Trivia Browser
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The initial release of the arcade version features unused character biographies for the game's playable cast. These biographies are facetious in nature, for instance claiming that Shinnok was an ex-model for the Bicycle brand of playing cards and that Scorpion's mission in life is to scold a friend for punching him when he was a child. The joking nature of these biographies likely contributed to their disabling in the original build and outright removal from the game's code in subsequent updates. Examining the biographies through hacking the game shows that two of them are unfinished. Fujin is referred to as "Windgod" and Noob Saibot's biography is mostly recycled from Raiden's, with the only original portion being the cut-off opening line.
subdirectory_arrow_right Moon (Game)
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Yoshiro Kimura videos:
https://www.youtube.com/watch?v=DLgU3hMVkLA
https://www.youtube.com/watch?v=mGBRgqlxjwo
Yoshiro Kimura and Kazuyuki Kurashima Famitsu interview:
https://web.archive.org/web/20200814014007/http:/vgperson.com/posts.php?p=moonswitchfamitsu
Article about cut ending:
https://vidyasaur.medium.com/lost-moon-on-the-unused-ending-of-moon-remix-rpg-adventure-155af430eae2
Original upload of the cut area:
https://www.nicovideo.jp/watch/sm25266675
English fan translation of the cut area:
https://www.youtube.com/watch?v=OCNNXKtL01c
The Cutting Room Floor article:
https://tcrf.net/Moon:_Remix_RPG_Adventure_(PlayStation)#The_Dragon.27s_Room
Bilby White-Feathered Arrow interaction:
https://www.youtube.com/watch?v=8Up3i91KZ-0#t=8607s
Minister documents:
https://www.youtube.com/watch?v=8Up3i91KZ-0#t=5879s
https://www.youtube.com/watch?v=DLgU3hMVkLA
https://www.youtube.com/watch?v=mGBRgqlxjwo
Yoshiro Kimura and Kazuyuki Kurashima Famitsu interview:
https://web.archive.org/web/20200814014007/http:/vgperson.com/posts.php?p=moonswitchfamitsu
Article about cut ending:
https://vidyasaur.medium.com/lost-moon-on-the-unused-ending-of-moon-remix-rpg-adventure-155af430eae2
Original upload of the cut area:
https://www.nicovideo.jp/watch/sm25266675
English fan translation of the cut area:
https://www.youtube.com/watch?v=OCNNXKtL01c
The Cutting Room Floor article:
https://tcrf.net/Moon:_Remix_RPG_Adventure_(PlayStation)#The_Dragon.27s_Room
Bilby White-Feathered Arrow interaction:
https://www.youtube.com/watch?v=8Up3i91KZ-0#t=8607s
Minister documents:
https://www.youtube.com/watch?v=8Up3i91KZ-0#t=5879s
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The human characters featured in the MSX and PC versions were changed to penguins in the Famicom version. This decision seems to have been made so the game could compete with other popular penguin games released in Japan at the time including Penguin Land, Antarctic Adventure, and Pengo.
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Originally, The End was supposed to have a boss battle in the same fashion as the other Titans from the main story, but it was changed into a shoot-'em-up style battle due to the approaching deadline during development. It is possible however that the revamped boss battle against The End in The Final Horizons DLC Expansion was meant to revisit the original plan, as it more closely resembles the Titan boss fights than The End's fight in the base game.
Explanation of original intention (in Japanese):
https://www.youtube.com/watch?v=m0Csr9bdD0E#t=3240s
Boss battles against all of the Titans:
https://www.youtube.com/watch?v=dNoFQVfHuNo
The End battle in The Final Horizon:
https://www.youtube.com/watch?v=Q3QksApbCvs
https://www.youtube.com/watch?v=m0Csr9bdD0E#t=3240s
Boss battles against all of the Titans:
https://www.youtube.com/watch?v=dNoFQVfHuNo
The End battle in The Final Horizon:
https://www.youtube.com/watch?v=Q3QksApbCvs
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The graphics for the Neutral Zone are made up of bits and bytes of the actual program code for Yars' Revenge, laid out vertically, and counter-scrolling over each other. The game's creator Howard Scott Warshaw recalled in an interview with Digital Press that Atari feared showing the game's code on-screen would be a potential copyright violation, but Warshaw explained to them that "besides the scrolling, there was some X-Y and random color processing being done to it" to prevent the raw code from being displayed, stating that "if somebody could get the code from that, then they deserved it!" This same technique was employed by Retro Studios to create static noise textures during the development of the Nintendo GameCube game Metroid Prime.
