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Silent Hill: The Short Message
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Doctor Lautrec and the Forgotten Knights
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New Super Abandoned: Discovery Island
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Ys IV: Mask of the Sun
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Uncharted 4: A Thief's End
Pathologic 2
Ganbare Goemon Gaiden: Kieta Ougon Kiseru
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War: Final Assault
New Play Control! Metroid Prime
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Kirby and the Forgotten Land
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The Murder of Sonic the Hedgehog
Valkyrie Profile
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Dragon Ball: Sparking! Zero
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Pajama Sam 3: You Are What You Eat From Your Head to Your Feet
Monument Valley
WWF In Your House
The Legend of Spyro: Dawn of the Dragon
City Life DS
Yume Nikki
Bigley's Revenge
Sonic & All-Stars Racing Transformed
Faceball 2000
Dance Dance Revolution Hottest Party 5
Dance Dance Revolution II
Samurai Warriors 2 Empires
Fur Fighters: Viggo on Glass
Peter Gabriel: Eve
Super Monkey Ball Adventure
Super Monkey Ball Adventure
Sonic & Sega All-Stars Racing
Dragon Ball: Sparking! Zero
War: Final Assault
Skull and Bones
Rhythm Thief & the Emperor's Treasure
Cassette Beasts
The Witch and the Hundred Knight: Revival Edition
Moonmist
SimCity
Doctor Lautrec and the Forgotten Knights
Disgaea 5: Alliance of Vengeance
Criminal Girls
The Witch and the Hundred Knight
MyPopgoes
Rock 'n' Roll Adventures
Anubis II
Mecarobot Golf
Virtua Fighter 3tb
Final Fantasy X/X-2 HD Remaster
Mr Bean
The King of Fighters XV
The King of Fighters: Maximum Impact Regulation A
Spanish for Everyone!
Beatmania IIDX 4th style
Tweenies Doodles' Bones
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Slider
Llamatron: 2112
Explosive Fighter Patton
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Yum Yum Cookstar
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Latest Trivia
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At the very beginning of Appendix v. The Lost Falls, after Ida presses the first switch in the level to raise the pillar the Totem is on up to where she is, a set of symbols carved into two sides of the pillar are revealed. These symbols are part of the ancient Zuish language from the game Fez, but they are used incorrectly in order to fit the message on the pillar (i.e. vertical spelling, no use of spaces, line breaks in the middle of words). When translated, it spells out this message:
This not only acts as a reference to the popular quote at the start of The Legend of Zelda to show Ida receiving help, but also acts as foreshadowing to the end of the level where Spoiler:the Totem is destroyed by a crushing stone pillar while helping Ida get past it, forcing her to go through the rest of the Forgotten Shores levels on her own.
TOSR
ONDO
GEAU
OINS
ATG
LIE
"TO GO ALONE IT IS DANGEROUS"
ONDO
GEAU
OINS
ATG
LIE
"TO GO ALONE IT IS DANGEROUS"
This not only acts as a reference to the popular quote at the start of The Legend of Zelda to show Ida receiving help, but also acts as foreshadowing to the end of the level where Spoiler:the Totem is destroyed by a crushing stone pillar while helping Ida get past it, forcing her to go through the rest of the Forgotten Shores levels on her own.
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In 2014, developer Danny Gray revealed while promoting Monument Valley at its release that there was a single Easter egg hidden in the main game. It would eventually be discovered and then confirmed by Gray two years later that this secret was in the green room of the main game's final level X. Observatory, where a green model of an Arwing from the first Star Fox game can be found floating near some debris in the bottom-right corner of the area.
Easter egg reveal:
https://www.reddit.com/r/iosgaming/comments/227g87/comment/cgkoxmm/
Easter egg discovery and Danny Gray confirmation:
https://twitter.com/andrewray/status/750132241683013632
https://twitter.com/Dan_Gray/status/750275036121096192
https://www.reddit.com/r/iosgaming/comments/227g87/comment/cgkoxmm/
Easter egg discovery and Danny Gray confirmation:
https://twitter.com/andrewray/status/750132241683013632
https://twitter.com/Dan_Gray/status/750275036121096192
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Behind-the-scenes pictures from the game's development show that former wrestler Jeff Jarrett did green screen capture work for appearing in the game as a playable character. However, due to his departure from the WWF (now known as the WWE) in 1995 regarding a contractual dispute before the game's release, he was subsequently removed from the roster.
