Trivia Browser


Tagsarrow_right
Filter:
Platformsarrow_right
Filter:
Yearsarrow_right
Filter:

Genresarrow_right
Filter:
Collectionsarrow_right
Filter:
Franchisesarrow_right
Filter:
Companiesarrow_right
Filter:

Cabin Fever
1
The main female character, Mallory, shares her name with her voice actress, Mallory Echelmeyer.
Five Nights at Candy's
0
According to Emil Macko, the remastered version of Five Nights at Candy's took the shortest amount of time to make among the original FNaC trilogy games, being made in a little under a month.
Napple Tale: Arsia in Daydream
2
The name of Straynap's ice cream shop, 13 Ice, is a reference to the real-life ice cream chain Baskin-Robbins, who are not only famous for their "31 flavors" slogan, but are also known as "31 Ice Cream" in Japan.
Nickelodeon All-Star Brawl
1
Attachment The inclusion of Hugh Neutron in the game as DLC, particularly instead of his son and series main protagonist Jimmy Neutron, was a response to an ironic internet campaign to get the character in the game known as "Hugh Nation", led by Hugh voice actor Mark DeCarlo and YouTubers The Superverse and Uncle Al, following Hugh trending on Twitter due to memes related to the game's reveal. When Hugh performs his strafe taunt in the game, he can say the voice lines "Hello internet!", "Thank you internet!" and "Hugh Nation!", referencing this push. The showcase for Hugh's moveset, which was aired at EVO 2022, mentions Hugh being included as a "thank you" to the devoted NASB community.
Super Mario Bros. Wonder
5
Super Mario Bros. Wonder marks the first game to not feature performances from long-time voice actor Charles Martinet, who voiced Mario and Luigi (and Wario and Waluigi in other games in the series) since 1990.

Nintendo announced that Martinet would retire from portraying the Mario Bros. permanently and become a "Mario Ambassador", nearly two months before the game's release.
Donkey Kong Country
5
Attachment In an interview, Steve Mayles recalled that during the development of Donkey Kong Country, "Rareware had the most Silicon Graphics machines in the world next to Boeing" with Kev Bayliss adding "I seem to remember we actually received a phone call from the Ministry of Defence asking why we'd got all of this powerful hardware and what were we actually doing with it".
person Raccoon Sam calendar_month September 3, 2023
Page 406 of SNES/Super Famicom: A visual compendium by Bitmap Books. ISBN 978-0-9956586-2-2
Dimahoo
1
In an 2000 interview with the game's composer Atsuhiro Motoyama published in the Great Mahō Daisakusen OST liner notes, he stated he had a great deal of personal affection for the first game in the Mahō Daisakusen series since he wrote the music for it. Before he started to compose Dimahoo, he chose to go back and listen to the old songs from Sorcer Striker for reference.

In Sorcer Striker, he stated that the approach he took to the songs was "melodious and colorful", but for Dimahoo he decided to try something else, not over-emphasizing the melodies and instead attempting to evoke a sense of atmosphere. In his mind, by contrasting these two approaches he was trying to explore the theme of what background music is supposed to be:

"When a video game composer writes melodic, busy pieces with tons of notes, and lots of progressive, complex chord structures, those songs make a good impression on the listener as songs, and they can also be quite effective in making the stages seem more exciting… but if you make a single misstep in this approach, it's very easy for the BGM to stand out too much (of course, if you can pull it off, the results can be spectacular). For Dimahoo I tried to do "both" (melody and atmosphere)… but how do you think it turned out?"

He also stated that he was not only plagued with technical difficulties with his sound equipment, but his air conditioner also broke. This made his working experience worse for a few days as Motoyama was "extremely sensitive to the heat":

"The sun would gradually heat the room up by midday, and on top of that, there was heat from the three computers and a rack full of music modules… I wasn't going to get through this with some dinky little table fan! The repair guy couldn't come for three days, and during that time I filled a bucket with ice water and put my feet inside while I worked (yes, I really did this). Damn! Now I can't use the damper pedal on my keyboard!"

He also thanked composer Manabu Namiki for assisting him with assembling the game's music data, saying he was "very indebted" to him. The way Namiki handled the music data for Dimahoo was different compared to the way he normally did it. Although he endeavored to keep his original data clean and simple to understand, it ended up being "idiosyncratic and confusing", and Namiki ended up spending many extra overtime hours dealing with it. So, he expressed his gratitude towards him by thanking him for cleaning all that up.
SoulCalibur
subdirectory_arrow_right SoulCalibur VI (Game), SoulCalibur II (Game), SoulCalibur (Franchise)
1
In the first, second and sixth SoulCalibur games, the classic numeric input for Ivy's notoriously difficult Summon Suffering throw is 376231A+G (Attack + Guard). This number combination actually holds significance as it appears to be a reference to the former phone number for Namco's headquarters from before they were acquired by Bandai, being 03-3756-2311.

