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World Heroes
According to Kenji Sawatari in a 1998 Gamest interview, Jeanne's design was based on the model from the Timotei Shampoo commercials.
Contributed by DrakeVagabond
World Heroes
According to Kenji Sawatari in a 1998 Gamest interview, there were other female candidates were considered for the game before Jeanne D'Arc:

"Yang Guifei from China, and Cleopatra, were also proposed, but because Jeanne de Arc has armor, and wields a sword, we chose her. Not a lot is known about her as a person. There are many theories though. Some say she was an angel, others say that she only thought of herself and had a vindictive personality. We tried to strike a middle ground between those, and our Jeanne has two sides. She’s a girl out looking to get married, but she also has an extremely domineering, high-handed way of speaking sometimes."
Contributed by DrakeVagabond
World Heroes
Attachment
According to Kenji Sawatari in a 1998 Gamest interview, when inquired about an initial "sexy" design for Jeanne, he responded:

"Actually, in the beginning, she didn’t have those black tights. The graphics for her legs were bare. Also, before that bare-legged version, she had tights that went to her thighs and a garter belt. Obviously, this was no good so we quickly updated her, but I do wish we could have made her slightly more sexy."
Contributed by DrakeVagabond
The Legend of Zelda: Tears of the Kingdom
The game, which was formerly known as the "Sequel to The Legend of Zelda: Breath of the Wild", began life as DLC for the original Breath of the Wild. However, producer Eiji Aonuma elected to make it a full-fledged sequel, because there were too many ideas the team wanted to include:

"When we released the DLC for Breath of the Wild, we realized that this is a great way to add more elements to the same world. But when it comes down to technical things, DLC is pretty much data--you're adding data to a preexisting title. And so when we wanted to add bigger changes, DLC is not enough, and that’s why we thought maybe a sequel would be a good fit."
Contributed by raidramon0
Nickelodeon All-Star Brawl
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An early title screen in the game data suggests the game's original title was "Nickelodeon All-Star Brawl Universe". For unknown reasons, the "Universe" part was dropped.
Contributed by PirateGoofy
Kirby's Adventure
Because the NES had a higher resolution and the fact that it, in general, could fit more on screen and allow for bigger environments, Masahiro Sakurai claimed to have problems with Kirby's float ability as it became far more powerful then it was on the Game Boy. The game director and his team cleverly resolved this by creating the game's large information panel UI on the lower-third of the game screen, which was also perfect because the developers could show off unique artwork and info to the player based on the game's new copy ability system.
Contributed by PirateGoofy
Kirby's Adventure
According to Masahiro Sakurai in a video uploaded to his YouTube channel, the game started out as a requested NES adaptation of Kirby's Dream Land, but Sakurai and HAL Laboratory successfully negotiated with Nintendo to make a new game in the series for the home console instead, which became this game. Sakurai also said he and his team wanted this game to be on the SNES, but they simply didn't have the money or resources at the time as HAL was also on the verge of bankruptcy.
Contributed by PirateGoofy
MultiVersus
One of Velma's moves in the game consisted of calling the police to take the opponent away. This was changed on September 8th, 2022 with the release of patch 1.02. With the release of this update Velma will now call the Mystery Inc. gang and the Mystery Machine instead.
Contributed by ZpaceJ0ck0
In the SNES version, the main antagonist General Akhboob is sent to prison, unlike all other versions of the game where he is sentenced to the electric chair for his crimes. In regards to the final boss fight against his giant head, the SNES version depicts his muscular final form as dark green, while all other versions depict it as being red human muscle.
Contributed by MehDeletingLater
Tetrisphere
NSFW - This trivia is considered "Not Safe for Work" - Click to Reveal
The game contains a lot of debug text, starting at offset 0xC6370 and mixing with the rest of the game's text. Of note, two dates appear in the debug text that may be the dates the game finished development in North America and Europe:

North America: Jun 6 1997.21:45:51
Europe: Nov 17 1997.20:23:27

The rest of this submission contains a few examples of the debug text scattered throughout the ROM. Most of it is routine stuff, but there are some interesting gems in there. The developers were certainly not in a good mood or this was "kinda" a joke from them. Note that "tell dave" likely refers to David Pridie, one of the programmers:

"*** GAME CRASH CONFIRMED!!! ***

ERRRRRRORRR

*** WARNING! generatelevel.c -> PlacePiece is going to plot z+1!

*** ERROR! generatelevel.c -> PlacePiece did not function to avoid breaking a piece!

Killing the player for destroying an evil crystal

ERROR! generatelevel.c -> CopyLevelPuzzle. Unkwnown Dest!

Setting Quest Background to: %d

*** ERROR!! drop.c -> PlacePieceGame was called with a non valid Piece!!!

Dragging a used Piece!!

Sending some foul blocks!

Inializing heart skull animation thing

********
******** NOT IMPLODING A PIECE BECAUSE IT IS BROKEN!
********

ERROR!!!!!1 DOES NOT EXIST!!!!!!!!!!!!!!!