Behind the Scenes:
https://thecollectorate.wordpress.com/2017/07/02/behind-the-scenes-wwf-in-your-house-video-game/
Jeff Jarrett Interview with Wrestlezone:
https://www.wrestlezone.com/features/interviews/1396780-jeff-jarrett-comments-on-being-removed-from-wwf-in-your-house-before-the-game-released
More information:
https://www.thesportster.com/wrestlers-cut-from-wwe-video-games/
https://thecollectorate.wordpress.com/2017/07/02/behind-the-scenes-wwf-in-your-house-video-game/
Jeff Jarrett Interview with Wrestlezone:
https://www.wrestlezone.com/features/interviews/1396780-jeff-jarrett-comments-on-being-removed-from-wwf-in-your-house-before-the-game-released
More information:
https://www.thesportster.com/wrestlers-cut-from-wwe-video-games/
subdirectory_arrow_right Sonic The Hedgehog (Franchise)
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In The Murder of Sonic the Hedgehog, when Sonic is found presumed dead on the ground, the pose he is laying in is a reference to a meme within animation circles known as the "Family Guy Death Pose". This pose is frequently used throughout the animated series of the same name created by Seth MacFarlane, which became criticized in later years for utilizing cheaper animation. This is not the first time this pose was referenced in the Sonic the Hedgehog franchise; the first time being in Issue #3 of the IDW comic book miniseries "Sonic the Hedgehog: Imposter Syndrome", where the character Surge collapses into the pose at one point.
Trailer for the game:
https://www.youtube.com/watch?v=iC8sIhr-z5I
Sonic the Hedgehog: Imposter Syndrome Issue #3 (Page 9; info and source provided by chocolatejr9):
https://readallcomics.com/sonic-the-hedgehog-imposter-syndrome-3-2022/
Know Your Meme article:
https://knowyourmeme.com/memes/family-guy-death-pose-peter-falls-down-the-stairs
https://www.youtube.com/watch?v=iC8sIhr-z5I
Sonic the Hedgehog: Imposter Syndrome Issue #3 (Page 9; info and source provided by chocolatejr9):
https://readallcomics.com/sonic-the-hedgehog-imposter-syndrome-3-2022/
Know Your Meme article:
https://knowyourmeme.com/memes/family-guy-death-pose-peter-falls-down-the-stairs
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In 2022, the English rock band Arctic Monkeys released a song titled "Sculptures of Anything Goes", featuring the following lyric in the last verse of the song:
This lyric became the subject of news articles when fans on the music lyrics website Genius initially determined that it was referencing the obscure Nintendo DS game City Life DS, which only released in France in 2008 and the United Kingdom in 2009, and did not sell as well as previous games in the City Life series. Fans theorized that the difficulty in finding a copy of the game referenced in the lyric stemmed from Nintendo eventually discontinuing the DS family of systems to support future consoles. They also cited the closure of the Nintendo 3DS/Wii U versions of the Nintendo eShop as another possibility, but this was unfounded as City Life DS was only officially released as a physical cartridge and not part of the Wii U Virtual Console's Nintendo DS library.
However, it was confirmed in an interview with the band's frontman Alex Turner by Rolling Stone Germany on the day the song released that the lyric was not about City Life DS. He attributed the lyric to the works of author David Foster Wallace, most likely as a reference to his book "Infinite Jest" where the characters consume entertainment in the form of cartridges, which could also be referring to Turner's growing struggle to appeal and relate to Arctic Monkeys' audience from their earlier years as their sound and image changed later on.
"The simulation cartridge for City Life '09 is pretty tricky to come by."
This lyric became the subject of news articles when fans on the music lyrics website Genius initially determined that it was referencing the obscure Nintendo DS game City Life DS, which only released in France in 2008 and the United Kingdom in 2009, and did not sell as well as previous games in the City Life series. Fans theorized that the difficulty in finding a copy of the game referenced in the lyric stemmed from Nintendo eventually discontinuing the DS family of systems to support future consoles. They also cited the closure of the Nintendo 3DS/Wii U versions of the Nintendo eShop as another possibility, but this was unfounded as City Life DS was only officially released as a physical cartridge and not part of the Wii U Virtual Console's Nintendo DS library.
