Trivia Browser
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The uDraw was conceived after THQ employees noticed how difficult drawing was with the Wii Remote in the Wii version of Drawn to Life: The Next Chapter, and was originally called the Drawn to Life Pal. Multiple pitches for other licensed Drawn to Life titles in the same vein as Drawn to Life: SpongeBob SquarePants Edition were made, with Marvel Comics, Pixar, Star Wars, and Conan the Barbarian being pitched as examples. However, no Drawn to Life game with uDraw compatibility would ever release, though one uDraw launch title, Dood's Big Adventure, bears a fair resemblance to the series. No reason has been given for the series' absence or why a new IP was made with Dood's Big Adventure instead of using the brand recognition of Drawn to Life, but it may be connected to the controversial ending of the DS version of The Next Chapter and its finality for the core Drawn to Life Raposa universe.
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In an interview with the game's producer Katsuhiro Harada published in IGN on September 15th, 2022, Harada was asked about his experience developing a game in Unreal Engine 5 for the first time and some of the more subtle aspects of working with the engine. He responded:
"It's a very difficult question. From a developer's perspective, not just for us, but developers in general in the industry, it's different from the end users' impression, where kind of like an iPhone 4 was being used up until a certain date and then, "Okay, now the iPhone 5 is out, it's awesome, it's brand new, everything works so much better." That's kind of the impression that your average user has when this new Unreal Engine 5 comes out. But in reality, it's not that case at all. It's like it's a continuing process. Obviously, we didn't just start developing a game on UE5. UE5 was announced quite some time ago, but we haven't seen games for it yet.
So we started on UE4 and gradually started porting certain elements of the game over into UE5 and also confirming the results. Like, "Okay, oh wow, the graphic level on this particular area improved greatly." And then other areas as well – the things that are important for a fighting game: the response time…those kind of things are stuff that we've been porting out into the game and then figuring out what to expect in that area as well. And we’ve been working closely with Epic to figure out how to optimize some of those processes for input. So we're just starting and it's going to continue from now on."
So we started on UE4 and gradually started porting certain elements of the game over into UE5 and also confirming the results. Like, "Okay, oh wow, the graphic level on this particular area improved greatly." And then other areas as well – the things that are important for a fighting game: the response time…those kind of things are stuff that we've been porting out into the game and then figuring out what to expect in that area as well. And we’ve been working closely with Epic to figure out how to optimize some of those processes for input. So we're just starting and it's going to continue from now on."
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Checkered Flag was originally going to be a simulation of an F1 car, but was changed into an unrealistic action game after playtesters complained about the controls.
St. Format Issue #59 (Page 62):
http://www.atarimania.com/atari-magazine-issue-st-format-issue-59_185.html
http://www.atarimania.com/atari-magazine-issue-st-format-issue-59_185.html
Collection: Ōkami
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According to former Clover CEO Atsushi Inaba, the series' trademark Celestial Brush mechanic was directly inspired by the ukiyo-e art style. In a 2006 interview with GameSpy, Inaba stated "Once we fixed ourselves on a graphical style and got down to the brushwork, we thought, 'Wouldn't it be great if we could somehow get the player involved and participate in this artwork instead of just watching it?'" These comments also explain why in both games, activating the Celestial Brush renders the current frame as a scroll of washi paper.
subdirectory_arrow_right Ninja Gaiden Black (Game)
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In the DLC update, Ninja Gaiden Black, Ayane's kunai messages featured fully voiced dialogue, which was not a feature in the original version. In Ninja Gaiden Sigma, the text and dialogue that explained the controls were changed to reference both PlayStation 3 controls and altered mechanics.
Ninja Gaiden Black:
https://www.youtube.com/watch?v=Y1suzD-L_Q8
Ninja Gaiden Sigma:
https://www.youtube.com/watch?v=efkO0P_0z4g
https://www.youtube.com/watch?v=Y1suzD-L_Q8
Ninja Gaiden Sigma:
https://www.youtube.com/watch?v=efkO0P_0z4g
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Gnome Forest was originally supposed to have the player switch between Peppino and Gustavo & Brick constantly, with them being in a race to deliver more pizzas. This was scrapped in favour of a stage that almost exclusively features Gustavo & Brick so that players could more easily get used to their controls.
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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The development of DK: King of Swing began in the summer of 2003, with the development team at Paon exploring ideas for new control concepts. While experimenting with the Game Boy Advance's L and R buttons, they came up with the idea that pressing the L button will let the character grab with the left hand, and pressing the R button will do the same but with the right hand. The team was also influenced by free climbing becoming a popular sport around that time.
