Trivia Browser


Tagsarrow_right
Filter:
Platformsarrow_right
Filter:
Yearsarrow_right
Filter:

Genresarrow_right
Filter:
Collectionsarrow_right
Filter:
Franchisesarrow_right
Filter:
Companiesarrow_right
Filter:

Alien Soldier
1
Treasure president Masato Maegawa and Alien Soldier director Hideyuki Suganami had big ideas in mind for the potential of the game's bosses, with two ideas being thrown around to add a boss with 100 or even 1000 transformations, or a boss with 100 moving/multi-jointed parts. Neither of these ideas were added due to time constraints, but Maegawa still took pride in this early idea for motivating them to further develop the multi-jointed sprite animations in the final game.
Kingdom Hearts III
subdirectory_arrow_right Kingdom Hearts Union χ[Cross] (Game), Kingdom Hearts (Franchise)
1
Attachment In 2013, a Kingdom Hearts online mobile game was in development that never saw the light of day. It was to be called "Kingdom Hearts: Fragmented Keys". The game was rumored to feature customizable avatar characters (like Union Cross). It would also have been in 3D instead of Union cross' 2D art style. Most interesting and exciting of all though (gathered from concept art no less) was the Disney world list as the game would feature returning worlds like: Agrabah, Wonderland, a Lilo & Stitch Hawaii world, Space Paranoids/The Grid, London/Neverland, and Dwarf Woodlands. It also included worlds that didn't appear in the series yet but would appear in later games like Union Cross and Kingdom Hearts III, such as: Arendell (Frozen), Kingdom of Corona (Tangled), and Niceland/Game Central Station (Wreck-It Ralph). Finally, and most shockingly, a world based on the Star Wars franchise, although this world's chronology is unknown as concept art show different conflicting eras, such as an image of characters Anakin, Obi-wan, Padme, and Master Yoda in their exact looks from Star Wars: The Clone Wars movie and series in a separatist gunship's hanger as well as a planet that looks similar to Tatooine and an anachronistic Death Star power station room. It is unknown why this game was cancelled.
person PirateGoofy calendar_month November 28, 2023
Millipede
subdirectory_arrow_right Joust (Game), Stargate (Game), Balloon Fight (Game)
2
Attachment The Nintendo Entertainment System versions of Defender II, Joust, and Millipede were all conceived as part of a failed deal between Nintendo and Atari to distribute the Famicom internationally. Development was outsourced to HAL Laboratory, who decided to publish the games themselves in 1987 after Nintendo took international distribution of the console into their own hands two years prior. One additional title was put together as part of the Atari deal, but it was never released, with none of the parties involved revealing what it was.

Because of the circumstances behind their conception, the Japanese versions of these three games all feature title screens reminiscent of Famicom launch titles, with the copyright information uniformly reading "COPYRIGHT 1983 ATARI". When Nintendo of America exported the games to North America in 1988, the title screens were made more elaborate and the copyright info was updated. The ways of accessing the game's modes are also changed in the North American release; instead of having them all available on the title screen, the player must press Start in Defender II and Millipede to bring up a menu (itself displaying additional copyright information). In Joust, pressing Start skips the menu and automatically begins Game A; the player must press Select in order to access the menu.

The development of Joust as a launch title for an Atari-distributed system would have a prominent knock-on effect on HAL and Nintendo's future. The game was one of the first titles to be programmed by Satoru Iwata, who would go on to become a vital asset to HAL thanks to his coding skills before becoming Nintendo's president in 2002, and his experiences developing Joust would help him program Balloon Fight.
person VinchVolt calendar_month November 28, 2023
The Cutting Room Floor articles:
https://tcrf.net/Defender_II_(NES)
https://tcrf.net/Joust_(NES)#Regional_Differences
https://tcrf.net/Millipede_(NES,_HAL_Laboratory)
Nickelodeon All-Star Brawl
1
Various models and textures of Ittle Dew from Slap City are inside the files of Nickelodeon All-Star Brawl, as she was used as a placeholder during development.
Star Fox: Assault
1
Attachment Concept art of General Pepper for Star Fox: Assault depicts him wearing shades, an obvious callback to his design in the original Star Fox on SNES. This was not implemented in the final game, however.
Syobon Action
1
Syobon Action was created for a university's cultural festival, and ended up being the most popular creation shown.
Yakuza 1&2 HD Edition
1
In 2012, an HD compilation of the first two Yakuza games was ported to the Wii U. This port of the games performed so poorly that it sold less than 2000 copies in its first week of release, likely due to the fact that both games were already ported to the PlayStation 3 where more players already owned it. However, series producer Toshihiro Nagoshi stated that this port of the game was not done to generate sales, but as an "experiment" to see how people would respond to the games being on the Wii U.
person Kirby Inhales Jotaro calendar_month November 27, 2023
Capcom vs. SNK 2: Mark of the Millennium 2001
1
In an 2001 interview featured in the Capcom vs. SNK 2 Another Play Guide, the game's director Hideaki Itsuno stated that there was some demand to include characters like Rain from Plasma Sword, but it was decided against it since they felt characters like that would be too niche and they wanted to prioritize recognition.
Capcom vs. SNK 2: Mark of the Millennium 2001
3
In a 2001 interview featured in the Capcom vs. SNK 2 Another Play Guide, it was revealed that the team wanted to include Linn Kurosawa from Alien vs. Predator as a playable character, but that they couldn't do it due to copyright issues. Because of this, they went with Maki from Final Fight 2 instead.

