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Tornado Outbreak
1
Attachment Before the Earth was implemented as a level selection screen, levels in Tornado Outbreak were originally displayed on a 2D world map and rendered entirely with Adobe Flash.
Terrifying 9/11
2
Attachment There is an unused title screen in the Metal Slug bootleg game Terrifying 9/11 that suggests it was originally going to be released as a straightforward bootleg version of Metal Slug instead of a bad-taste cash-in on the September 11th attacks.
Hotel Mario
1
Attachment In the prototype of Hotel Mario, walking Toads are used as Super Mushrooms and 1-Up collectables. The final game changes these Toad sprites to bouncing mushrooms, but the manual still refers to them as Toads.
person Rocko & Heffer calendar_month June 19, 2024
Yume Nikki
1
Attachment In the earliest builds of Yume Nikki, in-game text was not given windows outside of the game's menus; this feature was not added until Version 0.05. Curiously, while overworld text is generally sparse, Version 0.10 features data for a three-line window, far more than what is normally needed. This appears to line up with a text prompt in Version 0.04 – but not Version 0.06 onward – that appears when Madotsuki attempts to return the swivel chair to her desk in the dream world version of her apartment.

Because Version 0.05 is not currently available to the public, it is unknown if this window was indeed used for the prompt in that build or if the text was removed before the idea could be implemented.
person VinchVolt calendar_month June 15, 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
Within all available builds of the game are sprites for three possible effects that were never implemented. One set of sprites depicts Madotsuki blindfolded, another depicts a grayscale version of her similar to the "ghost" found in Mini Hell, and a third depicts 8-bit versions of the "crick in the neck," which in the final game is instead an event where Madotsuki randomly wakes up with her head stuck facing leftward. Of note is that Versions 0.07 to 0.09 additionally feature sprites for blindfolded and grayscale Madotsuki pinching herself awake; Version 0.10 overwrites them with the "active" sprites for the Spirit Headband effect.

Additionally, the game's data contains an unused mugshot depicting what appears to be an early iteration of the Spirit Headband effect, in which Madotsuki turns into a hitodama (a disembodied soul which appears as a floating ball of fire, comparable to a will-o'-the-wisp in many Western cultures) rather than becoming invisible. A full set of sprites for this version is also present in Version 0.04's data, showing that rather than turning invisible, pressing the 1 key would've simply changed the fire's color.
person VinchVolt calendar_month June 7, 2024
Yume Nikki
1
Attachment In all earlier builds of the game, Neon World featured a radically different layout, matching the open-world structure of the other "main" locations accessible from the Nexus. The sole relic of this in Version 0.10's segmented design is the room that Madotsuki starts in, which is much bigger and features a more spread-out tile pattern compared to the other rooms in Neon World.

One noteworthy casualty from the layout change is the removal of various head-like figures scattered across Neon World in Version 0.09. These figures are not seen anywhere in Version 0.10, making them the only documented "characters" that were outright removed (rather than relocated) in a later update.
Yume Nikki
1
Attachment The game contains data for a second party member, despite the fact that Madotsuki is alone in standard gameplay. Using RPG Maker 2003's debugging tools to add this figure to Madotsuki's party shows that it does not have any sprites or even a name. However, various changes occur to the game's world, indicating that Kikiyama most likely used this for testing purposes:

• Almost all Toriningen are despawned; the only exceptions are the one in the Mall who changes the menu's palette when spoken to and the group throwing a party in the wilderness.
• The top-left cupboard in both versions of the Guillotine Room disappears. However, it can still be interacted with: pressing Z or Enter when standing where it normally would be transports Madotsuki to a random cupboard in the Number World, as if she had used one of the randomly generated exit cupboards. Returning to the Guillotine Room restores the top-left cupboard to its normal position.
• Movement is disabled upon waking up.
• The Witch's Flight event can be accessed by walking off the top-right corner of the Mall's rooftop, regardless of whether or not Madotsuki has the Witch effect equipped and active.
• An unused parallax background (named ネオン背景.xyz in the game's files) is enabled in Neon World, which normally has a solid black backdrop in Version 0.10 and all available early builds. This background, which depicts a series of ripples distorting a group of red, blue, and green lights, does not scroll correctly, only showing the top-left corner of it. Notably, this is the only unused background in the final game.

