Trivia Browser



Drawn to Life: SpongeBob SquarePants Edition
Attachment The "Woohoo!" sound effect played when rescuing a Bikini Bottomite in Drawn to Life: SpongeBob SquarePants Edition appears to be a plagiarized, sped-up sound effect of Homer Simpson from The Simpsons.
In an interview with the game's composer Yuzo Koshiro published in the Japanese book series Game Maestro in 2001, he clarified that while there were dozens of people on the game's music staff, there were only four main composers actually writing and arranging the music, making them the smallest group within the project (this also included people working on sound effects and voice acting). The main theme of the game was written by composer Mitsuyoshi Takenobu. Koshiro believed Takenobu had "the hardest time of us all" during development as he also helped fine-tune the game's music in line with the programmers and director's requests. Koshiro also mentioned that at the beginning of the project, the offer made to get him on the project was that Takenobu would write songs, and Koshiro would orchestrate and arrange them. However, as the project went on, they both went on the opposite direction.
LEGO Star Wars: The Video Game
subdirectory_arrow_right LEGO Star Wars: The Complete Saga (Game)
Some of the death sound effects for the characters are taken from the first two episodes of the Star Wars prequel trilogy. Both Qui-Gon Jinn and Darth Maul get their death sounds from "Episode I: The Phantom Menace" when they are pierced by each other's respective lightsabers. Jar-Jar has two death sounds that come from scenes in The Phantom Menace where he gets frightened by a Colo Claw Fish and failing to balance some cans in Watto's Junkshop.

As for "Episode II: Attack of the Clones", C-3PO also has two death sounds; one from when he is excited to be reunited with Anakin and Padme, and the other comes from when he's lost in the Geonosis droid factory. Geonosians also get their death sound from a scene in the droid factory (and oddly enough, so does Watto despite being Toydarian). Obi-Wan's death sound originates from when he's struck by lasers from the Slave I during his duel with Jango Fett. Jango also gets his death sound from the same duel when he gets kicked by Obi-Wan off of a platform. Anakin and Padme both get their death sounds from the Geonosis arena scene; Anakin's is from when he gets dragged by the Reek and Padme's is a high-pitched version of her getting injured by the Nexu. Finally, Yoda's death sound comes from the beginning of his duel with Count Dooku.
person NintendOtaku calendar_month January 6, 2024
LEGO Star Wars: The Complete Saga all death noises:

All death noises origins with scenes from both films:
River City Girls
Kyoko's flurry kick features her shouting "ora ora ora," referencing Jotaro Kujo's battle cry in the JoJo's Bizarre Adventure franchise. Kyoko's voice actor, Kira Buckland, is a noted fan of JoJo and previously voiced Reimi Sugimoto in the English dub of JoJo's Bizarre Adventure: Diamond is Unbreakable. Incidentally, Buckland would later go on to voice Jolyne Cujoh, whose battle cry is also "ora ora ora," in the English dub of JoJo's Bizarre Adventure: Stone Ocean.
person VinchVolt calendar_month December 15, 2023
Clip showing Kyoko's "ora ora ora" voice clip:

Clip showing the "ora ora ora" battle cry as used by both Jotaro and Jolyne:

Behind the Voice Actors page listing Buckland's voice acting credits:

Interview with Buckland which mentions her longtime status as a JoJo fan:
Crazy Kong
Attachment Crazy Kong's sound effects were plagarised from Crazy Climber, another game about scaling a building that featured gorillas as enemies, and predated Donkey Kong

If one is to count Crazy Kong as an official Nintendo release, it would technically be the first instance of Mario speaking, predating Donkey Kong Goes Home by two years, as he says "Hi-yah!" whenever he jumps over a barrel, using a slowed-down voice clip from the Crazy Climber gorilla.
person Rocko & Heffer calendar_month December 13, 2023
Mario speaks in Crazy Kong:

Crazy Climber - timestamped to the gorilla's appearance:
Super Mario Advance
Attachment Found within the game's data is an unused line of the boss Robirdo saying "I'm gonna finish you off!".
person CuriousUserX90 calendar_month November 26, 2023
The Cutting Room Floor article:

Super Mario Advance - All Bosses:
Dead Space
During Chapter 3: Course Correction, after going through a brief Zero Gravity section on the way to the Engine Room, you have to proceed through a tunnel featuring blasting steam, flashing lights, and an extremely loud and dense noise lasting all throughout the room, referred to by some players as one of the scariest rooms in the game. According to series creator Glen Schofield in a 2019 Ars Technica interview, this sound originates from a recording of the trains in San Francisco's Bay Area Rapid Transit (BART) system.

