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Company: Square Enix
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Attachment In 2022, a press kit for Squaresoft's appearance at E3 2001 was uploaded online, containing previously-unseen screenshots of early gameplay, artwork, and promotional details for Kingdom Hearts, Final Fantasy X, Final Fantasy Chronicles, and the film "Final Fantasy: The Spirits Within".
WeaponLord
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The game was going to have an extensive training mode where players are taught the mechanics of the game--from simple weapon clashes all the way up to death combos. The mode was ultimately left out from the final game due to memory limitations and time constraints.
WeaponLord
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The game was originally going to have a story mode which took place after the events narrated in arcade mode, but it was ultimately left out from the final game.
WeaponLord
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The game was originally being developed for a 24-megabit cartridge--roughly the size of a modern MP3 file--which made compressing a serious challenge. Additonally, the game's producer James Goddard wanted huge character sprites that dwarfed the genre's standard of the time, which only compounded the size issue. The team considered upgrading to a 32-bit cartridge but it was considered too expensive.

This also meant that the game's roster was cut short to seven characters, so the team decided to compensate this by giving each character an extensive moveset.

"People always wondered why the characters were so big," Goddard said. "That's because we wanted larger-sized characters to help put the focus on weapon-to-weapon clashing." In order to see the weapons clash onscreen, they needed to be big, which meant they needed to be wielded by even bigger warriors. "It was a technical feat to jump from 90 pixels tall to 120 pixels tall--and still run at 60 frames per second! Later on we realized at 24 megabits we were maxed out on space; we just couldn't add any more characters. That's why our dudes have a ton of moves, to make up for the fact there are only seven characters."
Tornado Outbreak
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Attachment Enabling No-clipping mode in Chicken Con Carnage and heading back to the starting point of the map will reveal an unused spawn point for the L.O.A.D. STARR. Presumably, the level was intended to have two different zones.
Super Mario Strikers
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In February 2022, a Twitter user datamined Super Mario Strikers to reveal several unused character models. The unused character models include:
• Generic Mario-style humans, and unused Donkey Kong-like characters (most likely suggesting that captains were going to have their own unique sidekicks themed after them).
• An early model for the Medic that resembles Dull Bones from Paper Mario.
• A Security Pianta that only appeared in the pre-release builds of the game.
A Goomba Guard that appears to be related to the cut stage "peach_palace"
Collection: Saints Row
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A Saints Row film was in development in 2009 with Curtis "50 Cent" Jackson becoming director and actor Dwayne Johnson starring in the film, but it was cancelled due to video game company THQ going bankrupt.
Pokémon HeartGold Version
subdirectory_arrow_right Pokémon SoulSilver Version (Game)
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If playing on a counterfeit cartridge, attempting to play Voltorb Flip in either the Goldenrod Game Corner or Celadon Game Corner will crash the game. It's unclear if this is an Anti-Piracy measure, or if it's a mistake in the ROM of Heart Gold and Soul Silver.
Tornado Outbreak
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Attachment Decompressing the tornadoalley.bsu file will reveal some hidden developer-related comments left by Scott Bilas, a programmer and audio engineer at Loose Cannon Studios
Pokémon HeartGold Version
subdirectory_arrow_right Pokémon SoulSilver Version (Game)
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Attachment Towards the end of the opening sequence, it displays the 3 Johto starters moving across the screen. Chikorita and Totodile use their in-game sprites. However, Cyndaquil uses a different sprite than what is actually in the game, and this sprite isn't used as Cyndaquil's sprite in any previous or future game, suggesting it may be a beta sprite.
Tornado Outbreak
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Within the data for every version of the game is a semi-functionable no-clipping mode that allows the player to freely explore maps without being stunned by the sunlight. The mode can be enabled by changing the value from "weatherphase1" to "weatherphase0". No-clipping mode doesn't work on Roadside Destruction, the tutorial portion of Chicken Con Carnage, and Showdown with Omegaton. Additionally, the player won't be able to destroy objects that are within the sunlight.
The Incredible Hulk: The Pantheon Saga
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A PC version was advertised, but was never released.
Super Mario World 2: Yoshi's Island
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In a 1995 interview with Shigeru Miyamoto published in the September issue of Haou magazine, he was asked about how long it took to develop the game? He responded:

