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Super Danganronpa Another 2 ~The Moon of Hope and Sun of Despair~
1
Attachment Iroha Nijiue's design was heavily inspired by Kise Yayoi from the anime series "Smile PreCure!", as LINUJ had been inspired to create original characters similar to his favorite characters in other media. When the game first began, LINUJ thought this was easy to notice due to lack of development. Iroha's crybaby personality was one of the aforementioned similarities to Kise. Her first design was directly based on Kise, but with certain changes to make her design her own. LINUJ later redesigned Iroha when coming up with ideas for the story, before Void was officially created. At the time, Iroha wore a pair of boots instead of shoes, and her skirt had a different pattern that was removed later on. When more of the story was created, LINUJ began to start the process of redesigning Iroha, as well as many other characters, coming up with a design that was closer to what her finalized design was: the only difference before she received her final design was the pattern on her socks.

LINUJ has stated that Iroha is his favorite character from the series, but had attempted to be as unbiased as possible with her involvement and fate. During Chapters 3 and 4 specifically, LINUJ began to have more fun when writing the dialogue for her during the later part of the series and eventually reached a point where he didn't think much about what she was saying, as Iroha "doesn't think about what she's saying" from his perspective. He also worried that many people wouldn't like her, but was surprised when she later began to gain popularity in the Korean and Western fandoms.
Maestro
1
Maestro was conceived as a tie-in to Tubular Bells 2003, a re-recording of English progressive rock musician Mike Oldfield's 1973 debut album, Tubular Bells, for its thirtieth anniversary. The game was originally titled The Tube World because of this, and snippets of the re-recorded album are featured as part of the soundtrack.
person VinchVolt calendar_month November 30, 2023
Bubsy in Claws Encounters of the Furred Kind
1
When Bubsy creator Micheal Berlyn pitched the game idea, it was initially denied, with his producer claiming "Go back to writing stories, that's all you know" (refering to Berlyn's history in text adventure games). When Berlyn asked for an option to prove his platforming know-how, they asked for him to write an analysis of Sonic the Hedgehog and why it works as a game. Berlyn would spend 10 hours a day playing Sonic in order to write an essay about the game, and Bubsy got the greenlight, though he did have to find a different producer.
Syobon Action
1
Syobon Action was created for a university's cultural festival, and ended up being the most popular creation shown.
Dogz: Your Virtual Petz
subdirectory_arrow_right Petz (Collection)
2
After Night Trap proved to be a highly controversial title, designer Rob Fulop wanted to counteract the game's bad press (partially in a tongue-in-cheek way) by making the "cutest" and most "sissy" game imaginable. After talking to a mall Santa Claus impersonator about what children want most for Christmas, he conceived the concept of Dogz: Your Virtual Pets, and in turn, the Petz franchise.
Castlevania: Curse of Darkness
1
In a 2005 interview with the game's producer Koji Igarashi published in the official Konami strategy guide, he chose the theme of "revenge" for this game, because the Belmonts had been seen as the good guys up to that point, and he thought it would be nice to try something other than a moralistic "good triumphs over evil" theme sometime. Another reason why was that Castlevania still had "an excellent world for telling a "dark hero" story", with Alucard being an example of this even though he's still considered somewhat good since he is fighting for the just cause of stopping Dracula. For Castlevania: Curse of Darkness however, he wanted the motivation itself to be impure, so he came up with the theme of revenge, and then he thought it could be a lot more interesting if each side was out for revenge against each other.
Flappy Bird
1
Flappy Bird was inspired by the act of bouncing a ping pong ball against a paddle with a string.
Slay the Princess
1
At the start of the game's development, Black Tabby Games did not think that their previous game, Scarlet Hollow, was financially successful enough to support the studio on its own through a projected five-year development timeline, leading them to pursue a second game with fewer assets and a shorter development time. Tony Howard-Arias and Abby Howard, the only two members of the company, were inspired by a game jam entry named "Claim Your FREE BitBuddy™ Today!", which had impressed Howard-Arias for how much emotional storytelling was put into a small game. This lead to them discussing a concept for a horror story confined to a few locations with a single character on screen at a time.
person chocolatejr9 calendar_month November 24, 2023
Star Fox: Assault
subdirectory_arrow_right Galaxian (Franchise), Galaga (Franchise)
2
Attachment The Aparoids, the main enemy forces of Star Fox: Assault, are in some ways a homage to the Galaxians from the Galaxian/Galaga franchise, a fixed shooter series about fighting off invading alien insects that was originally created by Namco (now Bandai Namco), who also developed Star Fox: Assault. One of Assault's producers from Namco, Tsuyoshi Kobayashi, admitted to this in an interview with Nintendo Official Magazine.

