Trivia Browser
![Dark Deception](/media/boxart/5/5074.png)
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According to the game's creator Vincent Livings, the script for the game's first four chapters made up only ten pages, while the fifth chapter had at least eighty-nine pages that only consisted of dialogue strings in the game.
![Yume Nikki](/media/boxart/5/5027.png)
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![Attachment](/media/thumbs/8/18882.png)
However, three areas of the game were not properly accounted for during the conversion process: the second room in Neon Tile Path, the room full of beds in Number World, and the Pink Sea all play the regular footstep sound regardless of whether or not Madotsuki has the Witch effect equipped and active. Additionally, these areas still contain leftover event data from Version 0.09's method of swapping between the two tilesets. Because the indexes for the game's tiles were altered concurrently with the streamlining of the broom code, triggering these leftover events with cheats instead swaps out the maps' graphics with ones from other areas:
• The pyramids in the second room of Neon Tile Path are replaced with Henkei Shita heads from Footprint Path A, and sitting down changes the entire tileset to that of Snow World, with the background additionally changing from solid black to solid white. It reverts back to the mostly complete Neon Tile Path tileset when Madotsuki sits back up.
• The tileset for the room full of beds in Number World is replaced with that of Forest World, temporarily reverting back to the proper visuals whenever Madotsuki sits down. The background, however, is unaffected.
• The Pink Sea is completely blacked out, as the game attempts to call blank divider tiles when in this state.
![Yume Nikki](/media/boxart/5/5027.png)
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![Attachment](/images/display/audio.png)
Due to a lack of public statements from Kikiyama, it is unknown if the song was composed with Yume Nikki in mind from the outset or if the KALIMBA event was included as an Easter egg referencing their non-game work.
The Cutting Room Floor articles:
https://tcrf.net/Prerelease:Yume_Nikki#Listed_Music
https://tcrf.net/Proto:Yume_Nikki/Map_and_Event_Differences/Main_Maps#Madotsuki.27s_Room
Reupload of the full version of "KALIMBA":
https://www.youtube.com/watch?v=3a0gd-eU1DA
https://tcrf.net/Prerelease:Yume_Nikki#Listed_Music
https://tcrf.net/Proto:Yume_Nikki/Map_and_Event_Differences/Main_Maps#Madotsuki.27s_Room
Reupload of the full version of "KALIMBA":
https://www.youtube.com/watch?v=3a0gd-eU1DA
![Wallace and Gromit in Project Zoo](/media/boxart/2/1945.png)
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Wallace and Gromit in Project Zoo was one of two game ideas pitched to franchise creator Nick Park. The other unrealized game idea which Park also approved of took place on Mars, and would have been titled Red Leicester.
![Yume Nikki](/media/boxart/5/5027.png)
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![Attachment](/media/thumbs/8/18878.png)
Furthermore, the game contains unused graphics for a stairway that matches the visuals of the Martian surface, and the Martian underground features several flights of stairs at the beginning. This indicates that the underground was originally meant to be accessed via the unused stairway rather than needing Madotsuki to activate the Midget effect, with the summit's layout being changed concurrently with the altered entrance. The Yumesyuusei Patch and all releases based on it (including the official English release) remove the data for 階段←↓, though the unused stair tiles are unaffected.
Additionally, the game's code contains tiles for doors on the walls of the Martian underground, indicating that the sub-area was originally planned to feature multiple rooms rather than just one. This, combined with the unused alternate entrance, implies that Kikiyama had to leave Mars incomplete for unknown reasons, polishing up what was already completed late into Version 0.10's development.
The Cutting Room Floor articles:
https://tcrf.net/Yume_Nikki#Mars_Stairs
https://tcrf.net/Yume_Nikki/Unused_ChipSet_Graphics#Mars
https://tcrf.net/Yume_Nikki#Mars_Stairs
https://tcrf.net/Yume_Nikki/Unused_ChipSet_Graphics#Mars
![Final Fantasy VII](/media/boxart/1/3.png)
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![Attachment](/media/thumbs/8/18876.png)
Additionally, the very first Japanese release contains an unfinished eleventh section of the debug room, left over from an earlier build of the game. Because the game's code changed significantly since that build, much of the eleventh section is broken: Cloud's model does not show up (though he is still able to move around and interact with the NPCs there), text is corrupted, and the background music is a heavily distorted version of Aeris' theme.