However, it was confirmed in an interview with the band's frontman Alex Turner by Rolling Stone Germany on the day the song released that the lyric was not about City Life DS. He attributed the lyric to the works of author David Foster Wallace, most likely as a reference to his book "Infinite Jest" where the characters consume entertainment in the form of cartridges, which could also be referring to Turner's growing struggle to appeal and relate to Arctic Monkeys' audience from their earlier years as their sound and image changed later on.
Arctic Monkeys - Sculptures of Anything Goes:
https://www.youtube.com/watch?v=KQsrIxyoJdE
City Life DS release dates:
https://web.archive.org/web/20180109182552/https://www.gamespot.com/city-life-ds/
Alex Turner Rolling Stone Germany interview:
https://www.rollingstone.de/arctic-monkeys-alex-turner-im-grossen-interview-zum-neuen-album-the-car-2508705/
Speculation news coverage:
https://www.nme.com/news/gaming-news/arctic-monkeys-sneak-an-obscure-nintendo-reference-into-the-car-3333593
https://www.gamesradar.com/an-obscure-nintendo-city-builder-has-resurfaced-on-the-new-arctic-monkeys-album/
https://www.nintendolife.com/news/2022/10/random-arctic-monkeys-song-potentially-makes-obscure-ds-city-builder-reference
https://indigomusic.com/pop-cultures/arctic-monkeys-made-a-subtle-nintendo-reference-in-their-track-the-car?amp=1
https://www.youtube.com/watch?v=KQsrIxyoJdE
City Life DS release dates:
https://web.archive.org/web/20180109182552/https://www.gamespot.com/city-life-ds/
Alex Turner Rolling Stone Germany interview:
https://www.rollingstone.de/arctic-monkeys-alex-turner-im-grossen-interview-zum-neuen-album-the-car-2508705/
Speculation news coverage:
https://www.nme.com/news/gaming-news/arctic-monkeys-sneak-an-obscure-nintendo-reference-into-the-car-3333593
https://www.gamesradar.com/an-obscure-nintendo-city-builder-has-resurfaced-on-the-new-arctic-monkeys-album/
https://www.nintendolife.com/news/2022/10/random-arctic-monkeys-song-potentially-makes-obscure-ds-city-builder-reference
https://indigomusic.com/pop-cultures/arctic-monkeys-made-a-subtle-nintendo-reference-in-their-track-the-car?amp=1
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The Dragon Quest-esque overworld area, colloquially known as FC World, features a large island on the right-hand side of the map that is not accessible during the normal course of play despite taking up the majority of FC World's land mass. No events or exits are associated with this island, popularly known as FC World C, meaning that hacking the game to place Madotsuki there would prove fruitless.
Despite this, there is evidence that this area was meant to be explorable at one point in development. In the Version 0.09 build (the last one before the "final" Version 0.10 release in 2007), the Dense Woods and Windmill World areas feature the player character from the minigame NASU as an NPC; however, a flag is set to render it invisible (and therefore non-interactable). If the player uses RPG Maker 2003's debugging tools to render the character visible, interacting with it teleports Madotsuki to another unused area in FC World, a small island with four statues on it and an exit at the bottom. Going through this exit takes Madotsuki to FC World C.
While FC World C is still as barren as in other versions of the game, the unused chain of events leading up to it in Version 0.09 indicates that the area was intended to play some kind of role in the final game and that Kikiyama continued to try implementing it late into the game's update history.
Despite this, there is evidence that this area was meant to be explorable at one point in development. In the Version 0.09 build (the last one before the "final" Version 0.10 release in 2007), the Dense Woods and Windmill World areas feature the player character from the minigame NASU as an NPC; however, a flag is set to render it invisible (and therefore non-interactable). If the player uses RPG Maker 2003's debugging tools to render the character visible, interacting with it teleports Madotsuki to another unused area in FC World, a small island with four statues on it and an exit at the bottom. Going through this exit takes Madotsuki to FC World C.
While FC World C is still as barren as in other versions of the game, the unused chain of events leading up to it in Version 0.09 indicates that the area was intended to play some kind of role in the final game and that Kikiyama continued to try implementing it late into the game's update history.