Digital Press interview:
https://www.digitpress.com/library/interviews/interview_howard_scott_warshaw.html
Tweets in response to similar method in Metroid Prime, including reconfirmation of Neutral Zone backstory from Howard Scott Warshaw:
https://x.com/WaWaYanickP/status/1594563685996953600
https://x.com/HSWarshaw/status/1594590132639653889
https://www.digitpress.com/library/interviews/interview_howard_scott_warshaw.html
Tweets in response to similar method in Metroid Prime, including reconfirmation of Neutral Zone backstory from Howard Scott Warshaw:
https://x.com/WaWaYanickP/status/1594563685996953600
https://x.com/HSWarshaw/status/1594590132639653889
Collection: MySims
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According to artist Chris Neuman's portfolio website, an MMO based on the MySims series (tentatively referred to as "MySims Online MMO") was in development in 2009, with Neuman having served as the lead artist on the project. Based on the art shown and the description provided, it would have had character customization, an art style that provided a more "vinyl" look for the series cast, assets converted from the various Wii games, new and returning locations (such as Gino's Pizzeria from MySims Agents), and different minigames such as one taking place on a dance floor. Additionally, one of the art pieces shared featured several characters from throughout the MySims series (specifically Madame Zoe, DJ Candy, Chef Gino, Skip Rogers, Zack and Sapphire), suggesting that pre-existing characters were planned to appear here.
subdirectory_arrow_right Star Fox (Franchise)
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According to former Nintendo character designer Takaya Imamura, Wolf O'Donnell was inspired by his grandfather, who he described as being a "bad man".
Collection: MySims
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In 2010, development began on a MySims game for the Nintendo 3DS titled "MySims Friends", being made by Behaviour Interactive, the developers behind MySims Racing and MySims SkyHeroes. It would have featured extensive customization options (most notably the ability to customize the environment around you) and would have been an online-only game, requiring features such as StreetPass and Nintendo connectivity. It was cancelled after EA decided to move the The Sims franchise into a new direction, one that did not include the MySims series. Years later, art director Xavier Garcia would release pieces of concept art for the game.
NintendoEverything article:
https://nintendoeverything.com/ea-pulled-the-plug-on-mysims-friends-a-project-planned-for-3ds/
Concept art:
https://www.simsnetwork.com/news/2016/09/19/mysims-friends
https://nintendoeverything.com/ea-pulled-the-plug-on-mysims-friends-a-project-planned-for-3ds/
Concept art:
https://www.simsnetwork.com/news/2016/09/19/mysims-friends
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A sequel to MySims Agents called MySims Agents 2 was planned, but was ultimately shelved in Fall 2009. Years later on May 12, 2023, designer Brian Kaiser shared an old completed story outline for the game on his Twitter account. Based on the outline, the plot would have revolved around the player investigating a series of strange events involving an unknown energy source (later revealed to be seeping through portals from the Nightmare Realm), all while contending with the new S.P.A. director Morgan (a reworked version of the scrapped character Vice Admiral Morgan from MySims Kingdom) and her advisors Dragomir and Svetlana (reused from MySims SkyHeroes), who has shut down several branches of the agency as part of "restructuring" and captured Walker after he began to investigate them. Several characters from the original game would have returned, with Roxie Road, Jenny, Dr. F, Buddy, and Vic Vector all being part of the player's team as they solve cases all over the globe. While full gameplay details are unknown (aside from a new grapple hook mechanic), some pieces of concept art have been released since, such as designs for Morgan's various monster forms.
