Trivia Browser
subdirectory_arrow_right Final Fantasy I & II: Dawn of Souls (Game)
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Cid, a recurring character in the series who is usually a mechanic with some relation to airships, first appeared in Final Fantasy II and did not appear in the first Final Fantasy game. For the Final Fantasy I & II: Dawn of Souls re-release however, the original game's plot was retroactively changed to make "Cid of the Lufaine" the ancient creator of the airship that the protagonists used.
Final Fantasy I & II: Dawn of Souls - Cid backstory in Lufenia:
https://www.youtube.com/watch?v=IuJzaYSa4AU#t=147
Cid in the first two Final Fantasy games blog post:
http://home.eyesonff.com/content.php/2631-The-Iterations-of-Cid-Part-1
https://www.youtube.com/watch?v=IuJzaYSa4AU#t=147
Cid in the first two Final Fantasy games blog post:
http://home.eyesonff.com/content.php/2631-The-Iterations-of-Cid-Part-1
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In Version 0.04, Dense Woods A contained two jellyfish instead of just one, with the second being located by a lamppost near the center of the map; interacting with it only causes it to ring, without any additional results. In all recovered later builds, this jellyfish is moved out of bounds, well out of the camera's view; however, it can still be interacted with if the player uses cheats or glitches to access it. In Version 0.10, interacting with this jellyfish crashes the game due to its associated files being renamed: the jellyfish is programmed to call a file called イベント5, which was renamed to イベント_005 in Version 0.10.
Additionally, Dense Woods A's layout was redesigned in Version 0.07 to remove a gate that originally led to Mural World. Instead, the upper path is expanded to loop over to the western portion of the main road in Dense Woods A, and the remaining gate leading to Puddle World was redesigned.
Additionally, Dense Woods A's layout was redesigned in Version 0.07 to remove a gate that originally led to Mural World. Instead, the upper path is expanded to loop over to the western portion of the main road in Dense Woods A, and the remaining gate leading to Puddle World was redesigned.
The Cutting Room Floor article:
https://tcrf.net/Proto:Yume_Nikki/Map_and_Event_Differences/Minor_Maps#Dense_Woods_A
YouTube video showing the use of a noclip glitch to access the offscreen jellyfish in Version 0.10:
https://www.youtube.com/watch?v=z9gNNPmZxd8
https://tcrf.net/Proto:Yume_Nikki/Map_and_Event_Differences/Minor_Maps#Dense_Woods_A
YouTube video showing the use of a noclip glitch to access the offscreen jellyfish in Version 0.10:
https://www.youtube.com/watch?v=z9gNNPmZxd8
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Capcom offered a demo CD based upon a beta build of the game as a pre-release promo. The entire build was on the disk, with a "time trial" style of gameplay lasting 45 minutes before exiting the game. A code was eventually worked out, utilizing a GameShark cheat device in order to disable the time trial demo's timer, enabling complete access to this earlier version. A list of notable differences compared to the retail release have been noted as a result, and Capcom would never release a time trial demo disc again.
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Prior to Version 0.07, the guillotine NPC that provides the Severed Head effect when interacted with was located in Block World rather than the Guillotine Room (the latter of which is commonly known as such due to the guillotine's presence there in later builds). Instead, the latter area only features the lunatic Toriningen and cupboards.
This early iteration consequently made Block World one of only two areas in the game that featured more than one effect (the second being the Hat & Scarf effect, which is obtainable from Block World in all known builds). From Version 0.07 onward, this distinction is only held by Mural World (which features both the Blonde and Long Hair effects).
This early iteration consequently made Block World one of only two areas in the game that featured more than one effect (the second being the Hat & Scarf effect, which is obtainable from Block World in all known builds). From Version 0.07 onward, this distinction is only held by Mural World (which features both the Blonde and Long Hair effects).
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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.
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.
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The English Steam release features a number of bugs not present in other editions:
• The lights do not dim when Madotsuki sleeps in the spaceship's bed, as the graphical filter is mistakenly set to transparent.
• Certain sound effects, such as those for flying on the Witch effect's broom and talking to an FC Priori, do not play due to them being misnamed in the game's files.
• If Madotsuki equips the Traffic Light effect, switches to the red light, and talks to the Toriningen that changes the UI's palette, the resulting text box is corrupted. This is because the correct text is displayed on another line that went untranslated.
Curiously, although the Steam release was updated four times to fix various other glitches and mistakes, none of the patches fixed any of these errors.
• The lights do not dim when Madotsuki sleeps in the spaceship's bed, as the graphical filter is mistakenly set to transparent.
• Certain sound effects, such as those for flying on the Witch effect's broom and talking to an FC Priori, do not play due to them being misnamed in the game's files.
