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Grand Theft Auto IV
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Mouthwashing
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Cluefinders: Math Adventures - Mystery of the Himalayas
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Dragon Warrior III
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Hard Time III
Twin Breaker: A Sacred Symbols Adventure
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Developer Q&A:
https://store.steampowered.com/news/app/2475490/view/4525647157467807893
Lana Del Rey - A&W:
https://www.youtube.com/watch?v=pYqky795R1s
https://store.steampowered.com/news/app/2475490/view/4525647157467807893
Lana Del Rey - A&W:
https://www.youtube.com/watch?v=pYqky795R1s
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An updated version of the game was released in 1999 that made numerous changes to the original version. This is perhaps most notable in the story, which while still sharing the same premise and plot outline, removed or changed various plot points:
• The original version had a subplot where LapTrap received what the game referred to as "wisdom of the village elders", in which he experienced visions of the villagers' pasts, providing possible motives for why they would want to steal the treasure. This was also how the ClueFinders obtained their clues, which appeared as beams of blue light that zapped LapTrap and gave him the info. The entire subplot was removed in the revision, with the original cutscenes being replaced with new ones featuring the ClueFinders discussing theories about the disappearances instead. Likewise, clues were obtained in a more typical fashion of talking to NPCs and having them share information with you.
• The fate of the true culprit behind the thefts, Spoiler:the apprentice, is different in both versions following his burial under an avalanche. In the original version, he escapes from the snow only to be dragged back under by the real Yeti. In the revision, however, this was changed to him simply climbing out and declaring that the ClueFinders can't stop him.
In addition, the series' art style was updated in 1999, leading to the graphics, and character sprites and content from the animated cutscenes being updated in the revision to better match it. Several music tracks were also added to areas that were silent in the original version.
• The original version had a subplot where LapTrap received what the game referred to as "wisdom of the village elders", in which he experienced visions of the villagers' pasts, providing possible motives for why they would want to steal the treasure. This was also how the ClueFinders obtained their clues, which appeared as beams of blue light that zapped LapTrap and gave him the info. The entire subplot was removed in the revision, with the original cutscenes being replaced with new ones featuring the ClueFinders discussing theories about the disappearances instead. Likewise, clues were obtained in a more typical fashion of talking to NPCs and having them share information with you.
• The fate of the true culprit behind the thefts, Spoiler:the apprentice, is different in both versions following his burial under an avalanche. In the original version, he escapes from the snow only to be dragged back under by the real Yeti. In the revision, however, this was changed to him simply climbing out and declaring that the ClueFinders can't stop him.
In addition, the series' art style was updated in 1999, leading to the graphics, and character sprites and content from the animated cutscenes being updated in the revision to better match it. Several music tracks were also added to areas that were silent in the original version.
Franchise: Star Fox
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The Japanese text for Papetoon, the home planet of Fox McCloud, is "パペトゥーン". Amusingly, this is also the Japanese text for Puppetoons, a Hungarian-American puppet and cartoon series created by George Pal. As the Star Fox series was inspired by Shigeru Miyamoto's love of old puppet dramas such as the Gerry and Sylvia Anderson "supermarionation" television series "Thunderbirds", it could be said that this is a joke that Fox originated from this show.
Star Fox character name origins Reddit thread:
https://www.reddit.com/r/starfox/comments/11pogfk/the_untold_origins_of_star_fox_names_oikonny_kew/
Star Fox 64 Japanese manual (Page 5 in the manual):
https://archive.org/details/starfoxjapanmanualtest/page/n4/mode/1up
https://www.reddit.com/r/starfox/comments/11pogfk/the_untold_origins_of_star_fox_names_oikonny_kew/
Star Fox 64 Japanese manual (Page 5 in the manual):
https://archive.org/details/starfoxjapanmanualtest/page/n4/mode/1up
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In the Octo Expansion, during the cutscene where Telephone assembles all the Thangs, a distorted set of screams can be heard. Reversing the audio for these screams reveals that it's actually a group of people counting down from 10 and shouting "Happy New Year!", with each word in the audio clip being individually reversed so it still forms a normal countdown.