The Cutting Room Floor articles:
https://tcrf.net/Final_Fantasy_VII/Debug_Room#Region_Differences
https://tcrf.net/Final_Fantasy_VII/Debug_Room#Old_Broken_Leftover
YouTube video showcasing the unfinished eleventh section:
https://www.youtube.com/watch?v=3krwav_u4lg
https://tcrf.net/Final_Fantasy_VII/Debug_Room#Region_Differences
https://tcrf.net/Final_Fantasy_VII/Debug_Room#Old_Broken_Leftover
YouTube video showcasing the unfinished eleventh section:
https://www.youtube.com/watch?v=3krwav_u4lg
![Skylanders: Ring of Heroes](/media/boxart/4/3800.png)
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![Attachment](/media/thumbs/8/18875.jpg)
• Evil Glumshanks from Skylanders: Swap Force
• Super Kaos from Skylanders: Imaginators
• A version of Kaos wearing his Emperor outfit from Skylanders: SuperChargers
• Bobbin Rood, Olaf Crushersson, and Runys Pointyboots from the Nintendo 3DS version of Skylanders: Trap Team
• A Goliath Drow, likely meant to be Brock from Skylanders: Giants
• Malefor, the main antagonist of the The Legend of Spyro games
Had these plans gone through, it would have marked Malefor's first physical appearance in a Skylanders game, with his previous appearances being in the IDW comics, the spinoff TV series "Skylanders Academy", and as a Skystone in Skylanders: SuperChargers.
Unused enemies:
https://tcrf.net/Skylanders_Ring_of_Heroes/Planned_Content#Planned_Bosses
Skylanders Issue 7 (Malefor's IDW debut):
https://readallcomics.com/skylanders-007-2015/
Skylanders Academy - "Return to Cynder" (Malefor's TV series debut):
https://www.youtube.com/watch?v=flsDGMnDXF4
Skylanders: SuperChargers - Malefor Skystone:
https://www.youtube.com/watch?v=5-iU2H3BodY
https://tcrf.net/Skylanders_Ring_of_Heroes/Planned_Content#Planned_Bosses
Skylanders Issue 7 (Malefor's IDW debut):
https://readallcomics.com/skylanders-007-2015/
Skylanders Academy - "Return to Cynder" (Malefor's TV series debut):
https://www.youtube.com/watch?v=flsDGMnDXF4
Skylanders: SuperChargers - Malefor Skystone:
https://www.youtube.com/watch?v=5-iU2H3BodY
![Yume Nikki](/media/boxart/5/5027.png)
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Within all available builds of the game are sprites for three possible effects that were never implemented. One set of sprites depicts Madotsuki blindfolded, another depicts a grayscale version of her similar to the "ghost" found in Mini Hell, and a third depicts 8-bit versions of the "crick in the neck," which in the final game is instead an event where Madotsuki randomly wakes up with her head stuck facing leftward. Of note is that Versions 0.07 to 0.09 additionally feature sprites for blindfolded and grayscale Madotsuki pinching herself awake; Version 0.10 overwrites them with the "active" sprites for the Spirit Headband effect.
Additionally, the game's data contains an unused mugshot depicting what appears to be an early iteration of the Spirit Headband effect, in which Madotsuki turns into a hitodama (a disembodied soul which appears as a floating ball of fire, comparable to a will-o'-the-wisp in many Western cultures) rather than becoming invisible. A full set of sprites for this version is also present in Version 0.04's data, showing that rather than turning invisible, pressing the 1 key would've simply changed the fire's color.
Additionally, the game's data contains an unused mugshot depicting what appears to be an early iteration of the Spirit Headband effect, in which Madotsuki turns into a hitodama (a disembodied soul which appears as a floating ball of fire, comparable to a will-o'-the-wisp in many Western cultures) rather than becoming invisible. A full set of sprites for this version is also present in Version 0.04's data, showing that rather than turning invisible, pressing the 1 key would've simply changed the fire's color.
