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Pajama Sam 2: Thunder and Lightning Aren't so Frightening
1
J. Langston III's original name during development was J. Langston Popsicle III, or "Popsicle" for short, but had to be changed due to Popsicle being trademarked by Unilever. Multiple lines were spliced to remove "Popsicle", though one was removed and one was re-recorded.
Freddi Fish and The Case of the Missing Kelp Seeds
subdirectory_arrow_right Humongous Entertainment (Company)
2
Attachment The Case of the Missing Kelp Seeds was the first Humongous Entertainment game to use cel animation instead of computer-designed sprites. This was a last second choice that required all existing visuals and much of the game's code to be thrown away, and was done without a delay nor much in the way of cel animation knowledge from the team, requiring unpaid overtime. Despite this story's surface-level similarities to crunch practices, the challenge of remaking the game on such short notice was chosen and consented to by the Freddi Fish team, and developers of the game have reminisced on this period fondly.
Bio Miracle Bokutte Upa
1
Attachment In four separate 1989 issues of Video Games & Computer Entertainment, the mail-in game order service Play It Again put up an advertisement featuring a list of games customers could order. Among these is a mysterious title, Yeah Yeah Beebiss 1, which is not the name of any one game - this title would reappear in a separate advert for FuncoLand, under the name "Yeah Beebiss 1". To add further mystery to this game, it was placed between W and X games alphabetically instead of with Y games. There are multiple theories on the status of Beebiss:

•Some believe that Beebiss is a baby-themed game like Baby Boomer, Rai Rai Kyonshis: Baby Kyonshi no Amida Daibouken, or Bio Miracle Bokutte Upa, given that "baby" sounds like "Beebiss" - with Rai Rai Kyonshis being considered the most likely candidate of the 3 for "Rai Rai"'s (A Japanese onomatopoeia associated with China) similarity to "Yeah Yeah", the game's release in 1989, and the presence of other import games on the listing. Rai Rai Kyonshis is generally the most accepted identity of the game.
•One theory proposes that the game was made as a copyright trap to catch which retailers are stealing game lists, something one of the founders of Play It Again confessed to doing, albeit without confirming if Beebiss was among those games.
•A rather strange theory proposes that the game was somehow related to exploring, possibly being Atlantis no Nazo's cancelled US release Super Pitfall II, named for Charles William Beebe, a famous explorer and naturalist
•Another theory suggests that the title was simply a bizarre, elaborate in-joke that both Play It Again and FuncoLand employees were in on.

The myth of Beebiss would inspire the game Yeah Yeah Beebiss II, developed by popular retro gaming YouTuber John Riggs and based on the aesthetic of Rai Rai Kyonshis.
Sonic R
2
Resort Island originally took place at sunset, but this was changed due to the stage's song being called "Can You Feel the Sunshine?".
Sonic R
1
When Sonic R was first shown off at E3, many players gave up after running Sonic into the water and discovering how low his speed becomes - the first change game designer Jon Burton made to the game after that showing was increasing the speed velocity in the water.
Sonic R
1
Since Sonic R was one of the first non-music video games to feature vocal tracks during gameplay, the music toggle was defaulted to instrumental during development due to fears of how players would respond to the soundtrack. Game designer and programmer Jon Burton ultimately decided to make the vocal versions of the songs the default as he grew to enjoy TJ Davis' vocal performance during the game's development.
Company: Rayll Studios
subdirectory_arrow_right Fears to Fathom (Collection)
1
For the Fears to Fathom series, developer Rayll has encouraged fans to send him "real-life horror stories" to help build the narrative for future episodes. These fan-submitted stories have greatly affected the narrative style of the games, giving him "a clearer sense of what it might feel like to be in life-threatening circumstances."
Super Smash Bros. Brawl
subdirectory_arrow_right Kid Icarus: Of Myths and Monsters (Game)
2
Pit was first depicted with blue eyes and a laurel crown in promotional artwork for Kid Icarus: Of Myths and Monsters, which was not released in Japan until 2012. If the eye color and crown of Pit's design in 2008's Super Smash Bros. Brawl was influenced by Of Myths and Monsters and wasn't simply a coincidence, that would make it the first and so far only instance of Super Smash Bros. referencing content from a game without any kind of Japanese release at the time within gameplay, and shared with a sticker originating from Of Myths and Monsters as the first representation of a game without a Japanese release whatsoever outside of the Chronicle (which is also technically tied with trophies in the same game from Elite Beat Agents, a heavily modified localization of Osu! Tatakae! Ouendan).
person Rocko & Heffer calendar_month November 15, 2023
Super Smash Bros. Brawl - Pit render:
https://www.ssbwiki.com/images/d/d0/Pit_SSBB.jpg

