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Star Fox Command
subdirectory_arrow_right Star Fox 64 3D (Game), Star Fox (Franchise)
2
Attachment When asked about the canonicity of Star Fox Command in relation to its predecessors (those in particular being Star Fox 64, Star Fox Adventures and Star Fox: Assault) in a Reddit AMA, Dylan Cuthbert had this to say:

Canon is something the fans like to try to follow but Command was meant to be an alternate timeline kind of game, hence the choices you make. It let us have a lot more fun with the characters.

In turn, many within the Star Fox fandom figured that he was implying that the game itself was not canon to the previous installments. However, years later, Cuthbert would clarify on what he really meant by Command being an "alternate timeline kind of game":

Each play through is an alternate reality, play through multiple times until you get the reality /you/ want. In this sense none of them are canon and they are just a few possible realities based on your subjective experience and choices.

In reality, it seems what Cuthbert really meant was that each playthrough and story path is meant to represent an alternate timeline, not that Command itself was in a separate timeline from 64, Adventures, and Assault. Nintendo Dream's guidebook for Star Fox 64 3D from 2011 would actually include an entire chronological timeline of the series up to that point, beginning with Star Fox 64 and ending with Star Fox Command.

Essentially, all of the game's branching story paths are canon and non-canon at the same time, as there's said to be no true ending as it's up to the players to decide how Command, and perhaps the entire series' chronology as it truly began in 1997, ends. A 2011 Nintendo Dream magazine interview with Dylan Cuthbert, as well as Takaya Imamura, would reiterate this sentiment.

Which of the endings in "Command" is considered the canonical one?

Imamura: I think that's going to be up to each person who plays through the game.

Dylan: But the ending picture you drew, Imamura, had an impact. Like the one with Fox crying (laughs).

I definitely figured that was Imamura-san's work. That means that whenever you make the next game, I assume that one of these endings will end up being canon.

Dylan: I'm pretty sure that one will be picked when that time comes.

Fox's son, Marcus, could also potentially be the main character in that case?

Imamura: Yeah. But really, part of me does want to end Fox's part of the story with "Command." So, going forward, if we made a sequel it might be set between "64" and "Adventures," or maybe even a prequel to "64." With "Command," there's no "this is it, it's over" moment, which I think makes for a better video game experience.
person Dinoman96 calendar_month November 7, 2023
Dance Dance Revolution Extreme
subdirectory_arrow_right Dance Dance Revolution X2 (Game)
1
By reaching an ENJOY LEVEL of 120 in Dance Dance Revolution X2, a new Challenge Chart is unlocked for the Dance Dance Revolution Extreme Song "bag". While it appears identical to the Expert Chart, every triplet (12th, 24th, 48th note) step is rounded to the nearest 64th note, making it harder to time. This references how, in its debut game of Extreme, triplet notes were improperly quantized due to hardware limitations, further exacerbated by "bag"'s BPM of only 65. The Expert Chart's timing was previously corrected in Dance Dance Revolution X.
person aa1205 calendar_month November 7, 2023
RemyWiki Page for bag:
https://remywiki.com/Bag

Video of bag's Expert Chart (corrected):
https://www.youtube.com/watch?v=84tamss2LqI

Video of bag's Challenge Chart (contains quantization errors):
https://www.youtube.com/watch?v=0y3X6IIzD1k

Comparison of the two charts:
https://www.youtube.com/watch?v=wwaHC0dhgJ8#t=988
Spyro: Year of the Dragon
1
Spherical worlds were prototyped during development and were also going to have skateboarding gameplay, but were ultimately cut due to a lack of development time. Insomniac liked the idea enough to bring it back for Ratchet & Clank: Going Commando.
person KBABZ calendar_month November 7, 2023
The source is a questionnaire I sent to Insomniac for Spyro's 15th anniversary, and to my knowledge is the only time the cut spherical levels have been mentioned. The DYKG team is more than welcome to contact Ted Price and John Fiorito to verify this information!:
https://drive.google.com/file/d/1PGTTdtRCXcY9Tad8qjqHo-8oUYBVh1qw/view