For decades, BART trains were infamous for producing a "high-pitched squeal" during turns that stemmed from a conscious design choice when engineers started building it in the mid-1960s to make the train wheels solid axle - or connected - so that they rotated at the same rate. This made the trains relatively quiet on straightaways, which constitute a majority of BART's tracks, but because of the design, one of the wheels ended up getting dragged against the rail on turns, with this friction causing the noise.

During Dead Space's development when this was still an issue, audio director Don Veca recounted his experience riding a BART train to Schofield (the following quote paraphrased by him):

"'Glen, I was going in the BART train, we went under the Bay, and it's THE WORST SOUND IN THE HISTORY OF MAN!' or something like that, and I'm like 'RECORD IT!'"

The next day, Veca brought a microphone with him to record the noises. According to Schofield, the developers loved the resulting recordings, because it showed them a new way to use sound even more in the game's design by helping them realize how they could only use sound to scare people without relying on any enemies or other planned horror elements:

"-people are RUNNING in the room! They are just trying to get out of that room, it's so awesome!"

As for BART, they finally remedied the noise issues between October 2017 and February 2019, when they gradually replaced every train wheel in its fleet with new wheels designed to reduce the noise by as much as fifteen decibels, effectively making the riding experience "many times quieter than before".
person MehDeletingLater calendar_month November 12, 2023
Marvel's Spider-Man
subdirectory_arrow_right Marvel's Spider-Man: Miles Morales (Game), Marvel's Spider-Man 2 (Game)
In an October 24, 2023 WIRED video/interview with the Marvel's Spider-Man series creative director Bryan Intihar, he revealed that in order to make the sound effects for the web shooters, the audio team used silly string, plastic wrap, shrink wrap and even made the "thlip" sound with their voices, all of which were integrated into making their own webbing sound effects.
subdirectory_arrow_right Pac-Man (Franchise)
Attachment "ZIP, CARTOON - FIJIT REWIND 02", a common cartoon sound effect originating from the Hanna-Barbera sound library, is a sped up and reversed version of the Pac-Man cartoon theme song, better known as the theme song to Pac-Land.
person Rocko & Heffer calendar_month October 23, 2023
Sound effect alterations to reveal source material:,_ZIP,_CARTOON_-_FIJIT_REWIND_02

Pac-Man cartoon 1982 theme song:
Nicktoons Racing
The character voices in Nicktoons Racing are all existing clips from their shows as opposed to original voice work - however, multiple character voice lines, particularly those of Angelica, Darwin, and Stimpy, have background music or sound effects from the original scenes left intact instead of using the original masters or digitally removing the noise. Additionally, one of Arnold's voice lines is from Harold and one of Tommy's voice lines is from Chuckie.
person Rocko & Heffer calendar_month October 13, 2023
Five Nights at Freddy's
This trivia has been marked as "Not Safe for Work".
It may not be appropriate for all visitors and definitely isn't appropriate for work or school environments.
Click here to unhide it.
Super Mario 64
The level select sound that occurs after the player jumps into a painting is actually the first few notes of the Super Mario Bros. overworld theme but with vocals.
Mario Kart DS
If the game is played on an original Nintendo DS console, Mario will say "Wahoo" on the opening screen, but if played on a DS Lite console or later, Mario says "Here we go!" instead. This is due there being a random number generation system that is intended to choose two sound effects from a pool of two each, the aforementioned two Mario sounds, and two car sounds - one of a car revving up and another of a car zooming past. However, due to a fault in the programming, the number is instead determined by load time, resulting in only one sound effect each, with the original "fat DS" only having variance in Mario's voice due to it having very slightly slower hardware, and the car zooming past sound effect becoming very rare compared to the rev-up sound effect.
person jllmprrt calendar_month January 30, 2015