Splatoon 2: Octo Expansion cutscene reversed:
https://www.youtube.com/watch?v=iBBPg4OYN5k
Separated audio comparison:
https://x.com/ardnin_/status/1414335638799794176
https://www.youtube.com/watch?v=iBBPg4OYN5k
Separated audio comparison:
https://x.com/ardnin_/status/1414335638799794176
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Based on a pre-release screenshot used as a preview in other JumpStart products, the menu interface originally had a different appearance. Specifically, the toolbar was a simple black bar that took up the full width of the screen, the icons used different colors and designs, and the background of a scene in which Ruby talks to Frankie in the backyard was much simpler and missing several elements present in the final game (i.e. the red wheel to the right of Frankie).
Company: Argonaut Games
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The original office for Argonaut Games was located in Colindale, London before at some point being moved to the Argonaut House in Edgware. After the company was reopened in 2024, Justin Scharvona (a composer who worked on various games for the company, most notably Croc: Legend of the Gobbos) posted a video of himself visiting the location of the original company office, which has since been converted into a furniture showroom named the Sea Horse Furniture Centre.
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The appearance of Cammy's (a guest costume from the Street Fighter series) alternate style is based on how she appeared in Final Fight: Streetwise.
Fortnite Cammy costumes:
https://www.youtube.com/watch?v=um7IvD4T8gM
Cammy in Final Fight: Streetwise:
https://www.youtube.com/watch?v=ygioobu6y_s
Mirror article:
https://www.mirror.co.uk/gaming/cammy-fortnite-skin--whats-33192527.amp
https://www.youtube.com/watch?v=um7IvD4T8gM
Cammy in Final Fight: Streetwise:
https://www.youtube.com/watch?v=ygioobu6y_s
Mirror article:
https://www.mirror.co.uk/gaming/cammy-fortnite-skin--whats-33192527.amp
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During the September 2020 Game Boy lot check leak, it was discovered that Magnetic Soccer was at one point planned to have a Japanese release under the name "Kick Attack!!". As part of this, alternate versions of the game's title and sound test screens were found: along with the logo and copyright changes, the colors of the player's skin and outfit were swapped (a change that applies to both screens), the ball uses different shading, and the player shouts "Fight!!" and "Go! Go!" in text form, something that does not happen in the European version.
subdirectory_arrow_right Pokémon White Version (Game)
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Skyla was originally conceived as a Dragon-type gym leader, while Iris was conceived as a Flying-type one. These attributes were swapped relatively early into development: examining character pitches for both gym leaders found in the Teraleak (a large-scale breach of internal server data from Game Freak in 2024), the earliest recovered revisions are the only ones which describe them with their initial type specializations. From the second revision of the documents onward, they bear the same types seen in the final game.
Of note is that Iris' later pitches describe her Dragon-type specialization as stemming from a connection that she felt since birth. Given that these subsequent drafts change her ethnicity from "indigenous" (likely Mesoamerican given her use of "Aztec-style" hair decorations) to "Middle Eastern," these traits imply that she is intended to be multiethnic (as within Middle Eastern cultures, dragons are found in Canaanite, Mesopotamian, and Persian mythology, while her outfit, a galabeya, is generally associated with rural Egyptians).
Of note is that Iris' later pitches describe her Dragon-type specialization as stemming from a connection that she felt since birth. Given that these subsequent drafts change her ethnicity from "indigenous" (likely Mesoamerican given her use of "Aztec-style" hair decorations) to "Middle Eastern," these traits imply that she is intended to be multiethnic (as within Middle Eastern cultures, dragons are found in Canaanite, Mesopotamian, and Persian mythology, while her outfit, a galabeya, is generally associated with rural Egyptians).
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In an interview with the game's designer and writer Yuji Horii published in the 1987 GSLA, he discussed the memory limitations that his team faced during the development of the Famicom version of Dragon Quest II, leading them to remove some elements from the final game, including:
• Large, kamishibai-esque pictures meant for cutscenes. Horii noted that one of these images was quietly preserved in the story section of the Dragon Quest II instruction manual, appearing in black and white instead of color.
