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Star Trek: 25th Anniversary
1
Attachment In the NES version, there is an unused graphic featuring the letters "PIHL" being repeated.
Kirby and the Rainbow Curse
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In the E3 2014 trailer for Kirby and the Rainbow Curse, it was shown that Kirby is able to damage Whispy Woods by firing himself out of a cannon and hitting the tree's face. The cannon isn't present in the final game.
Banjo-Kazooie
1
Attachment There's an unused underwater variation of the Freezeezy Peak theme which cannot be heard in-game as the water in that level is too cold (and too shallow) to swim in. Even if the player travels through the icy water submerged after having been turned into a walrus by Mumbo, the music still won't change.
Command & Conquer: Generals
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Some of the special powers were removed from the final game due to the fact the developers removed the generals feature in the base game (this was later re-added in the expansion). However, their code still resides in the game's memory:
• Black Market Nuke - A GLA special power that sends a plane to drop a nuclear bomb.
• Terror Cell - Similar to the Rebel Ambush feature that made it into the game, except this spawns terrorists instead of rebels.
• Crate Drop - Does nothing more than drop $2,000 worth of money.
Command & Conquer: Generals
1
There are quite a few unused mouse cursors left hidden in the game's memory:
• Defector - Intended for the removed Defector special power.
• Guard - An unused unique cursor for the Guard function.
• Heal - Could have been intended for the Ambulance, or perhaps used when you send injured soldiers to the barracks.
• No Entry - Shown when you cannot enter a building. In the final game, the standard "invalid" cursor is shown instead.
• Out of Range - Intended to appear when you tell a unit to attack an enemy unit that is not within range.
• Place - Would have been used as a cursor when you place a structure.
• Sell - Sell does not require a target in the final game, as all structures have sell buttons to sell themselves.
• Spy Drone - An unused unique mouse cursor for the spy drone feature.
Pikmin
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Attachment The game contains unused data for an enemy named Iwagen that attacks by shooting rocks. It is a combination of Iwa, which is Japanese for rock, and gen, short for generator.
Excitebike 64
1
Attachment The game's memory contains unused graphics of some kind of debug font.
Shadow the Hedgehog
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There were plans to have Sonic in the game's multiplayer mode although this idea was cut early on in development. The only thing that remains of him in the game's memory is his Japanese voice clips.
Kingdom Hearts: Chain of Memories
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Attachment There are unused graphics of an "OK" button inside of the game's memory. It's purpose is unknown since menus in the game never ask you to confirm an action.
Super Smash Bros. Brawl
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Attachment There is an unused model of Luigi with blue clothing which differs quite a bit from both Luigi's and every other character's model. One interesting difference is that this costume has its shadow model integrated into the model itself, rather than having it as a separate model.
Mario Kart Wii
1
Attachment There are 3 unobtainable item boxes located under the S curve of DK Summit.
Mortal Kombat 3
1
Attachment There are a lot of unused sprites of Motaro left over in the game's memory, including:

• Motaro raising up his front legs.
• Motaro doing his teleport move.
• Motaro performing an arm lift as if he were going to throw the opponent over his head.
• Motaro raising his arm, along with moving mouth sprites that suggests this would be some sort of taunt.

There is also an unused win screen for him that would not show up until Mortal Kombat Trilogy. This evidence suggests that Motaro was probably going to be a playable character at one point.
Cry of Fear
1
Attachment An unused 3D walkie-talkie model can be found within the game's files.
Mortal Kombat 3
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Because Sheeva has four arms, a unique four-armed skeleton sprite is stored in the game's memory but is never actually used in-game. This was likely meant to be used for Kano's skeleton rip Fatality.
Mortal Kombat 4
1
Attachment There is an unused Skull stage that can only be accessed by using Gameshark code 800FE55B 000A. At first the stage will appear black, but pausing and selecting "Restart this Match" will get it to appear properly.

Stage is largely a flat, circular arena with a unique texture painted on the ground. The skybox consists of an image of a skull stretched over the arena, with flames lit behind it. The stage also has some trouble loading the proper music from round to round.
Mortal Kombat
1
Attachment There are several unused sprites in game's memory:

• Goro turning to stone and breaking. This was possibly meant to be used as a dying animation.
• Johnny Cage flipping backwards in the air. He has a similar move in Mortal Kombat: Deadly Alliance and in Mortal Kombat (2011) as a special move.
• Three sprites of Shang Tsung. One is of Shang Tsung laughing, which may have been intended as a win taunt. Another is of Shang Tsung clapping, which may have been intended for the background of the Throne Room stage. Lastly, there is one where he actually uses his sword during combat. Shang Tsung was also originally meant to have a Fatality where he beheaded his opponent.
Naruto Shippuden: Ultimate Ninja Storm 3
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Attachment Before the game came out, President Hiroshi Matsuyama was asked in an interview about "jutsu clashing", which had been removed in Naruto Shippuden: Ultimate Ninja Storm 2.

He said "Jutsu clashing using the repetition of the O button can be seen in the free battles of Storm 1 is not available in this game, but the jutsu clashing using button inputs that can be seen in the single player boss battles of Storm 2 exist in this new installment."
BS Super Mario Collection
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There are a few unused items from Super Mario Bros. 3 that can be spawned as the first item in your inventory using a Pro Action Replay, but using most of them will crash the game:
• An anchor
• A hammer
• A warp whistle
• A music box
Super Princess Peach
1
Attachment There is an unused icon of a stack of papers stored in the game's memory.
Super Bomberman 2
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Attachment The game contains a basic ASCII font that is always loaded into the system's VRAM but is never used. It was possibly used for debugging or testing at one point.
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