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The Legend of Zelda: Link's Awakening
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Attachment In the original Japanese version, the Hippo from the Animal Village had what appear to be breasts. This was changed during its localization to remove the breasts and any suggestion of clothing to cover up its naked body.
The Legend of Zelda: Link's Awakening
subdirectory_arrow_right The Legend of Zelda: Link's Awakening DX (Game)
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person DidYouKnowGaming calendar_month March 14, 2013
The Cutting Room Floor article:
https://tcrf.net/The_Legend_of_Zelda:_Link%27s_Awakening_(Game_Boy)/Version_Differences#Cukeman_Dialogue

Original DidYouKnowGaming post:
http://didyouknowgaming.com/post/26291135666/links-awakening
The Legend of Zelda: Ocarina of Time
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When starting development on Ocarina of Time, Nintendo weren't sure how large of a game they'd be able to make with the Nintendo 64's memory restrictions. Miyamoto even considered structuring the game in a similar fashion to Super Mario 64, with Ganon's castle being the hub. The Forest Temple with Ganon's doppelganger jumping in and out of paintings was an idea carried over from that period of development.
The Legend of Zelda: Link's Awakening
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Attachment In issues 44 and 48 of Nintendo Power, there are a number of early screenshots from a pre-release copy of Link's Awakening.
These show that the Wind Marimba was originally a pair of cymbals, you could carry more than one of Crazy Tracy's medicine, and you could also carry the Guardian's Acorn. There also appears to be another item that wasn't in the final game that looks like a stone fragment. This was also a prize available in the crane mini-game.

There is also an early version of the world map that is completely different from the final game. It appears to be a highly condensed version of Hyrule from A Link to the Past map. This was likely used as a placeholder during development.
It also seems that the boss battle with Moldorm would have taken place in a room that is completely different from the final version of the game.
The Legend of Zelda: A Link to the Past
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Attachment There is an unused item called "The Letter" that occupies the same inventory space as the Magic Mirror. It uses the same sprite as the map, similar to the letter item from the original Legend of Zelda.
Robotrek
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Attachment There are 3 unused items in the game's code:
Warp System: Allows you to exit to the world map, disappears after use. Likely removed due to the number of times in the story you're supposed to be trapped in a dungeon.
Sphere: The description reads "Ball?" There appears to be no other use for it.
Badge 2: Again, has no actual use, and is just a recolor of the Leader's Badge.
Secret of Evermore
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Attachment It is widely considered that the lead hero is a reference to Marty McFly from the Back to the Future series. Both characters travel through time, use the term "heavy" and wear an orange life preserver. The lead hero also has a strong interest in movies, so this is possibly a development of that characteristic.
Secret of Evermore
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Many people believed that due to Square releasing Secret of Evermore, they never localized Seiken Densetsu 3 to the US. However, Secret of Evermore was actually developed by a new team hired in the US, many of whom had never worked in the industry before, and had nothing to do with the development of Seiken Densetsu 3.
GoldenEye 007
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Attachment In the first level of the game, the Dam, there's a small island near the end which can be seen from afar. The island features a guard tower and an inoperable drone gun with some beta textures. It can only be reachable using a cheat device and a no clipping cheat enabled.

Left over code suggest the player had to travel to the island and retrieve proper equipment to perform a bungee jump. 'Piton Gun' and 'Bungee' can still be seen in the games code, and a Piton Gun is what Bond used in the movie to get to the facility. However, according to Duncan Botwood, one of the developers on the game, it was originally planned for players to investigate the area and find some armor as a reward.
Final Fantasy X
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Character designer Tetsuya Nomura has said that the South Pacific, Thailand and Japan are major influences on the culture and geographical design of Spira, particularly in the case of the southern islands of Besaid and Kilika.
Sabrina the Animated Series: Zapped!
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There's a few unused messages hidden in the ROM that differ from the US and EU version. In the US, there are 3 messages of "Hello there!" whereas in the EU version they read:
"Wow Salem, so this is what the inside of a hex editor looks like..."
"Hello there!"
"Hey look! Someone ripped our game!!!"