Something similar for me was how I thought since this was a collaboration with Namco, the makers of "Galaxian"/"Galaga", I decided to bring insects to the image of the enemy. (Laughs).

One could say that Star Fox: Assault's story of the Aparoids (which more or less act as expys of the Galaxians) invading the Lylat System could be a meta reference to the fact that this game was a Nintendo x Namco crossover and collaboration, which is also emphasized with the collectable Special Flags (which have appeared in several Namco developed games) found throughout Assault's campaign, as well as there being unlockable old Namco arcade games like Xevious, Battle City, and Star Luster, at least in the Japanese version (only Xevious was available in the western versions of the game).
Company: Rayll Studios
subdirectory_arrow_right Fears to Fathom (Collection)
1
For the Fears to Fathom series, developer Rayll has encouraged fans to send him "real-life horror stories" to help build the narrative for future episodes. These fan-submitted stories have greatly affected the narrative style of the games, giving him "a clearer sense of what it might feel like to be in life-threatening circumstances."
Rayman
1
The Atari Jaguar version of Rayman contains many messages for developers' family and friends that can be seen by using specific passwords, some written in French while others are written in English. Some notable ones include:

[translated from French]:
The Jaguar is my friend, and so is Rayman, so let them live!!


[translated from French]:
The world is kind
Bettina is kind
Fred and Fred are very kind
Mom is kind
Sophie is very kind
Eric is very kind
Rayman too is very kind
Everyone on Rayman [the development team] is very kind.
Oliver, Jean Christophe and Michel are very kind
Signed: Bettina!!


[translated from French]:
You see I can break your spine in two with this fist of mine!!!
Signed: Serge H


[written in English]:
I wanted to thanks[sic]: Konami and Nintendo for the great games they made!!!


[translated from French]:
For Sale: Ascona (19XX) in wreck state
Signed: Jean Marc G


[translated from French]:
A beer... Gimme a beer, d'ooh... Everyone, let's go to Euro Disney!!!!!!!
Signed: Bruno B
Platform: PlayStation 2
subdirectory_arrow_right Nuon (Platform)
4
While DVD video playback was a major selling point for the PlayStation 2, Sony didn't plan to support the feature at first, as they were already intending to manufacture standalone DVD players through their home entertainment department. However, after seeing a demonstration for the Nuon, a DVD player by VM Labs with video game support, Sony Computer Entertainment head Ken Kutaragi demanded that a similar level of multimedia functionality be incorporated into the PlayStation 2. The move was met with resistance from Sony's home entertainment wing, who believed that doing so would cause the console to cannibalize sales of their standalone DVD players. However, Kutaragi won out in the end due to the clout that the PlayStation brand had given him.
person VinchVolt calendar_month November 13, 2023
Master Detective Archives: Rain Code
2
Kazutaka Kodaka began planning Master Detective Archives: Rain Code in 2016, while he was still working at Spike Chunsoft. It was designed to be different from the Danganronpa series, with a dark fantasy setting influenced by the works of Tim Burton. It also uses full 3D models throughout the game, as opposed to Danganronpa's blend of 3D environments and 2D characters: it does, however, still feature a similar psycho-pop aesthetic with neon colors.
person chocolatejr9 calendar_month November 12, 2023
Dead Space
3
During Chapter 3: Course Correction, after going through a brief Zero Gravity section on the way to the Engine Room, you have to proceed through a tunnel featuring blasting steam, flashing lights, and an extremely loud and dense noise lasting all throughout the room, referred to by some players as one of the scariest rooms in the game. According to series creator Glen Schofield in a 2019 Ars Technica interview, this sound originates from a recording of the trains in San Francisco's Bay Area Rapid Transit (BART) system.

For decades, BART trains were infamous for producing a "high-pitched squeal" during turns that stemmed from a conscious design choice when engineers started building it in the mid-1960s to make the train wheels solid axle - or connected - so that they rotated at the same rate. This made the trains relatively quiet on straightaways, which constitute a majority of BART's tracks, but because of the design, one of the wheels ended up getting dragged against the rail on turns, with this friction causing the noise.

