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Kena: Bridge of Spirits
1
When composer Jason Gallaty wanted a wholly traditional Balinese score, he reached out to Balinese music group Gamelan Çudamani for their assistance since their traditional music fit his ideas. However, the group was initially thinking of turning down the offer because as traditionalists, they viewed video games and their music as things they were "working against". The Gamelan group eventually put their prejudices aside and warmed up to the idea however, because the game and its themes as described by Gallaty really struck a chord with them.

"...The themes [of the game] are so beautiful and so resonant with our culture and our values and philosophy. And you know, it’s exciting to see that."
Final Fantasy Tactics
1
In a 1997 interview with the game's director Yasumi Matsuno, found within the Famicon Tsuushin magazine, he was asked if terrain effects were in the game. He reponded:

"“Strategy games must have terrain effects” — we didn’t want to be bound by that way of thinking. As far as the player’s experience, though, I do think terrain effects are fine if they’re for easily recognizable and obvious situations, like the difference between playing volleyball in a gym and on a sandy beach. But yeah, the effects we did add were a product of that way of thinking—the user’s experience—rather than arising from strategy conventions."
Terrain of Magical Expertise
1
Attachment The character Vitaszeit is based on real-life actor, writer, producer and Did You Know Gaming? contributor Vitas Varnas. Vitas had wanted to voice the character but the game's creator Chris Niosi wouldn't allow him as he was instead voiced by Connor Colquhoun.
Bravely Default II
1
The game was titled "Bravely Default II" because Square Enix producer Tomoya Asano felt the previous installment in the franchise, Bravely Second: End Layer, did not meet their fans' standards, and felt its underperformance made it harder for his team to continue on with the franchise.
The King of Fighters '94
1
Attachment Athena was originally planned to wear her schoolgirl uniform from her original appearance in Psycho Soldier. However, out of concern that overseas audiences wouldn't understand the reference, Athena received a redesign, prominently displayed in her entrance animation which starts her in the original schoolgirl outfit before throwing it off to reveal the new outfit. Athena's entrance animation is also the only one in the game to use 16 sprites, and her Shining Crystal Super Move was programmed in by the developers before proper work on the character had actually begun with the game's planners.
New Super Mario Bros.
1
On the World Map pause screen after finishing the game, if you press L/R/L/R/X/X/Y/Y, a secret Challenge Mode will be enabled that disables scrolling backwards in levels, making the gameplay more similar to Super Mario Bros., Super Mario Bros.: The Lost Levels, and Super Mario Land. Inputting this code again on the World Map pause screen disables this mode.
Just Dance 2018
1
In "John Wayne" by Lady Gaga, the lyrics "so here I go to the eye" does not contain the word "here" when appearing on-screen.
Just Dance 2016
1
In "Heartbeat Song" by Kelly Clarkson, the lyrics "and I'm so used to feeling numb" are misinterpreted on-screen as "and I'm still used to feeling numb".
Street Fighter III: 3rd Strike
2
Attachment One of Elena's rotoscoped animations in 3rd Strike was modeled after an actress in the music video to David Lee Roth's cover of "Just a Gigolo / I Ain't Got Nobody".
Dragon Warrior IV
1
In a 1989 interview with the game's director/scenario writer Yuji Horii in the 11/89 edition of Famicon Tsuushin, he was asked where the idea for the mini medals, a recurring hidden collectible in the series first introduced in Dragon Warrior IV, came from? He responded:

"DQIV is a multi-chapter story, and you ultimately end up gathering eight party members together, so we thought adding a bunch of story items you had to collect on top of that would be too much, and annoying. But collecting things like “orbs” and “crests” is undoubtedly one of the appeals of Dragon Quest, so we wanted to give players something to collect."

"“Ah hah! Coins!” — that was our first idea, and small medals were originally “gold coins”. But that name was too easily confused with the coins at the casino. Then we remembered the idea we had for “small medals” for Dragon Quest III, 2 and that’s how they got their name. (laughs)"
Sonic CD
1
In a 1993 interview with the game's planner Hiroaki Chino in issue no. 7 of Marukatsu Mega Drive, he was asked what the biggest changes were in Sonic CD compared to past games that were released on cartridges? He responded:

"One place in particular where you feel the difference is the special stage. We used the Mega CD’s sprite rotation abilities for that. Also, a single regular stage will have past, present, and future to contend with… we could only bring that volume to life with the CD format—if you do a simple comparison with Sonic 2, it’s 3x the volume. But when you add in the secrets and other things, overall, I think it’s safe to say it has about 4x the volume."
Super Smash Bros. Ultimate
1
When Kazuya is in Rage Mode and the player is using a Pro Controller or a pair of Joy-Cons, the HD Rumble feature in those controllers will cause them to vibrate in a way that mimics the "thumping" of a heartbeat. This can also be felt with a GameCube controller connected to an adapter, although instead of "thumping", it creates a short, light vibration every couple of seconds due to GameCube controllers lacking the HD Rumble.
Red Dead Redemption 2
1
In a 2019 IGN interview, Arthur's actor Roger Clark revealed that on top of playing Arthur, he also played "about two dozen" characters in Red Dead Redemption II. One character he had to play due to their actor being unavailable for motion capture recording that day was Spoiler:Mary in a post-credits scene where she mourns at Arthur's grave, ironically resulting in the actor mourning his own character's death.
McDonald's Treasure Land Adventure
1
Attachment In the April 2021 issue of the magazine Retro Gamer, Treasure's president Masato Maegawa revealed that entering a specific password on the game's password screen would allow access to a secret "polygonal display". After searching through the game's code and many brute-forced attempts, the method to access the display was eventually discovered:

Enter the password (shown in the attached picture) "Balloons", "Jewel", "M" and "Clown". Then, press Start three times until you hear the sound of an explosion and quickly hold Up+Left and wait. If done correctly, the McDonald's Password sign will turn from a 2D sprite into a 3D model, and the music will change to a song that sounds eerier than the normal password screen music.

Controls:
•D-Pad = Rotates the model
•B and C buttons = Zooms in and zooms out the model respectively
•Holding A and using the D-Pad = Moves the object across the background
•Holding A and pressing C = Switches the current object with a different one.

The viewable 3D polygonal models in this mode include the McDonald's Password sign, several cubes and squares of varying sizes and dimensions, the box in the Treasure logo, the "S" in the Sega logo, the entire Sega logo as a separate flat model, and a spaceship.
person MehDeletingLater calendar_month October 4, 2021
Team Fortress 2
1
Attachment Underneath the BLU spawn on the Banana Bay map is a summoning circle made up of toxic waste, candles, and a large collection of bananas. The circle was created to summon Poopy Joe, the first American Monkeynaut in the game's storyline, who died in his rocket moments after launch due to its Australium fuel supply (a mysterious metallic element first introduced in the 2010 Team Fortress 2 comic "Loose Canon") having been maliciously switched with gravel water by Mann Co., who was supplied America's entire stock of Australium fuel by the United States government in the first place.

Underneath the RED spawn on the Banana Bay are two conveyor belts that appear to be used for converting dozens of bananas into Australium bars.
Mario & Sonic at the Olympic Winter Games
1
Attachment Near the start the game's intro, Metal Sonic's hands are colored white instead of yellow like they normally are on his in-game model.
Devil May Cry
1
When the game was originally localized for North America, Dante received a 20% reduction in the amount of damage in his attacks, while also receiving a 20% increase in the amount of damage he takes from regular enemies in all modes. This artificial change in difficulty makes the North American PlayStation 2 version of Devil May Cry harder than any other version of the game.
Overwatch
1
During BlizzCon 2016, Mei's voice actress Yu Zhang revealed that the character's popular line "Sorry! Sorry, I'm Sorry. Sorry." was a botched take that was put into the game anyways. The following year, the game's senior designer at the time Michael Chu took credit for including the line in the game after catching the mistake on tape in the recording booth, citing it as his favorite voice line in the game.
person MehDeletingLater calendar_month October 4, 2021
StarCraft
subdirectory_arrow_right Dominion: Storm Over Gift 3 (Game)
1
The original version of StarCraft developed prior to 1996 was considered to be inferior to other games shown at the time, most notably the real-time strategy (RTS) game Dominion: Storm Over Gift 3 being developed by Ion Storm Dallas, which was also shown at E3 and the Consumer Electronics Show that year. The game appeared to be miles ahead of what StarCraft was, with consumers responding to the latter game weakly as "Warcraft in space". Realizing that the version of StarCraft they had was worse than they had thought, following the release of Diablo at the end of that year, Blizzard began to "lick [their] wounds and plan for the future" by restarting development on StarCraft and completely overhauling their development process as a whole. StarCraft eventually released in March of 1998 to critical and commercial success, and was retrospectively dubbed as one of the defining games of the RTS genre.

However, after Ion Storm Dallas closed in 2001, a few of their former employees were scooped up by Blizzard and two of them later revealed to former Blizzard executive Patrick Wyatt that the demos Ion Storm presented of Dominion: Storm Over Gift 3 were actually pre-rendered trailers, and the players "presenting" the game's demos were actors pretending to play the game. This meant that the only reason why StarCraft was released in the form it was was because Blizzard got tricked into raising their standards to compete with a pre-rendered video, resulting in the creation of one of their most successful games.
Breath of Fire III
1
According to a 1997 The PlayStation magazine interview with the game's director Makoto Ikehara & programmer Tatsuya Kitabayashi, they were asked how the game's development began. Ikehara stated that their developments "always sort of start the same way, with just a title." After which they just make whatever they want, and force it to all fit together after the fact. Ikehara also stated that when changing series to the PlayStation, the team considered calling the third game just "Breath of Fire" without the "III", but they ultimately decided not to as they wanted to bring about a conclusion to the work they had done up to then.

Kitabayashi added that after Breath of Fire II had finished, the team, now more confident, wanted to carry over that momentum from the previous game and begin working on Breath of Fire III straightaway.

Ikehara was also asked if there were things that they could not achieve in II that they wanted to do in III, to which he responded:

"Yeah. That’s true with every development, the whole “we’ll do it next time!” thing.
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