There is also a large chunk of uncompiled code, and for some reason the file path to the developer's ZoneAlarm settings: "C:\PROGRAM FILES\ZONE LABS\ZONEALARM\ZONEALARM.E"
Collection: No More Heroes
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Travis Touchdown is heavily influenced by Johnny Knoxville of Jackass fame. The game's director, Goichi Suda, would often show his team a clip from Jackass where a baby alligator bites Knoxville's nipple, claiming "I wanted my staff to understand the kind of person that Travis is."
GoldenEye 007
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At one point in GoldenEye's development, reloading your weapon was going to be triggered by removing and reinserting the N64 Rumble Pack as if you were removing a magazine on a gun.
Spec Ops: The Line
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Yager, the developers of the Single Player of the game, have been outwardly spoken about their displeasure about the inclusion of multiplayer in the game, developed by an external team, being forced into the game by 2K Games.

Cory Davis, lead designer of the game, has gone so far as to say that it "sheds a negative light on all of the meaningful things we did in the single-player experience." He has also referred to the multiplayer as "another game rammed onto the disk like a cancerous growth", that is was "tacked on", "low-quality", "bullshit", "should not exist", and "tossed out the creative pillars of the product".
Rock n' Roll Racing
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Rock n' Roll Racing was originally planned as a sequel to RPM Racing, titled "RPMII".
Chrono Ressurection
subdirectory_arrow_right Chrono (Franchise)
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Attachment There have been two non-profit Chrono fangames which received a substantial amount of coverage that were ultimately shutdown by Square Enix.

The first was Chrono Resurrection, a 3D remake of the original for PC, Xbox, Gamecube and the Nintendo 64. The second was Chrono Trigger: Crimson Echoes, a ROM hack of the original game which served as a sequel set five years after.

Both projects were stopped in 2004 and 2009 respectively, after receiving a cease and desist letter from Square Enix. An alpha version of Crimson Echoes has since been leaked online.
Star Wars: The Old Republic
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During development, the writers were considering the idea of a Killik companion, however they thought it would not fit with the story. Ultimately the idea was dismissed, but it inspired the Imperial Agent class companion Vector Hyllus, a human Killik Joiner.
Mario Kart 64
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Attachment In its early beta stage, the game was known as Super Mario Kart R. Some differences were Kamek as a playable character who would later be replaced with Donkey Kong. Also there was an option to have the multiplayer screen set to horizontally or vertically, but this was removed in the final version. A number of other small differences were the avatars in the "Character Select" screen, the textures of the "Item Boxes", the feather as an item, and other minor graphic details.
Final Fantasy VII
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Attachment There are large quantities of cut content from the soapland 'Honey Bee Inn'. The content is as follows:

Whilst in the club, Cloud could end up in a bathtub with nine muscular men, peep through keyholes of occupied rooms, have makeup applied, and choose a room to stay in. You could have also encountered Palmer, head of the Shinra company's space program, coming from one of his regular "bath sessions". There was also a waiting room and employee's louge which players could visit and interact with NPCs.

Whilst some of this content was ultimately cut from the game, the unfinished content can be found on the discs of the original Japanese release and can be accessed through file hacks.
Tekken 3
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In the arcade cabinet's data, there are references to a secret character named "SAKE", though it is simply Yoshimitsu's model using Jin's move set.

Katsuhiro Harada has gone on to say that SAKE was originally planned for the game as an additional animal character, however SAKE was actually a salmon. No matter if the players punched or kicked, the salmon would simply flop around and make a flapping noise. This was removed as they were concerned that players would be angry about spending 100 Yen to play as a fish that can't do anything.

There were also plans for another character named INSECT, who would be a giant praying mantis. This is because there was a bug in the program which would make characters arms, legs and waists appear incredibly skinny, and they looked like a praying mantis. The idea was dropped as there weren't enough resources, what with adding so many other new characters.
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