During Dead Space's development when this was still an issue, audio director Don Veca recounted his experience riding a BART train to Schofield (the following quote paraphrased by him):

"'Glen, I was going in the BART train, we went under the Bay, and it's THE WORST SOUND IN THE HISTORY OF MAN!' or something like that, and I'm like 'RECORD IT!'"

The next day, Veca brought a microphone with him to record the noises. According to Schofield, the developers loved the resulting recordings, because it showed them a new way to use sound even more in the game's design by helping them realize how they could only use sound to scare people without relying on any enemies or other planned horror elements:

"-people are RUNNING in the room! They are just trying to get out of that room, it's so awesome!"

As for BART, they finally remedied the noise issues between October 2017 and February 2019, when they gradually replaced every train wheel in its fleet with new wheels designed to reduce the noise by as much as fifteen decibels, effectively making the riding experience "many times quieter than before".
person MehDeletingLater calendar_month November 12, 2023
Poppy Playtime
1
The idea for Poppy Playtime was conceived by the game's director Isaac Christopherson, who stated that most people called indie horror games "walking simulators". This gave Mob Entertainment the idea to "create something with gameplay that doesn't feel quite so run-of-the-mill, while still staying exciting, terrifying, and unique."
This War of Mine
1
This War of Mine is inspired by the poor living conditions and wartime atrocities that Bosnian civilians endured during the Siege of Sarajevo, the longest city siege since World War II, among other conflicts. As part of this, the developers researched hundreds of years' worth of civilian accounts of wartime.
person chocolatejr9 calendar_month November 8, 2023
Blue Ninja: Superhero Game
2
As stated in the game's official app store description, Blue Ninja is intended to be a parody of superheroes and "the best of ninja trained spider games". Based on the initial teaser trailer (when it was known as "Superhero Game 2021") featuring a different red and black design from the final game, using music from the film "Spider-Man 3", and the game description's numerous references to "spider heroes", it's very obvious that this game is meant to specifically be a parody of the Marvel Comics character Spider-Man. The visual similarities to Spider-Man in Blue Ninja's early design were most likely changed for the final game to avoid copyright disputes.
person chocolatejr9 calendar_month November 8, 2023
Vib-Ribbon
subdirectory_arrow_right PaRappa the Rapper (Franchise)
1
Masaya Matsuura came up with the idea to allow CD-generated levels in Vib-Ribbon after receiving letters from PaRappa the Rapper fans asking for spin-offs based on their favorite musical genres.
Final Fantasy IX
1
Attachment Hades was originally planned to be the final boss as evidenced by early concept art of the Hill of Despair showing your party facing Hades in the area instead of Necron, but Hades was instead changed to be an optional boss. There are eyes on the face of his sword and on his throne. Blinking disembodied eyes are also seen in the final battle arena, showing the connection between Hades and the original final battle. Incidentally, eyes are also a feature of many Terran structures (e.g. Pandemonium), perhaps implying a deeper connection that was lost or severed in the final cut of the game.

While no exact reason for the change was given, it is believed that Hades ultimately did not fit the theme as an end boss. Hades is based on Greek mythology as a God of death who would have wanted to bring death to everyone. Necron on the other hand is an original entity based on the Greek word for "death" that wanted to bring an end to existence itself.
person Jom12 calendar_month November 6, 2023
Star Fox Adventures
subdirectory_arrow_right Dinosaur Planet (Game)
1
Attachment Star Fox Adventures has (to say the least) a pretty infamous scene where Fox McCloud, upon visiting the rooftop of Krazoa Palace for the first time, sees the imprisoned and unconscious Krystal and becomes immediately infatuated with her at first sight, all while romantic saxophone music plays in the background.

According to the game's composer, David Wise, the saxophone music was a satirical tongue-in-cheek reference and nod to the Love Theme from the film "Blade Runner", which was composed by Vangelis. The music itself is a remix of the theme that was originally composed for Discovery Falls, an area from Dinosaur Planet that was cut in the transition to Star Fox Adventures, and thus can now be heard in Cape Claw in the final game.
person Dinoman96 calendar_month November 4, 2023
Star Fox Adventures - "She's Beautiful" cutscene:
https://www.youtube.com/watch?v=xuV0ZlGd23w

David Wise interview:
https://www.raregamer.co.uk/rare-musician-tepid-seat/

Dinosaur Planet - Discovery Falls:
https://www.youtube.com/watch?v=cf2c8VII3sA?t=57

Star Fox Adventures - Cape Claw music:
https://www.youtube.com/watch?v=AYYoq4ychjw?t=17
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