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Yume Nikki
1
Attachment Version 0.09 updated the Witch effect so that a unique sound plays when moving around while riding the broom, rather than simply reusing the regular footstep sounds. This is accomplished by giving every map two copies of the same tileset: one for regular mobility and one for the broom, with the game swapping between the two as needed. While this is retained in Version 0.10, the code is simplified in the later build so that a copy of the full string is not needed on every map.

However, three areas of the game were not properly accounted for during the conversion process: the second room in Neon Tile Path, the room full of beds in Number World, and the Pink Sea all play the regular footstep sound regardless of whether or not Madotsuki has the Witch effect equipped and active. Additionally, these areas still contain leftover event data from Version 0.09's method of swapping between the two tilesets. Because the indexes for the game's tiles were altered concurrently with the streamlining of the broom code, triggering these leftover events with cheats instead swaps out the maps' graphics with ones from other areas:

• The pyramids in the second room of Neon Tile Path are replaced with Henkei Shita heads from Footprint Path A, and sitting down changes the entire tileset to that of Snow World, with the background additionally changing from solid black to solid white. It reverts back to the mostly complete Neon Tile Path tileset when Madotsuki sits back up.
• The tileset for the room full of beds in Number World is replaced with that of Forest World, temporarily reverting back to the proper visuals whenever Madotsuki sits down. The background, however, is unaffected.
• The Pink Sea is completely blacked out, as the game attempts to call blank divider tiles when in this state.
person VinchVolt calendar_month June 9, 2024
Yume Nikki
1
Attachment The unpatched release of Version 0.10 contains unused data for an event on Mars called "階段←↓". Re-enabling this event opens an alternate, invisible entrance to the Martian underground, to the left of the hole that leads to it in the final game; however, the map's collision data prevents Madotsuki from actually using it without the aid of further cheats.

Furthermore, the game contains unused graphics for a stairway that matches the visuals of the Martian surface, and the Martian underground features several flights of stairs at the beginning. This indicates that the underground was originally meant to be accessed via the unused stairway rather than needing Madotsuki to activate the Midget effect, with the summit's layout being changed concurrently with the altered entrance. The Yumesyuusei Patch and all releases based on it (including the official English release) remove the data for 階段←↓, though the unused stair tiles are unaffected.

Additionally, the game's code contains tiles for doors on the walls of the Martian underground, indicating that the sub-area was originally planned to feature multiple rooms rather than just one. This, combined with the unused alternate entrance, implies that Kikiyama had to leave Mars incomplete for unknown reasons, polishing up what was already completed late into Version 0.10's development.
person VinchVolt calendar_month June 8, 2024
Yume Nikki
1
Attachment The Dragon Quest-esque overworld area, colloquially known as FC World, features a large island on the right-hand side of the map that is not accessible during the normal course of play despite taking up the majority of FC World's land mass. No events or exits are associated with this island, popularly known as FC World C, meaning that hacking the game to place Madotsuki there would prove fruitless.

Despite this, there is evidence that this area was meant to be explorable at one point in development. In the Version 0.09 build (the last one before the "final" Version 0.10 release in 2007), the Dense Woods and Windmill World areas feature the player character from the minigame NASU as an NPC; however, a flag is set to render it invisible (and therefore non-interactable). If the player uses RPG Maker 2003's debugging tools to render the character visible, interacting with it teleports Madotsuki to another unused area in FC World, a small island with four statues on it and an exit at the bottom. Going through this exit takes Madotsuki to FC World C.

While FC World C is still as barren as in other versions of the game, the unused chain of events leading up to it in Version 0.09 indicates that the area was intended to play some kind of role in the final game and that Kikiyama continued to try implementing it late into the game's update history.
person VinchVolt calendar_month May 6, 2024
Super Paper Mario
3
Attachment The South Korean version of the game (released two years after the original Japanese edition) contains eleven unused maps not found in any other release, featuring fully 3D environments which do not line up with any locations present in the finished product. All assets related to these maps are dated after the game's Japanese release, with intervals ranging from five days to just over three months. Additionally, the maps' texture names are written in Romanized Japanese rather than Korean, indicating that they were not created by Nintendo of Korea.

Two of these maps, kri_04 and kri_05, additionally feature various cat NPCs, all drawn in substantially different art styles compared to not only each other, but also the final game. Each one is named after a developer from the Super Paper Mario staff: yamada_neko02 (Koichiro Yamada), koba_neko (Sayuri Kobayashi), tuka_neko (Naoko Tsukamoto), and kawa_neko (Chie Kawabe).

