Trivia Browser
subdirectory_arrow_right The Witch and the Hundred Knight: Revival Edition (Game)
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A major bug in The Witch and the Hundred Knight that can occur at seemingly any time will force the game to return to the system menu, losing all unsaved progress as a result. This became a common critique in the game's reviews, leading it to not be received as favorably by some. While The Witch and the Hundred Knight: Revival Edition did not fully fix this glitch, it occurs much less frequently, with playing for extended periods of time being noted as a possible factor.
Cubed3 review of the original version:
http://www.cubed3.com/review/1420/1/the-witch-and-the-hundred-knight-playstation-3.html
Cubed3 review of the Revival Edition:
http://www.cubed3.com/review/2786/1/the-witch-and-the-hundred-knight-revival-edition-playstation-4.html
http://www.cubed3.com/review/1420/1/the-witch-and-the-hundred-knight-playstation-3.html
Cubed3 review of the Revival Edition:
http://www.cubed3.com/review/2786/1/the-witch-and-the-hundred-knight-revival-edition-playstation-4.html
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When fighting the final boss Spoiler:Sigma, the music that plays in the fight, Spoiler:"Sigma 1st" (where the cloaked and uncloaked form fight occurs) & Spoiler:"Sigma 2nd" (where the final form fight occurs) is oddly swapped in the PC version of the game. This is due to mislabelled filenames, and can be easily fixed by manually swapping the filenames within the data for the PC version.
PC version footage of music swap:
https://www.youtube.com/watch?v=imlfTxaTyzE
PlayStation version footage with correct music order:
https://www.youtube.com/watch?v=Kkpf6f7J5Xc?t=13788
The Cutting Room Floor article:
https://tcrf.net/Mega_Man_X4#Windows_version
https://www.youtube.com/watch?v=imlfTxaTyzE
PlayStation version footage with correct music order:
https://www.youtube.com/watch?v=Kkpf6f7J5Xc?t=13788
The Cutting Room Floor article:
https://tcrf.net/Mega_Man_X4#Windows_version
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The Dragon Quest-esque overworld area, colloquially known as FC World, features a large island on the right-hand side of the map that is not accessible during the normal course of play despite taking up the majority of FC World's land mass. No events or exits are associated with this island, popularly known as FC World C, meaning that hacking the game to place Madotsuki there would prove fruitless.
Despite this, there is evidence that this area was meant to be explorable at one point in development. In the Version 0.09 build (the last one before the "final" Version 0.10 release in 2007), the Dense Woods and Windmill World areas feature the player character from the minigame NASU as an NPC; however, a flag is set to render it invisible (and therefore non-interactable). If the player uses RPG Maker 2003's debugging tools to render the character visible, interacting with it teleports Madotsuki to another unused area in FC World, a small island with four statues on it and an exit at the bottom. Going through this exit takes Madotsuki to FC World C.
While FC World C is still as barren as in other versions of the game, the unused chain of events leading up to it in Version 0.09 indicates that the area was intended to play some kind of role in the final game and that Kikiyama continued to try implementing it late into the game's update history.
Despite this, there is evidence that this area was meant to be explorable at one point in development. In the Version 0.09 build (the last one before the "final" Version 0.10 release in 2007), the Dense Woods and Windmill World areas feature the player character from the minigame NASU as an NPC; however, a flag is set to render it invisible (and therefore non-interactable). If the player uses RPG Maker 2003's debugging tools to render the character visible, interacting with it teleports Madotsuki to another unused area in FC World, a small island with four statues on it and an exit at the bottom. Going through this exit takes Madotsuki to FC World C.
While FC World C is still as barren as in other versions of the game, the unused chain of events leading up to it in Version 0.09 indicates that the area was intended to play some kind of role in the final game and that Kikiyama continued to try implementing it late into the game's update history.
