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IGN article:
https://www.ign.com/articles/sony-says-racist-phrase-in-stellar-blade-was-unintentional-will-be-patched-out
Kotaku article:
https://kotaku.com/stellar-blade-ps5-racism-day-one-patch-1851432185
Urban Dictionary entries for "Hard R":
https://www.urbandictionary.com/define.php?term=hard+R
Discovery tweet:
https://twitter.com/manfightdragon/status/1783133869912539521
Patch tweet:
https://twitter.com/manfightdragon/status/1783158271400182223
https://www.ign.com/articles/sony-says-racist-phrase-in-stellar-blade-was-unintentional-will-be-patched-out
Kotaku article:
https://kotaku.com/stellar-blade-ps5-racism-day-one-patch-1851432185
Urban Dictionary entries for "Hard R":
https://www.urbandictionary.com/define.php?term=hard+R
Discovery tweet:
https://twitter.com/manfightdragon/status/1783133869912539521
Patch tweet:
https://twitter.com/manfightdragon/status/1783158271400182223
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When Street Fighter 6's preliminary logo was revealed, it was mocked for a variety of reasons, particularly a disconnect from previous series logos and aligning with a widely criticized trend of generic, minimalist or "oversimplified" logos. Some fans noted that the logo strongly resembled an $80 design for an "SF" logo posted on the Adobe Stock Image store by user xcoolee, which had previously been used for a sci-fi convention in France. xcoolee did offer to sell exclusive rights to the logo to Capcom, but was seemingly denied. It was also discovered that a Taiwanese electronics and appliances retailer, Sunfar, had a similar hexagonal logo. On the day after Street Fighter 6's logo reveal, the front page of their website displayed an advertisement with the logo featuring a paint splatter reading the number 6 promoting gaming products, most likely as a promotional parody. It is unknown if either resemblance was a coincidence on Capcom's part, and xcoolee did not state if they knew whether Capcom bought anything from their store or not. The logo of Street Fighter 6 would be updated to appear more stylized before the game's launch in response to the negative reception, although the fan reception to the new logo was not much more positive.
Allegations of plagiarism:
https://www.eventhubs.com/news/2022/feb/22/street-fighter-6-logo/
https://kotaku.com/street-fighter-6-vi-capcom-graphic-design-logo-sf6-sf5-1848573656
Offer to sell:
https://www.ign.com/articles/street-fighter-6-logo-adobe-stock
Logo change:
https://kotaku.com/street-fighter-6-vi-capcom-logo-graphic-design-fix-upda-1849012069
https://www.distractify.com/p/street-fighter-6-logo
https://www.eventhubs.com/news/2022/feb/22/street-fighter-6-logo/
https://kotaku.com/street-fighter-6-vi-capcom-graphic-design-logo-sf6-sf5-1848573656
Offer to sell:
https://www.ign.com/articles/street-fighter-6-logo-adobe-stock
Logo change:
https://kotaku.com/street-fighter-6-vi-capcom-logo-graphic-design-fix-upda-1849012069
https://www.distractify.com/p/street-fighter-6-logo
subdirectory_arrow_right Yum Yum Cookstar (Game)
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Yum Yum Cookstar appears to have been made as some kind of contingency over Cooking Mama: Cookstar's infamous legal disputes, being made by the same developers and publishers and having gone on sale on Steam a mere week before Cooking Mama: Cookstar was withdrawn from sale. While it is not known to what extent Yum Yum Cookstar is based on Cooking Mama: Cookstar, it does have a substantial difference in gameplay, having a psuedo-rhythm element that does not exist in the latter game.
Some prints of the box art have a printed sticker noting the game's connection to Cooking Mama: Cookstar, in spite of the controversy. The official website, TikTok account, and trailers for Yum Yum Cookstar proclaim the game to be made by "the creators of the best-selling hitgame[sic] Cookstar" (without acknowledging the Cooking Mama series by name) and use the slogan "This ain't your mama's kitchen!". The veracity of the claim of the first Cookstar being a best-seller is not known as sales figures have not been released.
Some prints of the box art have a printed sticker noting the game's connection to Cooking Mama: Cookstar, in spite of the controversy. The official website, TikTok account, and trailers for Yum Yum Cookstar proclaim the game to be made by "the creators of the best-selling hitgame[sic] Cookstar" (without acknowledging the Cooking Mama series by name) and use the slogan "This ain't your mama's kitchen!". The veracity of the claim of the first Cookstar being a best-seller is not known as sales figures have not been released.