Of these four, kawa_neko is the most unique, and was apparently designed as a player character. Firstly, the cat's name is only given to its mesh, with its sprite instead being named bc_all.1. Additionally, kawa_neko features an animated tail and a mesh that is centered on the ground rather than the middle of the room. Furthermore, new_neko_18, a redesigned version of kawa_neko with white fur instead of black, can be found in kri_08, kri_09, and kri_10; new_neko_18's mesh is explicitly labeled "PLAYER" in the data for these maps.

Taken together, all of these elements imply that these early rooms were created as a proof-of-concept for an original project by Intelligent Systems that ended up cancelled for unknown reasons.
Mario & Luigi: Bowser's Inside Story
1
Attachment Certain in-game enemies are only able to be fought by Mario & Luigi or Bowser. Despite this, a few Bowser-oriented enemies have unique behaviors for Mario & Luigi, which can only be seen through hacking the game:

• All of Naplock's attacks can be dodged or countered by jumping, with its snot bubble attack also missing Mario & Luigi entirely even if nothing is done.
• Dark Mechawful's punch attack can be countered with Mario & Luigi's hammers, while its countdown attack is replaced by the same star attack used by the Dark Mechawful head, which can fight Mario & Luigi in normal gameplay if Bowser inhales it. However, in a hacked Dark Mechawful fight, this attack progresses extremely slowly.
• The smoke signals at the start of Choomba's charge attack are changed from fist and shell icons to "M" and "L" ones, indicating which brothers it will charge at and in which order; the attack can also be countered by hammering.
• Dark Trashure's thrown items can be avoided or countered by jumping, similarly to its standard counterpart. However, the items move far faster than those thrown by a regular Trashure or a Dark Trashure fought by Bowser.

While most of these behaviors appear to be failsafes, Choomba is unique in that the "M" and "L" smoke signals are not present anywhere else in the game, indicating that at one point in development, Mario & Luigi would've been able to explore the Tunnel, where Choombas are fought.

Meanwhile, when hacking the game to allow Bowser to fight enemies that can only be encountered by Mario & Luigi, most of them will either crash the game, flee immediately, or display glitchy behavior. One unique case is Magifoofas, which can be inhaled by Bowser (despite the Vacuum Block not indicating this), indicating that the developers considered letting him encounter them in some form.
person VinchVolt calendar_month April 12, 2024
The Cutting Room Floor article:
https://tcrf.net/Mario_%26_Luigi:_Bowser%27s_Inside_Story#Unused_Enemy_Behaviors

YouTube video showcasing the unused enemy behaviors:
https://www.youtube.com/watch?v=b3DTjRZvhOM
Doubutsu no Mori
3
The source code for Doubutsu no Mori contains references to a variety of non-Nintendo Famicom ROMs that would not appear in the final game, including Arkanoid, F1 Circus, and most bizarrely, the bootleg port of Tekken 2 by Hummer Team.
Jurassic Park: Operation Genesis
1
Attachment In an interview with the developers at Blue Tongue, they mentioned several buildings they wanted to include in this game, but had to drop due to design decisions or memory constraints on home consoles:

•Hotels, which would provide extra accommodation for guests.
•Dino-Vet Station, which would have been vital for keeping dinosaurs healthy.
•Hunting Platforms, which would let visitors hunt down carnivores in the park from afar.

The Dino-Vet Station can be found in earlier promotional material for Jurassic Park: Operation Genesis and also within its game files. Likewise with the Hunting Platform, which also still has Audio, Ini and even Rig Files within the game.
person Dinoman96 calendar_month March 27, 2024
Developer interview about JPOG post release:
https://www.gamedeveloper.com/business/postmortem-blue-tongue-software-s-i-jurassic-park-operation-genesis-i-

Article on the Hunting Platform on JPOG Archive fan site:
https://lucca2951.wixsite.com/jp-genesis-archives/hunting-platform

Article on the Dino-Vet Station on JPOG Archive fan site:
https://lucca2951.wixsite.com/jp-genesis-archives/medic-station
Bubsy in Fractured Furry Tales
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In the source code for Bubsy in Fractured Furry Tales, a string of text can be found reading "no smutty comments please", suggesting there were previously inappropriate developer comments in the code thet were deleted.
Super Mario Sunshine
1
In the seventh episode of each course, the player is required to chase down and defeat Shadow Mario to obtain a Shine Sprite, which spawns from his dematerializing body as he teleports away. In actuality, the Shine Sprites are stored at fixed locations and are simply teleported to his location by the flag "appearShineFromKageMario". If the flag is replaced with "appearShineFromNPC", the Shine Sprites appear where they are stored, implying that these were their originally intended locations. The fixed points in "Shadow Mario Revisited", "Hold It, Shadow Mario!", and "Shadow Mario Runs Wild" also feature dedicated cameras for spawning cutscenes, corroborating the idea.