Super Smash Bros. Brawl - Kid Icarus stickers:
https://www.ssbwiki.com/List_of_stickers_(Kid_Icarus_series)
Wario Blast: Featuring Bomberman!
2
According to designer Norio Okubo, Wario Blast was originally going to feature Mario instead of Wario - this was changed due to cultural sensitivity regarding bombs in certain regions, where it was decided that having a villain like Wario plant bombs would be seen as more appropriate than if a hero like Mario were to do so.
Star Fox Adventures
subdirectory_arrow_right Dinosaur Planet (Game)
1
Attachment Contrary to popular belief, General Scales was never actually intended to be the primary antagonist and final boss of Dinosaur Planet, even before the transition to Star Fox Adventures, which jammed in Andross in the climax. That role would belong to Drakor, who appears in the final Star Fox Adventures as a turret boss in Dragon Rock.

Drakor's original backstory was that he belonged to an ancient race of alien dragons known as the Kamerians, that existed in the early days of the universe along with another race known as the Krazoa. The two races had a big intergalactic war with each other that nearly destroyed the galaxy and it ended above orbit of what would eventually be known as Sauria, the Dinosaur Planet, with the Krazoa narrowingly winning. One of the last great war dragons was killed in battle and its body fell onto the planet's surface, and it became something of a god figure to Sauria's dinosaur inhabitants who spawned right around the same time.

Drakor, recently banished by his people who deemed him a threat to their society, became aware that the Kamerian dragon, now reduced into a heart, was on Sauria, so he invaded and helped General Scales and the SharpClaw by providing them advanced weapons and technology so that they could take over the planet and also its Force Point Temples, as they planned on channeling all of Sauria's magical energies and pumping it into the Kamerian heart within Dragon Rock, which would revive it and allow Drakor to destroy the planet and gain ultimate revenge on the Krazoa, who still dwelled there in stasis lock.

The twist was that, despite obviously his methods involving genocide and conquest, Drakor was actually trying to save the galaxy in his own way: The Krazoa themselves were also revealed to be actually extremely evil. As they go back in time to the time of the Great War in Krazoa Palace, Krystal and Kyte discover that the Krazoa were the ones who started the Great War against the Kamerians, because the latter didn't wish to be ruled by them and their god, the "Quan Ata Lachu". They manipulated Sabre and Krystal into finding each of the Quan Ata Lachu spirits hidden away in their shrines/test and depositing them at Warlock Mountain, planning on aligning the Majestic Eight planets their home world Animus and Dinosaur Planet belong to, promising that it will bring "peace" to the universe, when in reality they want nothing more than to set it into flames and remold it into their image/liking, spreading disease, terror and chaos as they please.

The final Star Fox Adventures game saw all of this scrapped in favor of Andross as the main antagonist. Drakor would be repurposed as a subordinate of General Scales, a mutant bioweapon that dwells within Dragon Rock as the guardian of the one of the SpellStones Fox (who similarly replaced both Sabre and Krystal as the main playable character) must collect. The Krazoa were more or less condensed into the Quan Ata Lachu spirits Fox must also collect, and also essentially replaced the Kamerian Heart as the deities the inhabitants of Dinosaur Planet worship.

As mentioned before, Andross' spirit would fulfill Drakor's original role as the manipulator behind General Scales and the SharpClaw's uprising, and would also fill in for the Krazoa's role, posing as one as he manipulates Fox into finding the Krazoa Spirits in promise of rescuing Krystal from her prison atop of Krazoa Palace (which was reworked from DP's Warlock Mountain), all of which results in his resurrection as the game's final boss.
person Dinoman96 calendar_month November 14, 2023
RareThief Dinosaur Planet archival material:
https://rarethief.com/dinosaur-planet/

Dinosaur Planet - Drakor Appears:
https://www.youtube.com/watch?v=kymZZvlEAKw

Dinosaur Planet - Drakor Appears in the Volcano Force Point Temple
https://www.youtube.com/watch?v=pEKq4JSK_Vw

Dinosaur Planet - Quan Ata Lachu cutscene:
https://www.youtube.com/watch?v=IpDKgmjko4Q

Dinosaur Planet - Krazoa voice lines:
https://youtu.be/1-xAld46K8c?t=12

Dinosaur Planet - Krazoa Palace dialogue:
https://youtu.be/4wmNWvwkgfk?t=505

Dinosaur Planet - The Countdown of the Majestic fan reconstruction:
https://www.youtube.com/watch?v=JfJvQRkes3I#t=10

Star Fox Adventures - Drakor boss fight:
https://www.youtube.com/watch?v=NAH9JiNRLQE?t=10

Star Fox Adventures - Moon Mountain Pass:
https://www.youtube.com/watch?v=p2lwNn3z10Q?t=167

Star Fox Adventures - General Scales and Andross boss fights:
https://www.youtube.com/watch?v=coeDs2f-6N8
Freeway
1
Instead of a chicken who gets pushed backwards when run over, Freeway was originally going to feature a human protagonist who turns into a splatter of blood when killed. This version of the game is referred to by fans as Bloody Human Freeway.
Rayman
1
The Atari Jaguar version of Rayman contains many messages for developers' family and friends that can be seen by using specific passwords, some written in French while others are written in English. Some notable ones include:

[translated from French]:
The Jaguar is my friend, and so is Rayman, so let them live!!