Steam page with release date:
https://store.steampowered.com/app/1827430/Yum_Yum_Cookstar/
Article about Cookstar being withdrawn, note the release dates:
https://www.gamedeveloper.com/business/-i-cooking-mama-cookstar-i-to-be-delisted-following-court-ruling
The TikTok:
https://www.tiktok.com/@cookstar/video/7150753875803311402?lang=en
Box art scan with Cooking Mama: Cookstar sticker:
https://gamefaqs.gamespot.com/switch/328786-yum-yum-cookstar/boxes/908306
Yum Yum webpage:
https://galaxygames.co/yum-yum-cookstar/
https://store.steampowered.com/app/1827430/Yum_Yum_Cookstar/
Article about Cookstar being withdrawn, note the release dates:
https://www.gamedeveloper.com/business/-i-cooking-mama-cookstar-i-to-be-delisted-following-court-ruling
The TikTok:
https://www.tiktok.com/@cookstar/video/7150753875803311402?lang=en
Box art scan with Cooking Mama: Cookstar sticker:
https://gamefaqs.gamespot.com/switch/328786-yum-yum-cookstar/boxes/908306
Yum Yum webpage:
https://galaxygames.co/yum-yum-cookstar/
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Throughout development of Shipwrecked 64, Squeaks D'Corgeh would make references to a non-existent character in the game named "Duncan Dolphin". This even included a fake death animation for a character named "Drake Dulfin" (likely intended to be the Spoiler:Starling counterpart of Duncan) being shot in the face by Spoiler:Brandon Lester in his Bucky Beaver costume in what appeared to be a Wild West-esque setting. This continued after the game's release, where one of the patch notes for the Hotfix 2 update stated "Removed Duncan Dolphin", likely as a reference to the "Removed Herobrine" gag seen in updates to Minecraft.
However, on April 1st, 2024, an April Fools update was released that added Duncan to the game as a New Game+ bonus. If the game's True Ending has been reached, he will appear in The Theater at Midnight and ask Bucky for help activating his "New. Radical. Mechanism!!" due to losing the trinkets needed to make it work. This will take the player to a new area called "Garten of Duncan", a recreation of the Testing Sector from Garten of Banban made using assets from The Plaza. Clearing the map will take the player to a previously unused location called "Layer 4 Elevator", where an audio tape reveals that the player can input console commands to access other unused locations as part of the update. Entering the door will take the player to another new area, known simply as "Sample Area", but only a few seconds after entering the player will be kicked out to the encounter with the Spoiler:Studiogrounds Husk at the end of the game.
Notably, in the "Layer 4 Elevator" area, Chief Wulf can be seen on top of the tallest building in the area. If the player uses console commands to reach him, he can be spoken to, revealing that Spoiler:he has relived the same days over and over again, watched Stumbler O'Hare die over and over as part of that, and believes that he will be forgotten after his death.
However, on April 1st, 2024, an April Fools update was released that added Duncan to the game as a New Game+ bonus. If the game's True Ending has been reached, he will appear in The Theater at Midnight and ask Bucky for help activating his "New. Radical. Mechanism!!" due to losing the trinkets needed to make it work. This will take the player to a new area called "Garten of Duncan", a recreation of the Testing Sector from Garten of Banban made using assets from The Plaza. Clearing the map will take the player to a previously unused location called "Layer 4 Elevator", where an audio tape reveals that the player can input console commands to access other unused locations as part of the update. Entering the door will take the player to another new area, known simply as "Sample Area", but only a few seconds after entering the player will be kicked out to the encounter with the Spoiler:Studiogrounds Husk at the end of the game.
Notably, in the "Layer 4 Elevator" area, Chief Wulf can be seen on top of the tallest building in the area. If the player uses console commands to reach him, he can be spoken to, revealing that Spoiler:he has relived the same days over and over again, watched Stumbler O'Hare die over and over as part of that, and believes that he will be forgotten after his death.