The notion that this invisible party member was used as a debugging tool is further bolstered by the presence of three similar extra party members (which also have no graphics or names) in Version 0.06. In that earlier build, Madotsuki is internally listed as the fourth party member; enabling the first one adds NASU to the game's debug map, though both that version and the one in Madotsuki's room will not progress past the title screen.
person VinchVolt calendar_month June 5, 2024
Yume Nikki
2
Attachment Within the files for the Version 0.04 build are cached thumbnails depicting screenshots from a cut soccer minigame called Severed Head PK, which, per its name, would've used severed heads as balls. Despite their small size, the thumbnails are legible enough to understand what they depict: one shows a title screen, one shows a player select screen, and one shows actual gameplay. Additionally, all three images feature a much cruder art style than either the main game or NASU, the minigame ultimately added in Version 0.05. Of note is that like Severed Head PK, NASU takes place in a green field beneath a black sky and prominently features bright red assets (hills, text, and the title logo in Severed Head PK; the player character, clouds, and a strobe effect in NASU).

Given that NASU is preceded by a game selection menu with only two options present – "NASU" and "Quit Game" (the latter of which simply closes the menu) – it is unknown if Kikiyama intended to reincorporate Severed Head PK as an additional option.
person VinchVolt calendar_month June 4, 2024
Deltarune
1
Attachment Within the data for Chapter 2 is a placeholder graphic for Queen's arcade cabinet that depicts it with green paneling and the word "XBOX" crudely written on the marquee. Despite the fact that it was never intended to be featured in the normal course of play, the sprite was altered in the version 1.06 update to remove the "XBOX" text, presumably to avoid potential trademark issues.
Deltarune
0
Attachment In a tweet made a few months after Chapter 2's release, development staff member Samanthuel Gillson shared an early sprite sheet of Hacker featuring a considerably different design compared to the final game, depicting his body as the shaft of a pointer icon rather than making the entire symbol his head. While these were ultimately done away with after Hacker's design was revised, one sprite depicting him pointing forward is still present in the game's code.

Of note is that Hacker's head turning into a click icon is present in the sprite sheet in Gillson's tweet, indicating that this component of Spamton's sidequest (in which the click icon indicates an area that Kris must check in order to access the mansion basement) was already conceived by this point. Consequently, it is unknown what the leftover pointing sprite was made for.
person VinchVolt calendar_month May 26, 2024
Deltarune
1
Attachment In Chapter 2, when Queen challenges Kris to an arcade match, the arcade cabinet presented is so large that Kris is unable to reach the controls. While the released game conveys this solely through narration, its internal data contains an unused animation depicting Kris reaching up towards the cabinet's joysticks. It is unknown why this was removed, given that it fulfills the same function as the textual description.
person VinchVolt calendar_month May 26, 2024
The Cutting Room Floor article:
https://tcrf.net/Proto:Deltarune/Chapter_1_%26_2_Demo_(2021)/Unused_Graphics#Kris

YouTube video showcasing the cutscene as it normally occurs:
https://youtu.be/Q4VJEHKBtlA?t=5228
Crash Tag Team Racing
subdirectory_arrow_right Crash Boom Bang! (Game), Crash Bandicoot (Franchise)
1
Attachment The box arts of Japanese Crash Bandicoot localizations have historically used a redesign for Crash with larger eyes. This has been done for all games except for the "Titans" sub-series, which had its own distinct Crash design, and the Toys for Bob-developed games.

However, the only games that feature the design in-game for the Japanese localizations are the Japanese-developed Crash Boom Bang!, and Crash Tag Team Racing, which had a skin system that allowed Japanese Crash to appear abroad as well. A good chunk of Crash's costumes in Crash Tag Team Racing also got Japanese versions, though these combination costumes were not included in the Western release.
person Rocko & Heffer calendar_month May 24, 2024
Star Fox 2
1
Attachment When assets from Star Fox 2 were leaked in the 2020 Nintendo Gigaleak, one character that caught people's attention was what appeared to be a human woman. Some fans and news outlets assumed the character to be black based on her frilly hair and large lips, but palettes were eventually discovered that revealed her to be fair-skinned. The human woman's sprites have the same filename as Miyu and Fay's in the final game, and her two sprites' facial structures resemble Miyu and Fay's prototype sprites (the latter being a sheep instead of a poodle), suggesting she was simply a placeholder meant to give a human reference for Miyu and Fay's anthropomorphic expressions.
person Rocko & Heffer calendar_month May 14, 2024
Resident Evil 2
2
Attachment In the April 1998 issue of Electronic Gaming Monthly's spin-off magazine EGM2, the issue's Trick of the Month was an alleged method to unlock Akuma from the Street Fighter series as a secret playable character in Resident Evil 2. In order to unlock him, the magazine instructed players to play through both story scenarios six times each using only the Knife and the H&K VP70 gun on hand at the start of the game, and achieve an A ranking in all scenarios. Once these specific conditions are met, the player would receive some kind of clue that would lead them to the security computer in the Laboratory on Level B5F. At this point in either scenario, players would type "AKUMA" instead of "GUEST" into the computer, and after entering it would be sent to the Save screen and given the option to make a new save file with Akuma's name. After starting this new file, the game would start with Akuma breaking out of a cryogenic tank in an unused area where Tyrants were originally planned to escape from, and make his way through the game without the use of keys, with his main attack being a red Gohadoken used just like a gun by holding the Action button and firing.