It was Toshiharu Izuno of Nintendo that proposed the team to utilize the Donkey Kong character license for the game. At first, it was originally planned to use original characters, but the decision to use the Donkey Kong IP was done to give the project more global appeal.
It was Toshiharu Izuno of Nintendo that proposed the team to utilize the Donkey Kong character license for the game. At first, it was originally planned to use original characters, but the decision to use the Donkey Kong IP was done to give the project more global appeal.
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Gran Trak 10 was the first video game to store graphics on the ROM instead of mathematically generating them, the first video game about cars, and the first video game with a steering wheel control scheme.
Collection: pop'n music
subdirectory_arrow_right jubeat (Collection)
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In JAEPO 2020, Konami unveiled two new rhythm arcade titles that were never released:
• "NEW pop'n music Welcome to Wonderland!" was created as a reboot to the long standing "pop'n music" series. The game used a different arcade cabinet with smaller buttons and a touch panel meant for new slide notes. Aesthetically, the game also utilized 3D models for the characters as opposed to 2D sprites. Both licensed songs exclusive to this cabinet, "Phantom Joke" and "少年よ我に帰れ", were added to "pop'n music peace" on August 3rd, 2020.
• "jubeat (2020)" was also meant to be a reboot, this time to the identically-named "jubeat" series. Unlike "Welcome to Wonderland", the gameplay remained identical between it and previous entries. The arcade cabinet itself was roughly 1.2X the size of previous iterations and ran at 60 fps, as opposed to 30fps. The cabinets also supported music videos and would have come in several colors. In 2021, a mobile version of jubeat released utilizing similar aesthetics to this cancelled version. 2022 saw the release of a new iteration, "jubeat Ave.", which utilized the previous arcade technology.
• "NEW pop'n music Welcome to Wonderland!" was created as a reboot to the long standing "pop'n music" series. The game used a different arcade cabinet with smaller buttons and a touch panel meant for new slide notes. Aesthetically, the game also utilized 3D models for the characters as opposed to 2D sprites. Both licensed songs exclusive to this cabinet, "Phantom Joke" and "少年よ我に帰れ", were added to "pop'n music peace" on August 3rd, 2020.
• "jubeat (2020)" was also meant to be a reboot, this time to the identically-named "jubeat" series. Unlike "Welcome to Wonderland", the gameplay remained identical between it and previous entries. The arcade cabinet itself was roughly 1.2X the size of previous iterations and ran at 60 fps, as opposed to 30fps. The cabinets also supported music videos and would have come in several colors. In 2021, a mobile version of jubeat released utilizing similar aesthetics to this cancelled version. 2022 saw the release of a new iteration, "jubeat Ave.", which utilized the previous arcade technology.
RemyWiki page on cancelled BEMANI titles:
https://remywiki.com/Cancelled_Games#jubeat_(2020)
https://remywiki.com/Cancelled_Games#NEW_pop'n_music_Welcome_to_Wonderland!
RemyWiki page on NEW pop'n music Welcome to Wonderland!: https://remywiki.com/AC_NEW_pnm
Gameplay of Welcome to Wonderland: https://www.youtube.com/watch?v=WbVlUpMS71I
RemyWiki page on jubeat (2020): https://remywiki.com/AC_jb_2020
Footage of jubeat (2020):
https://www.youtube.com/watch?v=c1sl8C338Fs
https://remywiki.com/Cancelled_Games#jubeat_(2020)
https://remywiki.com/Cancelled_Games#NEW_pop'n_music_Welcome_to_Wonderland!