Story outline thread on Twitter:
https://x.com/VonKaiser/status/1657038598888120327
Location concept art posted by artist Norman Felchle (likely for Skip Rogers' mansion, mentioned at the start of the outline):
https://www.facebook.com/photo/?fbid=216206145073383&set=pb.100063556808091.-2207520000.
https://www.facebook.com/photo/?fbid=216205668406764&set=pb.100063556808091.-2207520000.
Morgan boss concept art:
https://beyondsims.com/2010/11/mysims-agents-2-canceled-boss-details-on-morgan/
https://x.com/VonKaiser/status/1657038598888120327
Location concept art posted by artist Norman Felchle (likely for Skip Rogers' mansion, mentioned at the start of the outline):
https://www.facebook.com/photo/?fbid=216206145073383&set=pb.100063556808091.-2207520000.
https://www.facebook.com/photo/?fbid=216205668406764&set=pb.100063556808091.-2207520000.
Morgan boss concept art:
https://beyondsims.com/2010/11/mysims-agents-2-canceled-boss-details-on-morgan/
subdirectory_arrow_right JoJo's Venture (Game)
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JoJo's Bizarre Adventure: Heritage for the Future was originally released as JoJo's Venture in December 1998. This version suffered from a rushed development, reflected by the abundance of unused assets in its code, including both finished and unfinished sprites for various attacks, cutscenes, and HUD elements. An updated version would come out eight months later, this time using the series' full title and adding the Heritage for the Future subtitle. A significant chunk of the unused assets in JoJo's Venture would be polished up and incorporated in this newer version.
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Naughty Dog's name was inspired by their first company mascot Morgan, a Labrador/Rhodesian Ridgeback mix born in 1989 who was the pet dog of co-founder Jason Rubin starting with the development of Rings of Power. During the development of Way of the Warrior, Morgan lived with both Rubin and co-founder Andy Gavin in poor living conditions and she was often fed some of their meals from the fast food chain McDonald's. While she first appeared in a game as a Special Thanks credit in Rings of Power, Morgan technically became part of the company when she was given her own photo ID card after Naughty Dog moved onto the Universal Interactive Studios premises for the development of Crash Bandicoot. She was credited as a member of Naughty Dog on their four Crash Bandicoot games and Jak and Daxter: The Precursor Legacy. She died in 2002 at the age of 13 during the development of Jak II, and several tributes to her were put into Jak II and Jak 3.
Jak II's manual and end credits feature a standard In Memoriam dedication for Morgan, but there are two more hidden tributes in the game. There is a green neon sign spelling Morgan's name written in the Precurian language inside the Hip Hog Saloon located to the left from the door. Additionally, in the Power Station in New Haven City, a set of random scrolling Precurian messages can be found on the large computer monitor. Translating these to English will reveal the following:
• "Morgan I miss you"
• "Morgan"
• "Thirteen years hard time"
• "There will never be another"
• "Good dog"
• "I will always love you"
Another message can be found on computer screens you can view at eye-level, which reads "Morgan is still missed even after a year has passed". These computer screen messages are re-used on the monitors in both the Power Station and the Freedom League buildings in Jak 3. Since Morgan's death, Naughty Dog have credited more pets as members of their team and/or company mascots, with the first successor being a Labrador puppy named Osiris who first appeared in the credits of the first Jak and Daxter game alongside Morgan.
Jak II's manual and end credits feature a standard In Memoriam dedication for Morgan, but there are two more hidden tributes in the game. There is a green neon sign spelling Morgan's name written in the Precurian language inside the Hip Hog Saloon located to the left from the door. Additionally, in the Power Station in New Haven City, a set of random scrolling Precurian messages can be found on the large computer monitor. Translating these to English will reveal the following:
• "Morgan I miss you"
• "Morgan"
• "Thirteen years hard time"
• "There will never be another"
• "Good dog"
• "I will always love you"
Another message can be found on computer screens you can view at eye-level, which reads "Morgan is still missed even after a year has passed". These computer screen messages are re-used on the monitors in both the Power Station and the Freedom League buildings in Jak 3. Since Morgan's death, Naughty Dog have credited more pets as members of their team and/or company mascots, with the first successor being a Labrador puppy named Osiris who first appeared in the credits of the first Jak and Daxter game alongside Morgan.