The Cutting Room Floor articles:
https://tcrf.net/Yume_Nikki#Unused_Effect_Sprites
https://tcrf.net/Proto:Yume_Nikki/Version_0.04/Unused_Graphics#Effects
https://tcrf.net/Proto:Yume_Nikki/Version_0.07/Unused_Graphics#New_to_v0.07
https://tcrf.net/Proto:Yume_Nikki/Version_0.08/Unused_Graphics#Shared_with_v0.07
https://tcrf.net/Proto:Yume_Nikki/Version_0.09/Unused_Graphics#Shared_with_v0.08
https://tcrf.net/Proto:Yume_Nikki/Version_0.04/Unused_Graphics#Will-o.27-the-Wisp
https://tcrf.net/Yume_Nikki#Unused_Effect_Sprites
https://tcrf.net/Proto:Yume_Nikki/Version_0.04/Unused_Graphics#Effects
https://tcrf.net/Proto:Yume_Nikki/Version_0.07/Unused_Graphics#New_to_v0.07
https://tcrf.net/Proto:Yume_Nikki/Version_0.08/Unused_Graphics#Shared_with_v0.07
https://tcrf.net/Proto:Yume_Nikki/Version_0.09/Unused_Graphics#Shared_with_v0.08
https://tcrf.net/Proto:Yume_Nikki/Version_0.04/Unused_Graphics#Will-o.27-the-Wisp
![Yume Nikki](/media/boxart/5/5027.png)
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![Attachment](/media/thumbs/8/18873.png)
One noteworthy casualty from the layout change is the removal of various head-like figures scattered across Neon World in Version 0.09. These figures are not seen anywhere in Version 0.10, making them the only documented "characters" that were outright removed (rather than relocated) in a later update.
![Yume Nikki](/media/boxart/5/5027.png)
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![Attachment](/images/display/audio.png)
Additionally, the early version of Lamp World featured background music that is not present anywhere in Version 0.08 onward; this track was also used for the Face Carpet area in Forest World before it was concurrently replaced in Version 0.08 with the background music for the hot springs building in the Wilderness, played at 70% speed.
![Yume Nikki](/media/boxart/5/5027.png)
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![Attachment](/media/thumbs/8/18871.png)
This room consists solely of a long walkway leading to a bed. Entering it causes a lunatic Toriningen to spawn at the entrance of the walkway; because the hallway is only one tile wide, there is no way of avoiding it, and once it catches Madotsuki, she is transported to an out of bounds portion of Footprint Path A, rendering her immobile until she wakes up or teleports back to the Nexus with the Eye Palm effect. Version 0.06 revises the area so that it uses Block World's background music, played at 50% speed, instead of Eyeball World's background music.
In Version 0.07, the Toriningen's Bed event is removed, and the gate leading to it now leads to the White Desert; this change is retained in Version 0.10. Discounting the unused "NASU Link" event in Version 0.09, this is the only known event that was removed in a later update.
The Cutting Room Floor article:
https://tcrf.net/Proto:Yume_Nikki/Map_and_Event_Differences/Main_Maps#Block_World
YouTube video showing the Toriningen's Bed event:
https://www.youtube.com/watch?v=WtZqz8x8kVk
https://tcrf.net/Proto:Yume_Nikki/Map_and_Event_Differences/Main_Maps#Block_World
YouTube video showing the Toriningen's Bed event:
https://www.youtube.com/watch?v=WtZqz8x8kVk
![Yume Nikki](/media/boxart/5/5027.png)
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![Attachment](/media/thumbs/8/18870.png)
Of particular note is the Squish-Squish effect, which is provided by interacting with an amorphous, blue-gray figure with a single, large eye. In Version 0.06 (the earliest available build to feature all 24 effects), the figure was present in a shack in the Barracks Settlement that Madotsuki could not enter in previous versions. In Version 0.08, the figure is moved to FC World B; however, a copy of it is still present in its original location in the Barracks Settlement, where it is being fed on by the newly added Seahorse. In Version 0.09, the Seahorse's design is updated to change its skin from purple to orange and add four hornlike structures to the top of its head. Version 0.10 removes the version of the figure that the Seahorse fed on.
This sequence of events gives the impression that the Seahorse's development was a direct result of feeding on the figure, thus providing the only known instance of the game's updates appearing to convey a narrative within the Dream World.
