Trivia Browser
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The Dragon Quest-esque overworld area, colloquially known as FC World, features a large island on the right-hand side of the map that is not accessible during the normal course of play despite taking up the majority of FC World's land mass. No events or exits are associated with this island, popularly known as FC World C, meaning that hacking the game to place Madotsuki there would prove fruitless.
Despite this, there is evidence that this area was meant to be explorable at one point in development. In the Version 0.09 build (the last one before the "final" Version 0.10 release in 2007), the Dense Woods and Windmill World areas feature the player character from the minigame NASU as an NPC; however, a flag is set to render it invisible (and therefore non-interactable). If the player uses RPG Maker 2003's debugging tools to render the character visible, interacting with it teleports Madotsuki to another unused area in FC World, a small island with four statues on it and an exit at the bottom. Going through this exit takes Madotsuki to FC World C.
While FC World C is still as barren as in other versions of the game, the unused chain of events leading up to it in Version 0.09 indicates that the area was intended to play some kind of role in the final game and that Kikiyama continued to try implementing it late into the game's update history.
Despite this, there is evidence that this area was meant to be explorable at one point in development. In the Version 0.09 build (the last one before the "final" Version 0.10 release in 2007), the Dense Woods and Windmill World areas feature the player character from the minigame NASU as an NPC; however, a flag is set to render it invisible (and therefore non-interactable). If the player uses RPG Maker 2003's debugging tools to render the character visible, interacting with it teleports Madotsuki to another unused area in FC World, a small island with four statues on it and an exit at the bottom. Going through this exit takes Madotsuki to FC World C.
While FC World C is still as barren as in other versions of the game, the unused chain of events leading up to it in Version 0.09 indicates that the area was intended to play some kind of role in the final game and that Kikiyama continued to try implementing it late into the game's update history.
The Cutting Room Floor articles:
https://tcrf.net/Yume_Nikki#FC_World_C
https://tcrf.net/Proto:Yume_Nikki/Version_0.09#NASU_Link
YouTube video showing the unused NASU event in action:
https://www.youtube.com/watch?v=nH-jHO4vqLI
https://tcrf.net/Yume_Nikki#FC_World_C
https://tcrf.net/Proto:Yume_Nikki/Version_0.09#NASU_Link
YouTube video showing the unused NASU event in action:
https://www.youtube.com/watch?v=nH-jHO4vqLI
subdirectory_arrow_right Dance Dance Revolution Hottest Party 5 (Game), Dance Dance Revolution II (Game)
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Dance Dance Revolution X3 VS 2ndMix's interface and background music strongly resemble that which appeared in Dance Dance Revolution II/Hottest Party 5. This connection may possibly stem from both games releasing within a month of each other, suggesting they were developed simultaneously and shared development assets.
Article on List of North American Console DDR Games:
https://remywiki.com/North_American_DanceDanceRevolution_Games#Nintendo_Wii
RemyWiki articles on DDR X3 VS 2ndMix and DDRII/HP5:
https://remywiki.com/AC_DDR_X3
https://remywiki.com/CS_DDR_II
Video of DDR II Interface:
https://www.youtube.com/watch?v=jbOi1uCYtko?t=36
Video of DDR X3 VS 2ndMix Interface:
https://www.youtube.com/watch?v=676PuAyLAts
https://remywiki.com/North_American_DanceDanceRevolution_Games#Nintendo_Wii
RemyWiki articles on DDR X3 VS 2ndMix and DDRII/HP5:
https://remywiki.com/AC_DDR_X3
https://remywiki.com/CS_DDR_II
Video of DDR II Interface:
https://www.youtube.com/watch?v=jbOi1uCYtko?t=36
Video of DDR X3 VS 2ndMix Interface:
https://www.youtube.com/watch?v=676PuAyLAts
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Concept art for the 2001 build of the cancelled Foodfight! game developed by Midway Games West was released on artist Jason Leong's website, showing a set of character concepts and game scenarios with various fictional and real-life product mascots. The character concepts shown include:
• The red, yellow, and blue M&M's carrying vitamin supplement boxes with muscular hammer-wielding arms coming out of them.
