Tags

Filter trivia by tag, game, series, console, and/or developer.
Filter Arrow
The game's features were inspired by The Legend of Zelda: The Wind Waker as well as the Metroid and Dark Souls series.
Contributed by GamerBen144
Ape Escape
The game was notable for being the first PlayStation game that required the use of Dual Analog type controllers. The left stick was used for precision movements while the right stick was used for various gadgets.
Contributed by raidramon0
Attachment
On a Billboard seen in Whistlestop Rails is an advertisement for Yo'ster Cookies Flowers, paying tribute to the game Yoshi's Cookie.
Contributed by CuriousUserX90
While he is normally an avid gamer, Masahiro Sakurai revealed in a Famitsu interview that he strictly refrains from sharing what he is currently playing on social media sites because of fears it would be misinterpreted by the Smash Bros. fandom (especially outside of Japan) as a confirmation of a new fighter for the series. He also states that the issue has gotten so bad that he frequently declines appearances on TV shows that deal with a specific game for the same reason.
Contributed by PirateGoofy
Shining Force II
If a character has been inflicted with confusion, there is a chance that they will not attack either the select enemy nor themselves; the game will instead claim that they are playing their Game Gear, and that Shining Force Gaiden is a great game.
Contributed by ProtoSnake
Animal Crossing
Attachment
When waking a villager with the "normal" personality type up from a nap, one of the phrases they can say is "this is not my beautiful house," referencing a line from the Talking Heads song "Once in a Lifetime" released in 1980.
Contributed by game4brains
Attachment
The game was originally called "Gods and Monsters" when it was shown off at E3 2019, however, Ubisoft ran into some trouble with the Monster Energy Drink company who not only claimed that the original title of the game infringed upon their trademark, but also claimed that the game's title would cause brand confusion. Ubisoft thought this was ridiculous but ended up relenting anyway and changing their project's title to the current one.
Contributed by PirateGoofy
Shenmue
The "Orphaned kitten" was based on game's interior designer Manabu Takimoto's cat "Sasuke". During development, a game designer came by to Manabu's desk and ask to borrow the picture of "Sasuke" when he was a kitten.

Game's producer Yu Suzuki stated, "Ah, I remember that. We called him Sasuke during the planning phase too. We knew it had been modeled after Takimoto’s cat, so we wanted to leave the name as Sasuke, as a remnant of that. (laughs) But eventually someone was like, “Who named this cat Sasuke?!” and we had to change it. (laughs)". In the final version of the game, the "Orphaned kitten's" gender is now female, instead.

In the game's cutscene, "Ryo Hazuki" and "Megumi Mishima" talk about naming the "Orphaned kitten". There's an option to select Manabu's cat's name "Sasuke", if players choose "Sasuke", Ryo will say "So she can grow up to be big and strong like a ninja", but Megumi will not like it, because it's a boy's name. This name cannot be used, as it will result her name to be defaulted as Mimi.
Contributed by ProtoSnake
Attachment
In an update, more advertisements were added to the game which would appear during replay moments of matches. Despite the game already featuring advertisements, these additional ones received backlash from the community and were disabled from appearing again.

A member of EA's community team posted a statement via reddit:
"Earlier this week, the team turned on ad placements in EA SPORTS UFC 4 that appeared during the “Replay” moments in gameplay. This type of advertising inventory is not new to the UFC franchise, though we have typically reserved displaying ads to specific main menu tiles or Octagon logo placement. It is abundantly clear from your feedback that integrating ads into the Replay and overlay experience is not welcome.