The Cutting Room Floor articles:
https://tcrf.net/Proto:Yume_Nikki/Version_0.04#Effect_Differences
https://tcrf.net/Notes:Yume_Nikki#YumeNikkiREADME.txt
https://tcrf.net/Proto:Yume_Nikki/Map_and_Event_Differences/Minor_Maps#Barracks_Settlement
Kikiyama's website (in Japanese):
https://web.archive.org/web/20240206085907/http://www3.nns.ne.jp/~tk-mto/game2.html
https://tcrf.net/Proto:Yume_Nikki/Version_0.04#Effect_Differences
https://tcrf.net/Notes:Yume_Nikki#YumeNikkiREADME.txt
https://tcrf.net/Proto:Yume_Nikki/Map_and_Event_Differences/Minor_Maps#Barracks_Settlement
Kikiyama's website (in Japanese):
https://web.archive.org/web/20240206085907/http://www3.nns.ne.jp/~tk-mto/game2.html
![Hogwarts Legacy](/media/boxart/5/5073.png)
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Hogwarts Legacy is notable for introducing the first transgender character in the Harry Potter franchise in the form of Sirona Ryan, the owner of the Three Broomsticks pub who outright tells the player that it took her classmates "a second to realize I was actually a witch, not a wizard". This drew attention as the creator of the Harry Potter franchise, J.K. Rowling, has generated controversy over the years by making comments that many have criticized as transphobic. It is worth noting that while she would receive profits from the game's sales leading many fans to boycott the game, she had no involvement in its development. In regards to the inclusion, the developers stated:
However, after the character was revealed, several fans further complained that the name Sirona Ryan rendered the inclusion of a transgender character tone deaf and continued promoting the boycott. The name "Sirona" originates from the Celtic goddess of healing and rebirth and is symbolized with imagery of snakes (animals that shed their skin) and eggs (where many birds, fish and reptiles among other animals emerge from after incubating). Despite being a feminine name, they claimed to perceive it as a male-presenting name due to that variant of the name containing and potentially being shortened to "Sir", while also pointing out that the surname "Ryan" was a masculine name and an anglicized form that was used instead of the less common authentic Gaelic name "Riain". This set up the name to appear as an unintentional pun: "Sir Ryan". Despite these complaints, the boycott turned out to be a failure as Hogwarts Legacy became commercially successful, selling over 12 million copies in its first two weeks of release and going on to sell double that amount by the end of 2023.
"The team felt that it was very important to create a game that is representative of the rich and diverse world of Harry Potter as well as the groups of people who play games, which includes the LGBTQIA+ community. We have a diverse cast of characters that players will encounter throughout the game.”
However, after the character was revealed, several fans further complained that the name Sirona Ryan rendered the inclusion of a transgender character tone deaf and continued promoting the boycott. The name "Sirona" originates from the Celtic goddess of healing and rebirth and is symbolized with imagery of snakes (animals that shed their skin) and eggs (where many birds, fish and reptiles among other animals emerge from after incubating). Despite being a feminine name, they claimed to perceive it as a male-presenting name due to that variant of the name containing and potentially being shortened to "Sir", while also pointing out that the surname "Ryan" was a masculine name and an anglicized form that was used instead of the less common authentic Gaelic name "Riain". This set up the name to appear as an unintentional pun: "Sir Ryan". Despite these complaints, the boycott turned out to be a failure as Hogwarts Legacy became commercially successful, selling over 12 million copies in its first two weeks of release and going on to sell double that amount by the end of 2023.
