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The King of Fighters XIII
1
The initial release of the arcade version suffered from several gameplay affecting bugs. If any of these bugs relating to Hwa Jai, Vice, and Ralf were triggered during a tournament, the player who executed them would either be disqualified or need to reposition themselves on the stage.
Secret of Mana
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According to a 1993 Hippon Super magazines interview with the game's producer/scenario writer Hiromichi Tanaka, he was asked what were the biggest things he wanted to accomplish with the development of the game. He responded:

"Our earliest concept for the game revolved around our consideration of the state of RPGs today. We felt like mainstream RPGs had gotten kind of stale, only differing in the stories and scenarios they offer, but otherwise all having the same basic format."

"Trapped in the same old gameplay systems that have become “standard” for RPGs, only changing up the story… that’s boring. The RPG genre is supposed to be about being able to do anything you want. Is ignoring the gameplay systems and just focusing on story really the right way to go…?"
Resident Evil
1
In a 2020 interview conducted by the YouTube channel Archipel with series creator Shinji Mikami, he stated that the idea for when the first Hunter makes his appearance to kill the player came from the film The Texas Chainsaw Massacre:

"Around the beginning you have this scene where the character enters that spooky house. There's that open door, then Leatherface appears and hits the character with an axe and kills him. He then drags him like cattle. I liked that sudden fear. It may be hard to grasp, but in the first Resident Evil there's the Hunter, a new creature that suddenly pops in and attacks you. I think that influence lives there a little."
1
Attachment In a 1994 interview with the game's creator Shigeru Miyamoto, featured in the liner notes of "The Legend of Zelda: Sound and Drama" CD, he was asked what themes he was trying to convey through the series as a whole? He responded:

"An everyday boy gets drawn into a series of incredible events and grows to become a hero. Within that framework, I wanted to create a game where the player could experience the feeling of exploration as he travels about the world, becoming familiar with the history of the land and the natural world he inhabits. That is reflected in the title: “the legend of ____”"


"Adventure games and RPGs are games where you advance the story through dialogue alone, but we wanted players to actually experience the physical sensation of using a controller and moving the character through the world. We wanted dungeons to be explorable with a simple mapping system. These and similar ideas were what we wanted to experiment with in Zelda. These themes are carried forward in the SFC Zelda as well."
The Legend of Zelda
1
In a 1994 interview with the game's creator Shigeru Miyamoto, featured in the liner notes of "The Legend of Zelda: Sound and Drama" CD, he was asked what were the things he struggled with during the game's development. He responded:

"We were brimming with new ideas on how to fully utilize the Disk System’s new capabilities: a name entry system, using better music, recording the player’s progress, and so forth. In that sense it was a very fun game to create. The flip side of doing something new, however, is that Zelda was a game where we were very concerned whether players would understand what they were supposed to do (much like the fear Nakamura had when Dragon Quest was first released). Once we decided there’d be riddles and puzzles in Zelda, that carried a lot of anxiety with it as well. Some of the puzzles are quite difficult to solve, after all."