• The Keebler Elves firing bows and arrows with flaming Tootsie Pops.
• A team-up of the Green Giant, a muscular version of Poppin' Fresh the Pillsbury Doughboy, and a jacket-wearing Kool-Aid Man.
• Mr. Clean commanding an army of Scrubbing Bubbles.
• Cap'n Crunch shooting a bazooka made out of a Pringles can.
• Hawaiian Punch's mascot Punchy punching a soup can made by Brand X, a fictional brand from the movie.
The game scenarios seem to feature various mini-games among main game missions, including:
• An early human version of Dex Dogtective swinging with a grappling hook, finding shortcuts between products, being launched from Hamburger Helper's mascot Lefty in platforming sections.
• What appears to be a mini-game where Dex and a Brand X mascot would bump into one another on shopping trolleys.
• A mission where fictional mascot Daredevil Dan flies above the supermarket in his plane.
• The Green Giant rolling over tiny Brand X bots with either a barrel or a mango bowling ball. This mini-game has two pieces of concept art, one that presents it as akin to the game Tempest and another that shows the Green Giant stepping on robots.
• Dex commanding the M&M's in a shooting mini-game.
• A platforming mini-game with Cap'n Crunch jumping off of barrels.
• A mini-game where fictional mascot Polar Penguin must destroy pillars on the ice.
• A cow-herding mini-game featuring Twinkie the Kid.
• A food-fighting mini-game, like the climax of the movie, specifically themed around Chef Boyardee.
• A mini-game where Dex throws Lucky Charms at Brand X drones.
Of the licensed characters featured in this concept art, only Mr. Clean, Punchy, Chef Boyardee, and Twinkie the Kid would appear in the film when it eventually released in 2012.
• The red, yellow, and blue M&M's carrying vitamin supplement boxes with muscular hammer-wielding arms coming out of them.
• The Keebler Elves firing bows and arrows with flaming Tootsie Pops.
• A team-up of the Green Giant, a muscular version of Poppin' Fresh the Pillsbury Doughboy, and a jacket-wearing Kool-Aid Man.
• Mr. Clean commanding an army of Scrubbing Bubbles.
• Cap'n Crunch shooting a bazooka made out of a Pringles can.
• Hawaiian Punch's mascot Punchy punching a soup can made by Brand X, a fictional brand from the movie.
The game scenarios seem to feature various mini-games among main game missions, including:
• An early human version of Dex Dogtective swinging with a grappling hook, finding shortcuts between products, being launched from Hamburger Helper's mascot Lefty in platforming sections.
• What appears to be a mini-game where Dex and a Brand X mascot would bump into one another on shopping trolleys.
• A mission where fictional mascot Daredevil Dan flies above the supermarket in his plane.
• The Green Giant rolling over tiny Brand X bots with either a barrel or a mango bowling ball. This mini-game has two pieces of concept art, one that presents it as akin to the game Tempest and another that shows the Green Giant stepping on robots.
• Dex commanding the M&M's in a shooting mini-game.
• A platforming mini-game with Cap'n Crunch jumping off of barrels.
• A mini-game where fictional mascot Polar Penguin must destroy pillars on the ice.
• A cow-herding mini-game featuring Twinkie the Kid.
• A food-fighting mini-game, like the climax of the movie, specifically themed around Chef Boyardee.
• A mini-game where Dex throws Lucky Charms at Brand X drones.
Of the licensed characters featured in this concept art, only Mr. Clean, Punchy, Chef Boyardee, and Twinkie the Kid would appear in the film when it eventually released in 2012.
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The game's North American release was originally slated for 1996, concurrently with the European release. However, the American CD-ROM market crashed that year, resulting in the intended publisher, Starwave, exiting the market in favor of website development. The game was eventually picked up by Graphix Zone, who brought it to American storefronts in May 1997.