*********** WRONG LEVEL INIT TYPE!!!!!!!! ***********

If you see this let ME KNOW!!!!!!!!!!!!!!!

*** ERROR!! drop.c -> PlacePieceGame was called with a non valid Piece!!!

*** THIS IS MAJOR FUCKING EVIL AND WILL CRASH THE GAME!!!!! TELL SOMEONE!!

*** (PREFERABLY SOMEONE SMART LIKE A CODER!)

evil piece: (%d) tell bailey

ERROR!! I Should NEVER Get Here in drop.c!!

I am a MEAN AI! Make XCount 21!!

I Have Sent enough black: %d, lets win!

PANIC!! LETS DIG TO WIN!

HMM, he is getting close to winning, lets send

Fuqing negative number!!!!

ABORT WIN CUZ ENDANIM

FUCK YOU %d

What the FUCK

BLOWPIECEGONNER!!

tell dave

***********************FREAQING DORQ.. LOAD GUI SFX FIRST

***********************FUQIN DORQ.. LOAD GUI SFX FIRST

Idiot!

Don't use HuffMan!

My God, That Musta Hurt! Memory available: %d"
Contributed by MehDeletingLater
Star Fox
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In 1993, a Japanese strategy guide was released for the game entitled "Star Fox: Mission File Printout", containing backstory for the game's universe that would be retconned with the release of Star Fox 64, as well as developer profiles of both producer Shigeru Miyamoto's Japanese team and the British developers from Argonaut Software. These interviews were translated for the first time in 2013 and document some of the most troublesome moments during Star Fox's development, and what the developers wanted players to see from the game in their own words, as well as their birthdates and blood types.

The most common issue cited by Miyamoto's team that arose during development were communication issues with Argonaut. Since Star Fox was being developed as a co-production between Japanese and British developers, a first for Nintendo, language barriers were encountered early in development as they initially required the use of a translator, and according to composer Koji Kondo, he had to write down things he would normally explain verbally on paper and "pass the message along in English" during meetings with Argonaut. Programmer Katsuya Eguchi claimed that his family "sometimes heard [him] speaking English in [his] sleep." After about 2 months, the teams were able to talk directly to and understand each other even with the Japanese-flavored English spoken by Miyamoto's staff, allowing development to go more smoothly. Programmer Yoichi Yamada also expressed issues in balancing "the amusement that comes from carefully aiming and firing at enemies and defeating things in succession, the careful depiction of enemy animations, the tempo as the game unfolded, the feel of avoiding obstacles, and the enjoyable sense created by the game's quick scrolling." He wanted players to take note of the sense of distance between 3D polygonal objects, how lively the animations were, and to have fun flying around in the 3D world.

According to Miyamoto, it took two years to develop the Super FX chip and one year to develop Star Fox itself. Miyamoto thought the audience perspective of Star Fox fit somewhere between a stage play like his past games (where the audience is stationary and viewing everything from a fixed angle) and a movie (where the camera angle changes freely and constantly while the audience is stationary), commenting: "If you consider the fact that you can control the camera yourself, you can experience the world of the game in a less detached manner than you would if you were watching a movie." Eguchi wanted players to to observe the game's world from "an insider's point of view", and also wanted players to find themselves unconsciously moving their bodies along with the controller as they played the game.

Another notable anecdote comes from character designer Tsuyoshi Watanabe, who commented on the early limitations working with 3D polygons on the SNES that forced him to make very simple shapes, and also forcing him to wonder how much personality and detail he should put into each thing he created. To help answer this, he would do additional research when creating creatures, like the stingrays and whales that appear in Sector Y, by watching videos or looking them up in the encyclopedia. This eventually resulted in a fight that broke out amongst the staff over whether or not stingrays' tails bend. Graphic designer Takaya Imamura further commented on working with Watanabe to decide what should be created with polygons, and how color balancing them with each stage's differing color schemes proved difficult through trial and error.

Composer Koji Kondo was responsible for all of the sound programming in the game, while composer Hajime Hirasawa was responsible for collecting samples for the music and sound effects and giving them to Kondo. Since Star Fox was a 3D game, Kondo took the sounds of passing objects, explosions, and the atmosphere around the ship affecting how the engine sounded (i.e. the ship flying in space, or over a planet), into consideration while writing the soundtrack, and wanted the players to get a sense of levity and presence from this. Hirasawa commented that four of the SNES's 8 sound channels were used on sound effects, making it difficult to "pack [the remaining four channels] full of orchestral sounds, especially during gameplay." Hirasawa also commented on his difficulty in finding a splashing sound effect for the water that appears on Fortuna in Level 3, getting to the point where he was considering making Imamura hold a microphone to record the sound of him diving into a pool.

