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Real Bout Fatal Fury
1
In the RBFF guidebook interview, the game's staff were asked about the meaning of the title “Real Bout”? And they responded:

"That was actually the working project title of the original Garou Densetsu. As this development progressed, we wracked our brains trying to come up with a new title for this sequel, and wondered if changing the entire title itself wouldn’t be more interesting. Then someone suggested, “hey, what if we bring back ‘Real Bout’…” So we have a lot of attachment to it, as you might imagine."
Baraduke
1
According to an interview with the game's planner and graphic designer Yukio Takahashi in the book 'Game Shokunin', it took him a whole year to finish off development of the game. He had to do everything but the programming himself, and drew all the graphics in about 5 to 6 months.
The Revenge of Shinobi
1
In an interview with game's director and designer Noriyoshi Ohba, he was told about how popular the game's composer Yuzo Koshiro’s music was. He commented:

"Yeah, it’s really a collection of some of his most famous songs. The Chinatown stage theme, in particular, is amazing. I remember getting goosebumps when [...] I listened to a demo tape of the Chinatown theme for the first time. I was impressed by his work, and we worked well together, so I asked him to do the music for Streets of Rage the following year."

Ohba's sound effects would also be re-used in later titles such as the Streets of Rage games.
Franchise: Megami Tensei
1
Attachment In a 1992 developer interview, it was revealed that Cú Chulainn's name and design were inspired by Cú Chulainn from Yousei-ou manga series.

The attached image shows Shin Megami Tensei’s Cú Chulainn design (left) and its inspiration, the Cú Chulainn character from the Ryoki Yamagishi manga Yousei-ou (right).
Castlevania: Rondo of Blood
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Attachment In the Akumajo Dracula X CD liner notes, the game's character designer Toshiharu Furukawa stated that they had to remove some monsters in previous Castlevania games, due to the game's international localizations. Having destructible monsters with humanoid forms (i.e. Medusa, Carmilla, and Gargoyle) went against America's morals. However, for Castlevania: Rondo of Blood, it doesn't need to be localized, due to it being released in Japan-only.
Mega Man X4
1
In an Sega Saturn Magazine interview, the game's planner Koji Okohara stated that looking back at Mega Man X3, they felt there wasn't a big enough difference between how Zero and X controlled, so they tried to distinguish both of them further in the sequel. In X4, Zero only got a sword without any "charge" ability for his weapon.

The game's producer Yoshinori Takenaka stated that many developers were against that decision. Koji Okohara also stated "His sword doesn’t have any reach, and they thought it would make the game too difficult. To address that, we raised his attack power and added Street Fighter-style moves, so he feels completely different from X."
Tomba! 2: The Evil Swine Return
1
According to game's producer Tokuro Fujiwara, their idea was to combine 2D and 3D graphics for Tomba! 1, but they weren't able to achieve they effect they wanted. They went with 3D for the second game so that they can achieve a greater freedom in expression. Also in Tomba! 2, the graphics may have changed from the first one, but it's system and gameplay were carried over so players wouldn't feel alienated from the first game.
The Elder Scrolls IV: Oblivion
1
Attachment Concept art of multiple cities feature amphitheaters, as seen in the Anvil, Chorrol, and Skingrad concept art. These amphitheaters are nowhere to be seen in the final game.
The Elder Scrolls IV: Oblivion
1
Concept art of Anvil reveal some slight differences from the original design. Originally, the port was connected inside the city walls, the lighthouse was accessed via a paved path, and the bay was much larger. In the final game, the port and lighthouse are located outside of the city walls, in a separate cell, the lighthouse has no paved path leading to it, and the bay is much smaller.
The Elder Scrolls IV: Oblivion
1
Attachment Concept art reveals a vastly different design for the city of Leyawiin than in the final game. The Niben river would have flown through the city, splitting it into 3 different sections, with 2 outer sections on land, and the third section, an island in the Niben River, connected via bridges.
The Elder Scrolls IV: Oblivion
1
Upon first entering the Market District, a notice will appear on the screen reading "New Topic: Do you need couriers?". However, this topic cannot be discussed with any NPCs. This may be a leftover from a scrapped quest or questline in which the player would deliver letters to NPCs. The string of text's file name is "ImpExWork", with "ImpExDeliveredLetter" and "ImpExGiveLetter" also existing in the game's files.
The Elder Scrolls IV: Oblivion
1
The game files reveal that High Elves were originally supposed to be 50 points vulnerable to Fire, Frost, Shock, and Magic. In the final game, they only have a 25 points vulnerability, with no general vulnerability to Magic.
The Elder Scrolls IV: Oblivion
1
An unused "Darkness" spell exists in the files, but ultimately goes unused. It acts oppositely to the "Light" spells in the game, making an area darker (most likely to make it easier to sneak and remain undetected). Similar to the unused "Lock" spell it contains many "DO NOT USE" warnings.
The Elder Scrolls IV: Oblivion
1
An unused "Lock" spell exists in the files (as well as Easy Lock and Average Lock), but it goes unused in the final game. It would have locked containers and doors. The files include several warnings which read "DO NOT USE". "Lock" existed as a spell in TES III: Morrowind.
The Elder Scrolls IV: Oblivion
1
Originally, Velwyn Benirus was to die at some point during the Benirus Manor quest. Unused NPC lines exist saying, "I heard that Velwyn Benirus was killed. The manor claims another victim."
The Elder Scrolls IV: Oblivion
1
In "The Siren's Deception", the player would have only been fought by 2 of the women in Gweden Farm, with the third, Faustina, fleeing to the basement. There, the player would have had multiple dialogue options with her, and ultimately been able to spare her. In the final game, you must fight all 3 women on the first floor with no option to spare any of them. These lines were found in the German version of the game.
The Elder Scrolls IV: Oblivion
1
There is unused dialogue for Elven, Nord, Breton, and Redguard city guards that go unused due to all city guards being Imperials. The only exception to this being quest specific NPCs who are city guards of a race other than Imperial.
The Elder Scrolls IV: Oblivion
1
Attachment Every city was originally planned to have an Arena. Unused lines exist for the gatekeepers of each city arena, as well as Bruma's Arena being shown in the E3 2001 trailer. The final game uses what was originally the Chorrol Arena as the Imperial City Arena.
The Elder Scrolls IV: Oblivion
1
According to a fan interview conducted with Todd Howard, a "Nobility" faction was originally present in the game and would have focused on the dealings of The Elder Council. According to Howard, "You made your way up and became "The Duke of Colovia" and sat on the Elder Council. The only remnant of that questline is the dead Duke in Castle Kvatch, which was to be the beginning of that line."
The Simpsons Game
1
Gameplay of a prototype version from 2004 was uploaded to YouTube. The player controls only Bart Simpson and runs around in the house. The game was played on the original Xbox, suggesting such an OG Xbox version may have been planned at one point.
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