NME article:
https://www.nme.com/en_au/news/film/hogwarts-legacy-introduces-first-transgender-character-in-harry-potter-franchise-3394348
Forbes article:
https://www.forbes.com/sites/tylerroush/2023/02/11/hogwarts-legacy-amid-jk-rowling-controversy-charts-record-breaking-pc-release/
Clutch Points articles:
https://clutchpoints.com/hogwarts-legacy-controversial-sirona-ryan
https://clutchpoints.com/hogwarts-legacy-leads-in-twitch-viewers-and-steam-players-despite-ongoing-boycott
Sirona Wikipedia article:
https://en.wikipedia.org/wiki/Sirona_(goddess)
Ryan surname history:
https://www.ancestry.com/name-origin?surname=ryan
Hogwarts Legacy sales:
https://www.statista.com/statistics/1374325/hogwarts-legacy-games-unit-sales-worldwide/
https://www.nme.com/en_au/news/film/hogwarts-legacy-introduces-first-transgender-character-in-harry-potter-franchise-3394348
Forbes article:
https://www.forbes.com/sites/tylerroush/2023/02/11/hogwarts-legacy-amid-jk-rowling-controversy-charts-record-breaking-pc-release/
Clutch Points articles:
https://clutchpoints.com/hogwarts-legacy-controversial-sirona-ryan
https://clutchpoints.com/hogwarts-legacy-leads-in-twitch-viewers-and-steam-players-despite-ongoing-boycott
Sirona Wikipedia article:
https://en.wikipedia.org/wiki/Sirona_(goddess)
Ryan surname history:
https://www.ancestry.com/name-origin?surname=ryan
Hogwarts Legacy sales:
https://www.statista.com/statistics/1374325/hogwarts-legacy-games-unit-sales-worldwide/
![Gabriel Knight 3: Blood of the Sacred, Blood of the Damned](/media/boxart/5/5072.png)
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The game is notable for two puzzles considered by fans and critics to separately be one of the best and worst ever made for an adventure game.
The puzzle "Le Serpent Rouge" ("The Red Snake") involves decoding torn-up poem stanzas by hunting for information during the game and solving geometric mapping puzzles. This puzzle was widely praised for its overarching complexity and intriguing nature regardless of the player's interest in the real-life mysteries of Rennes-le-Château, a Southern French commune crucial to the game's plot that has been covered in various books and conspiracy theories. The poem was originally included in the "Secret Files of Henri Lobineau", a 1967 dossier about the fraternal organization the Priory of Sion, and was modified to make the puzzle solvable. Lead designer Jane Jensen named it her favorite and most challenging puzzle, designing it around the game's fully controllable 3D camera.
Meanwhile, a puzzle designed by producer Steven Hill was disliked internally and was meant to be replaced with a puzzle by Jensen, but they were forced to leave it in the game due to time constraints. It starts with Gabriel Knight finding that his friend Detective Mosely arrived in France the night before in a tour group and is scheduled to rent a motorcycle that day, so he goes to rent one himself. The nearsighted rental stand clerk requires a passport to confirm arrivals, revealing that the only rides he has left are a bike saved for Mosely and a cheap scooter. To get the bike, Knight plans to disguise as Mosely by Spoiler:stealing his coat and passport, and hiding his long blonde hair in a hat, despite putting it in a visible ponytail. He then draws a mustache on Mosely's passport photo to obscure their facial differences, goes to a shed, puts masking tape on a hole in the shed door, sprays a nearby cat with water causing it to run into the tape and stick fur to it, and applies it to his face with some maple syrup from breakfast to make a fake mustache. The disguise inexplicably works, and Knight gets the bike.
Moreso than Le Serpent Rouge was praised, the disguise puzzle was roundly criticized for its lack of hints, the impossibility of Knight convincingly impersonating Mosely, and the cartoonish roundabout way of Spoiler:making the mustache clashing with the game's serious tone. Critics felt that while it was not the most difficult puzzle, the solution was too absurd for the average player to think it would work. The most scathing review came from future Valve writer Eric Wolpaw, who blamed Jensen for the poor design (it was not known at the time that she did not design it), and called the process of Spoiler:making the mustache "deranged", controversially declaring it was proof that adventure games "committed suicide". While Jensen disliked the puzzle, she thought it being the death of adventure games was "kinda overblown", and the "length of the sequence and the lack of hints" was what made it bad.
The puzzle "Le Serpent Rouge" ("The Red Snake") involves decoding torn-up poem stanzas by hunting for information during the game and solving geometric mapping puzzles. This puzzle was widely praised for its overarching complexity and intriguing nature regardless of the player's interest in the real-life mysteries of Rennes-le-Château, a Southern French commune crucial to the game's plot that has been covered in various books and conspiracy theories. The poem was originally included in the "Secret Files of Henri Lobineau", a 1967 dossier about the fraternal organization the Priory of Sion, and was modified to make the puzzle solvable. Lead designer Jane Jensen named it her favorite and most challenging puzzle, designing it around the game's fully controllable 3D camera.
