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Resident Evil Village
1
The skybox used throughout the whole game (including in Ethan's house and in the village) that cannot be seen during normal gameplay is a street view of Kensington Gardens, one of London's eight Royal Parks which were originally used exclusively by the British royal family, but today are now open to the public.
The Legend of Zelda: Twilight Princess
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The model for Epona can be found outside the boundary for an arena in Faron Woods Spoiler:that gets extremely infected by Twilight later on, suggesting that the developers were thinking of allowing the player to call and use her in that area before dropping the idea.
The Legend of Zelda: Twilight Princess
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Attachment Darknuts have a low-quality, low-polygon, and mostly featureless face underneath their helmets that cannot be seen in normal gameplay.
Dead or Alive 4
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Attachment Tina's 4th costume is an unused costume that was originally designed for Ayane in the concept art for Dead or Alive++.
Mario Sports Superstars
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In Baseball, when stepping on the home plate after getting a home run, Birdo, Daisy, Waluigi, Diddy Kong, Bowser, Metal Mario, and Pink Gold Peach will cheer. The rest of the characters in the game will not do this, suggesting that implementing cheers for every character was overlooked during development.
Xenoblade Chronicles 2
1
It is possible to get out of bounds in Temperantia into the massive barren wasteland north of the game's map. This giant stretch of land is fully rendered and has collision-detection allowing you to walk as far as you want, but no in-game events happen in this location leaving the reason to why it was included at all unknown.
Collection: Def Jam
1
Rapper DMX, who originally appeared as a playable character in Def Jam: Vendetta, was to return in Def Jam: Fight for NY, but instead opted to not return due to Def Jam Records not paying him enough money for having his likeness used in the first game, making Vendetta his first and only appearance in the series.
Super Smash Bros. Ultimate
1
As of March 2021, there are several mistakes, oversights, and omissions made by the "Move List" section of the pause menu. Some of them are as follows:

•Dr. Mario's Super Jump Punch (his Up Special) is described on his page as "hit[ting] repeatedly". however this is false as Dr. Mario's version hits only once at the start of the attack. Oddly, his base character, Mario, Has his version of the attack hit repeatedly but has a different description of the attack on his own page (the Tips menu corrects this).

•The text on Chrom and Roy's pages describing their counters says that both of the attacks send back the opponents attack "at greater force". However, while this is true in most situations, both counters have a cap of 60% damage that they cannot exceed or a minimum of 9.6% that they cannot go under.

•It says Isabelle's fishing rod grab can throw opponents up, down, or forward, with the menu making no mention of her being able to throw her foes backward with the same attack as well.

•King Dedede's Neutral Special description does not state that it can also automatically reflect projectiles, which is a new feature for the character in this game.

•Being a copy-paste of Simon's text, Richter's Holy Water descriptor states that it takes "fire" damage when his version of the attack actually has the "Aura" effect like Lucario's moves.
A Dark Room
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Shortly after the release of the Nintendo Switch version of the game, developer Amir Rajan revealed that by plugging a USB keyboard into the system and typing "~", players could gain access to an interpreter and code editor rooted in the RubyMotion mobile programming language, allowing users to code mobile apps on their Switch. Shortly after this information was shared, Nintendo removed the game from the Switch's eShop. Rajan, initially implementing the code editor to share the joy of coding with players, later expressed regret that he included the feature in the first place due to how he sensationalized it and its simplistic features in that it could only draw lines, squares, and labels, play sound clips from A Dark Room, and detect button presses.
Dead Rising 2
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Attachment There is a slot machine based on the Capcom game Mega Man 10, several of which can be found in the Yucatan Casino. However, there is another slot machine based on Capcom's Street Fighter series (using artwork from Street Fighter IV) that went unused and can be found in the the PC version's files.
Super Smash Bros. for Nintendo 3DS
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This is the only entry in the Super Smash Bros. series that lacks an opening cutscene once it is booted, which was likely done to save space on the game cartridge.
Grand Theft Auto IV
1
In The Ballad of Gay Tony DLC mission, "Caught With Your Pants Down", Luis was originally supposed to meet Yusuf in Westminster to pick up his Buckingham Swift helicopter. In the final game, Luis meets Yusuf at Star Junction, and he already has the helicopter.
2
Attachment Before the singular story concept of Sonic fighting against Dr. Robotnik, Sonic's character development was very different. During the 2018 Game Developers Conference, game designer Hirokazu Yasuhara and character designer Naoto Ohshima revealed that the series almost had connections to World War II.