Of note is that the internal location for the Shine Sprite in "Shadow Mario Runs Wild" places it partially inside Pianta Village's golden mushroom, which further implies that this object had its height raised at some point during development.
person VinchVolt calendar_month March 20, 2024
The Cutting Room Floor article:
https://tcrf.net/Super_Mario_Sunshine#Unused_Shadow_Mario_Shine_Spawns

YouTube video showcasing the unused spawn points:
https://www.youtube.com/watch?v=ODI0ZeZ4s8Y
Pokémon Platinum Version
subdirectory_arrow_right Pokémon Pearl Version (Game), Pokémon Diamond Version (Game)
1
Within the data for Pokémon Diamond, Pearl, and Platinum is code to spawn in a Level 40 Darkrai as a roaming Pokémon, tying in with its nature as a malevolent counterpart to Cresselia (which similarly becomes a roaming Pokémon after meeting the player on Fullmoon Island). In the final game, Darkrai is instead encountered as a stationary opponent at Newmoon Island after obtaining the Member Card as a Mystery Gift item at select in-person events.
person VinchVolt calendar_month March 17, 2024
The Cutting Room Floor article for Pokémon Diamond and Pearl:
https://tcrf.net/Pokémon_Diamond_and_Pearl#Unused_Roaming_Darkrai

The Cutting Room Floor article for Pokémon Platinum:
https://tcrf.net/Pokémon_Platinum#Unused_Roaming_Darkrai

YouTube video showing the unused roaming Darkrai in action:
https://www.youtube.com/watch?v=ot-u1X8V2Q8
Dark Souls
1
There are eight Titanite Demons in Dark Souls, but the one on the bridge connecting the Demon Ruins to Lost Izalith is the only one that respawns due to a typo in that Titanite Demon's event ID. However, it's unknown if this was an accident or a deliberate typo to remove a limit from upgrading weapons.
Super Mario World
1
There are fully functional unused Diggin' Chuck, Bullet Bill, Fishbone, and Spiny enemies in the code of Hummer Team's Super Mario World, as well as sprites for crushers, Lakitu, and Clappin' Chuck without associated coding.
Silhouette Mirage
1
The Saturn release's demo, "Silhouette Mirage: Trial Version", normally ends after level two. However, hidden on the game's disc is an early pre-release build of the retail game, dated 1997-07-16, while the final game has a build date of 1997-07-30. The full game is inaccessible without modifying the data.
Kingdom Grand Prix
1
Within the Saturn port's data is an unused English language option, suggesting that the title may have been considered for a Western release. Fan translator Malenko made the discover before creating a patch to re-enable the option.
Asteroids
1
Attachment Atari 2600's Asteroids has an unused functionality for showing graphics of the spaceship as a life counter instead of the number, much like the arcade version. This was most likely changed for processing power reasons, as only six ships can be displayed at a time.
Color a Dinosaur
1
A large chunk of code from the software suite Norton Utilities 7.0 was left in the code of Color a Dinosaur by accident.
The Getaway
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Aquaventure
1
In the code of Aquaventure are a set of two short text strings, placed one after the other:

looney

hot
Mario + Rabbids Kingdom Battle
1
Attachment In the files of the Donkey Kong Adventure expansion, there are unused files for Rambi the Rhino as a party member, including a model; menu icons; and skills. He would have taken up two spaces on the board and been able to charge through any destructible terrain that enemies are using as cover and destroy it instantly. In the final DLC, Rambi would not appear physically in any form, but would have a gun made in his image. Rambi's model looks closer to his appearance in Rare's Donkey Kong games than his appearance in the Paon and Retro Studios Donkey Kong games, a design change that would also be carried over to Super Nintendo World's iteration of the character after Donkey Kong Adventure's release.
Purble Place
1
The matching card game has an unused card called "MatchPointsSadChef". It does not have any attached graphics. While this card doesn't exist, the game does have a happy chef card, using the chef from Comfy Cakes.
person Rocko & Heffer calendar_month January 5, 2024
Unused card
https://tcrf.net/Purble_Place#Unused_Sad_Chef_Constant

Matching pairs gameplay, timestamped to the happy chef
https://youtu.be/VBZFfVDMBZU?si=7g-rE1iB58T2BRX4&;t=169
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