Meanwhile, a puzzle designed by producer Steven Hill was disliked internally and was meant to be replaced with a puzzle by Jensen, but they were forced to leave it in the game due to time constraints. It starts with Gabriel Knight finding that his friend Detective Mosely arrived in France the night before in a tour group and is scheduled to rent a motorcycle that day, so he goes to rent one himself. The nearsighted rental stand clerk requires a passport to confirm arrivals, revealing that the only rides he has left are a bike saved for Mosely and a cheap scooter. To get the bike, Knight plans to disguise as Mosely by Spoiler:stealing his coat and passport, and hiding his long blonde hair in a hat, despite putting it in a visible ponytail. He then draws a mustache on Mosely's passport photo to obscure their facial differences, goes to a shed, puts masking tape on a hole in the shed door, sprays a nearby cat with water causing it to run into the tape and stick fur to it, and applies it to his face with some maple syrup from breakfast to make a fake mustache. The disguise inexplicably works, and Knight gets the bike.
Moreso than Le Serpent Rouge was praised, the disguise puzzle was roundly criticized for its lack of hints, the impossibility of Knight convincingly impersonating Mosely, and the cartoonish roundabout way of Spoiler:making the mustache clashing with the game's serious tone. Critics felt that while it was not the most difficult puzzle, the solution was too absurd for the average player to think it would work. The most scathing review came from future Valve writer Eric Wolpaw, who blamed Jensen for the poor design (it was not known at the time that she did not design it), and called the process of Spoiler:making the mustache "deranged", controversially declaring it was proof that adventure games "committed suicide". While Jensen disliked the puzzle, she thought it being the death of adventure games was "kinda overblown", and the "length of the sequence and the lack of hints" was what made it bad.
Gabriel Knight 3: Blood of the Sacred, Blood of the Damned - Le Serpent Rouge poem and walkthrough:
https://www.youtube.com/watch?v=y7b47CJrnyc
https://sierrachest.com/index.php?a=games&id=39&title=gabriel-knight-3&fld=walkthrough&pid=101
Hunting Shadows: The Making of Gabriel Knight - Chapter 5:
https://web.archive.org/web/20200513021453/https://episodiccontentmag.com/2015/11/20/hunting-shadows-the-making-of-gabriel-knight-chapter-5-of-5/
Anastasia Salter - "Jane Jensen: Gabriel Knight, Adventure Games, Hidden Objects" (2017) - Influential Video Game Designers. Bloomsbury Publishing USA. ISBN 978-1501327452. (Pages 58-60):
https://books.google.com/books?id=cPEkDgAAQBAJ
Jane Jensen Adventure Gamers interview:
https://web.archive.org/web/20190715214638/https://adventuregamers.com/articles/view/18170
Le Serpent Rouge real poem article:
https://www.renneslechateau.nl/2012/01/13/the-red-serpent/
Le Serpent Rouge puzzle miscellaneous Adventure Gamers acclaim:
https://web.archive.org/web/20210715000329/https://adventuregamers.com/articles/view/18643/page/page4/page7/page10/N100/page15
https://web.archive.org/web/20170428013712/http://www.adventuregamers.com/articles/view/17459
https://web.archive.org/web/20170311222718/http://www.adventuregamers.com/articles/view/18586
Computer Gaming World - Issue #179, June 1999 (Page 63 in magazine):
https://archive.org/details/Computer_Gaming_World_Issue_179/page/n66/mode/1up?q=serpent
The Games Machine - No. 6, March 2008 (Page 68 in magazine):
https://archive.org/details/the-games-machine-italia-speciali-06/page/n67/mode/1up?q=serpent
Detective Mosely tour group context just before the puzzle:
https://www.youtube.com/watch?v=9hjzZ0z4b5E
Disguise puzzle footage:
https://www.youtube.com/watch?v=5hpcmJLrseI
https://www.youtube.com/watch?v=Xx3D9xb_sFg
Kotaku interview snippet:
https://web.archive.org/web/20200619041238/https://kotaku.com/how-we-survived-adventure-gamings-most-hair-tearingly-r-5903932
Computer Gaming World - Issue #189, April 2000 (Pages 74-75):
https://archive.org/details/Computer_Gaming_World_Issue_189