• An expanded scenario involving a full-size image of Rhone’s landscape, visible from the top of a lighthouse. This image would have featured a single sparkling point of light in the sea, marking the location of the sunken treasure required to get the Echo Flute. However, due to memory constraints, the image had to be cut, and the scenario was subsequently changed.
• A more humorous idea they had to abandon was the "Abunai Mizugi" (Scandalous Swimsuit). This piece of armor, intended to be as strong as the Mink Coat and extremely expensive, would have caused the Princess of Moonbrooke's character sprite to change to reflect her wearing it. While it was cut from the Famicom version of the game, it was included as equippable armor for the Princess in the MSX version. It was slightly modified from the original idea, where every enemy has a 1/8th chance to be stunned by her beauty while she wears it.
• Large, kamishibai-esque pictures meant for cutscenes. Horii noted that one of these images was quietly preserved in the story section of the Dragon Quest II instruction manual, appearing in black and white instead of color.
• An expanded scenario involving a full-size image of Rhone’s landscape, visible from the top of a lighthouse. This image would have featured a single sparkling point of light in the sea, marking the location of the sunken treasure required to get the Echo Flute. However, due to memory constraints, the image had to be cut, and the scenario was subsequently changed.
• A more humorous idea they had to abandon was the "Abunai Mizugi" (Scandalous Swimsuit). This piece of armor, intended to be as strong as the Mink Coat and extremely expensive, would have caused the Princess of Moonbrooke's character sprite to change to reflect her wearing it. While it was cut from the Famicom version of the game, it was included as equippable armor for the Princess in the MSX version. It was slightly modified from the original idea, where every enemy has a 1/8th chance to be stunned by her beauty while she wears it.
Yuji Horii 1987 GSLA interview:
https://shmuplations.com/dragonquestii/
Dragon Quest II (MSX) - Abunai Mizigi:
http://www.youtube.com/watch?v=cjlSMGVEXJA
https://shmuplations.com/dragonquestii/
Dragon Quest II (MSX) - Abunai Mizigi:
http://www.youtube.com/watch?v=cjlSMGVEXJA
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Skip and Chip, the main characters of Chip's Tips (a point-and-click FMV game released as part of Dread X Collection 3), make a cameo appearance at the end of the hidden red tape as part of a commercial break.
Amanda the Adventurer - Red Tape:
https://www.youtube.com/watch?v=nieeqsQD6vM#t=467s
Chip's Tips gameplay trailer:
https://www.youtube.com/watch?v=XmZ-knbmQLo
https://www.youtube.com/watch?v=nieeqsQD6vM#t=467s
Chip's Tips gameplay trailer:
https://www.youtube.com/watch?v=XmZ-knbmQLo
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According to designer Ste Pickford, the reason Nintendo hired Software Creations to make Tin Star was as a form of compensation for not assigning them to do a follow-up to Ken Griffey Jr. Presents Major League Baseball despite them developing the original, with the sequel instead being developed by Rare as Ken Griffey Jr.'s Winning Run.
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There are three unused graphics in the game: a simplistic graphic listing off the game's three activities (with the unnamed crate-stacking activity referred to as "Hanoi Tower"), an alternate version of the dungeon's background with different lighting and design for the door, and the background for the credits screen from JumpStart Adventures 3rd Grade: Mystery Mountain, which was unused due to the credit sequence being stored on a video file and was likely just a placeholder until the new credits sequence was developed.
subdirectory_arrow_right Banjo-Kazooie (Game)
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According to two interviews with Famitsu in 1998, Shigeru Miyamoto cited Rare's exceptional graphical and technical work on Banjo-Kazooie as a factor for why The Legend of Zelda: Ocarina of Time was delayed, as Miyamoto and his team felt they needed to compete with it. He thought a 3D action platformer of its kind running that well on Nintendo 64 hardware was "so amazing that we don't want to be outdone", and "if Mario's a makunouchi bento, Banjo's a deluxe makunouchi bento." Some reviews of Ocarina of Time at its release compared its graphics, frame rate and textures with Banjo-Kazooie's, and felt Ocarina of Time did not perform as well in that field.