Wired Magazine - February 1995 issue (page 46 in the magazine):
https://archive.org/details/eu_Wired-1995-02_OCR/page/n47/mode/2up
IGN article:
https://www.ign.com/articles/2013/10/04/rising-to-greatness-the-history-of-naughty-dog?page=4
Andy Gavin blog posts:
https://all-things-andy-gavin.com/2011/02/02/making-crash-bandicoot-part-1/
https://all-things-andy-gavin.com/2013/06/11/osiris-he-who-walks-in-the-west/
Rings of Power credits:
https://www.youtube.com/watch?v=-OvH3FFAIYs#t=473s
Crash Bandicoot credits:
https://www.youtube.com/watch?v=-WKCGCtYd3M#t=28s
Crash Bandicoot 2: Cortex Strikes Back credits:
https://www.youtube.com/watch?v=vfKXU_HfZGg#t=58s
Crash Bandicoot 3: Warped credits:
https://www.youtube.com/watch?v=GpvzveP3vSk#t=222s
Crash Team Racing credits:
https://www.youtube.com/watch?v=PXLkfyX71O0#t=27s
Jak and Daxter: The Precursor Legacy credits:
https://www.youtube.com/watch?v=J56g-ULzfBQ#t=37s
Jak II Morgan tribute:
https://www.youtube.com/watch?v=UCEzToJ3OK4#t=75s
Jak II manual (page 18 in the manual):
https://archive.org/details/ps2_Jak_II_USA/page/n19/mode/2up
Jak II credits:
https://www.youtube.com/watch?v=3pPv_heaDoY
Jak 3 Morgan tributes:
https://www.youtube.com/watch?v=TlXnkC3UyqU#t=93s
https://www.youtube.com/watch?v=0v6Z57aoWL8
Precurian to English guide source:
https://jakanddaxter.fandom.com/wiki/Precursor_alphabet
https://archive.org/details/eu_Wired-1995-02_OCR/page/n47/mode/2up
IGN article:
https://www.ign.com/articles/2013/10/04/rising-to-greatness-the-history-of-naughty-dog?page=4
Andy Gavin blog posts:
https://all-things-andy-gavin.com/2011/02/02/making-crash-bandicoot-part-1/
https://all-things-andy-gavin.com/2013/06/11/osiris-he-who-walks-in-the-west/
Rings of Power credits:
https://www.youtube.com/watch?v=-OvH3FFAIYs#t=473s
Crash Bandicoot credits:
https://www.youtube.com/watch?v=-WKCGCtYd3M#t=28s
Crash Bandicoot 2: Cortex Strikes Back credits:
https://www.youtube.com/watch?v=vfKXU_HfZGg#t=58s
Crash Bandicoot 3: Warped credits:
https://www.youtube.com/watch?v=GpvzveP3vSk#t=222s
Crash Team Racing credits:
https://www.youtube.com/watch?v=PXLkfyX71O0#t=27s
Jak and Daxter: The Precursor Legacy credits:
https://www.youtube.com/watch?v=J56g-ULzfBQ#t=37s
Jak II Morgan tribute:
https://www.youtube.com/watch?v=UCEzToJ3OK4#t=75s
Jak II manual (page 18 in the manual):
https://archive.org/details/ps2_Jak_II_USA/page/n19/mode/2up
Jak II credits:
https://www.youtube.com/watch?v=3pPv_heaDoY
Jak 3 Morgan tributes:
https://www.youtube.com/watch?v=TlXnkC3UyqU#t=93s
https://www.youtube.com/watch?v=0v6Z57aoWL8
Precurian to English guide source:
https://jakanddaxter.fandom.com/wiki/Precursor_alphabet
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To avoid loading everything in memory when the player visits the HQ, recruitable agents are given separate archives for their models. Several Sims who are not recruitable have separately stored models in addition to their regular map models, suggesting they were intended to be recruitable at some point. The Sims in question are Chef Gino, Ol' Gabby, Barney Cull, Dr. F, DJ Candy, Alexa Lexington, Chaz McFreely, Chef Watanabe, Justice, Tim (whose files were used in an earlier build of the game), and Proto-Makoto (a character who was scrapped from the game entirely).