• If Madotsuki equips the Traffic Light effect, switches to the red light, and talks to the Toriningen that changes the UI's palette, the resulting text box is corrupted. This is because the correct text is displayed on another line that went untranslated.
Curiously, although the Steam release was updated four times to fix various other glitches and mistakes, none of the patches fixed any of these errors.
The Cutting Room Floor articles:
https://tcrf.net/Bugs:Yume_Nikki#Bugs_in_the_English_Steam_version
https://tcrf.net/Yume_Nikki#Steam_Version
https://tcrf.net/Bugs:Yume_Nikki#Bugs_in_the_English_Steam_version
https://tcrf.net/Yume_Nikki#Steam_Version
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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.
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.
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Whenever Madotsuki turns on her TV in the dream world version of her room from Version 0.06 onward, there is a 1/8 chance that the view will cut to a full-screen event in which two rows of Paracas-esque figures scroll across the screen. "KALIMBA", the theme song for this event, was originally uploaded on Kikiyama's players.music-eclub.com profile on January 13, 2004, almost five months before Yume Nikki first released. This version of the song is substantially longer than the one that would ultimately be included in the event, clocking in at eight minutes instead of several seconds. Additionally, the cover art for the full-length version features the same rows of figures depicted in the event, albeit with a slightly duller color scheme.
Due to a lack of public statements from Kikiyama, it is unknown if the song was composed with Yume Nikki in mind from the outset or if the KALIMBA event was included as an Easter egg referencing their non-game work.
Due to a lack of public statements from Kikiyama, it is unknown if the song was composed with Yume Nikki in mind from the outset or if the KALIMBA event was included as an Easter egg referencing their non-game work.
The Cutting Room Floor articles:
https://tcrf.net/Prerelease:Yume_Nikki#Listed_Music
https://tcrf.net/Proto:Yume_Nikki/Map_and_Event_Differences/Main_Maps#Madotsuki.27s_Room
Reupload of the full version of "KALIMBA":
https://www.youtube.com/watch?v=3a0gd-eU1DA
https://tcrf.net/Prerelease:Yume_Nikki#Listed_Music
https://tcrf.net/Proto:Yume_Nikki/Map_and_Event_Differences/Main_Maps#Madotsuki.27s_Room
Reupload of the full version of "KALIMBA":
https://www.youtube.com/watch?v=3a0gd-eU1DA
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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.
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.
The Cutting Room Floor articles:
https://tcrf.net/Yume_Nikki#Mars_Stairs
https://tcrf.net/Yume_Nikki/Unused_ChipSet_Graphics#Mars
https://tcrf.net/Yume_Nikki#Mars_Stairs
https://tcrf.net/Yume_Nikki/Unused_ChipSet_Graphics#Mars
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In the Japanese version, the test battle in the debug room features a proper background and models for the enemies included (borrowed from other enemies), whereas the international version simply pits the party against yellow pyramids in a black void.
Additionally, the very first Japanese release contains an unfinished eleventh section of the debug room, left over from an earlier build of the game. Because the game's code changed significantly since that build, much of the eleventh section is broken: Cloud's model does not show up (though he is still able to move around and interact with the NPCs there), text is corrupted, and the background music is a heavily distorted version of Aeris' theme.
Additionally, the very first Japanese release contains an unfinished eleventh section of the debug room, left over from an earlier build of the game. Because the game's code changed significantly since that build, much of the eleventh section is broken: Cloud's model does not show up (though he is still able to move around and interact with the NPCs there), text is corrupted, and the background music is a heavily distorted version of Aeris' theme.
The Cutting Room Floor articles:
https://tcrf.net/Final_Fantasy_VII/Debug_Room#Region_Differences
https://tcrf.net/Final_Fantasy_VII/Debug_Room#Old_Broken_Leftover
YouTube video showcasing the unfinished eleventh section:
https://www.youtube.com/watch?v=3krwav_u4lg
https://tcrf.net/Final_Fantasy_VII/Debug_Room#Region_Differences
https://tcrf.net/Final_Fantasy_VII/Debug_Room#Old_Broken_Leftover
YouTube video showcasing the unfinished eleventh section:
https://www.youtube.com/watch?v=3krwav_u4lg
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The Cutting Room Floor article:
https://tcrf.net/Doki_Doki_Literature_Club_Plus!#Version_Differences
YouTube video showcasing the scene in the PlayStation 4 & 5 versions:
https://www.youtube.com/watch?v=ZRCIG11T534
YouTube video showcasing the scene in all other versions of the game:
https://www.youtube.com/watch?v=5w1gNV6pOgg
https://tcrf.net/Doki_Doki_Literature_Club_Plus!#Version_Differences
YouTube video showcasing the scene in the PlayStation 4 & 5 versions:
https://www.youtube.com/watch?v=ZRCIG11T534
YouTube video showcasing the scene in all other versions of the game:
https://www.youtube.com/watch?v=5w1gNV6pOgg
subdirectory_arrow_right Ranma ½: Chounai Gekitou-hen (Game)
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Street Combat was originally released in Japan as Ranma ½: Chounai Gekitou Hen, a tie-in with the anime adaptation of Rumiko Takahashi's 1987 manga Ranma ½. The American release stripped out all references to the source material due to its obscurity in the United States at the time, though the in-game sprites for Street Combat's cast are visibly traced over their Ranma ½ counterparts. Additionally, Happosai and Cologne are merged into a single character, Happy, in Street Combat.