The Cutting Room Floor articles:
https://tcrf.net/Yume_Nikki#FC_World_C
https://tcrf.net/Proto:Yume_Nikki/Version_0.09#NASU_Link
YouTube video showing the unused NASU event in action:
https://www.youtube.com/watch?v=nH-jHO4vqLI
https://tcrf.net/Yume_Nikki#FC_World_C
https://tcrf.net/Proto:Yume_Nikki/Version_0.09#NASU_Link
YouTube video showing the unused NASU event in action:
https://www.youtube.com/watch?v=nH-jHO4vqLI
subdirectory_arrow_right Dance Dance Revolution Hottest Party 5 (Game), Dance Dance Revolution II (Game)
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Dance Dance Revolution X3 VS 2ndMix's interface and background music strongly resemble that which appeared in Dance Dance Revolution II/Hottest Party 5. This connection may possibly stem from both games releasing within a month of each other, suggesting they were developed simultaneously and shared development assets.
Article on List of North American Console DDR Games:
https://remywiki.com/North_American_DanceDanceRevolution_Games#Nintendo_Wii
RemyWiki articles on DDR X3 VS 2ndMix and DDRII/HP5:
https://remywiki.com/AC_DDR_X3
https://remywiki.com/CS_DDR_II
Video of DDR II Interface:
https://www.youtube.com/watch?v=jbOi1uCYtko?t=36
Video of DDR X3 VS 2ndMix Interface:
https://www.youtube.com/watch?v=676PuAyLAts
https://remywiki.com/North_American_DanceDanceRevolution_Games#Nintendo_Wii
RemyWiki articles on DDR X3 VS 2ndMix and DDRII/HP5:
https://remywiki.com/AC_DDR_X3
https://remywiki.com/CS_DDR_II
Video of DDR II Interface:
https://www.youtube.com/watch?v=jbOi1uCYtko?t=36
Video of DDR X3 VS 2ndMix Interface:
https://www.youtube.com/watch?v=676PuAyLAts
subdirectory_arrow_right Dance Dance Revolution Hottest Party 5 (Game)
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Dance Dance Revolution II is the only DDR game released on the Wii to feature a 1-20 difficulty scale (introduced in Dance Dance Revolution X), Doubles Charts, and Challenge Charts. However, due to the game lacking Shock Arrows, any Challenge Charts containing them are omitted.
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Concept art for the 2001 build of the cancelled Foodfight! game developed by Midway Games West was released on artist Jason Leong's website, showing a set of character concepts and game scenarios with various fictional and real-life product mascots. The character concepts shown include:
• The red, yellow, and blue M&M's carrying vitamin supplement boxes with muscular hammer-wielding arms coming out of them.
• The Keebler Elves firing bows and arrows with flaming Tootsie Pops.
• A team-up of the Green Giant, a muscular version of Poppin' Fresh the Pillsbury Doughboy, and a jacket-wearing Kool-Aid Man.
• Mr. Clean commanding an army of Scrubbing Bubbles.
• Cap'n Crunch shooting a bazooka made out of a Pringles can.
• Hawaiian Punch's mascot Punchy punching a soup can made by Brand X, a fictional brand from the movie.
The game scenarios seem to feature various mini-games among main game missions, including:
• An early human version of Dex Dogtective swinging with a grappling hook, finding shortcuts between products, being launched from Hamburger Helper's mascot Lefty in platforming sections.
• What appears to be a mini-game where Dex and a Brand X mascot would bump into one another on shopping trolleys.
• A mission where fictional mascot Daredevil Dan flies above the supermarket in his plane.
• The Green Giant rolling over tiny Brand X bots with either a barrel or a mango bowling ball. This mini-game has two pieces of concept art, one that presents it as akin to the game Tempest and another that shows the Green Giant stepping on robots.
• Dex commanding the M&M's in a shooting mini-game.
• A platforming mini-game with Cap'n Crunch jumping off of barrels.
• A mini-game where fictional mascot Polar Penguin must destroy pillars on the ice.
• A cow-herding mini-game featuring Twinkie the Kid.
• A food-fighting mini-game, like the climax of the movie, specifically themed around Chef Boyardee.
• A mini-game where Dex throws Lucky Charms at Brand X drones.
Of the licensed characters featured in this concept art, only Mr. Clean, Punchy, Chef Boyardee, and Twinkie the Kid would appear in the film when it eventually released in 2012.
• The red, yellow, and blue M&M's carrying vitamin supplement boxes with muscular hammer-wielding arms coming out of them.
• The Keebler Elves firing bows and arrows with flaming Tootsie Pops.
