Trivia Browser


Tagsarrow_right
Filter:
Platformsarrow_right
Filter:
Yearsarrow_right
Filter:

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

Star Wars: Battlefront
1
Attachment In the Tatooine Jabba's Palace map there are two unused models out of bounds. The first one is outside one of the hallways and it is a figure in a robotic suit that looks to be bound by one hand and sitting immobile and in a voluptuous position. The model's suit is the only thing fully rendered and its unfinished "skin" and "body" just appear as a black mass. The second one is an unused Command Post that's "deactivated". Interestingly, in the level's reappearance in this game's sequel, the sitting figure is completely removed but the deactivated command post is not.
Far Cry 6
1
At any time before the story ends and when the entire map is unlocked, if the player tries to fly or boat out of bounds and away from the map they will trigger a secret ending. Spoiler:Specifically, when the player passes the boundary the screen will fade to black with "3 Months Later" displayed. The scene then cuts to one where Dani is lounging on a beach with a radio next to him where negative news involving the events on the island and around the world can be heard. The Radio then starts playing Congo by Gloria Estefan which continues into the game's credits. This is the only way to get the "Hidden in Plain Sight" achievement/trophy. However, all of this will not work if the player has beaten the main story.
The Evil Within 2
1
After obtaining all ability upgrades, Spoiler:Tatiana will congratulate the player by donning a party hat and blowing a party horn as fireworks explode in the background.
Super Smash Bros. Ultimate
1
Sakurai and his team were already working on the Byleth DLC before Fire Emblem: Three Houses was even released. The game director had to work with an early developer's build of the game, which he said took quite a long time to finish. This early build was in fact so Top Secret Sakurai couldn't even been seen playing it and he was even forbidden from taking it to his house.
Persona 4 Golden
1
The Japanase and Korean versions of the game feature interviews with the main character's voice actors. This was completely removed from the game's western release, rather than being redone with the English voice actors, although data file remnants of it can still be found within the game's code.
Super Smash Bros. Ultimate
1
Attachment Ryo Horikawa (voice of Captain Falcon) revealed that when he was asked to record lines for the Min Min reveal trailer, he thought he was going to re-record alot of Captain Falcon’s lines in game. However, because Captain Falcon’s voice lines have been reused since Super Smash Bros. on the Nintendo 64, he was brought in to simply record ramen slurping sounds for the trailer.
Torin's Passage
1
Attachment Near the end of the game when you reach Lycentia's lair, using the Bagpipes on her instead of the Book of Magic will cause her to kill Torin and trigger a secret audio message from the game's creator Al Lowe instead of a regular death screen, with Lowe thanking you for playing the game and encouraging players not to tell others how they found the message and instead taunt them with "Why, I got a personal message from Al Lowe at the end. Didn't you?"
The Misadventures of Tron Bonne
1
Attachment In the end credits of the Japanese release, three additional images with captions underneath them are shown during the montage of official artwork. These images appear to be drawings and fan mail sent by young Japanese fans to Capcom that influenced the game's development:

• The first image shown in the credits, submitted by 14-year-old Masahiro Onuma from Osaka, reads:

"Kobun Mole
It comes out of the land on the ground, and comes out of anywhere in the cave. You can hit the body with a drill and crush the scattered soil and stones!"

This drawing appears to be the first design for the Servbot Borer that was later simplified for the final game and later modified again in Mega Man Legends 2.

• The second image, submitted by 11-year-old Takumi Miyayoshi from the Ishikawa Prefecture, reads:

"Kobun's Bomb
Dummy dolls are passing one after another from right to left. (It's a bomb)"

This drawing may be the first design for the Servbot training minigame in the Gym, where a Servbot has to dodge and catch bombs volleyed at it by two other Servbots and then throw them back at targets behind them.

• The third image, submitted by 10-year-old Masashi Kaga from Tokyo, reads:

"Bonne Rocket Bazooka
There is a roller under the trigger, so you can move while doing something!!"

This drawing appears to be the first design for the Bonne Bazooka, a weapon used by the Gustaff that can be developed by Servbot #31 after he obtains his skill and the Pipe from the Nakkai Ruins.