"Sonic" was originally going to be a fighter pilot who earned the nickname "hedgehog" because of how his hair stood up while flying his plane at high speeds, while the Sonic the Hedgehog design known today was merely a nose decal on the front of his plane. The details of his time in the war were then re-imagined as a children's picture book by the pilot's wife. She took the Sonic the Hedgehog design and based it on her war veteran husband, making the game a story within a story. American pilot Chuck Yeager, the first pilot to break the speed of sound, was also mentioned in Yasuhara and Ohshima's pitch summary.

Additionally, they showed off line art for a proposed dance sequence during the game, originally intending for Sonic to be a trendy dancer, but this along with the meta-story elements were scrapped during development.

In the third installment of the Untold History of Japanese Game Developers book series released in 2018, Ohshima reiterated that Sonic was going to be a human boy, but SEGA rejected the design, not wanting their mascot to be a human, and Ohshima admitted that he does not have any concept art of Sonic as a human due to his proposal just being a basic outline. Despite this rejection, the core layout of Sonic the Hedgehog's speed-based gameplay and map design was set in stone by this time.
Grand Theft Auto: Chinatown Wars
1
Attachment In 2010, Rockstar Games graphic designer Mike Cala uploaded four unused early logos for Grand Theft Auto: Chinatown Wars that were considered before settling on the final logo. Interestingly, the "Grand Theft Auto" logo is from the PlayStation 2 era of games starting with Grand Theft Auto III, rather than the logo for Grand Theft Auto IV which was released two years prior. In the latter game's logo, the leftmost leg in the "R" character in "Grand" extends down to the first "t" in "Theft", whereas the prior variant of the logo left a small gap in between the two.
Grand Theft Auto III
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Attachment The game's files contain the model for a scrapped vehicle called the "Buggy". It appears to have been scrapped early on, as it is missing a proper body texture with gradients like the rest of the cars in the game, and has damaged parts that are duplicates of the normal body pieces. However, based on its design this vehicle most likely went on to become the BF Injection in Grand Theft Auto: Vice City.
Grand Theft Auto IV
1
Attachment There are animations, a model and texture related to an unused wooden plank weapon that NPCs would have carried, specifically by the dockworkers at East Hook. An NPC can be seen holding this plank in the first trailer for the game.
person ClaudX calendar_month September 11, 2021
The Cutting Room Floor article:
https://tcrf.net/Grand_Theft_Auto_IV#Plank

Grand Theft Auto IV first trailer:
https://youtu.be/M80K51DosFo?t=37
Ōkami
1
Attachment An unused enemy named "Gotouryu", a Flying Demon based on the Japanese yōkai of the same name, can be found in the data for the Wii version. When asked about why the enemy was cut, director Hideki Kamiya admitted that he forgot to add the enemy in the game.
Super Mario 3D Land
1
In an emulator, spawning a Goomba and moving it in the path of a jumping Cheep Cheep will normally cause the Cheep Cheep to hit and kill the Goomba, despite these two enemies never normally encountering each other in the game. However, in World 1-1, spawning a Giant Tail Goomba in front of the rivers at the start of the level to try and get the Cheep Cheep to kill it will instead cause the Tail Goomba to fly off-screen as it has a preset path it travels and attacks on instead of just following Mario/Luigi wherever he walks. Off-screen, it will perform its Tail Swing attack that will mysteriously cause the level itself to take damage, effectively "killing it" and forcing the level to erase almost its entire memory and be collected as one coin, including Mario/Luigi. The game then disables you from quitting or restarting the level.
Dino Crisis 2
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Attachment An unused song can be found in the data for Dino Crisis 2's demo disc that, although being slightly rearranged, bears an uncanny resemblance to the "Ground Theme" from Super Mario Bros.
Castlevania: Symphony of the Night
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In the NTT-PUB official guidebook, Koji Igarashi & Toru Hagihara stated that in their early planning stages they came up with an alignment system. If the player used a lot of sub-weapons, they would gain a holy alignment; if they used a lot of magic, they would gain a dark alignment. There would be different endings based on the alignments with various subtitles, with Igarashi citing one as being named "聖魔のトリル" (seima no toriru), something like "The Trill of Light and Darkness." A trill is a musical ornament where two adjacent notes (i.e. 聖 "holy" and 魔 "evil") alternate rapidly. The reason for this feature's removal is unknown.
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