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Tak and the Power of Juju
1
Unused audio clips regarding Numa Bay can be found in the PlayStation 2 and GameCube's files. The Game Boy Advance version still includes this stage in the final version.
Rio
1
In the DS version's files are unused texts regarding Wi-Fi, suggesting that such mode may've been planned at one point during development.
Mega Man X
1
According to planner Sho Tsuge & designer Kazunori Tazaki, before the game's title, Mega Man X, was chosen, it was first named Super Rockman as a working title.
Franchise: Fire Emblem
1
Shouzou Kaga, creator of Fire Emblem, has stated that "Final Fantasy III" influenced him during the development process of the first Fire Emblem game, "Fire Emblem: Shadow Dragon and the Blade of Light".
PaRappa the Rapper
2
In an interview, Ryu Watabe stated that “I gotta believe” came from his old high school football team. The phrase was used as a motto the crowd would cheer when they were losing. He had previously intended to use the catchphrase as an album title.
Real Bout Fatal Fury
1
The Ring Out mechanic had several scrapped iterations. These included being frozen, falling off buildings, and being consumed by animals when outside of the ring.
Final Fantasy VII
2
Attachment In an interview, Tetsuya Nomura stated that he envisioned Cloud and Sephiroth's relationship to be like that of Musashi Miyamoto and Sasaki Kojiro. This influenced not only their appearances, but also the appearances of their swords.

"For me, it’s of course Cloud and Sephiroth. My concept for Sephiroth from the beginning was that everything about him would be kakkoii. His battle movements, and all his in-game scenes too. My image of the relationship between Cloud AND Sephiroth was that of Musashi Miyamoto and Sasaki Kojiro, and I had them in mind when I designed their appearance, as well as their swords. Of course Cloud is Musashi, and Sephiroth is Kojiro."
Teenage Mutant Ninja Turtles: Tournament Fighters
1
Attachment At one point, Aska was originally intended to be "Mitsu", sharing a similar name of said character from Teenage Mutant Ninja Turtles III. However due to poor reception of the third film, the idea was dropped.
Franchise: Pokémon
1
In an interview with Yomiuri Online, Pokemon designer Atsuko Nishida revealed that Raichu was originally meant to have an evolution named Gorochu; the form would've featured “fangs and horns,” with the name "Gorochu" being a pormonteau of "goro-goro" (a Japanese onomatopoeia for thunder) and "chu" (a Japanese onomatopoeia for squeaking, used in Pichu and Pikachu's names as well). However, Gorochu ended up being cut for balancing purposes, and Pikachu was eventually given a pre-evolution in Pokémon Gold & Silver in the form of Pichu.
Mario + Rabbids Kingdom Battle
1
According to Grant Kirkhope. The Phantom Rabbid's song was originally conceived to have rap and heavy metal variations. It was later changed to only focus on opera because the team wasn't satisfied with how the other genre variations turned out.
Super Smash Bros. for Nintendo 3DS
subdirectory_arrow_right Super Smash Bros. for Wii U (Game)
1
The Pirate Ship stage from Super Smash Bros. Brawl was only included in the Wii U because of technical limitations of the 3DS.
Game & Wario
1
The game was initially planned to be preinstalled game on the Wii U as a demonstration for what types of play the GamePad could facilitate.
Mario Party 10
1
When asked in an interview with NintendoLife why they changed the format to include the car in this game, as well as in its predecessor, Shuichiro Nishiya explained that it was done to keep the players engaged:

"In past installments, everyone would move separately through the board. As a result, the actions of the other players often didn't affect you. You could just look at the TV screen when it was your turn and during the minigames. In Mario Party 10 though, players move together in a car, so each player's action will affect the others meaning you'll need to keep an eye on the TV screen. This way, everyone's constantly involved, and we keep the flow of the game at a good pace."
Dragon Warrior VII
1
The game was planned to be released on the 64DD, but this version was cancelled. This may have been a result of the due poor sales of the add-on in Japan, and the fact that the 64DD never left the region.
New Super Mario Bros. U
1
The game was developed long before the Wii U even started development. In an Iwata Asks interview, Masataka Takemoto stated that the team used materials from New Super Mario Bros. Wii. By the time the Wii U GamePad was announced, he considered having four-player cooperative play with an extra player using said GamePad to add blocks.
Nintendo Labo: Toy-Con 01 - Variety Kit
1
The idea for the game came from the fact that lead designer and director Tsubasa Sakaguchi wanted to make an interface that is interactive and something that is easy to grasp on. He initially planned for one player to use both Joy-Con controllers. However, the idea was later shot down because he thought it was too similar to using Wii Remote and Nunchuk. Sakaguchi almost considered having two players use one set of the controllers, but later scrapped it because it was too similar to the Famicom.
Super Smash Bros. for Nintendo 3DS
subdirectory_arrow_right Super Smash Bros. for Wii U (Game)
1
In an interview with Nintendo Dream, Masahiro Sakurai stated that the reason why Ness and Lucas's final smashes, PK Starstorm, function differently from their Brawl counterparts was due to limitations in the 3DS hardware.
Super Mario World
1
Attachment In the Super Mario World & Yoshi's Island Developer Interview with Nintendo, Takashi Tezuka stated that Mario was originally going to ride a horse instead of Yoshi. However, it felt out of place for a "reptile" world, and was changed to look both like a crocodile and a turtle. A similar concept was almost given to Mario in Super Mario 64, but was later given to Link in Ocarina of Time as Epona.
Super Mario Kart
1
According to Nintendo, in a developer's interview, Donkey Kong Jr. was added because of both the 10th anniversary of his debut game, and that his shirt was easy to design.
God of War
2
During early development, there was talk about having a different protagonist for the game, but it was decided to keep Kratos. Referencing the Nintendo character Mario and the Mario games, Director Cory Barlog said that just like Mario, "Kratos is intrinsically tied" to the God of War series.
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