The Cutting Room Floor articles:
https://tcrf.net/Yume_Nikki#FC_World_C
https://tcrf.net/Proto:Yume_Nikki/Version_0.09#NASU_Link
YouTube video showing the unused NASU event in action:
https://www.youtube.com/watch?v=nH-jHO4vqLI
https://tcrf.net/Yume_Nikki#FC_World_C
https://tcrf.net/Proto:Yume_Nikki/Version_0.09#NASU_Link
YouTube video showing the unused NASU event in action:
https://www.youtube.com/watch?v=nH-jHO4vqLI
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In a 2008 interview with the game's director Katsura Hashino published in the Persona Club P4 book, he credited the game's Japanese voice cast for having "saved us". He went on to explain the casting process for the Japanese version, which only started after a rough draft of the script was finished. The game's scenario writer Yuichiro Tanaka came up with a list of potential candidates and samples of their work; Hashino, character designer Shigenori Soejima, and sound designer Shoji Meguro selected the cast together from that list. Hashino noted that none of them had much knowledge about voice actors and only relied on the given samples to choose who they felt was best for the role.
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The hand-operated puppets utilized in Japanese promotional material for the first Star Fox game, as well as the cover of one of its guidebooks, were created by Takashi Yamazaki, a Japanese filmmaker and visual effects supervisor best known internationally for his 2023 film "Godzilla Minus One".
Star Fox - Japanese promo store video featuring puppets:
https://www.youtube.com/watch?v=5hR4G8BK59c?t=130
Time Extenstion article:
https://www.timeextension.com/news/2024/05/seems-like-godzilla-minus-ones-director-worked-on-star-foxs-puppets
Takashi Yamazaki interview featuring attached image (text in Japanese):
https://cgworld.jp/interview/1502-entry010-admiration.html
Star Fox - Japanese guidebook cover with puppets:
https://twitter.com/ayano_harumaki/status/1790292102796153093
https://www.youtube.com/watch?v=5hR4G8BK59c?t=130
Time Extenstion article:
https://www.timeextension.com/news/2024/05/seems-like-godzilla-minus-ones-director-worked-on-star-foxs-puppets
Takashi Yamazaki interview featuring attached image (text in Japanese):
https://cgworld.jp/interview/1502-entry010-admiration.html
Star Fox - Japanese guidebook cover with puppets:
https://twitter.com/ayano_harumaki/status/1790292102796153093
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There is seemingly an error in the descriptions of the Daidoji Grapple Strike/Grip Breaker moves in both fighting styles. The moves are simple counters for if Kiryu is grabbed, and act as a way for Kiryu to throw the opponent off of him. However, the descriptions for the moves read "When surrounded by enemies", implying a different function for the move.
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In the Japanese dub, upon meeting Eiji Mitamura for the first time on the plane, Eiji will tell Ichiban the French phrase "Bon voyage" (usually translated to English as "have a nice trip"). In the English dub, this was changed to the Hawaiian phrase "a hui hou" (translated to English as "until we meet again") to fit with the Hawaiian setting of the game.
Yakuza trivia video:
https://www.youtube.com/watch?v=EPs_XfOk4F0#t=800s
Wikitionary definiton for "hui":
https://en.wiktionary.org/wiki/hui#Verb
https://www.youtube.com/watch?v=EPs_XfOk4F0#t=800s
Wikitionary definiton for "hui":
https://en.wiktionary.org/wiki/hui#Verb
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The international logo for the game contains a tiny vectoring error at the bottom of the first "R" of "Riders". This mistake can't be seen on the title screen due to the lower resolution used, but it can barely be seen on the cover art for differing releases of the game.
Sonic Riders American and European title screens:
https://www.youtube.com/watch?v=M7rVMMUSKzQ?t=183
https://www.youtube.com/watch?v=VdtLpm_kcc0?t=114
Sonic Riders different box arts with logo error:
https://www.mobygames.com/game/21419/sonic-riders/covers/
Sonic Riders high quality logo with error:
https://www.steamgriddb.com/logo/15129
https://www.youtube.com/watch?v=M7rVMMUSKzQ?t=183
https://www.youtube.com/watch?v=VdtLpm_kcc0?t=114
Sonic Riders different box arts with logo error:
https://www.mobygames.com/game/21419/sonic-riders/covers/
Sonic Riders high quality logo with error:
https://www.steamgriddb.com/logo/15129
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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.
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.