RemyWiki page on NEW pop'n music Welcome to Wonderland!: https://remywiki.com/AC_NEW_pnm
Gameplay of Welcome to Wonderland: https://www.youtube.com/watch?v=WbVlUpMS71I
RemyWiki page on jubeat (2020): https://remywiki.com/AC_jb_2020
Footage of jubeat (2020):
https://www.youtube.com/watch?v=c1sl8C338Fs
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Tweet announcing UKButt:
https://twitter.com/ULTRAKILLGame/status/1600549517853704192
Dextero article:
https://www.dexerto.com/gaming/indie-fps-games-official-sex-update-adds-support-for-adult-toys-as-controllers-2015315/
PC Gamer article:
https://www.pcgamer.com/retro-shooter-ultrakill-now-has-official-sex-toy-support/
YouTube video about UKButt which goes over the "add sex to Ultrakill" meme:
https://www.youtube.com/watch?v=SIp7GPUR3Ak
https://twitter.com/ULTRAKILLGame/status/1600549517853704192
Dextero article:
https://www.dexerto.com/gaming/indie-fps-games-official-sex-update-adds-support-for-adult-toys-as-controllers-2015315/
PC Gamer article:
https://www.pcgamer.com/retro-shooter-ultrakill-now-has-official-sex-toy-support/
YouTube video about UKButt which goes over the "add sex to Ultrakill" meme:
https://www.youtube.com/watch?v=SIp7GPUR3Ak
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According to developer Hiroshi Iuchi, the reason that Radiant Silvergun features no power-ups is because he thought items in shoot ‘em up games like Thunder Force or Gradius could often result in cheap deaths, and he wished to streamline how players switched between their ship's guns in an effort to create a game that progressed through just shooting and dodging:
"There’s been many previous games where you swap weapons, so adding a button just for switching weapons seemed too boring, and you always have to be keeping track of where your weapon gauge is. I wanted something where the way you used your hands was managed mentally. If the different weapons were all based on finger combinations, you wouldn’t need to visually confirm weapons, you’d just automatically know what you were using.
We also deliberately made the bullets slow. If you’re going for a gameplay style that involves threading through tiny cracks in bullet curtains, then a slower bullet speed will allow a wider audience to enjoy the pleasure of bullet dodging."
We also deliberately made the bullets slow. If you’re going for a gameplay style that involves threading through tiny cracks in bullet curtains, then a slower bullet speed will allow a wider audience to enjoy the pleasure of bullet dodging."
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PaRappa the Rapper has a "repeat" button function where, for lines that comprise of one single button (such as those in Prince Fleaswallow's rap), you can press the left D-pad button to repeat the first syllable and the right button to repeat the last syllable.
The repeat trick in use:
https://www.youtube.com/watch?v=AUIMVigokdE
Strategy guide going over Easter eggs in the game:
https://gamefaqs.gamespot.com/ps/198264-parappa-the-rapper/faqs/4074
https://www.youtube.com/watch?v=AUIMVigokdE
Strategy guide going over Easter eggs in the game:
https://gamefaqs.gamespot.com/ps/198264-parappa-the-rapper/faqs/4074
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Raiders of the Lost Ark required a single player to use two Atari 2600 controllers at once. The right (player 2) controller would move Indiana Jones and allow him to use items in his inventory, while the left (player 1) controller would navigate the inventory and allow a player to pick or drop items.
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On August 24, 2017, a video was uploaded by gaming news outlet VentureBeat where lead writer Dean Takahashi, who specializes in general industry articles, strategy games and first/third person shooters and normally does not cover platformers or sidescrolling action games because by the outlet's own admission he was extremely bad at them, recorded a gameplay demonstration of him playing the Gamescom 2017 demo for Cuphead due to him being the only one on staff at Gamescom. This footage is notorious for the first two and a half minutes where he struggles to complete the game's tutorial, before struggling to play for another 23 minutes under conditions that were made intentionally easier for the game's demo such as increased health and instant access to some stronger unlockable charms like Spread. VentureBeat knew the footage was bad, but uploaded it anyways and drew attention to Takahashi's poor gameplay in the video title, calling it "shameful". However, VentureBeat initially did not explain the full context of the footage in the video description, and due to Gamescom being held one month prior to Cuphead's release, the clip was passed around out of context leading people to believe he was doing a full review of the game and trying to make a point of it being too difficult. In reality, the video was posted alongside an article about the demo by Takahashi to VentureBeat that regularly acknowledges his poor skill at the game; he also called Cuphead a fun game that showed "why making hard games that depend on skill is like a lost art". Regardless, the footage still drew extreme negative backlash and harassment towards him and claims that he was unfit to be a game journalist. Takahashi's response to the controversy spurred more controversy after he accused people attacking the footage of being connected to the 2014 #Gamergate movement, when one week prior to responding, he published an article promoting the idea of a "leisure economy" that stems from game journalists among others being paid to play games, and promoting the fact that he had been reviewing games for 21 years up to that point.