May 3, 1997 edition of Billboard magazine (pg. 86 of 116 in the Archive.org preview):
https://archive.org/details/bub_gb_IQ8EAAAAMBAJ/page/n85/mode/2up
The Obscuritory article:
https://obscuritory.com/multimedia/peter-gabriel-eve/
https://archive.org/details/bub_gb_IQ8EAAAAMBAJ/page/n85/mode/2up
The Obscuritory article:
https://obscuritory.com/multimedia/peter-gabriel-eve/
subdirectory_arrow_right Super Monkey Ball Adventure (Game)
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In an attempt to make the game more accessible and add more depth to the series, Sega opted to focus more on the game's plot compared to previous titles, which primarily focused on the gameplay, to try and take the series' characters "into the next sort of iconic level".
Nintendo Power Issue #204 - June 2006 (Pages 38-41):
https://archive.org/details/nintendo-power-issue-204-june-2006/page/38/mode/2up
https://archive.org/details/nintendo-power-issue-204-june-2006/page/38/mode/2up
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According to animator PhantomArcade, Nene's redesign for the game went through numerous changes that ultimately did not go through. Additionally, he was the only person on the team involved with Nene's redesign.
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According to Crash Team Racing Nitro-Fueled art director Jason Godbout, when the Crash Nitro Kart bosses were being redesigned, extra care was given to Nash the Shark so he would be "so awesome" that he becomes "the character that everyone's gonna want to play [as]". Godbout believed that Nash went from being "okay, but unappealing" in his Nitro Kart iteration to being his personal favorite character in Nitro-Fueled due to the redesign efforts.
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This is the first game in the Dragon Ball: Budokai Tenkaichi series to be released under its original Japanese name (Dragon Ball: Sparking!) in the overseas version of the game.
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In a pre-release gameplay video from 2018, at the end of a tour of the Home Base, a light-up sign of the logo for the pizza restaurant chain Domino's can be seen hanging on a wall near the refrigerator. This sign would be removed in the final game, but within the game's files are several voice lines spoken by the game's main cast (Coco, Davis, Eva, Io, Jack, Louis, Mia, Rin and Yakumo) talking about eating freshly delivered pizza in an unusually glorifying manner without mentioning the company by name. It's unclear how these voice clips would have been used in the game, but when taken with the unused Domino's sign, it's believed that this was all part of a planned promotional tie-in that fell through when the game was delayed to 2019, where Domino's would have somehow survived the apocalypse in the game's story and adapted to the Revenants and the Lost.
Code Vein - Domino's voice lines:
https://www.youtube.com/watch?v=QNnNoC32N1k
Code Vein - Home Base early gameplay:
https://www.youtube.com/watch?v=OGhVIQShNz0
The Cutting Room Floor article:
https://tcrf.net/Code_Vein#Domino.27s_Pizza_Promotion_Leftovers
https://www.youtube.com/watch?v=QNnNoC32N1k
Code Vein - Home Base early gameplay:
https://www.youtube.com/watch?v=OGhVIQShNz0
The Cutting Room Floor article:
https://tcrf.net/Code_Vein#Domino.27s_Pizza_Promotion_Leftovers
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Just before Sonic transforms into Super Sonic near the end of the game, the surviving crowd in Station Square can be heard in the background chanting Sonic's name to encourage him. This crowd recording is actually comprised of over one thousand attendants in the audience for the official reveal of the game at the Tokyo International Forum on August 22, 1998. The chant was led by special guest Hiroshi Fujioka portraying Segata Sanshiro, the Japanese advertising mascot for the Sega Dreamcast's predecessor the Sega Saturn, and recorded by Sega to use in the game.