"The Death of Drake Dulfin" video:
https://twitter.com/SqueaksDCorgeh/status/1705856589872161278
Hotfix 2:
https://steamcommunity.com/games/2160220/announcements/detail/3904122509852611552
Duncan Dolphin encounter:
https://www.youtube.com/watch?v=NkMJv8S_93A
Tweet about Garten of Duncan (referred to as "Lol"):
https://twitter.com/SqueaksDCorgeh/status/1755879671583904236
Playthrough of the three new areas:
https://www.youtube.com/watch?v=izm7TpsfZeU
Chief Wulf conversation:
https://www.youtube.com/watch?v=bDYcxV8tT-Q
https://twitter.com/SqueaksDCorgeh/status/1705856589872161278
Hotfix 2:
https://steamcommunity.com/games/2160220/announcements/detail/3904122509852611552
Duncan Dolphin encounter:
https://www.youtube.com/watch?v=NkMJv8S_93A
Tweet about Garten of Duncan (referred to as "Lol"):
https://twitter.com/SqueaksDCorgeh/status/1755879671583904236
Playthrough of the three new areas:
https://www.youtube.com/watch?v=izm7TpsfZeU
Chief Wulf conversation:
https://www.youtube.com/watch?v=bDYcxV8tT-Q
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Wuhu Island was originally created for Wii Sports before its debut appearance in Wii Fit. An early version of the island can be seen in a leaked development image for Wii Sports, and in footage of the unused Airplane sport in the E3 2006 demo for the game. The leaked image also indicates that the Airplane sport would have also given you the option to fly around the island with a Rocket Belt, an idea that would later be reused in Pilotwings Resort.
The Cutting Room Floor article:
https://tcrf.net/Development:Wii_Sports
Wii Sports E3 2006 Airplane:
https://www.youtube.com/watch?v=s0MtVyuIsKI#t=191
https://tcrf.net/Development:Wii_Sports
Wii Sports E3 2006 Airplane:
https://www.youtube.com/watch?v=s0MtVyuIsKI#t=191
subdirectory_arrow_right Sound Voltex III: Gravity Wars (Game)
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The song "Red and Blue" was originally composed by Silentroom, then known under the alias "Polycube" for Sound Voltex III: Gravity War's "The First VOLTEX Character Theme Song Contest" in 2014. However, the song was unable to be submitted due to missing the deadline. It was later added and repurposed for Arcaea in the 1.5.0 update.
Video interview with Silentroom verifying this information:
https://www.youtube.com/watch?v=Th-c6okksMU#t=1194
Arcaea Fandom wiki page:
https://arcaea.fandom.com/wiki/Red_and_Blue
https://www.youtube.com/watch?v=Th-c6okksMU#t=1194
Arcaea Fandom wiki page:
https://arcaea.fandom.com/wiki/Red_and_Blue
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Prior to release, Arc System Works announced that the game would feature twenty characters as paid DLC for the game's first season, meaning that the game would launch with only half of its planned roster. This prompted backlash from fans, who pointed out that the game reused assets from past fighting games and that half of Team RWBY would be sold separately while the other half was in the base game. In response, Toshimichi Mori announced that the remaining Team RWBY members (Blake Belladonna and Yang Xiao Long) would be free of charge, and that the costs for the characters would not exceed that of the game's base retail cost.
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In August 2015, location tests for DanceDanceRevolution (2014) were held in North America. This marked both the first time the series was location tested in North America since Dance Dance Revolution X2 and the first time eAMUSEMENT was officially supported in the region. The English translation was a more completed version of the one present in the Korean version. Furthermore, 47 songs were removed from this version due to copyright restrictions, mostly being licensed songs from previous entries and all the "U.M.UXBEMANI" songs.
In the end, DanceDanceRevolution (2014) was not released in North America, with the following game Dance Dance Revolution A becoming the first Arcade release in North America since Dance Dance Revolution X2.
In the end, DanceDanceRevolution (2014) was not released in North America, with the following game Dance Dance Revolution A becoming the first Arcade release in North America since Dance Dance Revolution X2.