Argonaut's developers did not have as much to comment on as the Japanese team, with their cited troubles coming from animating certain enemies like the Hop Bots and Andross, and most commonly trying to get the 3D graphics from the Super FX chip to run as smoothly as possible and respond quickly to controller inputs without crashing the game. Super FX chip designer Peter Warnes wanted players to notice the glittering of each planet changing in real-time depending on the position of the comets on the Map screen, something that was made possible with the chip. Programmer Krister Wombell commented that the week or two before the game's release was an extremely busy time as they were making the final push to complete the game. Additionally, graphic animators Giles Goddard and Dylan Cuthbert's blood types were listed as "ABC" and "Green" respectively.
Contributed by MehDeletingLater
Developer: Nintendo
Attachment
NSFW - This trivia is considered "Not Safe for Work" - Click to Reveal
According to Gunpei Yokoi, Nintendo attempted to develop an erotic game called Fascination in the 1970's. Intended for the Laser Clay Shooting System, which combined a light gun with pre-recorded 16mm film clips, the game was designed as an adult-oriented sister title to 1974's Wild Gunman, where the goal was to shoot a woman's clothes off in response to cues in the footage; a successful gameplay session would end with the woman being left completely nude. Prototypes were created using footage of a hired model, but according to Yokoi, the game was ultimately shelved due to the machinery in the cabinets being infeasibly fragile and complex compared to Wild Gunman.
Contributed by game4brains
The Legend of Zelda: Majora's Mask
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In an article for the September 2000 issue of Nintendo Power, Jason Leung, the writer for the game's English-language script, claimed that the South Clock Town Business Scrub's allusion to his work keeping him away from his wife is a nod to the tribulations that the developers at Nintendo of Japan were going through while working on the game.
Contributed by game4brains
Nickelodeon All-Star Brawl
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NSFW - This trivia is considered "Not Safe for Work" - Click to Reveal
Previews for new fighters being added to the game showed that one of Jenny's intended pre-battle quotes was "You wouldn't like my brain! It's all circuity and metallic!" This was removed from the final game due to it being associated with a pornographic My Life as a Teenage Robot parody animation, which edited the line to replace "brain" with "body."

Thaddeus Crews, a member of the development team, initially expressed disgust in a now-deleted tweet (the tweet he replied to also having been deleted) that the line was in the game and announced its immediate removal. He later explained that the line was likely added due to a lack of awareness about the parody, the end result of the team being "spread out and not on the same page", while adding that "Most likely someone on the team did know what they were doing by adding it", despite Crews himself being previously aware of and publicly associating the original line with the porn parody prior to its removal from the game.
Contributed by game4brains
Attachment
The Poison Forest appears to lift its visuals directly from the Toxic Jungle from the 1984 Japanese animated film "Nausicaä of the Valley of the Wind", with the area's boss, the Giant Insect, bearing extreme similarities to the Ohmu from that film.
Contributed by MehDeletingLater
Capcom vs. SNK: Millennium Fight 2000
According to the game's general producer Noritaka Funamizu, the game's ratio and grove systems were partially inspired by his personal idea of what The King of Fighters series was supposed to be.

"I had heard of King of Fighters, and just from the title, I had my own impression of what kind of game it would be. It sounded really cool. The Neo Geo had all these different fighting games, you know, so wouldn't it be great if you mixed all their strengths together in one single game? That's what I imagined King of Fighters to be. But when I actually played it, it turned out to be totally different. So when we were making Capcom vs. SNK, I wanted to make it more like the King of Fighters I had imagined in my head."
Contributed by ZpaceJ0ck0
Halo: Combat Evolved
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In 2022, an Easter egg was discovered on the title screen of the Beta 1749 build of the game dating back to August 15, 2001. A hidden legible message can appear among the 8-bit text reading:

"this is whack
if you can
read

this you are to damn close"

This presumably refers to staring directly in front of the screen to read the tiny message.
Contributed by MehDeletingLater
Kirby's Dream Land
Masahiro Sakurai claimed in a YouTube video he made about the game's development that he got a lot of push-back from his Nintendo developer peers over his choice to make the game extremely easy, casual, and accessible, something that would eventually become a series staple. This was because developers like Nintendo usually made games incredibly difficult at the time due to low memory storage space on the game cartridge, which lead to a need to make the gameplay feel longer so it felt like gamers were getting their money's worth.
Contributed by PirateGoofy
Series: Kirby
According to Masahiro Sakurai in a YouTube video he made on Kirby's Dream Land, the character's signature float came about as a way to avoid losing a life when simply missing a jump in a heavy platforming section, as he found such an occurrence in games like Ninja Gaiden and Castlevania, among others, to be particularly frustrating.
Contributed by PirateGoofy
Series: Kirby
According to Masahiro Sakurai on his YouTube channel, he thought a lot about how to implement the unique gameplay element of Kirby using each of his enemies as an attack, which originated from Sakurai's need for a "Risk-Reward" system for his game. He even revealed that an early concept of this was Kirby using a long tongue, instead of his signature vacuum, to catch and consume enemies, and he further stated that this concept predated Yoshi's tongue attack too.
Contributed by PirateGoofy
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