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Two songs carried over from The Sims 2's "Pets" expansion, specifically "Fruit A Topia" and "The Sum of Six Sims", appear in the game files for the Create-A-Sim mode, likely being used as placeholders.
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The game's data contains an unused red version of the Squeaker enemy, which acts as a more mobile variant of the green Squeaker. These red Squeakers are present not only in isolation, but also in some of the game's similarly inaccessible debug rooms. Given that they are fully coded and that red Squeakers are only normally visible in the Squeak Squad's introductory cutscene and in the Smash Ride sub-game, this implies that they were removed from the main game's levels relatively late into development.
The Cutting Room Floor articles:
https://tcrf.net/Kirby_Squeak_Squad#Unused_Enemy
https://tcrf.net/Kirby_Squeak_Squad/Debug_Rooms
Compilation of the game's cutscenes:
https://www.youtube.com/watch?v=k4aHXnjPEHc
Gameplay footage of Smash Ride:
https://www.youtube.com/watch?v=U3q4B9D18qM
https://tcrf.net/Kirby_Squeak_Squad#Unused_Enemy
https://tcrf.net/Kirby_Squeak_Squad/Debug_Rooms
Compilation of the game's cutscenes:
https://www.youtube.com/watch?v=k4aHXnjPEHc
Gameplay footage of Smash Ride:
https://www.youtube.com/watch?v=U3q4B9D18qM
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Originally, an island known as Shipwreck Cove (designed by producer Jason Kim) was going to appear in the game, with much of its data remaining in the game files. Despite how finished the remaining materials look, designer Brian Kaiser claimed that the developers did not get very far into production on it. The full level layout can be found in the unused data, meaning that the island can be stitched together using several models. Four NPCs were intended to appear on the island, those being Vice Admiral Morgan, Neema, Theodore, and Mira (who would later be reworked into Mira Cull, the daughter of series regular Barney Cull in MySims SkyHeroes; it's unknown if she was intended to be related to him in this game). Additionally, five music tracks related to the island are also in the game files, the names of which suggest that planned landmarks for the island include a Pirate Lighthouse, Mira's House, and Neema's Shack.
The Cutting Room Floor:
https://tcrf.net/MySims_Kingdom_(Wii)
Brian Kaiser tweet:
https://x.com/VonKaiser/status/1827733897096151245
https://tcrf.net/MySims_Kingdom_(Wii)
Brian Kaiser tweet:
https://x.com/VonKaiser/status/1827733897096151245
Collection: MySims
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In 2008, an animated series based on the MySims series was announced as part of a deal between Electronic Arts and the United Talent Agency to turn their games into motions pictures and television shows, alongside a film based on the The Sims series announced the year prior. However, while The Sims film has since received numerous updates on its development, the MySims series has not been acknowledged since, suggesting it was eventually cancelled.
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According to designer Shiro Maekawa, there were originally going to be six teams with very different line-ups. Two of the teams, Team Sonic and Team Chaotix, had the same members as they appear in the final game, but the four early teams include:
• Amy, Cream and Rouge
• Chaos, E-102 Gamma and Big
• Fang, Bean and Bark
• Metal Sonic, Ray and Mighty
Due to time constraints and balancing purposes, the number of teams was reduced from six to four, and the members of Team Dark and Team Rose were swapped and adjusted after it was decided that Shadow Spoiler:would not be dead after the events of Sonic Adventure 2.
