Kingpin has been drawn as an incredibly large figure in the comics, citing examples such as 1986's Daredevil: Love & War. This bummed Akira Nishitani out.
Contributed by ZpaceJ0ck0
Angry Birds
In 2019, Rovio Entertainment pulled the game, alongside several other installments, from digital store shelves without announcement. This drew heavy criticism from fans. Rovio eventually apologized to fans and rereleased the game as a “Rovio Classic” nearly three years later, which was recreated using the Unity engine. The version rereleased resembles the 2012 version.
Contributed by GamerBen144
Skullgirls
On May 23, 2022, it was announced that Valentine was receiving another design update that would incorporate pink shurikens that replaces the original cross. Not only will this affect Valentine's original sprite animations for both the console/PC and mobile versions of the game, but also any story mode art as well as other art pieces included in the Digital Art Compendium.
Contributed by ZpaceJ0ck0
Skullgirls
Valentine's design was officially changed on May 13th, 2014 via a patch update. The update changed all parts of her design that involve a red cross against a white background to be altered so the cross is colored pink instead. This was done in order to prevent legal action by the International Committee of the Red Cross.
Contributed by ZpaceJ0ck0
The game was ported to the Wii as Cruis'n with any references to The Fast and the Furious being removed entirely due to Midway losing the license to the series during the game's development.
Contributed by Tuli0hWut
The game was originally an arcade game titled The Fast and the Furious, which was soon ported to the Wii with any references to The Fast and the Furious being removed entirely due to Midway losing the license to the series during the game's development.
Contributed by Tuli0hWut
The WWE 2K20 SmackDown! 20th Anniversary Collector’s Edition would normally come with a "Legend Autographed Plaque" of either Edge, Kurt Angle, or Rey Mysterio. However, many fans would receive a plaque without a autograph. While 2K had remained silent about the issue for days, Adam Copeland (Edge) would respond via Twitter about the issue telling fans they could mail their plaque's to his P.O. box, and he would sign each of them after returning from his movie shoot.
Contributed by SOGESNAKE
Pokémon Platinum
In Platinum and HeartGold & SoulSilver, Bidoof's gender difference has more to it than in any other game. In Diamond & Pearl and every future game after HG/SS, Bidoof's gender difference is that the male has an additional 2 curls on the tail. However in these 3 games, Bidoof's patch of white around the face has a more pronounced bump in between the eyes on the male, with a more flattened bump on the female. Whether this is intentional or not is unknown, but due to the fact it was fixed later in Generation V, it's safe to assume this was a mistake.
Contributed by TrainerRobo
Final Fantasy VII
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In the very first Japanese release of the game, at the bottom of the well in Corel Prison, a rare debug enemy known as "Test 0" that was accidentally left in the game on its initial release can be randomly encountered. This encounter does not require cheats or hacks to occur, although GameShark codes can be used to access every other debug enemy battle in the game. This battle was removed from all future releases of the game. "The Completely Unauthorized Final Fantasy VII Ultimate Guide" by Versus Books, released in 1997, features an entry on this enemy (note that the HP listing in the guide scan is incorrect; Type 0 has 30000 HP).
Contributed by MehDeletingLater
In the Japanese version of Trauma Center: Under the Knife and its remake Trauma Center: Second Opinion, the patient Linda Reid is 14 years old, and was aged up to 17 in the North American localization of the game. However, the English localization team forgot to account for this detail when localizing Trauma Center: Under the Knife 2, as Reid is also 17 in that version of the game when she should actually be 20 as the game takes place three years later.
Contributed by MehDeletingLater
Radiant Historia
In an interview with the game's original designer for world/story Satoshi Takayashiki published in the 2011 game's Japanese World Guidance book, he was asked when the planning for the game began? He responded:

"In 2005, myself, Konishi-san, and another programmer began talking about wanting to make some kind of game together. That was the beginning of our basic idea, to do a fantasy RPG, which would be connected to some extent with Radiata Stories. From there we started making a prototype test version. We didn’t work on it intensely or anything, it was something we all did in our spare time, while handling our other work. The battle system and the overworld were both created there in that first prototype. We also wrote an overarching planning document, and decided on the world of Radiant Historia, as well as part of the story. We presented all that to Hirata-san in the fall of 2007."
Contributed by ProtoSnake
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