Cuphead Dean Takahashi Gamescom 2017 footage:
https://www.youtube.com/watch?v=848Y1Uu5Htk
Earliest archived video page prior to description updates:
https://web.archive.org/web/20170902001715/https://www.youtube.com/watch?v=848Y1Uu5Htk
Earliest archive of Dean Takahashi Cuphead article:
https://web.archive.org/web/20170909095947/https://venturebeat.com/2017/08/24/cuphead-hands-on-my-26-minutes-of-shame-with-an-old-time-cartoon-game/
Earliest archive of Dean Takahashi leisure economy/experience article:
https://web.archive.org/web/20170901192804/https://venturebeat.com/2017/09/01/the-deanbeat-the-leisure-economy-where-we-all-get-paid-to-play-games
Earliest archive of Dean Takahashi Cuphead response article:
https://web.archive.org/web/20170908155049/https://venturebeat.com/2017/09/08/the-deanbeat-our-cuphead-runneth-over
https://www.youtube.com/watch?v=848Y1Uu5Htk
Earliest archived video page prior to description updates:
https://web.archive.org/web/20170902001715/https://www.youtube.com/watch?v=848Y1Uu5Htk
Earliest archive of Dean Takahashi Cuphead article:
https://web.archive.org/web/20170909095947/https://venturebeat.com/2017/08/24/cuphead-hands-on-my-26-minutes-of-shame-with-an-old-time-cartoon-game/
Earliest archive of Dean Takahashi leisure economy/experience article:
https://web.archive.org/web/20170901192804/https://venturebeat.com/2017/09/01/the-deanbeat-the-leisure-economy-where-we-all-get-paid-to-play-games
Earliest archive of Dean Takahashi Cuphead response article:
https://web.archive.org/web/20170908155049/https://venturebeat.com/2017/09/08/the-deanbeat-our-cuphead-runneth-over
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The reflections seen on the pause screen move as you tilt the Wii U Gamepad. This detail helps with recalibrating the motion controls to your liking, which can be done by holding in the Left Stick on the pause screen.
subdirectory_arrow_right Robot Series (Collection)
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Gyromite is perfectly playable, and some may argue better, without using ROB the Robot. You can push the pillars up and down using a second NES controller while the first controller commands Professor Hector as it would in ROB play, making the game either into a faster-paced co-op platformer for two players, or an unconventional two-controller game for one player in a similar manner to Atari's Raiders of the Lost Ark. This technique cannot be performed on Stack-Up.
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The bankruptcy of THQ is often pinned on the uDraw peripheral for the Wii - this is not completely true, as the Wii version of the uDraw was highly successful. However, the HD versions of the uDraw, released for PlayStation 3 and Xbox 360, were a killing blow to the company (even if not the sole cause of it's bankruptcy), as it was heavily overproduced compared to the size of the audience for casual games on those platforms and an even lower amount of uDraw-supported titles on those platforms relative to the Wii. Supposedly, the HD uDraw was greenlit by THQ's family division, PlayTHQ, without proper permission from the main branch of the company without even knowing what games could or would be made on the hardware.
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According to Ewok Adventure programmer Larry Gelberg, the game had to be cancelled, despite being completed, due to a dispute with Parker Brothers over the game's controls:
"I had this artistic vision of the purity of the hang-glider controls - forward dives and speeds you up, back climbs and slows you down, and catching thermals every now and then maintained your altitude. The marketing weasels either didn't get it or just didn't like it. They tried time and time again to get me to put in a mode where you just go in the direction where you point the joystick. But I was young and arrogant and refused, and they ultimately killed the game. Sorry, everyone."
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The dual-joystick control setup for the arcade version of Smash T.V. was similar to designer Eugene Jarvis' previous game Robotron: 2084, where one joystick controlled the player's movements while the other controlled the direction the player shoots in. The NES and SNES versions carried over this original control scheme in different ways. For the NES version, it can be accessed by plugging in two controllers, holding them vertically with the control pads facing the screen, and using both control pads as you would in the arcade version. This control scheme is also available to use with two players on the NES version, but requires four controllers plugged into a multitap like the NES Four Score. The dual control aspect of the game works more efficiently on the SNES version, as a single SNES controller has four main buttons, A, B, X and Y, that are laid out like an additional control pad. This enables the player to shoot in one direction while running in another, and also eliminates the need for a multitap if you want a second player to join in.
Smash T.V. NES version alternate control scheme demonstration:
https://www.youtube.com/watch?v=T2_zruOA968
Super Smash T.V. footage:
https://www.youtube.com/watch?v=cXJmx2Q6bi0
https://www.youtube.com/watch?v=T2_zruOA968
Super Smash T.V. footage:
https://www.youtube.com/watch?v=cXJmx2Q6bi0
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