Allegedly, the developers used the phone number as the basis for the input as a reaction to an in-joke among Tekken and Soul Edge arcade communities, who would react to degenerate or weird stuff in the games with "gonna call Namco about this". The joke being: "If you can't do the throw, go call Namco about it." However, since this input was brought back in SoulCalibur VI long after the phone number stopped being used by Bandai Namco, this adds an additional (albeit probably unintended) layer to the joke: "Go call Namco about it. Oh wait, you can't."
person MehDeletingLater calendar_month April 25, 2023
Wrecking Crew
subdirectory_arrow_right Mario (Franchise)
1
In the 2023 film "The Super Mario Bros. Movie", the Japanese name for the character Spike (the foreman from Wrecking Crew) was changed in the corresponding dub. Although no specific reason was given as to why the change was made, it can be assumed it was done to avoid controversy as the character's original Japanese name is "Blackie", which is also a derogatory racial slur in English-speaking countries used to refer to dark-skinned people of African descent.
Franchise: Mario
2
In a 2023 interview done to promote "The Super Mario Bros. Movie", Shigeru Miyamoto shared his thoughts and opinions on certain aspects of the character Mario that the filmmakers could easily take from the video games that made him endure over time and become so beloved the world over:

"It's the very fact that he is not your typical superhero that makes him such an interesting movie character[...]He's so relatable. He's an Everyman character. He never gives up. He always keeps coming. Those qualities make for a very compelling central character.

I think part of it is the idea that Mario never gives up[...]And he's kind of got this shy side to him. When all the attention is focused on him, he's a little bashful and doesn't maybe want that. That speaks to me. He might seem brave, but that's still a fundamental core essence of his character."
Street Fighter V
1
Attachment Street Fighter series director Takayuki Nakayama revealed some concept designs by Bengus meant to represent each of divine beasts in Japanese mythology. These designs depict Byakko (the white tiger), Suzaku (the vermillion bird), Genbu (the black tortoise), Seiryu (the azure dragon), and the less often seen Koryu (the yellow dragon). These designs were meant to be used for mascots of the annual Special RAGE Cup events, which were Street Fighter tournaments held in Japan. The winner would recieve an special costume made for them.

As the RAGE Cup event only lasted for three years (2016-2018), only three of the beasts were present. It is unknown what the final concept of the blue and yellow dragons might have looked like.
Platform: MSX
1
In a 1985 interview with Bill Gates published in the 8/83 issue of LOGiN magazine, he stated the "X" letter in the MSX name doesn't have any special meaning. It was added purely for aesthetic reasons that he felt the logo needed to look good, and that it had an almost artistic sound and a nice ring to it. He thought the logo captured their distinctive style, and that it acted as a "guarantee of compatibility" when systems compatible with the MSX would start using it.
Shinobi
1
In a 2003 interview with the game's chief designer Masahiro Kumono published in Shinobi THE WIDE Illustration Archives, he stated him and his team began development in April 2001, and they exhibited the game's first playable demo at E3 2002. At the time, because they were showing the Shinobi game at an overseas trade show, they wanted to focus on the Japanese elements of the visuals to help stand out in an obvious way. For the ninja for instance, they incorporated super-Japanese onigawara into the ninja's leg armor, held on with buckled kumihimo, and joked that it was made of lacquerware. In the initial settings for the game, they tried to incorporate Japanese touches like this everywhere, such as characters in furisode-esque outfits, and the backgrounds would show more element like torii in between city buildings, or traditional Japanese houses with expressways running behind them and so on. Kumono wanted to try and express those juxtaposed "modern/Japanese" elements from every potential angle.
Pokémon Platinum Version
This trivia has been marked as "Not Safe for Work".
It may not be appropriate for all visitors and definitely isn't appropriate for work or school environments.
Click here to unhide it.
1
Capcom vs. SNK 2: Mark of the Millennium 2001
1
Attachment The game's artist Kinu Nishimura, likely used a picture of Masutatsu Ōyama (more commonly known as Mas Oyama) doing his stance as a reference work for her illustrated work of Ryu.
Forspoken
1
On February 3, 2023, 9 days after Forspoken's release, Square Enix released the outline of the Results Briefing held on that day, which showed some insight on the publisher's takeaways concerning its recent game releases.

