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Fallout 3
1
When creating the gun-system for Fallout 3, one of teams first tests was taking a bow from Oblivion and making a Bow and Arrow "gun." It shot rapid-fire arrows and apparently "didn't work quite right", so the new gun-system for the game was built up from scratch.
The Elder Scrolls IV: Oblivion
1
The 2005 E3 demo video showcased a new system called "Radiant AI", which gave them general goals to achieve, how the goals were to be achieved was totally up on the NPC and the environment they were in.

This, however, presented problems when it was first implemented, as there were no "rules" for the NPCs to follow, only goals. This would cause many problems for the player including quest-lines being broken. Some examples are an unseen NPC going around town, buying up all the armor from the town stores, and another was an NPC important for the Dark Brotherhood questline would end up being found dead, as he was also a Skooma dealer and was killed by other NPCs needing the Skooma. As a result, many of the behaviors of the RAI had to be toned down significantly in the final release.
Fallout
1
Attachment There were plans to include a race of mutated raccoons called the S'Lanter, who had built a small community known as the Burrows. The S'Lanter and their home village ended up not making it into the game, for reasons such as not fitting in well in the Fallout world and also for time constraints, as the time needed to build and then animate the various versions of them was simply too much. The only remaining in-game mention of them is a Holodisk about FEV experiments located in The Glow.
Serious Sam II
1
Attachment Unused level loading screens included with the Deathmatch patch show there was going to be a Capture the Flag mode included with the game at one time. No coding nor models show any trace of a CTF mode, so these images are likely the only remnants from it.
Super Smash Bros. Melee
1
Event 22's name, Super Mario 128, is a reference to the series of experiments done to test technology that was eventually used in later games from Nintendo, as well as a reference to a sequel to Super Mario 64 that was never released.
Worms: The Director's Cut
1
Many of the series' most well known weapons, such as the Homing Pigeon, Holy Hand Grenade, Super Sheep and Concrete Donkey, along with features like dropping items while using the Ninja Rope, swinging from rope to rope and many map creation options debuted in this version of the original Worms. Despite this, it only sold around 5,000 copies.
Killer Instinct
1
According to composer Mick Gordon, Spinal's theme was a global effort that combined the talents of twenty people across five countries over three months. The "Spinal Choir" consisted of thirteen men singing in Swedish in Gothenburg, the lyrics were written by Mick Gordon and Pontus Rufelt, and the brass was recorded and arranged by Hugh Davies in Guildford, United Kingdom.
Dead or Alive 4
1
Series creator Tomonobu Itagaki stated that he spent most of his time during development just working on the game, and spent very little time sleeping (about 10 minutes a day).
Crash Tag Team Racing
1
This game was originally going to be developed by Traveler's Tales Oxford (developers of Crash Twinsanity), and was actually going to be called 'Crash Clash Racing.' It had the same concept as the final game; fusing two cars together. According to one of the project's developers going by the alias FakeNina:

"[...] the racing game would be set in Crash's head, with the rest of the Crash team traveling inside Crash's brain, with the tracks all based around Crash's dreams and memories."
Z1: Battle Royale
1
Attachment The game was originally named H1Z1 Apocalypse.
A Vampyre Story
1
Originally, the characters were animated using traditional animation techniques, similar to the style of The Curse Of Monkey Island. The idea was later scrapped due to cost and time concerns. The characters were later animated in 3D. Despite this, the backgrounds remained 2D.
Half-Life 2
1
The Ichthyosaur was to appear more prominently in Half-Life 2, such as in the the Coast levels (where it was to stop the player venturing too far into the ocean) or at the lake at the start of Ravenholm. Its only appearance in the final game was in the recycled Ravenholm lake seen during the teleportation failure sequence at the start of the game.
Collection: Left 4 Dead
1
In the movie The Cabin in the Woods, in the scene with the cubes containing many monsters, you can see a Witch, a Tank, and a few seconds later, a Boomer. This is the remnant of a bigger deal between MGM and Valve, whom were originally going to release an entire DLC pack for Left 4 Dead 2 based on The Cabin in the Woods. MGM however went bankrupt, and the deal fell through, these three infected were permitted to be used under Valves courtesy.
Star Fox: Assault
1
Attachment Star Fox: Assault's development began with its Battle Mode, which explains why it was the first and only feature shown off at its E3 2003 showing. The battle mode in Star Fox 64 was merely just a last-minute bonus, so Takaya Imamura had desired to create a more fleshed out version in a future Star Fox title. This is where Namco handed Nintendo a couple of design documents patented as "Vehicle-Swapping War Action Game", and that's what would be the starting point for Assault's development.

It seems that work on the single-player mode didn't really begin until midway into development. Apparently, as the development team had focused so much of their energy into Star Fox: Assault's battle mode, there were serious talks to abandon the single-player aspect entirely and just make the title a pure multiplayer game. Of course, the development team recognized that many fans would wanted a proper story mode, so they pushed forward on it. Assault's director Toshiyuki Nakanishi explains that this is why the game had a lengthy development cycle.
person CuriousUserX90 calendar_month June 24, 2014
Nintendo Dream Star Fox Assault interview:
https://shmuplations.com/starfoxassault/

Star Fox Assault E3 2003 trailer/demo:
https://www.youtube.com/watch?v=2Ctkw_oXCVQ
The Krion Conquest
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Attachment The game was originally planned to be released under the title "Francesca's Wand" in the US.
Super Mario Bros.
1
Attachment Although Bloopers normally spawn only in water levels, they can be placed in non-water levels normally and will award a massive 1,000 points when stomped. Other "impossible" ways to kill enemies, such as hitting a Podoboo or Bowser with a Starman, only award the default 200 points. Given that Bloopers appear in non-water levels in the Japanese Super Mario Bros. 2 -- and also award 1,000 points -- this behavior was likely intended all along.
Chainz 2: Relinked
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Attachment Graphical elements of a level editor remain in the game's data, and were possibly used during the game's development. Leftover code can also be found, suggesting it may be possible to reactivate this feature.
Batman: Arkham Origins
1
Attachment The title screen shown at E3 2013 is different to the one used in the final game.
Spyro: A Hero's Tail
1
Attachment In the prototype version of the game, Blink's hat is red as opposed to purple in the final.
Spyro 2: Ripto's Rage!
1
An early demo for the game shows that many level names were changed. Originally, many levels were linked to one another (such as Crystal Glacier originally being known as Skelos Glaciers to match Skelos Badlands).
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