• A team-up of the Green Giant, a muscular version of Poppin' Fresh the Pillsbury Doughboy, and a jacket-wearing Kool-Aid Man.
• Mr. Clean commanding an army of Scrubbing Bubbles.
• Cap'n Crunch shooting a bazooka made out of a Pringles can.
• Hawaiian Punch's mascot Punchy punching a soup can made by Brand X, a fictional brand from the movie.
The game scenarios seem to feature various mini-games among main game missions, including:
• An early human version of Dex Dogtective swinging with a grappling hook, finding shortcuts between products, being launched from Hamburger Helper's mascot Lefty in platforming sections.
• What appears to be a mini-game where Dex and a Brand X mascot would bump into one another on shopping trolleys.
• A mission where fictional mascot Daredevil Dan flies above the supermarket in his plane.
• The Green Giant rolling over tiny Brand X bots with either a barrel or a mango bowling ball. This mini-game has two pieces of concept art, one that presents it as akin to the game Tempest and another that shows the Green Giant stepping on robots.
• Dex commanding the M&M's in a shooting mini-game.
• A platforming mini-game with Cap'n Crunch jumping off of barrels.
• A mini-game where fictional mascot Polar Penguin must destroy pillars on the ice.
• A cow-herding mini-game featuring Twinkie the Kid.
• A food-fighting mini-game, like the climax of the movie, specifically themed around Chef Boyardee.
• A mini-game where Dex throws Lucky Charms at Brand X drones.
Of the licensed characters featured in this concept art, only Mr. Clean, Punchy, Chef Boyardee, and Twinkie the Kid would appear in the film when it eventually released in 2012.
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The game's North American release was originally slated for 1996, concurrently with the European release. However, the American CD-ROM market crashed that year, resulting in the intended publisher, Starwave, exiting the market in favor of website development. The game was eventually picked up by Graphix Zone, who brought it to American storefronts in May 1997.
May 3, 1997 edition of Billboard magazine (pg. 86 of 116 in the Archive.org preview):
https://archive.org/details/bub_gb_IQ8EAAAAMBAJ/page/n85/mode/2up
The Obscuritory article:
https://obscuritory.com/multimedia/peter-gabriel-eve/
https://archive.org/details/bub_gb_IQ8EAAAAMBAJ/page/n85/mode/2up
The Obscuritory article:
https://obscuritory.com/multimedia/peter-gabriel-eve/
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In 2013, Valve and the tabletop game company WizKids collaborated to produce an exclusive chess set themed around Team Fortress 2 that was sold on Valve's website and on ThinkGeek. Each copy of the set came with a digital code for a hat called the Grandmaster, where the head piece would change as your killstreak increases. Aside from "Grandmaster" being one of the highest titles awarded to chess players by the International Chess Federation, the hat's item description references a pair of highly publicized chess matches in 1996 and 1997 between former World Chess Champion Garry Kasparov, and IBM's chess-playing computer Deep Blue.
Archived store pages for TF2 Chess Set:
https://web.archive.org/web/20160603170729/https://www.thinkgeek.com/product/1286/
https://web.archive.org/web/20160523044118/http://store.valvesoftware.com:80/product.php?i=BGTF001
Chess set unboxing and Grandmaster hat activation:
https://www.youtube.com/watch?v=r9mtDHj8Bt0
Grandmaster hat showcase:
https://www.youtube.com/watch?v=5djC7RUDRuY
TF2 official wiki article:
https://wiki.teamfortress.com/wiki/Grandmaster
https://web.archive.org/web/20160603170729/https://www.thinkgeek.com/product/1286/
https://web.archive.org/web/20160523044118/http://store.valvesoftware.com:80/product.php?i=BGTF001
Chess set unboxing and Grandmaster hat activation:
https://www.youtube.com/watch?v=r9mtDHj8Bt0
Grandmaster hat showcase:
https://www.youtube.com/watch?v=5djC7RUDRuY
TF2 official wiki article:
https://wiki.teamfortress.com/wiki/Grandmaster
subdirectory_arrow_right Super Monkey Ball Adventure (Game)
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In an attempt to make the game more accessible and add more depth to the series, Sega opted to focus more on the game's plot compared to previous titles, which primarily focused on the gameplay, to try and take the series' characters "into the next sort of iconic level".
