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Super Mario World
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Attachment If you stare at a Boo for around 13 seconds, the Boo will make a funny face back. If you stare at a Big Boo for around 25 seconds, the Big Boo will briefly peek out from hiding in its hands to see if you are still looking.
person MehDeletingLater calendar_month August 26, 2021
Homefront: The Revolution
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In April 2021, programmer Matt Phillips revealed on Twitter that he included a complete native 4K port of TimeSplitters 2 in Homefront: The Revolution as an unlockable Easter egg in the same arcade machine used to access the first two levels which were previously found in 2016. Despite Phillips stating he lost the code to unlock the full port, Microsoft employee Spencer Perreault replied to Phillips with the correct code a few days later, and with its recovery several other codes to access much of the game's modes and content were discovered by fans.

While it is currently unknown how to access TimeSplitters 2's co-op mode, Phillips suggested that if someone could hack two or more arcade machines into a co-op map in Homefront: The Revolution, the game should boot to TimeSplitters 2's multiplayer menu.

A complete guide on how to unlock the port and known codes (as of April 9, 2021) is included in the source link.
Hitman: Blood Money
subdirectory_arrow_right Red Zone (Game), Amok (Game)
1
The song "Apocalypse" in Hitman: Blood Money's soundtrack is a re-worked version of a song that composer Jesper Kyd used in two previous games he worked on. The song was first written for the Sega Genesis game Red Zone in 1994 and released under the name "Spinner", was then re-worked for the PC and Sega Saturn game Amok in 1996 under the name "Wastelands", before being remade once more for Hitman: Blood Money in 2006 under the name "Apocalypse".
person MehDeletingLater calendar_month August 26, 2021
Red Zone - Spinner (1994):
https://www.youtube.com/watch?v=p9iWKzBe_zs

Amok - Wastelands (1996):
https://www.youtube.com/watch?v=UY1T2JhvZhY

Hitman: Blood Money - Apocalypse (2006):
https://www.youtube.com/watch?v=xK5nFTQXbfY
Sonic the Hedgehog 3
2
Attachment In the game's North American manual under the "Even More Sonic Super Play Tips" section, the last tip subtly addresses how to deal with glitches resulting from running too fast by branding them as "diabolical traps" set by Dr. Robotnik that "take advantage of Sonic's ultra-fast speed".
Resident Evil 4
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In the Japanese release of the game, the sections in Chapter 3-4 where you play as Ashley feature fixed, dynamic camera angles akin to Resident Evil Code: Veronica that are not found in the international releases of the game.
Kirby 64: The Crystal Shards
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The boss of Shiver Star, HR-H, has a second phase known as HR-E that chases Kirby down the metallic road they are fighting on while the road's tiles fall away behind it. If you take too long to defeat HR-E by using up the nearly 4 minutes this segment lasts for, new road tiles will stop generating, creating a dead end that forces Kirby into a bottomless pit, losing the fight.
sell
LEGO Island
2
In an interview with LEGO Island's creative director Wes Jenkins from around 2013, he revealed that Mindscape fired the game's entire development team the day before the game was released in order to avoid paying promised bonuses:

"Long story but basically – the industry tradition (back then) was that you will receive product bonuses if you stay to the day of product release. The best solution for them (administrators) at the time was to fire everybody the day before release. There's bigger profits and then [sic] could get their investment money back before the product sells… if you don't have to pay bonuses or continued salaries. They also sold [Mindscape] eventually to bigger companies, which ended up in some legal complications… It was explained to me later when we won best of the show at E3 later that year, that "it wasn't personal – it was just business"."
GoldenEye 007
1
The version of GoldenEye 007 that was released was technically a ROM hack of the version submitted to Nintendo for final certification. While the game was undergoing said last-minute testing, an issue was discovered with the game's memory that caused glitches in the textures featured in the Frigate level. To combat this, programmer Mark Edmonds wrote a tool to extract the game's code and data from the ROM, adjusted the hex values in the game's memory to improve the performance in the level, recompressed it, and directly added it back into the ROM image without recompiling. This version was sent back to Nintendo and certified for release as the final version of the game.
Sekiro: Shadows Die Twice
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In the Shura ending during Sekiro's fight with The Owl, he reveals part of his name before being cut off. The only reason his full name, Ukonzaemon Usui, is known is because of lingual differences in personal name order between Western and Eastern countries that are reflected in the game's script. In the English script, the first name "Ukonzaemon" is said first, while in the Japanese script, the surname "Usui" is said first.
F.E.A.R.
1
Attachment In the level "Interval 09 - Incursion - Lapdog", there is a secret room that contains a whiteboard texture previously featured in an earlier game developed by Monolith Productions, Shogo: Mobile Armor Division, as well as a radio that plays audio of a news station reading traffic reports in Maritopa, a town from that game, before playing "Negai (Wish)", the game's theme song.
Max Payne
1
Due to lacking the sufficient budget needed to hire actors, the staff, interns and associates of Remedy Entertainment ended up lending themselves to the likenesses of many of the game's characters. Most notably creative director Sam Lake provided the face model for Max Payne, and many of his relatives ended up being part of the game's cast, including his parents who posed in multiple shots as Nicole Horne and Alfred Woden.
Crash Bandicoot: Warped
subdirectory_arrow_right Crash Bandicoot (Game), Crash Bandicoot 2: Cortex Strikes Back (Game)
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Attachment In the first three Crash Bandicoot games, a glitch can be performed when bouncing on multiple enemies consecutively. Normally, by bouncing on 5 enemies in a row, you get an extra Life in addition to 3 Wumpas from the previous 3 enemies in that combo. However, the bonuses that come from bouncing combos go further beyond that into triple-digit combos as a result of there being no set combo limit. This means if performed correctly, triple-digit combos can overflow the item table to give key items that you are not intended to get through them including Tokens, Crystals, Gems, Sapphires, Relics and Powers.

This can be achieved through tool assistance or through human play by building up the bounce combo on a respawning enemy or more ideally an Iron Arrow Crate, and then continuing the combo on enemies to start reaping these items. Preserving a bounce combo can be done by spinning and crouching right before hitting the ground, as the combo count is lost when Crash enters the standing or walking animations.

The attached image features a list of items that can be earned through this glitch, as well as the requirements for glitched higher percentage runs of each game, created by speedrunners dass and ThaRixer, the latter of whom originally utilized the glitch to dramatically lower the speedrun record of Crash Bandicoot 2: Cortex Strikes Back in 2012.
person MehDeletingLater calendar_month August 25, 2021
TASVideos page with a 2017 speedrun explaining the glitch:
https://web.archive.org/web/20210228163254/http://tasvideos.org/5383S.html

Current Any% speedrun world record as of November 2023:
https://www.youtube.com/watch?v=TzdDBqeiAn4

Former Any% speedrun world record by the same runner:
https://www.youtube.com/watch?v=GCHHKuSNdPg

ThaRixer video on this glitch:
https://www.youtube.com/watch?v=96Z-jygMyE4&;ab_channel=ThaRixer
Street Fighter Alpha 3
1
Attachment Rolento's Super Combo "Take No Prisoners" can be blocked by every fighter in the game except for Cody, because he is a prisoner and is being sought out by Rolento in the game's plot.
Donkey Kong
subdirectory_arrow_right Donkey Kong Junior (Game)
2
The development of the first Donkey Kong game was outsourced by Nintendo to Ikegami Tsushinki, a company who is believed but not confirmed to have previously worked with Nintendo on several of their early ventures into arcade games. They produced and sold to Nintendo somewhere between 8,000 and 20,000 printed circuit boards for Donkey Kong, and it is believed that Nintendo went on to copy an additional 80,000 boards from this batch without Ikegami's permission. Despite the sale, no formal contract was known to have been signed between the two companies, meaning Ikegami owned the source code to Donkey Kong as they had created it and never sent it over to Nintendo.

