Trivia Browser


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Mario Kart 64
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Attachment The idea for the Blue Shell came to mind after processing limitations prevented the developers from showing all of the characters on screen at the same time. Their solution was to clear an overcrowded track with using the Blue Shell.
Sonic Unleashed
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Knuckles and Shadow were planned to be in the game but the idea was scrapped for unknown reasons.
Dark Souls
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There are unused attack and death animations for the primordial serpents Kingseeker Frampt and Darkstalker Kaathe. At some point, they were intended to be killable but developers chose to make them immortal, likely because if Frampt Spoiler:was killed before transporting the player to the last location, the game would become unbeatable.
Dark Souls
1
Attachment Crossbreed Priscilla has unused animations for standing and sitting. According to a developer interview, she was originally meant to be an ally of the player. As development went on, her initial role was eventually replaced by the Firekeepers. The unused animations were likely a remnant of her previous role, which are reminiscent of the Maiden-in-Black from Demon's Souls who was is a different location and position each time visiting her.
Super Mario 64
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In addition to the red, blue, and green switches, there was originally going to be a yellow switch too. When used in game, the switch is automatically set to the "on" position for unknown reasons.
Luigi's Mansion
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During development, the nursery was originally called the "Child's Room", and Chauncey was missing. Instead, the room was filled with ghosts. A stuffed rabbit and two teddy bears were to the far right on a shelf and the different styled crib and mat were further away from the wall. After beating the room, coins and a normal key would appear out of a treasure chest, as for what door uses that key is unknown. It's unlikely it would have been for the Area Two door, but possibly not, as the door was accessible from the start.
Spider-Man
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The game's executable file contains developer comments about frustrations of coding the game and comments about being angry with one of the developers.
Skylanders: Trap Team
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Krypt King was originally going to be the Undead Giant for Skylanders: Giants. I-Wei Huang took Chop Chop and made an ultra version of him called Chop Chop Daddy, but the team decided against it and chose Eye Brawl to be the Undead Giant. However, I-Wei Huang wanted to bring him back somehow in Skylanders: Trap Team, so he changed the color, some parts of the design, and renamed him Krypt King.
Ratchet: Deadlocked
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In a demo for the game, the music of Team Darkstar's containment suite was used in the second mission of planet Shaar.
Franchise: Bayonetta
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Bayonetta was going to be included in the Sega crossover kart-racing game Sonic & All-Stars Racing Transformed as a playable character, but according to a forum post from the developers, she was scrapped because the developers had trouble trying to keep her in-character without the ESRB/PEGI rating potentially going up.
Crash Twinsanity
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It was intended for Fake Crash to appear as a cameo, stranded with Crunch on the small isle next to N.Sanity Island, before being scrapped for technical reasons.
Pokémon X
subdirectory_arrow_right Pokémon Y (Game)
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The reason for the special Torchic Mystery Gift at launch was likely due to the fact that Junichi Masuda's favorite Pokemon is Torchic.

I'm a huge fan of Torchic. I don't know if you saw the intro movie of Pokémon X & Y, but I really pushed to get Torchic in there because its one of my favorite Pokémon. And even back with the Game Boy Advance SP, when Nintendo was making that, I actually made a request to them to make a Torchic-colored Game Boy Advanced SP." - Pokemon X&Y Director Junichi Masuda
Golden Sun: The Lost Age
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Attachment Within the code for the game is an image of Alex that is somewhat different to the image of Alex seen throughout the actual games. Its placement in the game's code suggests that Alex was possibly going to be a playable character sometime during development.
Franchise: Metroid
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Attachment According to some concept art posted online, Next Level Games were working on a prototype game for the Metroid series but abandoned the idea when they were put to work on Luigi's Mansion: Dark Moon.
Kirby's Dream Land 2
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Attachment In stage 5-5, using Kine and the spark ability in one of the dark rooms will reveal a picture of a orca in it. The image bears a strong resemblance to the boss Acro from Kirby's Dream Land 3 and Kirby 64: The Crystal Shards. However, as Acro is never seen in-game, this may hint that he was originally intended to make an appearance but was scrapped and moved to later games. He can also be seen on one of the proposal documents of Kirby's Dream Land 2 in Kirby's Dream Collection.
Drakengard 2
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Early Concept Art shows that the Faerie King was originally going to make an appearance in the game.
Drakengard 2
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Creative Director, Akira Yasui, decided to make Drakengard 2 far more colorful than the first game, wanting to do something that was the "opposite" of Drakengard. As a result, the game contained less mature themes. In a 2013 interview, Takamasa Shiba said that the reason for this was that ##Square Enix### wanted to make a more mainstream game.
Drakengard 2
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The initial concept Taro Yoko created for the game was a space adventure involving dragons, but this was vetoed at an early stage.
Drakengard 2
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Akira Yasui, the game's director, and Taro Yoko, who had directed the original game, suffered from creative differences. Their "love-hate" relationship inspired the weapon story for Kingsblood.
Drakengard
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Inuart was originally intended to take the role of the game's protagonist, while Caim was going to be the rival character.
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