The advertisements have been disabled by the team and we apologize for any disruption to gameplay that players may have experienced. We realize that this should have been communicated with players ahead of time and that’s on us. We want to make sure our players have the best possible experience playing EA SPORTS UFC 4, so ad integration in the Replay and overlay experience will not be reappearing in the future. Thank you for your continued feedback on EA SPORTS UFC 4."
Contributed by KnowledgeBase
Super Mario 64
The game's producer and director Shigeru Miyamoto was asked if he had any references, or anything else he relied on when making all of Mario’s various animations. He responded:

"We tried out a lot of different things using motion capture, but ultimately we ended up doing it all by hand. We created a “skeleton” for Mario that was the basis of his movement."
Contributed by ProtoSnake
Series: Pokémon
Lugia was initially created as a plot device for, and only meant to be seen in, the Second Pokemon movie, The Power of One (aka Pokémon the Movie 2000). In fact, his designer, Pokemon Anime writer Takeshi Shudo said he was surprised to see Lugia in the games at all. Game Freak seemed to love the creature so much they not only made him canon, but also made him the mascot of Pokémon Silver.
Contributed by PirateGoofy
Punch-Out!!
The original arcade release of Punch-Out!! used two screens at once because Nintendo bought too many arcade monitors after Donkey Kong became a success and with its sales declining, they needed to develop an arcade game to help them get rid of the surplus monitors.
Contributed by raidramon0
Sonic Riders
The Windows PC version is an exact port of the Xbox version of the game. Because of this, many of the bugs that exists on the Xbox version were carried over to the PC port. One of the bugs that would occur happens whenever a non-CG cutscene would play. All the character’s that appeared in these cutscenes would have their eyes stay fixed in a forward looking position instead of moving around. This bug does not appear in the PlayStation 2 or GameCube versions of the game.
Contributed by ShyanVixen
Crash Bandicoot: The Wrath of Cortex
There are three unused levels still present within the game; an Airship Level, an unfinished version of Fahrenheit Frenzy, and a Warp Room that was presented at E3 2001. Out of the three, the Airship level is the most finished.

The E3 Warp Room is an area containing 5 warp pads, all of which have no collision and will not warp the player anywhere. Interestingly, each warp pad has a hologram of their respective levels overlaid on the pads. This feature isn’t used anywhere in the final game.

The Airship level and the E3 Warp Room can be accessed through Action Replay codes on the North American GameCube versions.
Contributed by ShyanVixen
In the PC version, there are several unused animations stored in the game’s files. These include animations carried over from Generations for Classic Sonic, a goal post animation from Generations, a “seek” motion for The Egg Pawns, a damage animation for Silver, early boss fight animations for Metal Sonic, and hand motions for The Golems from Capital City.
Contributed by ShyanVixen
Tekken 3
Jun was planned to be added into the arcade version of the game, but was later cut some time during development. Her data still exists within the game’s code and can be accessed using MAME cheat files. When added back in, she uses Nina’s character model and Jin’s moveset. Her voice and portrait does exist, but there are assets taken from Tekken 2.
Contributed by ShyanVixen
Sonic CD
Game's landscape designer Masato Nishimura stated on Twitter, that Wacky Workbench was originally called 'Crazy Toy Box'. The reason for this change was unknown.
Contributed by ProtoSnake
Metal Gear Solid V: Ground Zeroes
In international versions, there's a cutscene of removing the bomb from inside of Paz's stomach at the end of the main mission. The Japanese version however adjusts the camera angle so that no blood and gore is shown on screen.
Contributed by ProtoSnake
Sonic CD
Attachment
Originally, the Special Stages were going to have Sonic navigate a rotating maze, building upon the framework of Sonic 1's Special Stage. Although similar, Sonic CD's Special Stage was planned to have two rotating layers that the player switched between.

According to BEEP and Marukatsu MegaDrive magazine interviews, with game's planner Hiroaki Chino, the developers thought the Special Stage was very slow, so they decided to redo it to make better use of the Sega CD hardware.
Contributed by ProtoSnake
Resident Evil 2
The PlayStation release was originally intended to be just a single CD game, however a last minute oversight with the size of the game's audio caused it to be shipped as a two-disc game. Though it could've been possible to reprogram the audio algorithms so it could all fit into a single 700 MB disc, as development was already behind schedule it was too late to do this, meaning higher manufacturing and shipping costs on an already tight budget.

The game's director, Hideki Kamiya, has attributed the decision and error to his youth and recklessness at that point in his career.
Contributed by KnowledgeBase
Select this option if you'd like to include results that match any of your criteria. Otherwise, only results that match all selected criteria will be returned.