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Final Fantasy VII
1
According to the game's art director Yūsuke Naora, he liked how his design of the city of Midgar turned out, having envisioned the city in his head as a pizza while he was designing it.

After the first AVALANCHE mission at the start of the game, Barret will reference this inspiration when talking to Cloud about the upper plate of Midgar:

Barrett: "The upper world...a city on a plate...It's cuz of that &^#$# 'pizza', that people underneath are sufferin'!"

Additionally, the name of the song "Underneath the Rotting Pizza", which prominently plays in many of the slum areas in Midgar, is a reference to its design.
Grand Theft Auto: Chinatown Wars
1
Attachment In 2010, Rockstar Games graphic designer Mike Cala uploaded four unused early logos for Grand Theft Auto: Chinatown Wars that were considered before settling on the final logo. Interestingly, the "Grand Theft Auto" logo is from the PlayStation 2 era of games starting with Grand Theft Auto III, rather than the logo for Grand Theft Auto IV which was released two years prior. In the latter game's logo, the leftmost leg in the "R" character in "Grand" extends down to the first "t" in "Theft", whereas the prior variant of the logo left a small gap in between the two.
Ōkami
1
Attachment An unused enemy named "Gotouryu", a Flying Demon based on the Japanese yōkai of the same name, can be found in the data for the Wii version. When asked about why the enemy was cut, director Hideki Kamiya admitted that he forgot to add the enemy in the game.
Zone of the Enders: The 2nd Runner
1
According to the game's director Shuyo Murata, fusing both the first and second game's story and gameplay together into one experience was the most challenging part of the game's development.
Real Bout Fatal Fury
1
In a 1995 developer interview featured in the game's guidebook, they were originally going to add a hidden playable character, but dropped the idea after concluding that including another boss fight after defeating Geese Howard was a strange decision.
Kingdom Hearts
1
Sora, Kairi and Riku's ages at the chronological time of this game's story are all stated in the PlayStation 2 release's instruction manual. Specifically, Sora and Kairi are both 14, and Riku is 15.
Dino Crisis
1
Attachment According to the Capcom team in the game's official Japanese guide book, the game's designer for Regina said the costume was inspired by Jessica Priest played by Melinda Clarke from the 1997 film Spawn. After Regina's costume design was finished, Rick & Gail's costumes were created to match her design.
Vexx
1
The game was originally going to be titled "Clip & Mischief," with the main character being "Clip" (a creature with rodent-like features) & "Mischief" (Clip's reptilian sidekick). This idea was scrapped because it sounded too similar to Sony's Jax and Daxter.
Dino Crisis 2
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Attachment An unused song can be found in the data for Dino Crisis 2's demo disc that, although being slightly rearranged, bears an uncanny resemblance to the "Ground Theme" from Super Mario Bros.
Castlevania: Symphony of the Night
1
In the NTT-PUB official guidebook, Koji Igarashi stated the team wanted to give players enough enjoyment with the game to match their money's worth by giving them more freedom to roam around to lengthen the playtime, unlike the previous Castlevania games which were shorter. To accomplish this, he inserted RPG elements like experience points and a level up system into the game so players would be more encouraged to challenge themselves against difficult enemies.