The Cutting Room Floor article:
https://tcrf.net/Street_Combat
Hardcore Gaming 101 article:
http://www.hardcoregaming101.net/street-combat-ranma-%C2%BD-chounai-gekitouhen/
YouTube video comparing the Japanese and US versions:
https://www.youtube.com/watch?v=pttH2daFIjM
https://tcrf.net/Street_Combat
Hardcore Gaming 101 article:
http://www.hardcoregaming101.net/street-combat-ranma-%C2%BD-chounai-gekitouhen/
YouTube video comparing the Japanese and US versions:
https://www.youtube.com/watch?v=pttH2daFIjM
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In the original release of the game, the monster that the player could summon to attack the city was a thinly veiled parody of Godzilla, right down to using the character's iconic roar from the film series; the sound effect is even named "God" in the game's files, furthering the reference. The Godzilla parody is also depicted on the game's box art, gleefully waving at the viewer.
According to programmer Don Hopkins, who notably ported SimCity to numerous versions of Unix, Maxis ended up getting sued by Toho, the owners of the Godzilla franchise; additional details were recounted to him by Maxis CEO Jeff Braun:
As a result of this suit, the monster was redesigned in the v1.2 release to resemble a giant orange salamander. The creature's roar is also changed and the game's box art is redesigned to replace the Godzilla parody with a tornado. In the v1.3 release, the salamander is given a slightly larger and more detailed sprite to fit the revised art style, but its roar (now internally renamed "Monster") is corrupted.
According to programmer Don Hopkins, who notably ported SimCity to numerous versions of Unix, Maxis ended up getting sued by Toho, the owners of the Godzilla franchise; additional details were recounted to him by Maxis CEO Jeff Braun:
"We never referred to the name Godzilla, our monster on the box cover was a T-Rex looking character, but... a few magazine reviews called the monster, Godzilla. That was all it took. Toho called it "confusion in the marketplace". We paid $50k for Godzilla to go away. In all honesty, Toho liked Maxis, they said $50k was the minimum they take for Godzilla infringement."
As a result of this suit, the monster was redesigned in the v1.2 release to resemble a giant orange salamander. The creature's roar is also changed and the game's box art is redesigned to replace the Godzilla parody with a tornado. In the v1.3 release, the salamander is given a slightly larger and more detailed sprite to fit the revised art style, but its roar (now internally renamed "Monster") is corrupted.
The Cutting Room Floor article:
https://tcrf.net/SimCity_(Mac_OS_Classic)#Godzilla_vs._Notzilla
Don Hopkins testimony in a Hacker News post:
https://news.ycombinator.com/item?id=40050799
MobyGames gallery showcasing the different box art designs:
https://www.mobygames.com/game/848/simcity/covers/
https://tcrf.net/SimCity_(Mac_OS_Classic)#Godzilla_vs._Notzilla
Don Hopkins testimony in a Hacker News post:
https://news.ycombinator.com/item?id=40050799
MobyGames gallery showcasing the different box art designs:
https://www.mobygames.com/game/848/simcity/covers/
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During the final battle in the Japanese version, Spoiler:a voiceover from Zelda states that the monstrous form that Calamity Ganon assumes is due to his obsession with maintaining his longevity. However, in the English localization, Spoiler:Zelda claims that this form is the result of him abandoning his ambitions for reincarnation and giving into his primal rage, which directly contrasts the Japanese script.
This also opens up a plot hole with Spoiler:Zelda's dialogue in the game's ending, where she says that "Ganon is gone for now" (emphasis added), implying that he will reincarnate anyway (as is the case in other entries, including the game's sequel, The Legend of Zelda: Tears of the Kingdom); in the Japanese version, she simply says that "the threat of calamity has passed."
This also opens up a plot hole with Spoiler:Zelda's dialogue in the game's ending, where she says that "Ganon is gone for now" (emphasis added), implying that he will reincarnate anyway (as is the case in other entries, including the game's sequel, The Legend of Zelda: Tears of the Kingdom); in the Japanese version, she simply says that "the threat of calamity has passed."