Shigeru Miyamoto Famitsu interview - April 17, 1998:
https://web.archive.org/web/20090129154359/http://miyamotoshrine.com/theman/interviews/170498.shtml
Shigeru Miyamoto Famitsu interview - May 8, 1998:
https://x.com/m0m0_0ssrr_/status/1847144999642890416
https://x.com/gosokkyu/status/1847465155858477459
IGN 1998 review:
https://web.archive.org/web/20121009233109/http://www.ign.com/articles/1998/11/26/the-legend-of-zelda-ocarina-of-time-review
Electronic Gaming Monthly Issue #115 (February 1999) (Page 166 in the magazine):
https://archive.org/details/electronicgamingmonthlyissue115february1999/page/n179/mode/2up
https://web.archive.org/web/20090129154359/http://miyamotoshrine.com/theman/interviews/170498.shtml
Shigeru Miyamoto Famitsu interview - May 8, 1998:
https://x.com/m0m0_0ssrr_/status/1847144999642890416
https://x.com/gosokkyu/status/1847465155858477459
IGN 1998 review:
https://web.archive.org/web/20121009233109/http://www.ign.com/articles/1998/11/26/the-legend-of-zelda-ocarina-of-time-review
Electronic Gaming Monthly Issue #115 (February 1999) (Page 166 in the magazine):
https://archive.org/details/electronicgamingmonthlyissue115february1999/page/n179/mode/2up
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According to designer and writer Yuji Horii in a 1987 interview, Dragon Quest III first began development at a big company retreat in the town of Hakone in January of that year.
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In a 1989 interview with designer and writer Yuji Horii and director Koichi Nakamura, they discussed their focus on enhancing the player’s experience in combat and storytelling. Nakamura explained that they wanted to make battles more enjoyable and less repetitive, moving away from the grind-heavy nature of older RPGs. He highlighted that the team worked to ensure each battle felt engaging, and tried to prevent the common tendency of players to run from strong enemies due to the monotony of repeated encounters.
They also discussed the expanded battle options in Dragon Quest III, including a greater variety of spells, the ability to attack party members, and character positioning in the lineup having an effect on battles. They emphasized that even support spells, which were often underutilized in previous games, had been made more "effective in their own right". They believed every spell in the game now served a meaningful purpose, adding depth to combat, and contributing to their goal of creating an experience where players would be curious and eager to experiment with different strategies.
They also discussed the expanded battle options in Dragon Quest III, including a greater variety of spells, the ability to attack party members, and character positioning in the lineup having an effect on battles. They emphasized that even support spells, which were often underutilized in previous games, had been made more "effective in their own right". They believed every spell in the game now served a meaningful purpose, adding depth to combat, and contributing to their goal of creating an experience where players would be curious and eager to experiment with different strategies.
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In August 2024, it was revealed that Concord would serve as the basis for an episode of "Secret Level", an animated video game anthology series released on Amazon Prime Video. However, the servers for Concord were shut down on September 6th, just two weeks after launch and much earlier than the show's planned release on December 10th. Despite this, it was confirmed the day before Concord was taken offline that the episode would remain in the show's lineup.
"Secret Level" announcement:
https://www.ign.com/articles/secret-level-every-video-game-gamescom-trailer-amazon
Episode remaining in the lineup:
https://www.ign.com/articles/concord-will-remain-in-prime-videos-secret-level-despite-games-sudden-cancellation-source
https://www.ign.com/articles/secret-level-every-video-game-gamescom-trailer-amazon
Episode remaining in the lineup:
https://www.ign.com/articles/concord-will-remain-in-prime-videos-secret-level-despite-games-sudden-cancellation-source
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The game was directed by Eliot Nelson, a former reporter for the Huffington Post who began developing it in 2018 after leaving the company. Although based on his experiences as a journalist, Nelson also drew inspiration from various other video games, namely sports titles such as NBA 2K and Madden NFL as well as other simulation games like SimCity. One particular inspiration was The Oregon Trail, specifically in regards to its structure, with Nelson stating:
"It's that simple formula that we're trying to recreate with Political Arena, Oregon Trail never had any lessons in it. You never just stop and answer a quiz. It was a fun and immersive and - dare I even say? - addictive game that has did [sic] such a successful job of familiarizing tens of millions of people with its relatively arcade corner of American history."