• Amy, Cream and Rouge
• Chaos, E-102 Gamma and Big
• Fang, Bean and Bark
• Metal Sonic, Ray and Mighty
Due to time constraints and balancing purposes, the number of teams was reduced from six to four, and the members of Team Dark and Team Rose were swapped and adjusted after it was decided that Shadow Spoiler:would not be dead after the events of Sonic Adventure 2.
Originally intended teams:
https://twitter.com/mizuhano/status/989669646730067968
Word on Shadow:
https://twitter.com/mizuhano/status/989671387055902720
Electronic Gaming Monthly interview:
https://web.archive.org/web/20040330042803/http://www.egmmag.com/article2/0,2053,1507899,00.asp
https://twitter.com/mizuhano/status/989669646730067968
Word on Shadow:
https://twitter.com/mizuhano/status/989671387055902720
Electronic Gaming Monthly interview:
https://web.archive.org/web/20040330042803/http://www.egmmag.com/article2/0,2053,1507899,00.asp
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In a 2002 developer interview archived by the now-defunct blog GSLA, director Yoshiaki Koizumi revealed that the game's staff originally came up with ten different nozzles for FLUDD, devising new ones for each possible situation Mario might encounter. However, this was reduced to three to avoid similarities to the gameplay style of The Legend of Zelda series. Some remnants of this larger quantity can be found in the final game's data, which includes an unused model for a Yoshi head nozzle and parameters for a sniper nozzle. While the former's properties are unknown beyond its appearance (with its model lacking any associated animations), the latter would have been 100 times more powerful than the Squirt Nozzle and would've had a significantly larger hitbox. However, it also would've required Mario to charge it like the Rocket Nozzle and Turbo Nozzle.
English translation of the interview:
https://shmuplations.com/mariosunshine/
The Cutting Room Floor article:
https://tcrf.net/Super_Mario_Sunshine/Unused_Objects#Unused_Nozzles
https://shmuplations.com/mariosunshine/
The Cutting Room Floor article:
https://tcrf.net/Super_Mario_Sunshine/Unused_Objects#Unused_Nozzles
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In a 2002 staff interview with Nintendo Dream, director Yoshiaki Koizumi revealed that FLUDD was inspired by his memories of playing with water guns as a kid, an image that he recalled upon first using the analog L & R triggers on the GameCube's controller. Series creator Shigeru Miyamoto further explained that the concept behind FLUDD was controversial among Nintendo's staff due to Mario not being widely associated with these kinds of tools, though Luigi's use of the Poltergust in Luigi's Mansion ultimately served as a precedent in the concept's favor.
In the same interview, Takashi Tezuka stated that Nintendo went to great lengths to keep FLUDD from resembling a firearm, both due to Koizumi finding a water gun "too simple" and due to concerns that guns (or anything that audiences may interpret as such) would be inappropriate for the franchise's public image. The "weird backpack thing" that FLUDD ultimately ended up as addressed both concerns at once, with Koizumi likening it to firefighting equipment and "a [plastic] bottle water rocket toy."
In the same interview, Takashi Tezuka stated that Nintendo went to great lengths to keep FLUDD from resembling a firearm, both due to Koizumi finding a water gun "too simple" and due to concerns that guns (or anything that audiences may interpret as such) would be inappropriate for the franchise's public image. The "weird backpack thing" that FLUDD ultimately ended up as addressed both concerns at once, with Koizumi likening it to firefighting equipment and "a [plastic] bottle water rocket toy."
English translation of the interview:
https://shmuplations.com/mariosunshine/
Time Extension Article:
https://www.timeextension.com/news/2022/09/super-mario-sunshines-fludd-mechanic-was-the-source-of-serious-debate-inside-nintendo
https://shmuplations.com/mariosunshine/
Time Extension Article:
https://www.timeextension.com/news/2022/09/super-mario-sunshines-fludd-mechanic-was-the-source-of-serious-debate-inside-nintendo