Trivia Browser


Tagsarrow_right
Filter:
Platformsarrow_right
Filter:
Yearsarrow_right
Filter:

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

The Lord of the Rings: The Return of the King
1
Attachment EA had originally planned to add Gollum as a playable character. This ultimately did not come to fruition for the PC version and almost every console version of the game, but he was added to the GBA version of the game.

One leftover detail indicating his planned playability is an in-game results screen template with Gollum's face faded in the background, which is located in the Cheat Codes menu of the game. Every playable character in the game has a screen like this, with Gollum being the only non-playable character to have one.
person Wolfen50 calendar_month September 3, 2023
The Lord of the Rings: The Return of the King
1
The development team originally had been working on a new game engine from scratch for The Return of the King. With progress stalling about a year into development, the team turned to the engine used for EA Sports' Tiger Woods PGA Tour series, which was similarly built to craft expansive areas with large structures located throughout the world, and used it as a foundation for the engine built for The Return of the King.
Disney Infinity
1
Attachment There was originally going to be a Set Piece based on the set of ABC's "Good Morning America" show, which appeared in a demo at San Diego Comic Con 2013 before being scrapped for unknown reasons.
Disney Infinity 3.0
2
CLU, the main antagonist from the film "Tron: Legacy", was a planned playable character and boss who was scrapped very close to the game's release. A practically completed playable version of CLU was discovered in the PC version's files (this version was only missing completed UI) and can be used via modifications to the PC version. On May 20, 2016, developer Damean Lyon uploaded a short video showcasing his FX work on the playable version of the character, and revealing the character's Melee Impacts and Ground Pound Decal were developed by Darin Beaver.
person AlphaBlue1011 calendar_month September 3, 2023
Naruto: Clash of Ninja 2
1
Attachment As Eighting also devloped the Blood Roar series, they reused some animations when developing the Clash Of Ninja/Gekitou Ninja Taisen series. The most notable asset involves Shikamaru's guard animation when not against the wall. When attacked away from a wall, Shikamaru will dodge instead of doing the standard guard animation. This is a reuse of the "Perfect Dodge" asset from Bloody Roar Primal Fury/Extreme.
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
Super Metroid
1
Attachment In the hand drawn map of Super Metroid used by Nintendo Game Play Counselors, a single unused early room can be seen. The unused room is still in the game data, but it can never be reached. In the final game, the room was replaced with the acid Chozo room.
Pathologic 2
3
Attachment In the Stillwater Loft where the Bachelor takes refuge during the course of the game, a map of the Town can be found. Almost everything on this map reflects the in-game map except for the Train Station, as the positions of the railways and station buildings are different. It's possible that this was an earlier version of the game's map used by the developers and was not updated as the layout of the Town changed.
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.
Pokémon Stadium
3
Attachment In the game's code is evidence of an unused Event Pokémon. Event Pokémon are exclusive Pokémon throughout the franchise's history which usually have movesets or other unique properties that would not otherwise legitimately occur in normal gameplay.

A code string indicates that Diglett learns the move "Acid" at Lvl. 1, found at the end of Diglett's Generation 1 move pool, as this programming method was the manner in which the programmers ensured Event Pokémon transferred via the Game Pak to Stadium could function properly during gameplay.

To date, a Diglett with Acid being legitimately learned in it's moveset has never been released or distributed by an official Event by Nintendo nor Game Freak.
Street Fighter
1
A bonus stage where the player uses the attack force to blow out candles was planned to be included during the early stages of development, but it was eventually scrapped.
Street Fighter III: New Generation
subdirectory_arrow_right Street Fighter III 2nd Impact: Giant Attack (Game)
1
Attachment In Street Fighter III: 2nd Impact there is an unused female voice that doesn't match either Elena or Ibuki. It's possible these voice lines belonged to an earlier version of Makoto, as she was originally meant to debut in this game but was moved to 3rd Strike due to time constrains.
Street Fighter II
2
Attachment According to the game's illustrator Akira “Akiman” Yasuda in the Street Fighter X Tekken Artworks artbook, he wanted Cammy to serve as a counterpart to Chun-Li, citing how Cammy is from the West and has upper body strength, in contrast to Chun-Li's eastern origins and lower body strength.

He also stated he modelled Cammy after the pigtail assassin Misty who appears in the manga Wounded Man. Her arm protectors are based on the ones used in Masamune Shirow's Appleseed.
Tekken 4
1
According to series' producer Katsuhiro Harada, Craig Marduk was named after Marduk, a character from the real-time strategy game Sacrifice. This name was chosen because this was Harada's favorite RTS game.
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."
Shin Megami Tensei V
1
In an interview with character and demon designer Masayuki Doi, Hayataro was supposed to be the first demon that players would meet and recruit in the game. The staff considered having the protagonist ride Hayataro's back "as a partner-in-crime," but the idea was scrapped due to the technical circumstances and the demon's role as a one-off character.
Red Earth
1
According to producer Takashi Sado, the game's fantasy setting and RPG-like character progression system were inspired by other Capcom games such as Magic Sword: Heroic Fantasy and The King of Dragons.
The King of Dragons
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.
2
person ZpaceJ0ck0 calendar_month April 15, 2023
In-game footage showing the uncensored death in the arcade version:
https://youtu.be/IsM3_h1xav0?t=518

The Cutting Room Floor article:
https://tcrf.net/The_King_of_Dragons_(SNES)
Magic Sword: Heroic Fantasy
1
Attachment When a full screen spell is performed, an image flashes on-screen for a few frames. In the Japanese and World 900623 revisions, it's a hexagram, which the symbols inside of it being astrological symbols for Saturn, Mercury, Venus, the Sun, Mars, and possibly Jupiter; the symbols on the outer circle are unknown and possibly made up.

The other two revisions (USA and World 900725) feature a lightning bolt instead.
Franchise: darkstalkers
1
Attachment In 2011, Udon Entertaiment pitched the idea of a "Darkstalkers HD" remake, which would be similar to Udon's previous work of Super Street Fighter II Turbo HD Remix. The pitch was rejected because Capcom wanted to focus Darkstalkers Resurrection, a collection of the second and third games in the series.
keyboard_double_arrow_leftFirst keyboard_arrow_leftPrev Page of 306 Nextkeyboard_arrow_right Lastkeyboard_double_arrow_right