Insomniac Forums Spyro thread from 2014 in which this questionnaire is mentioned (source found and added by VGFacts moderator to verify authenticity):
https://web.archive.org/web/20141119171525/http://www.insomniacgames.com/community/showthread.php?56601-Spyro-the-Dragon-15th-anniversary
Like a Dragon: Ishin!
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When actor Rahul Kohli's likeness was used as a trooper card in the 2023 remake of Like a Dragon: Ishin!, he expressed a feeling that there were notable differences in corresponding with Western and Eastern game studios. In an interview with Digital Trends, he was quoted as saying:

"I definitely saw a difference between working with Western and Eastern studios. Our correspondence with Sega and RGG was so involved and sweet. They really cared, and it felt so much more collaborative. Nothing specific, but when I've been involved in other things, it's like, 'Just do the voice, mate," and then you never hear about it again. I never expected to have the back and forth of RGG constantly checking in to ask, "Is Rahul happy with this? Does he like the artwork?" I never said no to any of it, but I'm sure if I had any type of gripe, they would have obliged, so I felt very welcome and involved."
Suikoden
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In 1994, a promotional trailer was released showing an early build of Gensou Suikoden 1. Some notable differences are:

Interface:
• In Duels, your current HP are displayed as numbers, not as a bar.
• You don't see the HP of your enemy.
• The menu displaying your party's current HP during random encounters is different. It has a different frame (once, they show a fancy frame, and once a very plain one. Both are different from the final game). It also lacks the heart symbol in front of the HP.
• The number displaying the damage has a slightly different font.

Content:
• A duel with Barbarosa is shown.
• One monster is a color swap of the Strongarm. In the game, it has green skin, in this video, he looks human.
• Some monsters are shown which are not in the final build: a griffin, a soldier, minotaurs (?) and a knight.
• Enemies don't have an idle animation.
• Tengaar uses a spell which appears to not be in the final game.
• Some sprites are potentially different, but the video quality is low, so it's hard to discern.
• One random encounter uses a background with houses, which does not appear in the final game.
• A large number of characters have different portraits.
• It says there are 36 True Runes instead of 27 (Murayama himself said in one of the SRM interviews that they originally planned too make 36 but changed it to 27. It seems they decided on that pretty late in development.)
person Jom12 calendar_month November 6, 2023
Vib-Ribbon
subdirectory_arrow_right PaRappa the Rapper (Franchise)
1
Masaya Matsuura came up with the idea to allow CD-generated levels in Vib-Ribbon after receiving letters from PaRappa the Rapper fans asking for spin-offs based on their favorite musical genres.
Final Fantasy IX
1
Attachment Hades was originally planned to be the final boss as evidenced by early concept art of the Hill of Despair showing your party facing Hades in the area instead of Necron, but Hades was instead changed to be an optional boss. There are eyes on the face of his sword and on his throne. Blinking disembodied eyes are also seen in the final battle arena, showing the connection between Hades and the original final battle. Incidentally, eyes are also a feature of many Terran structures (e.g. Pandemonium), perhaps implying a deeper connection that was lost or severed in the final cut of the game.

While no exact reason for the change was given, it is believed that Hades ultimately did not fit the theme as an end boss. Hades is based on Greek mythology as a God of death who would have wanted to bring death to everyone. Necron on the other hand is an original entity based on the Greek word for "death" that wanted to bring an end to existence itself.
person Jom12 calendar_month November 6, 2023
Pizza Tower
1
Attachment The Captain Goblin on the Crust Cove level originally was called Captain Bomb and had a more humanoid design. The only animations made for him are simply the same image rotated and modified.
Pizza Tower
1
Attachment Pizzahead's third phase was originally going to be, instead of a boss rush, Pizzahead growing desperate and starting to violently attack Peppino directly through kicks and punches rather than cartoon gags. This was scrapped as the development team didn't want Pizzahead to be perceived as an angry character as much as just an evil clown.
Starfield
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Prior to the game's release, a picture of the game's main menu was leaked online. The simplicity of the menu lead to Mark Kern (the former lead developer of World of Warcraft) accusing the team behind Starfield of not caring for their work, merely rushing through to hit deadlines. This was met with backlash from fans, with many pointing out that the menu design was standard for Bethesda titles. Bethesda employee Pete Hines later criticized Kern for being unprofessional, and further reiterated that the menu design was a standard for the studio.
person chocolatejr9 calendar_month November 6, 2023
Nickelodeon All-Star Brawl
1
During development of Nickelodeon All-Star Brawl, Patrick's gravity accidentally ended up being set to 420 in certain unspecified circumstances. Thaddeus Crews stated that it was kept that way as a joke.
Nickelodeon All-Star Brawl
1
Nickelodeon All-Star Brawl's movesets are modified through mathematical functions. Due to the monotony of assigning these values, certain modifiers' values are set to be pi solely as a joke. Thaddeus Crews, who added the instances of pi, stated in a Reddit post about the use of the number:

