In Episode 7 of the TV series adaptation of The Last of Us, Ellie and Riley are seen playing the arcade version of Mortal Kombat II. At one point, Riley uses Mileena's fatality on Ellie's character Raiden, with Riley being heard pressing four buttons to initiate the killing blow. Following the episode's release, a number of fans online claimed this was inaccurate, as one can simply just press and hold the Heavy Kick command during the "Finish Him!" prompt to initiate her Fatality. However, other Mortal Kombat players argued that the show's display of gameplay could possibly be correct, pointing out that there is an alternate way to do the fatality. Specifically, Mileena can perform the Fatality by standing close to the opponent, holding the Block button and tapping the Heavy Kick command.

In the Street Fighter 5 Climax Arts Plus Zero to 6 book, the game's director Nakayuki Nakayama stated that Juri Han didn't originally wear a black top underneath the catsuit, and that this was added after many people said the original design was too sexy. Juri's original design can be seen in Cammy's character story, which was included in the base game before the release of the cinematic story mode A Shadow Falls in June 2016 and Juri's inclusion as a season 1 DLC character in July 2016.

In the North American release, the cover art is reversible, with the back side featuring a map of Haven City. The front of the game's manual points this map out as a tip to players, but it should be noted that the Greatest Hits re-release of the game did not include this map, with the manual not being updated to reflect this change.
The game was originally known as VHS Story (Video Hero Super Story) as a reference of the movies of the era. According to the team at Lazy Bear Games, the name was changed because many people misunderstood the title, thinking that it's a game about the video format itself.

In the Virtual Console release of the game, Jynx's sprite is altered to change her skin color from black to purple, keeping in line with the character's redesign since the international releases of Pokémon Gold & Silver in 2000, which was implemented following complaints from African-American writer Carole Boston Weatherford that the original design was evocative of blackface imagery.
While Game Boy and Game Boy Color sprites only allow for a maximum of three colors, the game's in-battle assets are composed of multiple 8x8 sprites composited together. Thus, the Virtual Console release was able to recolor Jynx's skin by only altering some of these tiles to replace black with purple. As no other Pokémon use this method, this makes Jynx's altered design the highest-detail Pokémon in any version of the Generation I games.
While Game Boy and Game Boy Color sprites only allow for a maximum of three colors, the game's in-battle assets are composed of multiple 8x8 sprites composited together. Thus, the Virtual Console release was able to recolor Jynx's skin by only altering some of these tiles to replace black with purple. As no other Pokémon use this method, this makes Jynx's altered design the highest-detail Pokémon in any version of the Generation I games.
The Japanese FM Towns release of Monkey Island 2 is completely missing the so-called "cliffside puzzle" (which involves stealing a fish from a chef, trading the fish to a fisherman for a rod, and casting your line over a cliff, so a seagull appears and snatches the piece of the treasure map away).
At first, it was speculated this was either a bug (with one person going so far as to officially submit it as a bug for the ScummVM emulator in 2006) or censorship. But looking at the game's source code, the change was seemingly intentional, with additional lines of code being added to tell the program to skip the correct sequence of events.
When asked about this, even former developers and play testers couldn't explain or remember why. Recent consensus is that this was most probably because of a technical issue involving vertical scrolling (where if the screen moved up and down you couldn't have objects or animations on the screen at the same time or the game's script would break - and the cliffside "room" is the only room in the game to feature vertical scrolling).
At first, it was speculated this was either a bug (with one person going so far as to officially submit it as a bug for the ScummVM emulator in 2006) or censorship. But looking at the game's source code, the change was seemingly intentional, with additional lines of code being added to tell the program to skip the correct sequence of events.
When asked about this, even former developers and play testers couldn't explain or remember why. Recent consensus is that this was most probably because of a technical issue involving vertical scrolling (where if the screen moved up and down you couldn't have objects or animations on the screen at the same time or the game's script would break - and the cliffside "room" is the only room in the game to feature vertical scrolling).
On May 23, 1999, wrestler Owen Hart passed away due to an equipment malfunction during his entrance into the wrestling ring, dropping him to his death. In light of this, the game was delayed from its original June 3, 1999 release date to August 5th that year, and they dedicated it to Hart in the Nintendo 64 and PlayStation versions.
The Dreamcast version, however, completely omits the dedication due to a wrongful death lawsuit brought against the WWE (then known as the WWF) from the Hart family. However, he is still a playable character in the game.
The Dreamcast version, however, completely omits the dedication due to a wrongful death lawsuit brought against the WWE (then known as the WWF) from the Hart family. However, he is still a playable character in the game.
In numerous official video game demo compilation discs (such as the fondly regarded Pizza Hut demo disk that came about as a promotional stunt co-jointed by Sony Computer Entertainment America and Pizza Hut), there was a "late demo" of Crash Bandicoot 3: Warped included, featuring a playable beta version of the level "Under Pressure".
As this version of the stage came from an earlier build of the game, there are distinguished differences between this version and the final version. Two differences that stand out between versions is that the signature pufferfish is purple instead of its usual orange, and that the Time Trial record times differ in such a manner that the demo version appeared to be deemed too difficult shortly before the final build's completion and retail release.
In the demo:
•Sapphire Relic Time: 1:28:33
•Gold Relic Time: 1:04:93
•Platinum Relic Time: 0:58:73
In the final release version:
•Sapphire Relic Time: 1:46:00
•Gold Relic Time: 1:17:90
•Platinum Relic Time: 1:10:50
As this version of the stage came from an earlier build of the game, there are distinguished differences between this version and the final version. Two differences that stand out between versions is that the signature pufferfish is purple instead of its usual orange, and that the Time Trial record times differ in such a manner that the demo version appeared to be deemed too difficult shortly before the final build's completion and retail release.
In the demo:
•Sapphire Relic Time: 1:28:33
•Gold Relic Time: 1:04:93
•Platinum Relic Time: 0:58:73
In the final release version:
•Sapphire Relic Time: 1:46:00
•Gold Relic Time: 1:17:90
•Platinum Relic Time: 1:10:50
The game was released for the original PlayStation under the title “M&M's: Shell Shocked.”

In an early unused version of the "Mountain of Rubble" cutscene, Fiona is voiced by a different voice actress, but she is completely silent in the final version. In addition, there's a unique music in the cutscene that was removed in the final version, and the dirt effects when Fiona falls back down were originally brown instead of grey.

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.

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."
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."
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.
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.
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.
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.
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.
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.
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”.
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”.
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.

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.
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.
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.
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.
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.
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.