Sonic Adventure reveal at the Tokyo International Forum on August 22, 1998:
https://www.youtube.com/watch?v=LwzRMCNu6Rc?t=3357
Final chant recording at the event used in the game:
https://www.youtube.com/watch?v=LwzRMCNu6Rc?t=3643
Sonic Adventure - Super Sonic transformation chant:
https://www.youtube.com/watch?v=Nv9wXt81xDw?t=917
SonicRetro article:
https://sonicretro.org/2023/08/23/25-years-ago-sonic-adventure-was-revealed-to-the-world-a-look-back/
https://www.youtube.com/watch?v=LwzRMCNu6Rc?t=3357
Final chant recording at the event used in the game:
https://www.youtube.com/watch?v=LwzRMCNu6Rc?t=3643
Sonic Adventure - Super Sonic transformation chant:
https://www.youtube.com/watch?v=Nv9wXt81xDw?t=917
SonicRetro article:
https://sonicretro.org/2023/08/23/25-years-ago-sonic-adventure-was-revealed-to-the-world-a-look-back/
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When Fox frees Krystal from her crystal prison at the top of Krazoa Palace in Star Fox Adventures, she immediately grabs her staff back from him and begins firing at the newly resurrected Andross as Fox runs off to his Arwing to confront the latter in Dinosaur Planet's orbit. Strangely enough, in the ending cutscene after Andross' defeat, Fox once again has Krystal's staff in his backpack. When asked about this in a January 10th, 2003 issue of Rare's scribes, the development team responded with:
"It was late. We were tired. Just leave it. Okay? Could you honestly not think of a better question than this?"
Star Fox Adventures - General Scales and Andross final boss:
https://www.youtube.com/watch?v=coeDs2f-6N8
Rare Scribes - January 10th, 2003:
https://www.raregamer.co.uk/scribes-january-10th-2003/
https://www.youtube.com/watch?v=coeDs2f-6N8
Rare Scribes - January 10th, 2003:
https://www.raregamer.co.uk/scribes-january-10th-2003/
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Despite incorporating several elements common in a live-service game (i.e. an in-game store, a battle pass, seasonal events, and premium currency), Skull and Bones was given a price tag of $70. Yves Guillemot, the CEO of Ubisoft, justified this during an investors call before the game's release, stating:
It's worth noting, however, that the game cost $200 million due to its decade-long development, with Ubisoft admitting that they did not think they would be able to break even due to its poor launch. Knowing this, it can be inferred that Ubisoft insisted on referring to Skull and Bones as a "quadruple-A" title not because of the scope of the project, but for how abnormally long it took to produce and raised the price to recoup costs, because this was not the first or only game they called a AAAA title in the past. It was discovered as far back as 2020 on the LinkedIn pages of several Ubisoft employees that they referred to Skull and Bones, the also long-delayed Beyond Good & Evil 2, and later Avatar: Frontiers of Pandora, all games with development times lasting at least six years, as AAAA titles in their work experience.
"It's a very big game and we feel that people will really see how vast and complete that game is. So it's a really full triple-A, quadruple-A game that will deliver in the long run."
It's worth noting, however, that the game cost $200 million due to its decade-long development, with Ubisoft admitting that they did not think they would be able to break even due to its poor launch. Knowing this, it can be inferred that Ubisoft insisted on referring to Skull and Bones as a "quadruple-A" title not because of the scope of the project, but for how abnormally long it took to produce and raised the price to recoup costs, because this was not the first or only game they called a AAAA title in the past. It was discovered as far back as 2020 on the LinkedIn pages of several Ubisoft employees that they referred to Skull and Bones, the also long-delayed Beyond Good & Evil 2, and later Avatar: Frontiers of Pandora, all games with development times lasting at least six years, as AAAA titles in their work experience.
Quote source:
https://www.pcgamer.com/ubisoft-ceo-defends-skull-and-bones-dollar60-price-tag-says-its-a-quadruple-a-game/
Game budget:
https://insider-gaming.com/skull-and-bones-players-total/
2020 LinkedIn page mentions:
https://screenrant.com/ubisoft-beyond-good-evil-skull-bones-aaaa-games/
2022 Avatar: Frontiers of Pandora AAAA game label:
https://tech4gamers.com/avatar-frontiers-of-pandora/
https://www.pcgamer.com/ubisoft-ceo-defends-skull-and-bones-dollar60-price-tag-says-its-a-quadruple-a-game/
Game budget:
https://insider-gaming.com/skull-and-bones-players-total/
2020 LinkedIn page mentions:
https://screenrant.com/ubisoft-beyond-good-evil-skull-bones-aaaa-games/
2022 Avatar: Frontiers of Pandora AAAA game label:
https://tech4gamers.com/avatar-frontiers-of-pandora/
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All the characters that return in Mario Kart Wii reuse their Mario Kart: Double Dash!! models, except for the newcomers and Dry Bones, who debuted in Mario Kart DS.