Nintendo Power Issue #204 - June 2006 (Pages 38-41):
https://archive.org/details/nintendo-power-issue-204-june-2006/page/38/mode/2up
https://archive.org/details/nintendo-power-issue-204-june-2006/page/38/mode/2up
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According to animator PhantomArcade, Nene's redesign for the game went through numerous changes that ultimately did not go through. Additionally, he was the only person on the team involved with Nene's redesign.
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According to Crash Team Racing Nitro-Fueled art director Jason Godbout, when the Crash Nitro Kart bosses were being redesigned, extra care was given to Nash the Shark so he would be "so awesome" that he becomes "the character that everyone's gonna want to play [as]". Godbout believed that Nash went from being "okay, but unappealing" in his Nitro Kart iteration to being his personal favorite character in Nitro-Fueled due to the redesign efforts.
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This is the first game in the Dragon Ball: Budokai Tenkaichi series to be released under its original Japanese name (Dragon Ball: Sparking!) in the overseas version of the game.
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By clipping the camera through a wall in the 6th level "Munition Line", a hidden image of a creepy person can be found. This is an old Internet meme known as "Creepy Ugly Guy", a photoshopped image based on an example photo used in the API plug-in "Kai's Power Goo", that spliced together stock images of a man, a young girl, and a chimpanzee, and is believed to have been spread online as early as 1996 when the software originally came out.
War: Final Assault Easter egg:
https://www.youtube.com/watch?v=12_RO_paEJU
Kai's Power Goo - Creepy Ugly Guy original merged image:
https://www.youtube.com/watch?v=xt06OSIQ0PE?t=4m7s
Kai's Power Goo 1996 release:
https://www.computinghistory.org.uk/det/68752/Kai's%20Power%20Goo/
https://www.youtube.com/watch?v=12_RO_paEJU
Kai's Power Goo - Creepy Ugly Guy original merged image:
https://www.youtube.com/watch?v=xt06OSIQ0PE?t=4m7s
Kai's Power Goo 1996 release:
https://www.computinghistory.org.uk/det/68752/Kai's%20Power%20Goo/
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In a pre-release gameplay video from 2018, at the end of a tour of the Home Base, a lit sign featuring the logo for the pizza restaurant chain Domino's can be seen hanging on a wall near the refrigerator. This sign would be removed in the final game, but within the game's files are several voice lines spoken by the game's main cast (Coco, Davis, Eva, Io, Jack, Louis, Mia, Rin and Yakumo) talking about eating freshly delivered pizza in an unusually glorifying manner without mentioning the company by name. It's unclear how these voice clips would have been used in the game, but when taken with the unused Domino's sign, it's believed that this was all part of a planned promotional tie-in that fell through when the game was delayed to 2019, where Domino's would have somehow survived the apocalypse in the game's story and adapted to the Revenants and the Lost.
Code Vein - Domino's voice lines:
https://www.youtube.com/watch?v=QNnNoC32N1k
Code Vein - Home Base early gameplay:
https://www.youtube.com/watch?v=OGhVIQShNz0
The Cutting Room Floor article:
https://tcrf.net/Code_Vein#Domino.27s_Pizza_Promotion_Leftovers
https://www.youtube.com/watch?v=QNnNoC32N1k
Code Vein - Home Base early gameplay:
https://www.youtube.com/watch?v=OGhVIQShNz0
The Cutting Room Floor article:
https://tcrf.net/Code_Vein#Domino.27s_Pizza_Promotion_Leftovers
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Just before Sonic transforms into Super Sonic near the end of the game, the surviving crowd in Station Square can be heard in the background chanting Sonic's name to encourage him. This crowd recording is actually comprised of over one thousand attendants in the audience for the official reveal of the game at the Tokyo International Forum on August 22, 1998. The chant was led by special guest Hiroshi Fujioka portraying Segata Sanshiro, the Japanese advertising mascot for the Sega Dreamcast's predecessor the Sega Saturn, and recorded by Sega to use in the game.