"The staff members who have been working on it the longest started around the time Super Mario World was released, so about 5 years. The first two years were mainly spent experimenting with different ideas. We had one idea where Yoshi would move around freely, and he’d support Baby Mario and lead him through the stage. Almost all of those early ideas came to naught, but the one that really stuck and bore fruit for us was the idea of a game where even though you hit enemies, you don’t die."
Need for Speed: High Stakes
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The American version subtitle name for the game is “High Stakes.” According to the “Designer Diaries,” developers chose this name because previous installments lacked the “sense of risk and consequences.” “High Stakes” is also the name of the mode, where a player could lose a saved car during a race, and have to spend money to upgrade it.
Need for Speed II
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A Panasonic M2 version was in the works, but was cancelled due to the discontinuation of the console.
Lunar: The Silver Star
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In a 1992 interview with the game's animator Toshiyuki Kubooka published in BEEP! Megadrive pre-release magazines, he was asked how working on a game like Lunar: The Silver Star compared to animation? He responded:

"The character design itself is almost the same. However, because these characters need to be rendered in compressed, chibi-pixel form, you’ve got to make sure their basic shapes are distinct enough to make them immediately recognizable. This was my first time doing that kind of bonafide character design work, but I was pretty free to do what I wanted, and I had a good time. The animation work for Lunar was entrusted to Shunji Suzuki, who worked with me on Nadia."
Franchise: Phantasy Star
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In a 1993 interview with the game's director/designer Rieko Kodama published in several shorter pre-release magazines, she was asked if there'll ever be 3D dungeons again in Phantasy Star? She responded:

"Whenever you release new hardware or equipment, users are going to have high expectations for it. For example, with the Sega Master System, the 3D dungeons in Phantasy Star probably grabbed a lot of attention for that reason. I know we’ve had a lot of requests to add the 3D dungeons back in for the Megadrive Phantasy Star games. However, players won’t be satisfied with SMS-era technology for the 3D dungeons in a Megadrive game, and it doesn’t make sense with our design plans either: everything has to be rotatable, floors, ceilings, etc, and that would take up far too much memory."

"Anyway, developments always have to be try push beyond what players expect. For that reason, we abandoned the idea of 3D for PSIV. The first games that were developed for the Megadrive, like Alex Kidd and Altered Beast, graphically speaking it’s kind of surprising now to look back and see how many flaws they have, but no one was used to developing for the Megadrive then. To be honest, it wasn’t until Phantasy Star II that we really became competent with the Megadrive’s capabilities—which is why, in that sense, that game had a very high level of technical polish."
Danganronpa 2: Goodbye Despair
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Rugrats: Search for Reptar
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One of the level folders contains a text file featuring quotes and banter spoken during the game's development.
Castlevania: Symphony of the Night
subdirectory_arrow_right Akumajou Dracula X: Gekka no Yasoukyoku (Game)
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The Sega Saturn version of the game contains hidden files that can only be accessed when loading the game disc on a PC. 15 pieces of character artwork and a text document containing messages from 13 of the Saturn version's developers including graphic artists, members of the sound team, and programmers can be found. The messages contain insights about their duties, goals and struggles in porting the game from the PlayStation to the inferior Saturn, with several members of the staff having just entered the video game industry and joined Konami prior to work starting on the port. Collectively, they had mixed to positive feelings about the final result, with most being happy with their work, while others feeling they had failed to live up to the PlayStation version. Regardless, much of the staff thanked players for playing the game and encouraged them to mail feedback to them at Konami.

Two notable details from these messages include:

•A story/rant shared by programmer Hideto Imai in the last and longest message about his experience in violating Japan's Motor Vehicle Storage Act by parking his car curbside while staying at his in-laws during development.

•A scrapped character idea shared by graphic designer Yoshinori Suzuki:

"There's actually another version of Maria with a full set of graphics different from the one the player meets in the actual game. It ended up going unused. It might've been neat if she had been used, though. Because she was a dark version of Maria, the opposite to the light version of Maria, her attacks and such would have been entirely different. Go ahead and imagine for yourselves what she might have been like. (Perhaps, if she'd appeared in the game, she'd have been called Black Maria?)"
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