"There is no benefit to this. It may even be detrimental. You can't stop me"
Digital Devil Story: Megami Tensei
subdirectory_arrow_right Digital Devil Story: Megami Tensei (Game)
2
The Myconid is a race of intelligent fungus creatures appearing in Digital Devil Story: Megami Tensei. This is notable as while the concept of mushroom creatures is well known in pop culture, the specific term “Myconid” was specifically invented for the fantasy tabletop role playing game Dungeons & Dragons.
person Kirby Inhales Jotaro calendar_month November 5, 2023
Myconid in Digital Devil Story: Megami Tensei:
https://www.youtube.com/watch?v=pzul2qUbwgQ#t=6603

Wiki page on Myconid:
https://megamitensei.fandom.com/wiki/Myconid
Taz: Wanted
1
Attachment There is an unused cheat in Taz: Wanted that gives Taz a mask believed to be based on programmer Christopher P. Wilson, with "ACME Goth Mask" written on the back.
Star Fox Adventures
subdirectory_arrow_right Star Fox Command (Game), Star Fox (Franchise)
2
Attachment In a 2002 interview with Takaya Imamura regarding Star Fox Adventures, in which he explains his reasoning for having the characters age over the eight years since Star Fox 64, Imamura had this to say:

"This time around the story is set 8 years in the future. Characters like Mario and Bowser never age, but I feel that Fox needs to change in various ways over time. Maybe 10 years from now, we'll have the same face we've always known, but the character is actually Fox's son."

Funnily enough, four years later, the "Goodbye Fox" ending in Star Fox Command shows Fox McCloud and Krystal settling down and having a son named Marcus, who then goes on to form an all new Star Fox team, comprising of Slippy's son, Peppy's granddaughter, and even Falco Lombardi, who takes Peppy's place as the older mentor of this new team.
person Dinoman96 calendar_month November 5, 2023
Hotel Transylvania
subdirectory_arrow_right Lalaloopsy: Carnival of Friends (Game)
1
The DS version of Hotel Transylvania contains an early version of Lalaloopsy: Carnival of Friends' credits - this notably includes a joke title for WayForward president Voldi Way "Tyrannical Overlord". This file was removed in the European release of the game.
EyeToy: Play
1
EyeToy producer Jamie MacDonald claims that the biggest complement he received over EyeToy: Play was when a marketing director of Nintendo of Europe told him the company was "absolutely gutted" over the casual title's success on Sony hardware in the UK.
Yakuza: Like a Dragon
subdirectory_arrow_right Yakuza (Game), Yakuza: Like a Dragon (Franchise)
1
Attachment The antagonist of the original Yakuza was voiced by Kazuhiro Nakaya, who later went on to voice Ichiban Kasuga, the protagonist of Yakuza: Like A Dragon. The two characters also have the same koi tattoo, leading fans to speculate on the parallels between both characters, but aside from their voice actors and tattoos, there are only surface-level parallels.
person Kirby Inhales Jotaro calendar_month November 5, 2023
Sonic.EXE
subdirectory_arrow_right Sonic The Hedgehog (Franchise)
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person chocolatejr9 calendar_month November 5, 2023
Okage: Shadow King
1
Zener Works was originally working on a game for the Panasonic M2 prior to that system's cancellation. Sony would later contact them in June 1997 about making a game for the original PlayStation, thus leading to Okage's development. However, the project was moved to the PlayStation 2 per Sony's request the day before they announced their next-generation console on March 1, 1999. This lead to the graphics and coding being redone in order to be compatible with the Emotion Engine. Programmer Yasushi Takeda noted that debugging proved to be a challenge due to the company working with the console in an early state, and the appropriate tools not being available.
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