Article from RemyWiki:
https://remywiki.com/AC_DDR_2014
NeoGaf discussion on the location test:
https://www.neogaf.com/threads/ddr-2015-arcade-location-test-of-newest-dance-dance-revolution-at-round1-phm-july.1070864/
Gameplay of location test:
https://www.youtube.com/watch?v=taq8Yeiep3c
https://remywiki.com/AC_DDR_2014
NeoGaf discussion on the location test:
https://www.neogaf.com/threads/ddr-2015-arcade-location-test-of-newest-dance-dance-revolution-at-round1-phm-july.1070864/
Gameplay of location test:
https://www.youtube.com/watch?v=taq8Yeiep3c
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In a 2020 interview, designer Koichi Ishii revealed that despite the NES hardware only being able to display three colors per sprite, he felt that he could not make a believable design for the game's jobs unless he "dug deep into the job's background story and what kind of character it will be." He was surprised when some of these design limitations stuck around for future games he did not work on like Final Fantasy Tactics, and elaborated on what he imagined the White Mage and Dark Knight jobs looked like as he originally designed them:
"The image I had is that the red part of a white mage's robe is embroidered from red threads imbued with magic when spun together, increasing the wearer's magical power. The reasoning for the red threads being on the sleeves is that magic leaves the body through the hands and wrists, so that area is most effective. I was very particular about the lore that equipment like wands and amulets are used as a catalyst to turn natural power into magic, stimulating the user's magic strength. That's why I was adamant about never giving magic users iron equipment; if they use normal metals, their magic power will disperse so at least go with mythril ore...stuff like that.
[...] when [the dark knight is] KO'd in battle only their armor is left, as if the body inside has disappeared. The reason for that, in my imagining, is that they have a dark pact where their body is engraved with dark magic runes, and when they're KO'd the dark magic runes take their soul and body so only the empty armor remains. I had that kind of unique image for each job as I was creating it."
[...] when [the dark knight is] KO'd in battle only their armor is left, as if the body inside has disappeared. The reason for that, in my imagining, is that they have a dark pact where their body is engraved with dark magic runes, and when they're KO'd the dark magic runes take their soul and body so only the empty armor remains. I had that kind of unique image for each job as I was creating it."
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In 2021, a 15-second clip of early animation tests for the game dating back to 2006-2007 was discovered on the website of animator Michael Daubert, who worked on animations for an early iteration of the game, but went uncredited in the final release as everything in the test footage was scrapped. These tests showcase a completely different art style from the final game and unused gameplay elements, with Mickey shooting ink out of his body to quickly surf around, and jumping and slamming the ground to summon a tidal wave of ink to attack large Blotling enemies. This tidal wave attack also causes Mickey to lose all of his colors, turn white and become exhausted, suggesting that the known early idea of ink/paint/thinner usage changing his physical appearance was going to involve a stamina meter tied to his attacks. Mickey's early design was more stylized compared to his traditional appearance in the final game, featuring a prominently tall forehead, a lanky, stretched body, no visible mouth, and crooked oval ears. This early design would live on through an emblem used in promotional materials and as a recurring icon throughout the final game, with the inky black outline of the early design's head forming an "M".
Early animation tests:
https://www.youtube.com/watch?v=7hVrTVt0d-o
Title screen with emblem:
https://www.youtube.com/watch?v=KkvCZYpFU6Y?t=258
https://www.youtube.com/watch?v=7hVrTVt0d-o
Title screen with emblem:
https://www.youtube.com/watch?v=KkvCZYpFU6Y?t=258
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The cancelled Atari Jaguar game Tiny Toon Adventures: Plucky Duck in Hollywood Hijinks ran into trouble with its art direction. It originally used photorealistic backgrounds, uncharacteristic of the cartoon and described by a developer as "build and[sic] engine and insert your favorite licensed character here." Despite a complete reset being done to the game's art direction following this iteration, the art did not live up to Warner Bros.' standards for how the Tiny Toon characters and world should look, lacking color and brightness. After Warner Bros. provided model sheets with specific instructions for drawing the characters, the development team instead switched to taking photos of the TV show and converting those into sprites, which caused issues as the sprites would come out corrupted. Atari ultimately concluded that no artist at Telegames was able to create proper Tiny Toons art, requiring art duties to be swapped out to Digital Delirium, which also failed to deliver Warner Brothers-quality animation, which caused the game's development to start implementing pencil tests into their animation process, which slowed down the game's development significantly. Eventually, all of the art for the first 2 worlds was finished, however Telegames stated they did not need the art at that point, with the art (and its respective levels) not being implemented over a year later. Telegames laid out an offer where they would only release a milestone document if a fully laid-out stage map could be provided, something the developer who released this story believed was a stalling tactic, as they already had the art and mockup stage layouts. Shortly after this, the artist assigned to complete the level layouts was laid off, requiring Digital Delirium to be brought in-house, and some music was made for the game that was completely unfit for the source material.
subdirectory_arrow_right Killer Instinct 2 (Game)
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There were plans to include a vampire character in Killer Instinct 2, however the idea was eventually scrapped. The vampire's stage theme, "Bloodlust", however, was salvaged and made into the theme of Count Batula in Conker's Bad Fur Day.