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Race Ace is the only game in Don't Buy This to have been released as an individual cassette prior to the compilation's release, credited to Tony Rainbird, who helped create the Firebird label that Don't Buy This was published under, meaning its inclusion may have been an in-joke.
subdirectory_arrow_right Yoshi's Island: Super Mario Advance 3 (Game)
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During the second phase of the final boss fight in the SNES release, Baby Bowser has three fingers on each hand, contrasting with most official portrayals of Bowser, which show him with four. This error is fixed in the Game Boy Advance version, which redraws his sprites to give him the proper number of fingers.
YouTube video showcasing the final boss fight in the SNES version:
https://www.youtube.com/watch?v=anv1LZzX-Qw
YouTube video showcasing the final boss fight in the GBA version:
https://www.youtube.com/watch?v=btZF6Ym8h80
https://www.youtube.com/watch?v=anv1LZzX-Qw
YouTube video showcasing the final boss fight in the GBA version:
https://www.youtube.com/watch?v=btZF6Ym8h80
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Franchise: Five Nights at Freddy's
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Ever since the first game in 2014, fans have debated about the color of Bonnie the Rabbit and Withered Bonnie, as they looked blue in some shots and purple in others. In some games, they were blue, others purple, and sometimes even one of them was blue and the other purple. The merchandise for the rabbits also strengthened the belief in him being purple, with very few pieces of merch being blue. 9 years later, the November 2023 issue of SFX magazine released with a segment about Blumhouse's "Five Nights at Freddy's" film with an interview with lead designer Robert Bennett about making the animatronics. When talking about Bonnie, he confirmed once and for all that he is blue, stating:
"Same as Chica, we had to figure out what the textures and the colors were. Bonnie's interesting, because in all of the media that I was looking at when I was researching it, he's purple. When I did the original designs, I made Bonnie purple. Well, I didn't realize that Bonnie is blue. It had something to do with the lighting in the first game. When you look at the plushies, and all the toys, Bonnie's usually purple. But Scott [Cawthon] was the one that was like, "No, he's blue." So that was a lot of back and forth to get that nailed down correctly."
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According to the Scandinavian manual for Mr. Gimmick, the girl Yumetaro must rescue is named Mary. In all other releases of the game, she is unnamed. During development, she was planned to be named either "Kasumi" or "Ayaka".
Scandinavian manual - mentioned multiple times, including Page 3 (Page 5 in the filename listing):
https://www.nintandbox.net/index.php/en/nintendo-boxes-project/NES-Famicom/Mr-Gimmick/MrGimmick_NES-Manual_EUR(NES-G8-SCN).zip/file-1687/
Russian magazine on Gimmick - Page 10:
https://issuu.com/dfmag/docs/df_mag__5
https://www.nintandbox.net/index.php/en/nintendo-boxes-project/NES-Famicom/Mr-Gimmick/MrGimmick_NES-Manual_EUR(NES-G8-SCN).zip/file-1687/
Russian magazine on Gimmick - Page 10:
https://issuu.com/dfmag/docs/df_mag__5
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Gangster video game upsets BT:
https://web.archive.org/web/20150922044257/http://news.bbc.co.uk/2/hi/technology/2621519.stm
SCE Australia Announce The Getaway Release:
https://web.archive.org/web/20050719130803/http://www.gamepower.com.au/?aid=1115
https://web.archive.org/web/20050719130835/http://www.gamepower.com.au/?aid=1117
Games Censorship: G:
https://web.archive.org/web/20170328005109/http://refused-classification.com/censorship/games/g.html
The Cutting Room Floor articles:
https://tcrf.net/The_Getaway_(PlayStation_2)#Cut_Vehicles
https://tcrf.net/The_Getaway_(PlayStation_2)#Image_Gallery
https://tcrf.net/The_Getaway_(PlayStation_2)#Regional_.26_Revisional_Differences
https://web.archive.org/web/20150922044257/http://news.bbc.co.uk/2/hi/technology/2621519.stm
SCE Australia Announce The Getaway Release:
https://web.archive.org/web/20050719130803/http://www.gamepower.com.au/?aid=1115
https://web.archive.org/web/20050719130835/http://www.gamepower.com.au/?aid=1117
Games Censorship: G:
https://web.archive.org/web/20170328005109/http://refused-classification.com/censorship/games/g.html
The Cutting Room Floor articles:
https://tcrf.net/The_Getaway_(PlayStation_2)#Cut_Vehicles
https://tcrf.net/The_Getaway_(PlayStation_2)#Image_Gallery
https://tcrf.net/The_Getaway_(PlayStation_2)#Regional_.26_Revisional_Differences