The text featured on the fan drawings themselves have been left untranslated in this submission as the pictures were scaled down to fit in the credits and thus appear smaller, grainier and more difficult to read.
Kingdom Hearts III
1
Pixar were heavily involved in the creation of the Toy Box and Monstropolis worlds based on their properties. They collaborated with with Square Enix on the story, character design, and look of the worlds among other things and helped to design the Infinity Badge Keyblade. They even negotiated to have the story of Toy Box be set between Toy Story 2 & Toy Story 3. This went so far as to have Pixar suggest Andy's Room have the Starfield wallpaper instead of the iconic Cloud wallpaper, so the area can be chronologically accurate to the film series.
The Evil Within
1
Attachment In Chapter 3 (The Consequences DLC), in the KPD station, if the player uses the flashlight on a specific empty desk, it will reveal a hidden computer on the desk and identification revealing the desk used to be occupied by Spoiler:Juli Kidman.
Deltarune
1
Taking the mechanical hum outside Hometown's bunker and speeding it up by 666% reveals that it's actually a heavily slowed-down version of "mus_smile", the audio track that plays when Spoiler:accessing the hidden Wingdings version of Entry Number Seventeen in Undertale.
Resident Evil 4 VR
1
In the Meta Quest release of the game, in Chapter 4-1 in the fire dragon room, after the player has taken down the last Los Illuminados member on the fire dragon, some of the hitboxes where the chains once were can be aimed at, but are completely invisible.
sell
Deltarune
1
Attachment The characters Ruddin, Hathy, Clover, Lancer, and King all took their designs from a series of playing card illustrations that Tumblr user Kantonytes published in 2012, the year Deltarune first started development. In a tweet posted shortly after Chapter 1's release, Toby Fox credited Kantonytes' work as a key inspiration for the game as a whole.
Super Street Fighter IV
subdirectory_arrow_right Ultra Street Fighter IV (Game)
1
Attachment In Super Street Fighter IV, Hugo from Final Fight can be seen in the background in the Metro City stage, 'Skyscraper Under Construction'. When the Ultra Street Fighter IV announcement trailer was released, two Hugos could be seen together both in playable form and in the background. This was later fixed in the final version, if the player selects Hugo to play in 'Skyscraper Under Construction', the other Hugo in the background is replaced by a different character.
Intelligent Qube
1
According to a 1997 interview with the game's designer Masahiko Sato published in The PlayStation magazine, "in April 9th, on a Sunday afternoon, 2 or 3PM", out of nowhere, he came up with the idea for I.Q. that was "just like" the final game that was later released. After being asked again if the final version was the same as the original idea, he repsonded:

"Excluding the music, yes—visually it was almost exactly the same. I saw humans standing in an abstract, open space, with giant cubes coming at you. There were about 7 people, and in my initial vision, there were also dogs."

"At that time, I also imagined that, in addition to cubes, there would be blocks with more complex shapes: ones that were two stories high, for instance, or ones were more flat and oblong. However, when I actually made them, I realized that they made the game incomprehensible to human beings. The problem was that once the blocks became too complex in shape, people could no longer predict how they would move. Once I got into the actual development and created rules that humans could actually predict, that was when I first discovered the gameplay of I.Q."

"Gameplay, to me, is about finding the right balance. For example, take a game like Tic-Tac-Toe: it has a simple 3×3 board with players alternating between Os and Xs. This kind of game is easy to understand just by looking at it. But on the other hand, you have games like Othello and Go, which introduce a degree of non-intuitiveness that I think is handled well. When I ask myself why these games have continued to be played for so long, I think it’s because they strike just the right balance in having a moderate degree of complexity."

"My own initial image for I.Q, however, was far too complicated. It was too difficult and hence not very interesting. Gradually I refined the gameplay and the game changed accordingly."

"However, despite changing the number of humans on the game board, the one thing that remained nearly the same as my initial vision was the tone and atmosphere of the game."
Collection: Cool Boarders
1
According to a 1996 interview with the game's director Masaya Kobayashi published in the GSLA archive, he stated that he loves snowboarding, that he wanted to make a sport game about it, so he then drew up the initial plans. He also stated that it's like car racing, but racing in snowboarding by jumping and soaring through the air, and he thought including these elements in the racing game would be interesting.
Dead or Alive Xtreme 3: Fortune
1
The playable characters in the base game were decided via an online poll featuring all of the female (Team Ninja) characters from Dead or Alive 5. The top 9 characters were added to the final roster. However, the reoccurring lead characters Tina and Lisa were not among the winning casts.
sell
Landstalker: The Treasures of King Nole
1
According to a 1993 interview with the game's programmer Kan Naitou published in the 5/93 issue of Famicon Tsuushin, he stated that the game took a lot of inspiration from George Lucas and Steven Spielberg’s movies. He also stated that a single action in the game took 7 frames of animation, an idea which came from Disney's animated movies.
Metroid Fusion
1
According to a 2003 interview with the game's director/writer Yoshio Sakamoto published in GSLA, he stated that after Super Metroid on the Super Famicom, they couldn't use the underpowered Game Boy Color for a new Metroid game. When the Game Boy Advance was released, a console whose specs surpassed the Super Famicom, the team from the mobile games division really wanted to work with it.
Real Bout Fatal Fury
1
In a 1995 developer interview featured in the game's guidebook, the game's staff were asked what their concept for the development of this game was. They responded:

"A new Fatal Fury, one that both beginners and experienced players could enjoy, punched up with loads of snazzy visual effects. That was our image, but of course, the way newcomers and veteran players enjoy a FTG is dramatically different, right? Newcomers play relatively casually, and want to be able to perform lots of different special moves; meanwhile, veterans are more interested in precise timing and big combos. We tried to appeal to both, but above all, to make it the kind of game that jumps out at you visually."

"This may be too subtle to notice on first glance, but did you see how most of the stage backgrounds are done in darker colors? We did that so the flashy HIT marks and player graphics would stand out all the more. We asked ourselves, what do players really want to see in a FTG game today? And what you see in Real Bout Fatal Fury is the answer we came up with."

"I think you can say this about any game, but if it looks good, it will look fun to players. With that principle as our basis, we endeavored to make a game that truly anyone could enjoy."
keyboard_double_arrow_leftFirst keyboard_arrow_leftPrev Page of 374 Nextkeyboard_arrow_right Lastkeyboard_double_arrow_right