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Super Mario 3D Land
1
According to Kenta Motokura, the Tanooki-tailed Bowser is actually a Goomba using a Super Leaf. This was done as an homage to the original Super Mario Bros. game.
Hong Kong 97
1
According to an interview published by the South China Morning Post, Yoshihisa "Kowloon" Kurosawa stated that the game came to be because he wanted to make the worst game possible as a mockery to the game industry at the time, being completely dominated by Nintendo and Sega. Since Kurosawa wasn't proficient in his programming skills, he had an anonymous Enix employee help him out, with the game being made in two days.

After completion, Kurosawa made some merchandise through articles written under pseudonyms for underground gaming magazines, and set up a mail-order service to sell the game.
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.
.Hack//Infection
2
The developers looked at a number of MMORPGs such as Phantasy Star Online, Ultima Online, and Final Fantasy XI for inspiration. The prior works of character designer Yoshiyuki Sadamoto (Neon Genesis Evangelion) and scenario writer Kazunori Itō (Ghost in the Shell) were also an influence.
The Legend of Zelda
1
In a developer interview, Shigeru Miyamoto stated that the game was meant to inspire the sense of adventure that Indiana Jones and adventure movies, which were popular at the time, inspired in their viewers.
A Hat in Time
1
Jonas Kaerlev was concerned about bringing the game to Kickstarter, because he thought people would associate it with Donkey Kong 64, rather than other titles of the genre.

"It did worry us before we launched the Kickstarter. But we thought if we emphasized enough that we were trying to make something less like Donkey Kong 64 and more like Banjo-Kazooie or Mario 64, we thought it would be much more well-received."

Jonas also stated the lack of collect-a-thon platformers was partially because of Rare's Donkey Kong 64 game.

"I don't want to blame it all on Donkey Kong 64, but it's partially at fault. Donkey Kong 64 did a lot of things wrong, in that it was very tedious to collect everything in order to move on. A lot of people don't want that. They want to be able to breeze through the game if they so desire, but there are also people who want to collect everything, and get stronger and better."
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.
Collection: Tomba!
1
The reason why the title name "Tomba!" was changed to "Tombi!" in the European version, was because in Italy tomba means tomb (as in tombstone).
Call of Duty: Modern Warfare 2
1
Attachment In the "Favela" level, some players complained about the Arabic script on the picture frame that is written "Allah is beautiful and He loves beauty" in the bathroom.

The map was removed from the game on the 6th October 2012. It was put back into rotation on the PS3 version on the 23rd of October after an update which replaced the frame borders, and on December 10, 2012 for the Xbox 360 version.
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
While working at LucasArts, Director Cory Barlog was allowed to read the script for the canceled Star Wars live-action TV series. He was blown away by how much the story made him care about the series ongoing villain, Palpatine, and he used this as inspiration for Kratos's character in the story.
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.
Ratchet & Clank
1
Attachment There was a weapon that was supposed to be used in the game called the "Revolverator", but it was cut off from the game. According to game designer "Corey Stockton", when you find a colorless Revolverator in the "Insomniac Museum" from "Ratchet & Clank: Going Commando", he said:

"You may recognize this drill from Ratchet and Clank 1. It was held by a "large construction worker (The Miner from Hoven)" who gives you a lump of Raritanium. This was originally a weapon called the Revolverator. Ratchet would strike enemies with it and then spin them over his head with the drill bit. Unfortunately, this ended up leaving Ratchet open for attack, and also required a lot of resources to pull off, so it was cut."
Super Mario Bros. 2
1
In the prototype version, the characters had no sclera in their eyes. Strangely, this does not affect the character select screen and the end of the game.
Mortal Kombat
1
Attachment An unused audio file suggests that Brutalities from Ultimate Mortal Kombat 3/Mortal Kombat Trilogy were going to return. However, they were cut from the final game, though they would return in Mortal Kombat X.
Company: Sega
1
Attachment Most Sega Codename Consoles were named after celestial bodies.

Project Mercury (also know as Sega Game Gear) was SEGA's first handheld to compete with Game Boy.

Project Venus (also know as Sega Nomad) was a handheld version of Sega Genesis.

Project Mars (also know as Sega 32X) was a add-on for Sega Genesis.

Project Jupiter was a 32-Bit Cartridge Base Standalone Console and it was also going to feature a CD Add-on like Sega Genesis and Sega CD. This early idea was scraped and SEGA moved on creating a standalone CD Base Console which is Sega Saturn due to CDs are cheaper and has more storage then Cartridges.

Project Saturn (also know as Sega Saturn) was a 5th Generation Console to compete with PlayStation and Nintendo 64.

Project Neptune was Sega 32X and Sega Genesis all-in-one Console. This Combo Console was never released.

Project Pluto was a second model of Sega Saturn with a NetLink Internet Modem accessory built in. Only two Prototypes was existed.

The only 2 planets that was not used by SEGA was Earth and Uranus.


Project Titan (also know as STV "Sega Titan Video") was an Arcade Board of Sega Saturn that used Cartridges instead of CDs. The STV was only used in Japan.

Project Janus (also know as Sega Picture Magic) was designed for Developers to edit pre-loaded pictures supplied on a smart media card.
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