Old Man Murray (Eric Wolpaw) - Death of Adventure Games:
https://web.archive.org/web/20200405052244/http://www.oldmanmurray.com/features/79.html
Gamasutra interview mentioning impact of Old Man Murray blog post:
https://web.archive.org/web/20200618200402/https://www.gamasutra.com/view/feature/134850/spyparty_and_the_indie_ethos_.php?page=3
GamesRadar+ article:
https://web.archive.org/web/20200603224407/https://www.gamesradar.com/the-top-7-stupidest-puzzles/4/
InVisible Culture article (counterargument about the "death of adventure games"):
https://web.archive.org/web/20200622204402/http://ivc.lib.rochester.edu/the-kinesthetic-index-video-games-and-the-body-of-motion-capture/
https://www.youtube.com/watch?v=y7b47CJrnyc
https://sierrachest.com/index.php?a=games&id=39&title=gabriel-knight-3&fld=walkthrough&pid=101
Hunting Shadows: The Making of Gabriel Knight - Chapter 5:
https://web.archive.org/web/20200513021453/https://episodiccontentmag.com/2015/11/20/hunting-shadows-the-making-of-gabriel-knight-chapter-5-of-5/
Anastasia Salter - "Jane Jensen: Gabriel Knight, Adventure Games, Hidden Objects" (2017) - Influential Video Game Designers. Bloomsbury Publishing USA. ISBN 978-1501327452. (Pages 58-60):
https://books.google.com/books?id=cPEkDgAAQBAJ
Jane Jensen Adventure Gamers interview:
https://web.archive.org/web/20190715214638/https://adventuregamers.com/articles/view/18170
Le Serpent Rouge real poem article:
https://www.renneslechateau.nl/2012/01/13/the-red-serpent/
Le Serpent Rouge puzzle miscellaneous Adventure Gamers acclaim:
https://web.archive.org/web/20210715000329/https://adventuregamers.com/articles/view/18643/page/page4/page7/page10/N100/page15
https://web.archive.org/web/20170428013712/http://www.adventuregamers.com/articles/view/17459
https://web.archive.org/web/20170311222718/http://www.adventuregamers.com/articles/view/18586
Computer Gaming World - Issue #179, June 1999 (Page 63 in magazine):
https://archive.org/details/Computer_Gaming_World_Issue_179/page/n66/mode/1up?q=serpent
The Games Machine - No. 6, March 2008 (Page 68 in magazine):
https://archive.org/details/the-games-machine-italia-speciali-06/page/n67/mode/1up?q=serpent
Detective Mosely tour group context just before the puzzle:
https://www.youtube.com/watch?v=9hjzZ0z4b5E
Disguise puzzle footage:
https://www.youtube.com/watch?v=5hpcmJLrseI
https://www.youtube.com/watch?v=Xx3D9xb_sFg
Kotaku interview snippet:
https://web.archive.org/web/20200619041238/https://kotaku.com/how-we-survived-adventure-gamings-most-hair-tearingly-r-5903932
Computer Gaming World - Issue #189, April 2000 (Pages 74-75):
https://archive.org/details/Computer_Gaming_World_Issue_189
Old Man Murray (Eric Wolpaw) - Death of Adventure Games:
https://web.archive.org/web/20200405052244/http://www.oldmanmurray.com/features/79.html
Gamasutra interview mentioning impact of Old Man Murray blog post:
https://web.archive.org/web/20200618200402/https://www.gamasutra.com/view/feature/134850/spyparty_and_the_indie_ethos_.php?page=3
GamesRadar+ article:
https://web.archive.org/web/20200603224407/https://www.gamesradar.com/the-top-7-stupidest-puzzles/4/
InVisible Culture article (counterargument about the "death of adventure games"):
https://web.archive.org/web/20200622204402/http://ivc.lib.rochester.edu/the-kinesthetic-index-video-games-and-the-body-of-motion-capture/
![Yume Nikki](/media/boxart/5/5027.png)
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![Attachment](/media/thumbs/8/18866.png)
• Almost all Toriningen are despawned; the only exceptions are the one in the Mall who changes the menu's palette when spoken to and the group throwing a party in the wilderness.
• The top-left cupboard in both versions of the Guillotine Room disappears. However, it can still be interacted with: pressing Z or Enter when standing where it normally would be transports Madotsuki to a random cupboard in the Number World, as if she had used one of the randomly generated exit cupboards. Returning to the Guillotine Room restores the top-left cupboard to its normal position.
• Movement is disabled upon waking up.