Mario Kart: Double Dash!! character select and models:
https://www.youtube.com/watch?v=g7vCKSBHus4
https://www.models-resource.com/gamecube/mariokartdoubledash/
Mario Kart Wii character select and models:
https://www.youtube.com/watch?v=yfH5kluEphc
https://www.models-resource.com/wii/mariokartwii/
https://www.youtube.com/watch?v=g7vCKSBHus4
https://www.models-resource.com/gamecube/mariokartdoubledash/
Mario Kart Wii character select and models:
https://www.youtube.com/watch?v=yfH5kluEphc
https://www.models-resource.com/wii/mariokartwii/
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In June 2012, game director Shun Nakamura expressed interest in making a port of Rhythm Thief & the Emperor's Treasure for the Wii U and a sequel for the Nintendo 3DS, revealing that he wanted "to create a virtual play version of the "Looting the Louvre" part because moving the body really fits into rhythm games." However, the plans for these games never materialized.
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Sexualization complaints:
https://www.denofgeek.com/games/stellar-blade-controversy-explained/
South Korean rating:
https://en.as.com/meristation/news/stellar-blade-gets-an-adults-only-rating-due-to-nudity-and-explicit-gore-n/
Design choice quote:
https://fandomwire.com/hyung-tae-kim-stellar-blade-avoid-controversy/
Day 1 patch censorship:
https://esports.gg/news/stellar-blade/players-outraged-at-unexpected-stellar-blade-outfit-censorship/
Compilation of outfits in base game before Day 1 patch (uncensored versions of Cybernetic Bondage at 2:30, and Holiday Rabbit at 4:52):
https://www.youtube.com/watch?v=fMT6z9xejeA
Compilation of outfits after Day 1 patch (censored versions of Cybernetic Bondage at 1:03, Holiday Rabbit at 2:19, and Moutan Peony at 3:02):
https://www.youtube.com/watch?v=kAcvYBGPoGk
Nano Suit tutorial pop-up montage with uncensored Moutan Peony costume (this is the only footage I could find of anyone sitting through this video start to finish):
https://www.youtube.com/watch?v=eHJhViruQKM?t=3761
Stellar Blade uncensored claim tweet:
https://twitter.com/StellarBlade/status/1781976139688534449
Video of Hyung-Tae Kim defending update changes:
https://www.reddit.com/r/stellarblade/comments/1cdlllp/directors_answer_to_the_change_in_the_outfitvideo/
GameAbout interview with Kim (article in Korean):
https://www.gameabout.com/news/articleView.html?idxno=87017
Holiday Rabbit and Cybernetic Bondage costume reversal:
https://www.pushsquare.com/news/2024/05/stellar-blade-ps5-quietly-adds-uncensored-new-costumes-in-controversy-aftermath
IGN interview with Yoko Taro and Kim:
https://www.ign.com/articles/stellar-blade-x-nier-automata-taro-yoko-hyung-tae-kim
https://www.denofgeek.com/games/stellar-blade-controversy-explained/
South Korean rating:
https://en.as.com/meristation/news/stellar-blade-gets-an-adults-only-rating-due-to-nudity-and-explicit-gore-n/
Design choice quote:
https://fandomwire.com/hyung-tae-kim-stellar-blade-avoid-controversy/
Day 1 patch censorship:
https://esports.gg/news/stellar-blade/players-outraged-at-unexpected-stellar-blade-outfit-censorship/
Compilation of outfits in base game before Day 1 patch (uncensored versions of Cybernetic Bondage at 2:30, and Holiday Rabbit at 4:52):
https://www.youtube.com/watch?v=fMT6z9xejeA
Compilation of outfits after Day 1 patch (censored versions of Cybernetic Bondage at 1:03, Holiday Rabbit at 2:19, and Moutan Peony at 3:02):
https://www.youtube.com/watch?v=kAcvYBGPoGk
Nano Suit tutorial pop-up montage with uncensored Moutan Peony costume (this is the only footage I could find of anyone sitting through this video start to finish):
https://www.youtube.com/watch?v=eHJhViruQKM?t=3761
Stellar Blade uncensored claim tweet:
https://twitter.com/StellarBlade/status/1781976139688534449
Video of Hyung-Tae Kim defending update changes:
https://www.reddit.com/r/stellarblade/comments/1cdlllp/directors_answer_to_the_change_in_the_outfitvideo/
GameAbout interview with Kim (article in Korean):
https://www.gameabout.com/news/articleView.html?idxno=87017
Holiday Rabbit and Cybernetic Bondage costume reversal:
https://www.pushsquare.com/news/2024/05/stellar-blade-ps5-quietly-adds-uncensored-new-costumes-in-controversy-aftermath
IGN interview with Yoko Taro and Kim:
https://www.ign.com/articles/stellar-blade-x-nier-automata-taro-yoko-hyung-tae-kim
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Kid Icarus: Uprising's final campaign features 25 stages in total. It could be said that this is a reference to how long it had been between the release of the original Kid Icarus and Kid Icarus: Uprising in Western territories. However, director Masahiro Sakurai revealed in a post-release interview that he had intended to do three more story missions when first putting together the storyline, but ultimately had to drop them early on, presumably because of time constraints.
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Cassette Beasts' plot is inspired by isekai, a subgenre of fantasy that revolves around a person being transported to and surviving in another world. However, the game changes normal conventions of the genre by having everyone the player meets in the game also be transported to the island of New Wirral in a similar manner. According to writer Jay Baylis, this was done to allow the team to put focus on the people who are present in the game.
This trivia has been marked as "Not Safe for Work".
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IGN article:
https://www.ign.com/articles/sony-says-racist-phrase-in-stellar-blade-was-unintentional-will-be-patched-out
Kotaku article with updated graphic:
https://kotaku.com/stellar-blade-ps5-racism-day-one-patch-1851432185
Wikitionary and Urban Dictionary entries for "Hard R":
https://en.wiktionary.org/wiki/hard_r
https://www.urbandictionary.com/define.php?term=hard+R
Discovery tweet:
https://twitter.com/manfightdragon/status/1783133869912539521
Patch tweet:
https://twitter.com/manfightdragon/status/1783158271400182223
Stellar Blade uncensored claim tweet:
https://twitter.com/StellarBlade/status/1781976139688534449
https://www.ign.com/articles/sony-says-racist-phrase-in-stellar-blade-was-unintentional-will-be-patched-out
Kotaku article with updated graphic:
https://kotaku.com/stellar-blade-ps5-racism-day-one-patch-1851432185
Wikitionary and Urban Dictionary entries for "Hard R":
https://en.wiktionary.org/wiki/hard_r
https://www.urbandictionary.com/define.php?term=hard+R
Discovery tweet:
https://twitter.com/manfightdragon/status/1783133869912539521
Patch tweet:
https://twitter.com/manfightdragon/status/1783158271400182223
Stellar Blade uncensored claim tweet:
https://twitter.com/StellarBlade/status/1781976139688534449
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In December 2020, Steel Wool Studios announced that the "Curse of Dreadbear" DLC originally released for the game in 2019 would be ported to Xbox consoles and Nintendo Switch. While the DLC would be released for the Switch version of the game on September 28, 2021, development on the Xbox version appears to have been abandoned as there have been no updates on it since the initial announcement in 2020.
Port announcement:
https://twitter.com/SteelWoolStudio/status/1339038204125536256
Nintendo eShop page with release date:
https://www.nintendo.com/us/store/products/five-nights-at-freddys-help-wanted-curse-of-dreadbear-70050000023397-switch/
https://twitter.com/SteelWoolStudio/status/1339038204125536256
Nintendo eShop page with release date:
https://www.nintendo.com/us/store/products/five-nights-at-freddys-help-wanted-curse-of-dreadbear-70050000023397-switch/