[translated from French]:
The world is kind
Bettina is kind
Fred and Fred are very kind
Mom is kind
Sophie is very kind
Eric is very kind
Rayman too is very kind
Everyone on Rayman [the development team] is very kind.
Oliver, Jean Christophe and Michel are very kind
Signed: Bettina!!


[translated from French]:
You see I can break your spine in two with this fist of mine!!!
Signed: Serge H


[written in English]:
I wanted to thanks[sic]: Konami and Nintendo for the great games they made!!!


[translated from French]:
For Sale: Ascona (19XX) in wreck state
Signed: Jean Marc G


[translated from French]:
A beer... Gimme a beer, d'ooh... Everyone, let's go to Euro Disney!!!!!!!
Signed: Bruno B
Drawn to Life
3
Mari's name was originally Mayonnaise.
Peter Pan
subdirectory_arrow_right Snow White and the 7 Clever Boys (Game), Cinderella (Game), Adventures of Pinocchio (Game), Hansel & Gretel (Game), Longsoft Multimedia (Company), Dingo Pictures (Company), Phoenix Games (Company)
2
Contrary to popular belief, and unlike the other fairy tale mockbusters released on game consoles by Phoenix Games, the animated cartoons included in Peter Pan, Adventures of Pinocchio, Snow White and the 7 Clever Boys, Cinderella, and Hansel & Gretel were not made by Dingo Pictures, but rather Longsoft Multimedia.
Platform: PlayStation 2
subdirectory_arrow_right Nuon (Platform)
4
While DVD video playback was a major selling point for the PlayStation 2, Sony didn't plan to support the feature at first, as they were already intending to manufacture standalone DVD players through their home entertainment department. However, after seeing a demonstration for the Nuon, a DVD player by VM Labs with video game support, Sony Computer Entertainment head Ken Kutaragi demanded that a similar level of multimedia functionality be incorporated into the PlayStation 2. The move was met with resistance from Sony's home entertainment wing, who believed that doing so would cause the console to cannibalize sales of their standalone DVD players. However, Kutaragi won out in the end due to the clout that the PlayStation brand had given him.
person VinchVolt calendar_month November 13, 2023
Master Detective Archives: Rain Code
2
Kazutaka Kodaka began planning Master Detective Archives: Rain Code in 2016, while he was still working at Spike Chunsoft. It was designed to be different from the Danganronpa series, with a dark fantasy setting influenced by the works of Tim Burton. It also uses full 3D models throughout the game, as opposed to Danganronpa's blend of 3D environments and 2D characters: it does, however, still feature a similar psycho-pop aesthetic with neon colors.
person chocolatejr9 calendar_month November 12, 2023
Dead Space
3
During Chapter 3: Course Correction, after going through a brief Zero Gravity section on the way to the Engine Room, you have to proceed through a tunnel featuring blasting steam, flashing lights, and an extremely loud and dense noise lasting all throughout the room, referred to by some players as one of the scariest rooms in the game. According to series creator Glen Schofield in a 2019 Ars Technica interview, this sound originates from a recording of the trains in San Francisco's Bay Area Rapid Transit (BART) system.

For decades, BART trains were infamous for producing a "high-pitched squeal" during turns that stemmed from a conscious design choice when engineers started building it in the mid-1960s to make the train wheels solid axle - or connected - so that they rotated at the same rate. This made the trains relatively quiet on straightaways, which constitute a majority of BART's tracks, but because of the design, one of the wheels ended up getting dragged against the rail on turns, with this friction causing the noise.

During Dead Space's development when this was still an issue, audio director Don Veca recounted his experience riding a BART train to Schofield (the following quote paraphrased by him):

"'Glen, I was going in the BART train, we went under the Bay, and it's THE WORST SOUND IN THE HISTORY OF MAN!' or something like that, and I'm like 'RECORD IT!'"

The next day, Veca brought a microphone with him to record the noises. According to Schofield, the developers loved the resulting recordings, because it showed them a new way to use sound even more in the game's design by helping them realize how they could only use sound to scare people without relying on any enemies or other planned horror elements:

"-people are RUNNING in the room! They are just trying to get out of that room, it's so awesome!"