While the briefing primarily focused on the financial results of numerous underperforming "small and mid-sized titles" that released in the quarter of October-December 2022 to try and fill the gap for declining net sales in the "HD Games sub-segment", the company decided to make a comment on the sales and reception for Forspoken. On page 6 of the outline, Square Enix president Yosuke Matsuda stated the following:

"Reviews of “FORSPOKEN,” which we released on January 24, 2023, have been challenging. However, the game has also received positive feedback on its action features, including its parkour and combat capabilities, so it has yielded results that will lead to improvement of our development capabilities of other games in the future. That said, its sales have been lackluster, and while the performance of new titles with February and March release dates will be the ultimate determinant, we see considerable downside risk to our FY2023/3 earnings."

The effects of the game's negative reception would come to fruition on February 28, when Square Enix announced that its developer, Luminous Productions, would be absorbed back into Square Enix on May 1 to "further bolster the competitive prowess of the Group's development studios". Despite Forspoken's failure, Luminous Productions said that they would remain committed to the game in the meantime, releasing patch updates and working on the game's upcoming DLC "In Tanta We Trust", which would later release on May 26, after the studio's closure.
person ProtoSnake calendar_month March 11, 2023
Pokémon Sun
subdirectory_arrow_right Pokémon Moon (Game), Pokémon (Franchise)
1
Attachment Between 2016 and 2017, male specimens of a new species of Nocticola cockroach were discovered at the Bukit Timah Nature Reserve in Singapore. The species' discovery was first published in 2023, and it was also announced that it had been named after the Ultra Beast Pheromosa, a Pokémon designed to resemble a "freshly-moulted" American cockroach, from the Generation VII games Pokémon Sun & Moon. The authors of the findings were fans of the series and noticed similarities between the two, including "having a long antenna, wings that mimic a hood and long slender legs." Unlike the hardy American cockroach, cockroaches in the Nocticola genus are very delicate and are known to be found in Africa, south-east Asia, and Australia. This species, Nocticola pheromosa, is the first scientifically-documented instance of a Nocticola cockroach in Singapore.
Street Fighter IV
1
In a 2010 interview with the game's producer Yoshinori Ono published in the MTV Multiplayer Blog, before the release of Super Street Fighter IV, he revealed that he's a big fan of the character Rainbow Mika, and that he wanted her to be put in Street Fighter IV, especially in Super Street Fighter IV. He "basically harassed the director constantly" by just whispering in his ear "Rainbow Mika! Rainbow Mika!". Ultimately, the directors of either version of Street Fighter IV didn't listen to Ono for unknown reasons, and Rainbow Mika never appeared in any Street Fighter IV installments. She would later appear as a playable character in Street Fighter V.
Far East of Eden II: Manji-maru
1
In the 1992 interview with the game's designer/writer Oji Hiroi published in The Super Famicom magazine, an interviewer asked him in what ways was Tengai Makyou II an upgrade from the first game? He responded that the game cartridge could now hold 2 MB of storage. He went on to talk about how they wanted the first Tengai Makyou to be a CD-ROM game before the PC Engine system went on sale, but once they began the development, a variety of unexpected problems cropped up. They spent about a year prototyping and doing various experiments, and "for awhile it didn't seem like we were going to be able to make an RPG at all."
X
1
In a 2000 interview with the game's director Yoshio Sakamoto published in the Nice Games' Game Boy Navigator tankobon, he stated at the time, he had been developing Kaeru no Tame ni Kane wa Naru and 3D games were just beginning to emerge. Argonaut Software, an overseas company with a high degree of technical expertise, approached him and his team with the offer to make a 3D game with them. Sakamoto thought it would be a useful experience, so he took the job, but he noted it was hard, summing up the hardships he faced working on the game as "brutal". Sakamoto had not finished writing the scenario for Kaeru, so someone else was put in charge of his half-written scenario, and he told them to continue working on it until he returned. When the development of X was finished and he returned to see how Kaeru was turning out, the game was essentially content-complete, with the only thing left for him to do was to fine-tune the enemy placement and the balance of the maps himself. Despite his minimal involvement with that game, he thought that it turned out exactly as he imagined.
keyboard_double_arrow_leftFirst keyboard_arrow_leftPrev Page of 134 Nextkeyboard_arrow_right Lastkeyboard_double_arrow_right