At another point, they considered giving Maki a moveset identical to the one Linn has, but eventually decided against it, instead giving her a moveset that more closely matches the one she had in her debut game.
TimeSplitters Rewind
1
Partly in response to a petition for the release of an HD version of the original TimeSplitters trilogy, a group of fans were given permission by Crytek to develop a TimeSplitters mod using CryEngine 3. Project lead Michael Hubicka stated that while TimeSplitters 4 was their ultimate goal, they first had to convince Crytek that there was "sufficient demand for the series through [an] HD Collection." The game (titled TimeSplitters Rewind) would combine "greatest hits" elements from across the series, and that although the engine would give the game a modern look they "didn't plan on fixing something that isn't broken.", featuring both story and multiplayer modes and being free of charge on PC. Additionally, there were originally plans to develop the game in Unreal Engine 4, but these were dropped due to concerns that the Unreal version would be unable to use the TimeSplitters IP and would "likely have to rebrand".
person chocolatejr9 calendar_month November 26, 2023
TimeSplitters
subdirectory_arrow_right Free Radical Design (Company)
1
In February 1999, several members of Rare (specifically those who were part of the GoldenEye 007 and Perfect Dark development team) such as David Doak, Steve Ellis, Karl Hilton and Graeme Norgate, left the company to form Free Radical Design in Nottingham, England. TimeSplitters was the first project for the team, and its development was carried out by eighteen people, including Norgate as the composer. Development lasted sixteen months with a budget of £500,000 (around $630,050 USD).
person chocolatejr9 calendar_month November 26, 2023
Free Radical Design IGN interview:
http://www.ign.com/articles/2000/06/17/timesplitters-interview

Free Radical Design website corporate origins:
https://web.archive.org/web/20090120114403/http://frd.co.uk/corporate.php

Graeme Norgate involvement:
https://web.archive.org/web/20141115083050/http://www.allgame.com/game.php?id=26012&;tab=credits

Budget source (Sunday Telegraph newspaper, London, Greater London, England - Sunday November 19, 2000, Page 75):
https://www.newspapers.com/clip/95163363/sunday-telegraph/
Dogz: Your Virtual Petz
subdirectory_arrow_right Ballz 3D (Game)
2
The ball-based graphics of Dogz: Your Virtual Petz were taken from Ballz 3D.
Dogz: Your Virtual Petz
subdirectory_arrow_right Petz (Collection)
2
After Night Trap proved to be a highly controversial title, designer Rob Fulop wanted to counteract the game's bad press (partially in a tongue-in-cheek way) by making the "cutest" and most "sissy" game imaginable. After consulting with a mall Santa Claus impersonator about what children wanted most for Christmas, he conceived the concept of Dogz: Your Virtual Pets, which would later evolve into the Petz series after Mindscape and later Ubisoft acquired the publishing rights to several games in the series.
person Rocko & Heffer calendar_month November 26, 2023
Super Mario 3D World + Bowser's Fury
1
Super Mario 3D World + Bowser's Fury has unused character select screen voice clips from Toadette ripped from Captain Toad: Treasure Tracker, suggesting she was going to be a playable character at some point.
Call of Duty
subdirectory_arrow_right Medal of Honor (Collection)
1
During development, Call of Duty was codenamed MoH Killer, with MoH standing for Medal of Honor.
Castlevania: Curse of Darkness
1
In a 2005 interview with the game's producer Koji Igarashi published in the official Konami strategy guide, he chose the theme of "revenge" for this game, because the Belmonts had been seen as the good guys up to that point, and he thought it would be nice to try something other than a moralistic "good triumphs over evil" theme sometime. Another reason why was that Castlevania still had "an excellent world for telling a "dark hero" story", with Alucard being an example of this even though he's still considered somewhat good since he is fighting for the just cause of stopping Dracula. For Castlevania: Curse of Darkness however, he wanted the motivation itself to be impure, so he came up with the theme of revenge, and then he thought it could be a lot more interesting if each side was out for revenge against each other.
Disney's Lilo & Stitch 2: Hämsterviel Havoc
subdirectory_arrow_right Ed, Edd n Eddy: Jawbreakers! (Game), Hot Wheels World Race (Game)
1
Attachment There exists an extremely early test prototype of Disney's Lilo & Stitch 2: Hänsterviel Havoc that is simply just a compilation of a platforming level from Ed, Edd n' Eddy: Jawbreakers and a racing level from Hot Wheels: World Race as a proof-of-concept that both styles of gameplay could fit in a single game pak. The only element of Lilo & Stitch that exists with in the game is Eddy's sprite in the Jawbreakers segment being replaced with Stitch.
Atari 50: The Anniversary Celebration
1
Work on an Atari ST emulator started during the development of Atari 50, but it was scrapped due to a lack of resources.
Ed, Edd n Eddy: Scam of the Century
1
Attachment Ed, Edd n Eddy: Scam of the Century uniquely uses flat character heads on 3D bodies. However, Ed's texture contains segments from a 3D head, suggesting that the game may have originally used fully 3D characters.
Glover
subdirectory_arrow_right Blitz Games Studios (Company)
1
The Garib collectibles in Glover originated as an in-joke, according to designer Rich Albon:

"The studio was doing a port for a Japanese company at around the time of Glover and they got a faxed bug report (yes, a faxed bug report!) which had one item that read, There is a problem with the Garib.' No one knew what a Garib was - there was no reference to it in the in game or in the code. So it kind of became an office meme: anything without a name became a Garib."
person Rocko & Heffer calendar_month November 24, 2023
"The Making of Glover" article from Retro Gamer (UK) No. 234, June 2022. Can be found on multiple legitimate subscription sites, such as Everand:
https://www.everand.com/article/577759444/The-Making-Of-Glover
keyboard_double_arrow_leftFirst keyboard_arrow_leftPrev Page of 313 Nextkeyboard_arrow_right Lastkeyboard_double_arrow_right