In order to create a sequel on the coattails of the success of the first game, Nintendo employed subcontractor Iwasaki Giken to reverse-engineer Donkey Kong so Nintendo’s staff could develop the game's sequel, Donkey Kong Jr. Should this narrative be verifiably true, this would make Donkey Kong Jr. Nintendo's first "in-house" video game created by themselves without any assistance from outside development companies. Ikegami viewed this use of the source code as blatant copyright infringement, and sued Nintendo in 1983 for ¥580,000,000 (around $91,935,800). A trial in 1990 ruled that Nintendo did not own the source code to the original Donkey Kong, and the parties settled out of court that year for an undisclosed amount.
Gears of War
1
The game's antagonist General RAAM was a last-minute addition to the game, and due to time constraints and looming production deadlines, his backstory and related context in Act 5 were not included in the original Xbox 360 release of Gears of War, but would be included in all of its future releases.

RAAM was also named after the owner of a local Indian restaurant that Epic Games' staff frequented during development.
Jade Cocoon: Story of the Tamamayu
1
In the Beetle Forest during the capture training tutorial with Koris, the Blue Cocoon Master, the player will normally receive an Arpatron as their starter minion. However, if a PocketStation is plugged into Memory Card Slot 1, the exclusive starter minion called Vatolka will be caught instead.

The element of the Vatolka is determined by finding the unique ID provided by the PocketStation's serial number represented by "XXYYYYYY" (with "XX" referring to the hexadecimal ASCII value of the PocketStation's letter on the serial number, and "YYYYYY" referring to the result when converting the numbers on the serial number from decimal to hexadecimal), then performing modulo 4 on it. Based on that result, your Vatolka's element can turn out to be either Fire with a 0, Air with a 1, Earth with a 2, or Water with a 3.

Through the use of transferring saves between the ePSXe and Xebra/Arbex emulators, it is possible to have captured both Vatolka and Arpatron in the same save file. Furthermore, they count as having captured two different minions, despite them sharing the same in-game slot in the Minion List.
Twisted Metal 2
1
Attachment In the Paris level, the Mona Lisa painting can be burned with napalm to reveal a cheat code hidden underneath: Up/Down/L1/R1. This four-button code is meant to unlock Cyburbia, a level from the first Twisted Metal game, as one of three secret stages for the 2 Player Challenge Match mode by entering it on the level select screen. However, entering this code does nothing, because the code found in the Paris level has a typo: the Up and Down buttons are accidentally switched, so the correct code is actually: Down/Up/L1/R1.
Dark Souls II
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The Last Giant, a boss enemy in the Forest of Fallen Giants, has a semi-rare instant-kill move during the second part of its fight where it simply tries to fall and crush the player with its body. If the giant is killed while it is still laying flat on the ground, a unique death animation will play where it lifts up the upper-half of its body to wail before dying.
Super Mario RPG: Legend of the Seven Stars
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Attachment In the Japanese release, an enemy that looks strikingly similar to Donkey Kong named Guerilla in the English release is named ドソキーユング, or "Dosokī Yungu" when Romanized. This character's Japanese name is a joke based on the Katakana writing system, as Dosokī Yungu's Katakana is visually similar to Donkey Kong's Katakana ドンキーコング, but actually has two different, yet similar-looking characters that are swapped out to make Dosokī Yungu (the first ン is changed to ソ, and コ is changed to ユ). Just like how the enemy resembles Donkey Kong, but is not actually him, the name resembles "Donkey Kong", but is not actually read that way.

"Dosokī Yungu" itself could possibly be a reference to the 1949 film Mighty Joe Young, which was produced by the same creative team that made the 1933 film King Kong, one of the main influences for the creation of Donkey Kong.
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