• The Witch's Flight event can be accessed by walking off the top-right corner of the Mall's rooftop, regardless of whether or not Madotsuki has the Witch effect equipped and active.
• An unused parallax background (named ネオン背景.xyz in the game's files) is enabled in Neon World, which normally has a solid black backdrop in Version 0.10 and all available early builds. This background, which depicts a series of ripples distorting a group of red, blue, and green lights, does not scroll correctly, only showing the top-left corner of it. Notably, this is the only unused background in the final game.
The notion that this invisible party member was used as a debugging tool is further bolstered by the presence of three similar extra party members (which also have no graphics or names) in Version 0.06. In that earlier build, Madotsuki is internally listed as the fourth party member; enabling the first one adds NASU to the game's debug map, though both that version and the one in Madotsuki's room will not progress past the title screen.
![Scribblenauts Showdown](/media/boxart/5/5071.png)
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Scribblenauts Showdown is the first game in the series to not be developed by 5th Cell, the creators of the series. Instead, it was developed by Shiver Entertainment, and is notable for being the only original game developed by the company, with their other releases being Scribblenauts Mega Pack (a compilation consisting of Scribblenauts Unlimited and Scribblenauts Unmasked: A DC Comics Adventure) and the Nintendo Switch ports of Mortal Kombat 11, Mortal Kombat 1, and Hogwarts Legacy.
Article about Scribblenauts Showdown:
https://www.polygon.com/2018/1/16/16748756/scribblenauts-showdown-release-date-trailer-nintendo-switch
Shiver Entertainment website (includes games worked on):
https://www.shiver.net/
https://www.polygon.com/2018/1/16/16748756/scribblenauts-showdown-release-date-trailer-nintendo-switch
Shiver Entertainment website (includes games worked on):
https://www.shiver.net/
![Yume Nikki](/media/boxart/5/5027.png)
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![Attachment](/media/thumbs/8/18863.png)
Despite the mirror being removed from the normal course of play in the final build, it is still present in a debug room hidden in the game's code, functioning as it did in earlier versions. However, in the official English release, the text that appears when interacting with it, "★ふとる★", is corrupted due to it not being translated.
The Cutting Room Floor articles:
https://tcrf.net/Proto:Yume_Nikki/Map_and_Event_Differences/Minor_Maps#Hell
https://tcrf.net/Yume_Nikki#Debug_Room
https://tcrf.net/Proto:Yume_Nikki/Map_and_Event_Differences/Minor_Maps#Hell
https://tcrf.net/Yume_Nikki#Debug_Room
![Yume Nikki](/media/boxart/5/5027.png)
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![Attachment](/media/thumbs/8/18862.png)
Given that NASU is preceded by a game selection menu with only two options present – "NASU" and "Quit Game" (the latter of which simply closes the menu) – it is unknown if Kikiyama intended to reincorporate Severed Head PK as an additional option.
The Cutting Room Floor articles:
https://tcrf.net/Proto:Yume_Nikki/Version_0.04/Unused_Graphics
https://tcrf.net/Proto:Yume_Nikki/Map_and_Event_Differences/Main_Maps#Madotsuki.27s_Room
YouTube video showing the menu that precedes NASU:
https://www.youtube.com/watch?v=fm2yEF1yIWw
https://tcrf.net/Proto:Yume_Nikki/Version_0.04/Unused_Graphics
https://tcrf.net/Proto:Yume_Nikki/Map_and_Event_Differences/Main_Maps#Madotsuki.27s_Room
YouTube video showing the menu that precedes NASU:
https://www.youtube.com/watch?v=fm2yEF1yIWw
![Viva Pinata: Pocket Paradise](/media/boxart/5/5068.png)
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When asked if there had always been plans to make a Viva Piñata game for the Nintendo DS, producer Paul Machacek stated:
"No, and yes, erm, in that order. In discussions for a follow-on project for DKR DS it became a greater focal point, and in hindsight, seeing what we came up with, it's proven to be a complete no-brainer. We love it."
![Concord](/media/boxart/5/5067.png)
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Concord is the first video game developed by Firewalk Studios, a company founded in 2018 as a subsidiary of ProbablyMonsters. Concord was originally made in collaboration between the two companies, but this changed in April 2023 after Sony Interactive Entertainment purchased Firewalk Studios, taking over development.