"Since we were working on Super Mario at the same time, once Mario was finished, we grabbed the Mario programmers and used them for Zelda in a final programming sprint. That was really tough."
Pokémon Yellow Version: Special Pikachu Edition
1
It is normally required to use HM05 to teach a Pokemon the move Flash which can then be used to light up dark caves. However, if Pikachu learns either Thunderbolt or Thunder, talking to it will cause it to spark and briefly light up the cave. While this technique does not keep dark caves lit until you exit them like Flash, it can be used repeatedly to traverse dark caves anyways.
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The Legend of Zelda
1
In a 1994 interview with the game's creator Shigeru Miyamoto, featured in the liner notes of "The Legend of Zelda: Sound and Drama" CD, Miyamoto revealed that his team started development on the game as a launch title for the 1984 Famicom Disk System. Shortly before that, they began working on Super Mario Bros., which lead to a period of 5 to 7 months where they worked on both games simultaneously, consequently causing the design stage of development to be very busy.
Super Mario Galaxy
subdirectory_arrow_right Super Mario 3D All-Stars (Game)
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Attachment In the Super Mario 3D All-Stars port of the game for the Nintendo Switch, the game's cutscenes were re-rendered into HD. However, an error slipped through where Princess Peach can now be seen T-posing during the game's opening sequence just after Bowser's airships drop their anchors into Peach's Castle.
Terminator: Resistance
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Dying Light
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1
In 2011, Bandai Namco created the "United Galaxy Space Force" series that retconned and merged many of their futuristic space games that were previously unrelated to each other into a single continuity. As of 2014, the timeline connects together the plots of numerous games and series including (in chronological order on the timeline) Ace Combat 3: Electrosphere, Cyber Sled & Cyber Commando, Burning Force, Galaxian, Bosconian, Bounty Hounds, Starblade, Dig Dug, Baraduke, Mr. Driller, Star Luster & Star Ixiom, Mizuiro Blood, the cancelled game "Starblade - Operation Blue Planet", Shin-Gun Destroy! Girl's Tank Battalion, the cancelled game "New Space Order", and Thunder Ceptor & 3-D Thunder Ceptor II.
World of Warcraft
1
In the Shadowlands expansion, the guards in Oribos use giant, mustached human models underneath their armor.
Tales of Destiny
subdirectory_arrow_right Tales of Destiny (Game)
1
During the first fight with Leon, it is possible to defeat him either through cheating or by grinding to at least level 12 beforehand. Beating him will trigger a short cutscene showing a secret ending to the game where Spoiler:Rutee briefly lambasts Leon and then forcibly enlists an upset Stahn to join her and Mary in becoming an infamous trio of globe-trotting Lens hunters, before the game abruptly returns to the title screen. This ending is not featured in the game's PlayStation 2 remake, as Leon's fight is redesigned to be impossible to defeat.
Xenoblade Chronicles 2
2
Likely a leftover feature from debug testing, a code could be activated in earlier versions of the game that can instantly kill the characters by holding ZL/ZR/L/R/X/D-Pad Down for around 5 seconds. It could also be activated in the middle of cutscenes or while talking to NPCs. This code was removed in version 2.1.0 of the game.
Creatures II: Torture Trouble
1
Attachment During the title screen's credits, an infinite lives cheat code involving pressing several impossible button combinations at once can instead be activated by wetting your finger and rubbing against the empty Control Port One on a Commodore 64 keyboard, tricking the game into thinking these combinations are being performed. A large sprite of Maximus Mouse (from the games Summer Camp and Winter Camp) will appear, replacing the giant sprite of Fuzzy that is normally in the background, waving his arms as you rub your finger across the port until he turns grey and the fountain of Fuzzy sprites that normally launches in the foreground instead launch flashing rainbow-colored Fuzzys, indicating the cheat has been activated.
person MehDeletingLater calendar_month October 8, 2021
The Elder Scrolls IV: Oblivion
1
In the Shivering Isles expansion, Sheogorath is the only character in the game to have a grown-out beard, and the player cannot grow one of their own. If you attack Sheogorath, he will teleport you far above an unmarked location on the map called "Punishment Point", where you will fall to your death among other corpses. If you make it to Punishment Point on your own, a corpse named "Sheogorath's Punished" can be found with the following Death Decree attached to him explaining the "heinous crime" that sealed his fate there:

"Sheogorath, Prince of Madness, Lord of the Never-There, Sovereign of the Shivering Isles, does, on this day, hence-forth make this decree:

Robert Wisnewski

Citizen of the Shivering Isles, Resident of Bliss, and Honored Madman
has broken the laws and covenants of the Shivering Isles and offended the austere personage of Our Lord, through the following actions:
Attempting the Growth of a Beard, an Action Deemed Unseemly in the Eyes of Our Lord
It is further decreed that the actions of this citizen merit the strictest of punishments to be meted out at the earliest possible hour, in a manner to be chosen according to the Whims and Fancies of Our Lord Sheogorath"

Robert Wisnewski is the name of a member of Bethesda's art team that worked on the Shivering Isles expansion, presumably suggesting this Easter egg was a light jab at him for trying to grow a beard during development.
Golden Sun
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According to game's planner/scenario writer Hiroyuki Takahashi & assistant producer from Nintendo Toshiharu Izuno in a 2001 Nintendo Dream magazine interview, when Hiroyuki read the scenario, he came to believe that if they included the full story then the full playtime would likely be over 100 hours. Hiroyuki had doubts about whether such an epic amount was appropriate for a handheld game, and thought 40 or 50 hours would be a better volume for one game.

Izuno added that there was no need for a fixation on having it all in one game, and that his team had the idea early in development to switch protagonists for the second half of the story. They planned for Jasmine, Garcia, and Sheba to be the leads in the second Golden Sun game, with Alex's fate left unstated until the game's release.
Franchise: Professor Layton
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Attachment The DS Start menu icons for the first four games in the series feature Layton gradually smiling more with each game before ending by pointing at something.
SimCity 2000
1
The "zzt" sound effect that plays when you plant a new power line was recorded by series creator Will Wright with his voice initially as a placeholder, but was left in the final game as the developers liked it more than other sound effects they tried.
Super Mario RPG: Legend of the Seven Stars
1
According to game's director Chihiro Fujioka in a 1995 Family Computer Magazine and Haou interview, he was asked if Nintendo shot down any of Square's ideas for the game, to which he responded:

"We had periodic meetings with [Shigeru] Miyamoto, and he thought the majority of our ideas were interesting. He would rarely say a certain idea was “bad”; rather, he would point out how if we changed this, or re-arranged that, it would be more interesting, and more “Mario”-like. He gave us a lot of advice like that, which we used to adjust things in the game."


"Another thing was that, before we even started making Mario RPG specifically, we had this pre-conception at Square that RPGs==weapons. As our conversations progressed with Miyamoto, however, it became clear that this would be weird for a Mario game, that it didn’t seem to fit. When we realized that, it was a huge change in the direction of the development. We had always imagined the enemies would have weapons though. One thing we did leave in was the hammer, which Miyamoto insisted on having. Personally, I think getting hit with a hammer is more painful than being cut by a sword, but… (laughs)"
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