A vampire character wouldn't be added to the Killer Instinct series until 2016, with the release of Killer Instinct's season 3 character Mira.
A vampire character wouldn't be added to the Killer Instinct series until 2016, with the release of Killer Instinct's season 3 character Mira.
The Cutting Room Floor article:
https://tcrf.net/Killer_Instinct_2#Character_Listings
"Bloodlust", as featured in a bonus video in Rare Replay:
https://youtu.be/ElZ0jSTEKaQ
Count Batula's theme in Conker's Bad Fur Day:
https://youtu.be/PU-bQUj6Pds?t=399
Mira's trailer:
https://youtu.be/VHqhxGE-IyA
https://tcrf.net/Killer_Instinct_2#Character_Listings
"Bloodlust", as featured in a bonus video in Rare Replay:
https://youtu.be/ElZ0jSTEKaQ
Count Batula's theme in Conker's Bad Fur Day:
https://youtu.be/PU-bQUj6Pds?t=399
Mira's trailer:
https://youtu.be/VHqhxGE-IyA
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The concept of Mario riding a dinosaur was first concieved for Super Mario Bros., but was considered impossible from a technical standpoint. Eventually, this concept would be used in Super Mario World with Yoshi.
Page 32 (24 on the scan):
https://archive.org/details/Nintendo_Players_Guide_Mario_Mania_1991/page/n23/mode/2up
https://archive.org/details/Nintendo_Players_Guide_Mario_Mania_1991/page/n23/mode/2up
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In a June 1997 Nintendo Dream interview with Shigeru Miyamoto regarding Star Fox 64, when asked if he would produce a sequel, Miyamoto responded with:
Funny enough, both of these ideas would come to fruition with future titles such as Star Fox: Assault, which hugely emphasized its multiplayer battle mode, and Star Fox Command, which revisited many of the real-time strategy elements that were previously experimented with in the then-unreleased Star Fox 2.
"I feel like the Star Fox I aimed for is already complete. But if SF64 turns out to be a commercial success and I am asked to make another installment, we might look into enriching the strategy map and systems, or perhaps further developing 360-degree four-player battles."
Funny enough, both of these ideas would come to fruition with future titles such as Star Fox: Assault, which hugely emphasized its multiplayer battle mode, and Star Fox Command, which revisited many of the real-time strategy elements that were previously experimented with in the then-unreleased Star Fox 2.
Star Fox 64 Nintendo Dream interview with Miyamoto:
https://archive.org/details/64-dream-june-1997-06-600dpi-ozidual/64Dream%201997%2006%20%28j%20ocr%29/page/n85/mode/2up
User's translations of above interview:
https://www.reddit.com/r/starfox/comments/10fclnf/my_attempt_at_translating_an_interview_with/
https://archive.org/details/64-dream-june-1997-06-600dpi-ozidual/64Dream%201997%2006%20%28j%20ocr%29/page/n85/mode/2up
User's translations of above interview:
https://www.reddit.com/r/starfox/comments/10fclnf/my_attempt_at_translating_an_interview_with/
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Star Fox 64's development began with a series of experiments by character designer Takaya Imamura and programmer Kazuaki Morita. As Morita was new to 3D programming, creating something entirely new was difficult, and to make matters worse, they didn't have the final N64 hardware itself to work with, instead having to utilize a bulky dev computer and a modified SNES controller. The pair decided to begin development by porting the original Star Fox, which they thought would be better for easing into 3D. As this was Morita's first attempt at learning 3D, he began with inputting his own data and placing objects like cubes on a course, and then launched basic-looking Arwings. This prototype was affectionately named "Star Box".