Sonic Adventure reveal at the Tokyo International Forum on August 22, 1998:
https://www.youtube.com/watch?v=LwzRMCNu6Rc?t=3357
Final chant recording at the event used in the game:
https://www.youtube.com/watch?v=LwzRMCNu6Rc?t=3643
Sonic Adventure - Super Sonic transformation chant:
https://www.youtube.com/watch?v=Nv9wXt81xDw?t=917
SonicRetro article:
https://sonicretro.org/2023/08/23/25-years-ago-sonic-adventure-was-revealed-to-the-world-a-look-back/
https://www.youtube.com/watch?v=LwzRMCNu6Rc?t=3357
Final chant recording at the event used in the game:
https://www.youtube.com/watch?v=LwzRMCNu6Rc?t=3643
Sonic Adventure - Super Sonic transformation chant:
https://www.youtube.com/watch?v=Nv9wXt81xDw?t=917
SonicRetro article:
https://sonicretro.org/2023/08/23/25-years-ago-sonic-adventure-was-revealed-to-the-world-a-look-back/
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When Fox frees Krystal from her crystal prison at the top of Krazoa Palace in Star Fox Adventures, she immediately grabs her staff back from him and begins firing at the newly resurrected Andross as Fox runs off to his Arwing to confront the latter in Dinosaur Planet's orbit. Strangely enough, in the ending cutscene after Andross' defeat, Fox once again has Krystal's staff in his backpack. When asked about this in a January 10th, 2003 issue of Rare's scribes, the development team responded with:
"It was late. We were tired. Just leave it. Okay? Could you honestly not think of a better question than this?"
Star Fox Adventures - General Scales and Andross final boss:
https://www.youtube.com/watch?v=coeDs2f-6N8
Rare Scribes - January 10th, 2003:
https://www.raregamer.co.uk/scribes-january-10th-2003/
https://www.youtube.com/watch?v=coeDs2f-6N8
Rare Scribes - January 10th, 2003:
https://www.raregamer.co.uk/scribes-january-10th-2003/
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Despite incorporating several elements common in a live-service game (i.e. an in-game store, a battle pass, seasonal events, and premium currency), Skull and Bones was given a price tag of $70. Yves Guillemot, the CEO of Ubisoft, justified this during an investors call before the game's release, stating:
It's worth noting, however, that the game cost $200 million due to its decade-long development, with Ubisoft admitting that they did not think they would be able to break even due to its poor launch. Knowing this, it can be inferred that Ubisoft insisted on referring to Skull and Bones as a "quadruple-A" title not because of the scope of the project, but for how abnormally long it took to produce and raised the price to recoup costs, because this was not the first or only game they called a AAAA title in the past. It was discovered as far back as 2020 on the LinkedIn pages of several Ubisoft employees that they referred to Skull and Bones, the also long-delayed Beyond Good & Evil 2, and later Avatar: Frontiers of Pandora, all games with development times lasting at least six years, as AAAA titles in their work experience.
"It's a very big game and we feel that people will really see how vast and complete that game is. So it's a really full triple-A, quadruple-A game that will deliver in the long run."
It's worth noting, however, that the game cost $200 million due to its decade-long development, with Ubisoft admitting that they did not think they would be able to break even due to its poor launch. Knowing this, it can be inferred that Ubisoft insisted on referring to Skull and Bones as a "quadruple-A" title not because of the scope of the project, but for how abnormally long it took to produce and raised the price to recoup costs, because this was not the first or only game they called a AAAA title in the past. It was discovered as far back as 2020 on the LinkedIn pages of several Ubisoft employees that they referred to Skull and Bones, the also long-delayed Beyond Good & Evil 2, and later Avatar: Frontiers of Pandora, all games with development times lasting at least six years, as AAAA titles in their work experience.
Quote source:
https://www.pcgamer.com/ubisoft-ceo-defends-skull-and-bones-dollar60-price-tag-says-its-a-quadruple-a-game/
Game budget:
https://insider-gaming.com/skull-and-bones-players-total/
2020 LinkedIn page mentions:
https://screenrant.com/ubisoft-beyond-good-evil-skull-bones-aaaa-games/
2022 Avatar: Frontiers of Pandora AAAA game label:
https://tech4gamers.com/avatar-frontiers-of-pandora/
https://www.pcgamer.com/ubisoft-ceo-defends-skull-and-bones-dollar60-price-tag-says-its-a-quadruple-a-game/
Game budget:
https://insider-gaming.com/skull-and-bones-players-total/
2020 LinkedIn page mentions:
https://screenrant.com/ubisoft-beyond-good-evil-skull-bones-aaaa-games/
2022 Avatar: Frontiers of Pandora AAAA game label:
https://tech4gamers.com/avatar-frontiers-of-pandora/