In reality, after going through these difficult unlock conditions, entering AKUMA into the computer will not unlock anything, because the trick was an elaborate April Fools' prank (with the exception of the unused Tyrant area, that was real). This prank was the work of EGM2 editor and art director Mike Vallas, who took assets from Street Fighter EX and heavily modified and photoshopped them into Resident Evil 2 gameplay screenshots. It was one of two proposed April Fools' pranks that were in consideration to appear in the main EGM magazine that month, being beaten out by a prank trick for GoldenEye 007 where you could play as previous James Bond actors. Unlike Akuma, they actually were planned to appear in that game, but can only be accessed with GameShark codes.
person MehDeletingLater calendar_month May 14, 2024
EGM2 Issue #46 - April 1998 (Page 20):
https://archive.org/details/egm-2-issue-46-april-1998/page/20/mode/1up

Game Sleuth video with Mike Vallas interview:
https://www.youtube.com/watch?v=A-xeOJKdnuQ

Radd's Basement - Episode 2: Mike Vallas interview:
http://podcast.radd.tv/2016/10/episode02.html?m=1
Code Vein
2
Attachment In a pre-release gameplay video from 2018, at the end of a tour of the Home Base, a lit sign featuring the logo for the pizza restaurant chain Domino's can be seen hanging on a wall near the refrigerator. This sign would be removed in the final game, but within the game's files are several voice lines spoken by the game's main cast (Coco, Davis, Eva, Io, Jack, Louis, Mia, Rin and Yakumo) talking about eating freshly delivered pizza in an unusually glorifying manner without mentioning the company by name. It's unclear how these voice clips would have been used in the game, but when taken with the unused Domino's sign, it's believed that this was all part of a planned promotional tie-in that fell through when the game was delayed to 2019, where Domino's would have somehow survived the apocalypse in the game's story and adapted to the Revenants and the Lost.
person MehDeletingLater calendar_month April 29, 2024
Code Vein - Domino's voice lines:
https://www.youtube.com/watch?v=QNnNoC32N1k

Code Vein - Home Base early gameplay:
https://www.youtube.com/watch?v=OGhVIQShNz0

The Cutting Room Floor article:
https://tcrf.net/Code_Vein#Domino.27s_Pizza_Promotion_Leftovers
Star Fox Adventures
subdirectory_arrow_right Dinosaur Planet (Game)
1
Attachment The floating planetoid representing CloudRunner Fortress on the world map screen in Star Fox Adventures very clearly resembles its original, rockier iteration from the Nintendo 64 version of Dinosaur Planet, as opposed to its remodeled look in the final Star Fox Adventures.
person Dinoman96 calendar_month April 22, 2024
CloudRunner Fortress in the leaked December 2000 build of Dinosaur Planet:
https://www.youtube.com/watch?v=MEWGNBGf6CI?t=239

CloudRunner Fortress in Star Fox Adventures:
https://www.youtube.com/watch?v=Gi1iQh_nwIQ?t=28
Popgoes Evergreen
subdirectory_arrow_right Popgoes Arcade (Game)
1
In a weekly update post by Kane Carter, he shared that the model for Blackrabbit was changed for POPGOES Evergreen by basing it on a more accurate Toy Bonnie model that was designed by one of the game's modelers named Alexis. Due to this change, the Blackrabbit model seen in a cutscene in POPGOES Arcade uses the outdated model, and Carter has no plans to re-render the cutscene due to both models appearing very similar despite being different.
Dance Dance Revolution 3rdMix
1
Attachment In the "3rd Mix PLUS!" variant of this game, there is unused data for the song "TOTAL RECALL" by ULTIMATE HEIGHTS. This includes unused graphics, step charts and lyrics for the song.
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.
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