"We gave the player a lot of freedom because we wanted to lengthen the playtime for an action game, which is usually short. If people spend 5800 yen (approx $58) on a game, they should get 5800 yen worth of enjoyment from it. Even when a game is very difficult, defeating enemies isn’t very exciting, is it? I thought it would be fun for players to get experience from enemies and level up, so I added RPG elements."
Castlevania: Symphony of the Night
1
In the NTT-PUB official guidebook, Koji Igarashi & Toru Hagihara stated that in their early planning stages they came up with an alignment system. If the player used a lot of sub-weapons, they would gain a holy alignment; if they used a lot of magic, they would gain a dark alignment. There would be different endings based on the alignments with various subtitles, with Igarashi citing one as being named "聖魔のトリル" (seima no toriru), something like "The Trill of Light and Darkness." A trill is a musical ornament where two adjacent notes (i.e. 聖 "holy" and 魔 "evil") alternate rapidly. The reason for this feature's removal is unknown.
Franchise: Phantasy Star
1
According to a 1993 World of Phantasy Star book interview with Miki Morimoto, she stated that the meaning of the game's title was like “a planet/star of fantasy” and that Yuji Naka was the one who originally named the game Phantasy Star. He started with just the word "Fantasy", and played around with it until he figured out what to name the game. He was also influenced by a song called "Nagisa no Fantasy" (Beachside Fantasy) by his favorite singer, an idol named Noriko Sakai.
Streets of Rage
1
In a 1991 interview with BEEP Mega Drive Magazine, the game's composer Yuzo Koshiro stated that he started writing the music for the game at the end of 1990. He often went dancing at clubs, and at the time, the scene was moving on from Eurobeat to a new trend: house music. Because Streets of Rage was a beat 'em up game, he wanted the music to be energetic and exciting, and initially thought about writing a rock soundtrack for the game. However, when he first tried using house music in the game, "it all clicked, and [he] thought it sounded really cool."
Ninja Gaiden
1
Though the game can run at 60 frames per second, the team had to lower the framerate to 30 frames per second when using Ninpo attacks due to hardware limitations. This change came to the disappointment of director Tomonobu Itagaki who strongly believed a ninja's magic should be "impressive and powerful" and who wanted the development team to use every resource they had to make the Ninpo attacks live up to his vision.
Fortnite
1
The idea of building forts stemmed from an idea where players had to play mini-games in order to complete their fortifications. They later changed it so that the forts built themselves whenever the player opened up the "edit" function.
Sakura Wars
1
Attachment The character Hakushu Murasame was designed by "Shin Megami Tensei: Persona" artist Shigenori Soejima, whom the developers asked to work on the character's design because they wanted a mysterious character, despite it being different from what he normally designs. Producer Tetsu Katano has stated that the character was originally supposed to be male, but Soejima really wanted to draw a female character, so they changed her gender.
Deadly Premonition
1
XSEED Games were once going to be the localization team and publisher for the game in North America. If they had continued localization, the game would have been released as "Killer's M.O.: The Red Seed Murders" since the developers were adamant about having "M.O." in the title.
Franchise: Senran Kagura
2
Attachment When bringing the series to the west, publisher XSEED Games revealed the developers almost named the series "Ninjugs", before deciding to keep the Japanese name Senran Kagura in the end.
Fortnite
1
Fortnite was stuck in development hell, with such development beginning as early as 2011 when it was first announced at the Spike Video Game Awards. The earliest idea for Fortnite was a horror-style third-person shooter similar to Gears of War, another series developed by Epic Games and later sold off to Microsoft.

Fortnite was originally made using Unreal Engine 3, but later shifted to its successor Unreal Engine 4 due to new high-tech functions that its preceding engine lacked. Because of this, the game was almost a PC-exclusive game and was set for a 2013 release, as Epic Games did not want to wait months for a game to get approved by console manufacturers, such as Nintendo and Sony, although they later acknowledged that a console release could not be ruled out. As Epic shifted to Unreal Engine 4 however, they immediately ran into development problems, which resulted in them hiring MMORPG developers to help finish the game.
Final Fantasy Adventure
1
According to a Japanese Seiken Densetsu guide book (specifically, the one with the blue bottom and "SQUARE BRAND" in the bottom right corner), one of the game's programmers claimed that it apparently began life as an experimental tennis game.

"This game actually started out as an experimental tennis game. At some point, the court turned into scrollable screens, the racket turned into the playable character, the ball turned into a weapon, the opponent’s racket turned into enemies, and the “court” became referred to as the “map”… And before I realized it, a story was added into it and then the game was released as “Seiken Densetsu.” It was a curious experience."
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