Explanation of box art changes:
https://www.youtube.com/watch?v=rbusKVM37Fw?t=68
Image gallery of assorted JP Crash design appearances:
https://crashbandicoot.fandom.com/wiki/Japanese_Crash
Localizations:
https://tcrf.net/Crash_Boom_Bang!
https://tcrf.net/Crash_Tag_Team_Racing#Japanese
https://www.youtube.com/watch?v=rbusKVM37Fw?t=68
Image gallery of assorted JP Crash design appearances:
https://crashbandicoot.fandom.com/wiki/Japanese_Crash
Localizations:
https://tcrf.net/Crash_Boom_Bang!
https://tcrf.net/Crash_Tag_Team_Racing#Japanese
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The original release of the 1988 DOS version of Tetris features an animation on the title screen where a white Cessna airplane flies over the title logo; after the opening scroll, it reappears while dragging a banner that reads "PLAY TETRIS!" This sequence references Mathias Rust, a West German teenager who illegally piloted a Cessna from Uetersen Airfield to Moscow the previous year in an attempt to relieve tensions between the United States and Soviet Union, landing near Red Square.
Rust's flight was a major embarrassment for the Soviet military due to him disproving the notion that their defenses were ironclad. Consequently, later revisions of the game removed the animation on orders from ELORG, the Soviet Union's state-sponsored computer company and the owners of the Tetris license at the time.
Rust's flight was a major embarrassment for the Soviet military due to him disproving the notion that their defenses were ironclad. Consequently, later revisions of the game removed the animation on orders from ELORG, the Soviet Union's state-sponsored computer company and the owners of the Tetris license at the time.
The Cutting Room Floor article:
https://tcrf.net/Tetris_(DOS,_Spectrum_HoloByte)#Title_Screen
Smithsonian Magazine article:
https://www.smithsonianmag.com/air-space-magazine/the-notorious-flight-of-mathias-rust-7101888/
BBC article:
https://www.bbc.com/news/magazine-20609795
https://tcrf.net/Tetris_(DOS,_Spectrum_HoloByte)#Title_Screen
Smithsonian Magazine article:
https://www.smithsonianmag.com/air-space-magazine/the-notorious-flight-of-mathias-rust-7101888/
BBC article:
https://www.bbc.com/news/magazine-20609795
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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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
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Number World was not implemented until Version 0.08; in prior builds, the gray door in the Nexus with a large red circle on it instead lead to an early iteration of Lamp World. Of note is that the earlier version of Lamp World features an alcove full of beds and cupboards. A bloodstain is also present in the bottom-right corner of the room; in Version 0.07, this stain teleports Madotsuki to the Guillotine Room when stepped on. This alcove would be moved to the Number World in Version 0.08 onward, and the bloodstain would be replaced with a Zippertile spewing blood out of its mouth, still acting as a warp to the Guillotine Room.
Additionally, the early version of Lamp World featured background music that is not present anywhere in Version 0.08 onward; this track was also used for the Face Carpet area in Forest World before it was concurrently replaced in Version 0.08 with the background music for the hot springs building in the Wilderness, played at 70% speed.
Additionally, the early version of Lamp World featured background music that is not present anywhere in Version 0.08 onward; this track was also used for the Face Carpet area in Forest World before it was concurrently replaced in Version 0.08 with the background music for the hot springs building in the Wilderness, played at 70% speed.
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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.
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.
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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.
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.
The Cutting Room Floor articles:
https://tcrf.net/Yume_Nikki#Unused_Effect_Sprites
https://tcrf.net/Proto:Yume_Nikki/Version_0.04/Unused_Graphics#Effects
https://tcrf.net/Proto:Yume_Nikki/Version_0.07/Unused_Graphics#New_to_v0.07
https://tcrf.net/Proto:Yume_Nikki/Version_0.08/Unused_Graphics#Shared_with_v0.07
https://tcrf.net/Proto:Yume_Nikki/Version_0.09/Unused_Graphics#Shared_with_v0.08
https://tcrf.net/Proto:Yume_Nikki/Version_0.04/Unused_Graphics#Will-o.27-the-Wisp
https://tcrf.net/Yume_Nikki#Unused_Effect_Sprites
https://tcrf.net/Proto:Yume_Nikki/Version_0.04/Unused_Graphics#Effects
https://tcrf.net/Proto:Yume_Nikki/Version_0.07/Unused_Graphics#New_to_v0.07
https://tcrf.net/Proto:Yume_Nikki/Version_0.08/Unused_Graphics#Shared_with_v0.07
https://tcrf.net/Proto:Yume_Nikki/Version_0.09/Unused_Graphics#Shared_with_v0.08
https://tcrf.net/Proto:Yume_Nikki/Version_0.04/Unused_Graphics#Will-o.27-the-Wisp
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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 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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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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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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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).