User's translation of Star Fox 64 developer interview from official Japanese guidebook:
https://www.reddit.com/r/starfox/comments/x938ib/behold_an_attempt_at_translating_an_interview/
Nintendo Dream Star Fox Adventures interview:
https://shmuplations.com/starfoxadventures/
General SF64 development timeline overview:
https://tcrf.net/Prerelease:Star_Fox_64
https://www.reddit.com/r/starfox/comments/x938ib/behold_an_attempt_at_translating_an_interview/
Nintendo Dream Star Fox Adventures interview:
https://shmuplations.com/starfoxadventures/
General SF64 development timeline overview:
https://tcrf.net/Prerelease:Star_Fox_64
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On the base platform of Irken Armada Invasion, there is a monitor that displays a static image of the Irken insignia. There are files suggesting that this was originally going to be an animation rather than an image, as animation textures exist for a set of clips of the Almighty Tallest taken directly from Invader Zim episodes, and there is an unused how-to-play graphic showing one of said clips on the monitor. It is not known if these clips were planned to be used or if they were placeholders for another animated graphic, and whether they were scrapped for licensing issues with TV footage, distraction issues on a stage made for competitive play, or something else entirely.
subdirectory_arrow_right Disney's Goof Troop (Game)
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Some gameplay ideas used in Resident Evil - such as an action-puzzle-action-puzzle structure, and a restricted inventory system - were first explored in the very tonally opposite SNES cartoon adaptation Disney's Goof Troop, which was designed by Resident Evil's director Shinji Mikami. One rumor, originally claimed online in a Kotaku article by Tim Rogers, who claimed to have been informed of the connection by an unspecified "tech genius" friend, suggests that Resident Evil is built off of Goof Troop's source code.
Article about similarities:
https://www.cbr.com/goof-troop-game-by-resident-evil-creator/
Tim Rogers on Goof Troop and Resident Evil:
https://kotaku.com/i-love-final-fantasy-vii-now-watch-me-pretend-i-hate-i-5939487
https://www.cbr.com/goof-troop-game-by-resident-evil-creator/
Tim Rogers on Goof Troop and Resident Evil:
https://kotaku.com/i-love-final-fantasy-vii-now-watch-me-pretend-i-hate-i-5939487
subdirectory_arrow_right The Legend of Zelda: Majora's Mask (Game)
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If the Song of Healing is reversed, it sounds similar to Saria's Song from The Legend of Zelda: Ocarina of Time. While this may seem unintentional, the inputs to perform each song are also reversed from each other, with Saria's Song being played by pressing Down, Right and Left, while the Song of Healing is played with Left, Right and Down.
Song comparison:
https://www.youtube.com/watch?v=qJB85e1L3MI
Song of Healing inputs:
https://www.youtube.com/watch?v=ZkmI_OeiNqY#t=43
Saria's Song inputs:
https://www.youtube.com/watch?v=cd60Sgob99I#t=226
https://www.youtube.com/watch?v=qJB85e1L3MI
Song of Healing inputs:
https://www.youtube.com/watch?v=ZkmI_OeiNqY#t=43
Saria's Song inputs:
https://www.youtube.com/watch?v=cd60Sgob99I#t=226
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Huitzil's intro animation goes unused in the game in spite of being seemingly complete, thus making him the only character in the game to not have one. This intro animation would eventually be used in Night Warriors: Darkstalkers' Revenge.
The Cutting Room Floor article:
https://tcrf.net/Darkstalkers:_The_Night_Warriors_(Arcade)#Unused_Graphics
Gameplay footage of Darkstalkers: The Night Warriors (no intro):
https://youtu.be/NcfKG94kopw?t=699
Gameplay footage of Night Warriors: Darkstalkers' Revenge:
https://youtu.be/dflDaQk72M4?t=59
https://tcrf.net/Darkstalkers:_The_Night_Warriors_(Arcade)#Unused_Graphics
Gameplay footage of Darkstalkers: The Night Warriors (no intro):
https://youtu.be/NcfKG94kopw?t=699
Gameplay footage of Night Warriors: Darkstalkers' Revenge:
https://youtu.be/dflDaQk72M4?t=59
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The song "Cursed Cathedral", which plays in the Spoiler:upside down level after Sponge turns into a clone of Meat was not designed with Mario's Mystery Meat in mind, nor did it originate from another game. The song predates the ROM hack by 6 years, being released by composer RednGreen in a general music pack for Super Mario World modders to use.
Longplay with "Cursed Cathedral" level:
https://www.youtube.com/watch?v=61CR8ItIzkA?t=3247
Forum thread where "Cursed Cathedral" was first posted:
https://www.smwcentral.net/?p=viewthread&t=76280
https://www.youtube.com/watch?v=61CR8ItIzkA?t=3247
Forum thread where "Cursed Cathedral" was first posted:
https://www.smwcentral.net/?p=viewthread&t=76280
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