As for BART, they finally remedied the noise issues between October 2017 and February 2019, when they gradually replaced every train wheel in its fleet with new wheels designed to reduce the noise by as much as fifteen decibels, effectively making the riding experience "many times quieter than before".
person MehDeletingLater calendar_month November 12, 2023
Max Payne 2: The Fall of Max Payne
subdirectory_arrow_right Max Payne (Game)
1
In Max Payne 2: The Fall of Max Payne, during Part III: Chapter Three: A Mob War, you can find a hidden dialogue between two Punchinello mobsters while they stand guard by a staircase waiting for intruders:

Vegas: "What about moving?"

Unnamed Punchinello mobster: "What about it? Put one foot in front of the other."

Vegas: "No, I mean, what about you moving out, leaving her?"

Unnamed Punchinello mobster: "That's the trouble, you can't choose who you go crazy about."

Vegas: "True, but what you can choose is what you do about it, you know? Kiss them or kill them."

Unnamed Punchinello mobster: "Yeah, I guess you're right. Hey, thanks, Vegas."

Vegas: "Hey, don't get soft on me. You stay here, I'm gonna check upstairs."

Unnamed Punchinello mobster: "Okay. Hey, but Vegas, I really mean it, thanks."

Vegas: "Forget about it already."

This line is a reference to an old meme from the 3D Realms forums. The exact origins of this meme are not entirely known, but in a developer Q&A that occurred at an unknown date (either for the first Max Payne game, or in the lead-up to Max Payne 2's announcement at E3 2002 going off of what could be easily found in 3D Realms' forum archives), one fan asked them "What about moving?", a seemingly vague and unnecessary question. This question perplexed the game's fan community and developers, who promised that moving would appear in the final game, and it did. The question subsequently became an early popular meme on the forums, later being referenced in Max Payne 2: The Fall of Max Payne. In a thread on October 8th, six days prior to the game's release, in anticipation for another developer Q&A, the line as it appears in the game appeared to be referenced in a post presumably by a Remedy Entertainment staff member or moderator, who quoted the first two lines in the dialogue.
person MehDeletingLater calendar_month November 12, 2023
Max Payne 2: The Fall of Max Payne - What About Moving? line:
https://www.youtube.com/watch?v=_fVFeuyrVUY

Max Payne 2 announcement thread containing developer Q&A reference:
https://forums.3drealms.com/vb/archive/index.php/t-341.html

Reference to the Easter egg version of the line days before Max Payne 2's release:
https://forums.3drealms.com/vb/archive/index.php/t-6002.html

Favorite quotes thread in which this Easter egg is mentioned:
https://forums.3drealms.com/vb/archive/index.php/t-7045.html
Bayonetta
3
Attachment During any cutscene where Bayonetta has a lollipop, if you hold down a specific button before the candy head of the lollipop first appears, you will gain the effect of a specific lollipop item available in the game's stores, and this is reflected in the cutscene by changing which lollipop flavor is shown:

• A for Green Herb lollipop (recover health)
• B for Bloody Rose lollipop (temporary damage boost)
• X for Purple Butterfly lollipop (recover magic)
• Y for Yellow Moon lollipop (gain armor)

It is pertinent that you press and hold the desired button before the candy part of the lollipop is actually seen in the cutscene to ensure the trick works. For example, in Chapter IV: The Cardinal Virtue of Fortitude, when Bayonetta walks into the colosseum, you can see that she is holding a lollipop, but you can only see the stick at first, meaning there's still time to perform the trick. If performed correctly, the lollipop head will be revealed as the one you have chosen. You can also skip the cutscene while still holding the button in order to keep the effect. Unlike normally using a lollipop item, performing this trick does not remove points from your score in a chapter.

Going off of the colors of each lollipop that are used for each face button, they match up with the Xbox 360 controller's color scheme, possibly being a remnant of Platinum Games primarily developing Bayonetta for the Xbox 360. This feature would not be carried over into subsequent Bayonetta games.
person MehDeletingLater calendar_month November 11, 2023
Super Danganronpa Another 2 ~The Moon of Hope and Sun of Despair~
1
Attachment Hajime Makunouchi was once a scrapped design left in LINUJ's notebook prior to the time he discovered Danganronpa. His initial design has little resemblance to his final design: he wore a t-shirt with the word "Victory" on it, a tooth-like necklace, a pair of shorts, and a champions belt presumably meant to keep them up. He did, however, retain the same hairstyle and sunglasses within his final design. He was eventually redesigned as LINUJ began to consider the idea of making a sequel to Danganronpa Another: apart from the design of the champions belt and the removal of scars, nothing else was different between the prototype and final designs.

Additionally, while LINUJ regards Hajime's childhood as a common cliche, he also really liked his character and childhood. He also noted that while Hajime's sunglasses are meant for optical nerve damage, he also just liked to draw sunglasses, suggesting that they originally served no purpose in the initial design.
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