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Deltarune
1
Attachment Within the game's code is an unused attack for Spoiler:the first fight against Queen in Chapter 2 that summons bouncing trails of spade cards; this attack references the 1990 version of Windows Solitaire, which features a similar "bouncing cards" effect whenever the player wins.
Mario Paint
1
Attachment There is a fifth, unused icon for the Coloring Book that resembles a small toy bear. It is unknown what this icon would have done, but as the game's graphics are uncompressed and thus take up a significant portion of the ROM, the developers likely ran out of memory and were forced to scrap it.
LEGO Rock Raiders
1
In the Windows version of the game, there is an unused text file with instructions on how to use an in-game level editor. This editor is not present in the final release, presumably having been either a planned feature or an internal tool used to develop the game.
Disney Infinity
1
Attachment There is an unused model of Dr. Heinz Doofensmirtz found in the game's data, suggesting that he was either intended to be playable or appear as a boss in a scrapped Phineas & Ferb playset.
Xenoblade Chronicles 2
2
Likely a leftover feature from debug testing, a code could be activated in earlier versions of the game that can instantly kill the characters by holding ZL/ZR/L/R/X/D-Pad Down for around 5 seconds. It could also be activated in the middle of cutscenes or while talking to NPCs. This code was removed in version 2.1.0 of the game.
Detroit: Become Human
2
Alice was originally intended to be entirely mute, and only being able to communicate with the player using American Sign Language. Concept art of ASL books was also created, as well as a scrapped gameplay sequence where Kara would learn ASL that was intended to also teach players basic ASL signs. The reason for its removal is unknown.
Night Trap
subdirectory_arrow_right Night Trap: 25th Anniversary Edition (Game)
1
Night Trap: 25th Anniversary Edition, an expanded 2017 re-release of the game for the PlayStation 4, PlayStation Vita, Nintendo Switch and PC, uses the full uncompressed video footage recorded for the original game. Additional bonus content includes deleted scenes like an introduction scene for the game's story and a death scene featuring Danny (which was most likely cut due to Danny's young age), as well as a behind-the-scenes developer commentary, a "theater mode" to watch all of the game's story, a "survivor mode" that will randomly place Augers in the house, and a playable version of "Scene of the Crime", the first prototype of Night Trap created in 1986 to pitch an unreleased console called the Control-Vision to Hasbro.
Advent Rising
1
There are Warp Pipes that can be found within the game's first and fourth chapters that strikingly resemble the Warp Pipes from the Mario series. Upon entering either Pipe, there will be a secret room with three more Warp Pipes along with 8-bit music playing in the background, which resembles the Warp Zone from World 1-2 in Super Mario Bros. Upon entering any of the three Pipes, they will warp the player to certain chapters within the game. Furthermore, finding all six buttons within the first chapter without the use of cheat codes will reveal a rainbow bridge that resembles the Rainbow Road track from the Mario Kart series that leads to a blue Warp Pipe, which takes the player to the secret room.

The second Warp Pipe is inaccessible in the PC version due to the switch used to access it not working; whether or not this inaccessibility was an intentional choice by the developers or a glitch is unknown.
Alisia Dragoon
1
Attachment In a 1992 developer interview for BEEP Mega Drive magazine, an early screenshot showed that the game was originally going to have a password system and 4 additional Option Monsters, but these were cut from the final game for unknown reasons.
The Legend of Zelda: Twilight Princess
1
The model for Epona can be found outside the boundary for an arena in Faron Woods Spoiler:that gets extremely infected by Twilight later on, suggesting that the developers were thinking of allowing the player to call and use her in that area before dropping the idea.
A Dark Room
1
Shortly after the release of the Nintendo Switch version of the game, developer Amir Rajan revealed that by plugging a USB keyboard into the system and typing "~", players could gain access to an interpreter and code editor rooted in the RubyMotion mobile programming language, allowing users to code mobile apps on their Switch. Shortly after this information was shared, Nintendo removed the game from the Switch's eShop. Rajan, initially implementing the code editor to share the joy of coding with players, later expressed regret that he included the feature in the first place due to how he sensationalized it and its simplistic features in that it could only draw lines, squares, and labels, play sound clips from A Dark Room, and detect button presses.
Super Smash Bros. for Nintendo 3DS
1
This is the only entry in the Super Smash Bros. series that lacks an opening cutscene once it is booted, which was likely done to save space on the game cartridge.
Grand Theft Auto IV
1
In The Ballad of Gay Tony DLC mission, "Caught With Your Pants Down", Luis was originally supposed to meet Yusuf in Westminster to pick up his Buckingham Swift helicopter. In the final game, Luis meets Yusuf at Star Junction, and he already has the helicopter.
Grand Theft Auto III
1
Attachment The game's files contain the model for a scrapped vehicle called the "Buggy". It appears to have been scrapped early on, as it is missing a proper body texture with gradients like the rest of the cars in the game, and has damaged parts that are duplicates of the normal body pieces. However, based on its design this vehicle most likely went on to become the BF Injection in Grand Theft Auto: Vice City.
Grand Theft Auto IV
1
Attachment There are animations, a model and texture related to an unused wooden plank weapon that NPCs would have carried, specifically by the dockworkers at East Hook. An NPC can be seen holding this plank in the first trailer for the game.
person ClaudX calendar_month September 11, 2021
The Cutting Room Floor article:
https://tcrf.net/Grand_Theft_Auto_IV#Plank

Grand Theft Auto IV first trailer:
https://youtu.be/M80K51DosFo?t=37
Super Mario 3D Land
1
In an emulator, spawning a Goomba and moving it in the path of a jumping Cheep Cheep will normally cause the Cheep Cheep to hit and kill the Goomba, despite these two enemies never normally encountering each other in the game. However, in World 1-1, spawning a Giant Tail Goomba in front of the rivers at the start of the level to try and get the Cheep Cheep to kill it will instead cause the Tail Goomba to fly off-screen as it has a preset path it travels and attacks on instead of just following Mario/Luigi wherever he walks. Off-screen, it will perform its Tail Swing attack that will mysteriously cause the level itself to take damage, effectively "killing it" and forcing the level to erase almost its entire memory and be collected as one coin, including Mario/Luigi. The game then disables you from quitting or restarting the level.
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.
Balan Wonderworld
1
After footage of the game's final boss surfaced from pre-release copies, players expressed concern to the developers that some intense rapidly flashing lights and other visuals during the final boss may cause serious seizures to players that have Photosensitive epilepsy, and in general may be an eyesore to players that are not epileptic. The developers understood and significantly changed the battle effects in a day-one patch that was heavily recommended by Square Enix to be downloaded by future players.
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.
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.
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