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The Revenge of Shinobi
1
Naoko, Joe Musashi's bride, was named after the sister in law of designer and director Noriyoshi Ohba.
Final Fantasy VII
2
Attachment In an interview, Tetsuya Nomura stated that he envisioned Cloud and Sephiroth's relationship to be like that of Musashi Miyamoto and Sasaki Kojiro. This influenced not only their appearances, but also the appearances of their swords.

"For me, it’s of course Cloud and Sephiroth. My concept for Sephiroth from the beginning was that everything about him would be kakkoii. His battle movements, and all his in-game scenes too. My image of the relationship between Cloud AND Sephiroth was that of Musashi Miyamoto and Sasaki Kojiro, and I had them in mind when I designed their appearance, as well as their swords. Of course Cloud is Musashi, and Sephiroth is Kojiro."
Franchise: Kirby
1
In an interview with Satoru Iwata and Masahiro Sakurai for the Japanese exclusive game guide for Kirby’s Adventure, Sakurai stated that they wanted a character that a person could draw in a sketchbook easily, which resulted in the main character Kirby.
Teenage Mutant Ninja Turtles: Tournament Fighters
1
Attachment At one point, Aska was originally intended to be "Mitsu", sharing a similar name of said character from Teenage Mutant Ninja Turtles III. However due to poor reception of the third film, the idea was dropped.
Franchise: Pokémon
1
In an interview with Yomiuri Online, Pokemon designer Atsuko Nishida revealed that Raichu was originally meant to have an evolution named Gorochu; the form would've featured “fangs and horns,” with the name "Gorochu" being a pormonteau of "goro-goro" (a Japanese onomatopoeia for thunder) and "chu" (a Japanese onomatopoeia for squeaking, used in Pichu and Pikachu's names as well). However, Gorochu ended up being cut for balancing purposes, and Pikachu was eventually given a pre-evolution in Pokémon Gold & Silver in the form of Pichu.
Mario + Rabbids Kingdom Battle
1
According to Grant Kirkhope. The Phantom Rabbid's song was originally conceived to have rap and heavy metal variations. It was later changed to only focus on opera because the team wasn't satisfied with how the other genre variations turned out.
Super Smash Bros. for Nintendo 3DS
subdirectory_arrow_right Super Smash Bros. for Wii U (Game)
1
The Pirate Ship stage from Super Smash Bros. Brawl was only included in the Wii U because of technical limitations of the 3DS.
Game & Wario
1
The game was initially planned to be preinstalled game on the Wii U as a demonstration for what types of play the GamePad could facilitate.
Super Mario 3D Land
1
According to Kenta Motokura, the Tanooki-tailed Bowser is actually a Goomba using a Super Leaf. This was done as an homage to the original Super Mario Bros. game.
Hong Kong 97
1
According to an interview published by the South China Morning Post, Yoshihisa "Kowloon" Kurosawa stated that the game came to be because he wanted to make the worst game possible as a mockery to the game industry at the time, being completely dominated by Nintendo and Sega. Since Kurosawa wasn't proficient in his programming skills, he had an anonymous Enix employee help him out, with the game being made in two days.

After completion, Kurosawa made some merchandise through articles written under pseudonyms for underground gaming magazines, and set up a mail-order service to sell the game.
Mario Party 10
1
When asked in an interview with NintendoLife why they changed the format to include the car in this game, as well as in its predecessor, Shuichiro Nishiya explained that it was done to keep the players engaged:

"In past installments, everyone would move separately through the board. As a result, the actions of the other players often didn't affect you. You could just look at the TV screen when it was your turn and during the minigames. In Mario Party 10 though, players move together in a car, so each player's action will affect the others meaning you'll need to keep an eye on the TV screen. This way, everyone's constantly involved, and we keep the flow of the game at a good pace."
Dragon Warrior VII
1
The game was planned to be released on the 64DD, but this version was cancelled. This may have been a result of the due poor sales of the add-on in Japan, and the fact that the 64DD never left the region.
.Hack//Infection
2
The developers looked at a number of MMORPGs such as Phantasy Star Online, Ultima Online, and Final Fantasy XI for inspiration. The prior works of character designer Yoshiyuki Sadamoto (Neon Genesis Evangelion) and scenario writer Kazunori Itō (Ghost in the Shell) were also an influence.
The Legend of Zelda
1
In a developer interview, Shigeru Miyamoto stated that the game was meant to inspire the sense of adventure that Indiana Jones and adventure movies, which were popular at the time, inspired in their viewers.
A Hat in Time
1
Jonas Kaerlev was concerned about bringing the game to Kickstarter, because he thought people would associate it with Donkey Kong 64, rather than other titles of the genre.

"It did worry us before we launched the Kickstarter. But we thought if we emphasized enough that we were trying to make something less like Donkey Kong 64 and more like Banjo-Kazooie or Mario 64, we thought it would be much more well-received."

Jonas also stated the lack of collect-a-thon platformers was partially because of Rare's Donkey Kong 64 game.

"I don't want to blame it all on Donkey Kong 64, but it's partially at fault. Donkey Kong 64 did a lot of things wrong, in that it was very tedious to collect everything in order to move on. A lot of people don't want that. They want to be able to breeze through the game if they so desire, but there are also people who want to collect everything, and get stronger and better."
New Super Mario Bros. U
1
The game was developed long before the Wii U even started development. In an Iwata Asks interview, Masataka Takemoto stated that the team used materials from New Super Mario Bros. Wii. By the time the Wii U GamePad was announced, he considered having four-player cooperative play with an extra player using said GamePad to add blocks.
Nintendo Labo: Toy-Con 01 - Variety Kit
1
The idea for the game came from the fact that lead designer and director Tsubasa Sakaguchi wanted to make an interface that is interactive and something that is easy to grasp on. He initially planned for one player to use both Joy-Con controllers. However, the idea was later shot down because he thought it was too similar to using Wii Remote and Nunchuk. Sakaguchi almost considered having two players use one set of the controllers, but later scrapped it because it was too similar to the Famicom.
Collection: Tomba!
1
The reason why the title name "Tomba!" was changed to "Tombi!" in the European version, was because in Italy tomba means tomb (as in tombstone).
Call of Duty: Modern Warfare 2
1
Attachment In the "Favela" level, some players complained about the Arabic script on the picture frame that is written "Allah is beautiful and He loves beauty" in the bathroom.

The map was removed from the game on the 6th October 2012. It was put back into rotation on the PS3 version on the 23rd of October after an update which replaced the frame borders, and on December 10, 2012 for the Xbox 360 version.
Super Smash Bros. for Nintendo 3DS
subdirectory_arrow_right Super Smash Bros. for Wii U (Game)
1
In an interview with Nintendo Dream, Masahiro Sakurai stated that the reason why Ness and Lucas's final smashes, PK Starstorm, function differently from their Brawl counterparts was due to limitations in the 3DS hardware.
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