Trivia Browser
![Uncharted: Drake's Fortune](/media/boxart/1/412.png)
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According to an Electronic Gaming Magazine interview (published in Issue #224, January 2008) with Naughty Dog co-president Evan Wells and the game's director Amy Hennig, they were asked if they ever had plans for a different final boss battle after the interviewer expressed disappointment with it. Wells stated that the boss battle was designed to fit within the confines of the island and world they created, and that they could have made it more elaborate if they had a few extra weeks, but the overall direction remained consistent with their original plan. Hennig added that many games face the issue of jumping-the-shark at the end, as they need to escalate to a climax. She contrasted this with movies, which "get away with less" as they focus more on narrative and emotional experiences, and suggested that game design might benefit from shifting away from traditional boss battles to creating peaks in the overall experience.
![Bushido Blade](/media/boxart/2/1797.png)
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In a 1997 Dengeki PlayStation interview with the game's director Kunihiko Nakata, he mentioned that while they had a partial idea of what they wanted for the graphics, specific elements like the castle ruins map were conceptualized during the development process, and that the details of the world were worked out while they made it rather than being planned from the start.
![Super Mario Bros. 3](/media/boxart/1/102.png)
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![Attachment](/media/thumbs/8/19017.png)
YouTube video showcasing the trick:
https://www.youtube.com/watch?v=JiOqmb14baQ
The Cutting Room Floor article:
https://tcrf.net/Super_Mario_Bros._3/Version_Differences#World_8_Battleship_Level
https://www.youtube.com/watch?v=JiOqmb14baQ
The Cutting Room Floor article:
https://tcrf.net/Super_Mario_Bros._3/Version_Differences#World_8_Battleship_Level
![Super Mario Bros.: The Lost Levels](/media/boxart/3/2057.png)
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![Attachment](/media/thumbs/8/19002.png)
The Cutting Room Floor article:
https://tcrf.net/Super_Mario_Bros._2_(Famicom_Disk_System)#Misplaced_Enemy
In-game footage:
https://www.youtube.com/watch?v=YUgQNmCqWS8
https://tcrf.net/Super_Mario_Bros._2_(Famicom_Disk_System)#Misplaced_Enemy
In-game footage:
https://www.youtube.com/watch?v=YUgQNmCqWS8
![Phantasy Star II](/media/boxart/2/1967.png)
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![Attachment](/media/thumbs/8/18988.jpg)
Associate Planner No. 001, the Grand Prize winner, was Fumiko Sato. Of the 29 winners, three of them are known to have gone on to work in the video game industry and returned for work at Sega:
• No. 004 was 17-year old Masahiro Sakurai, who won the "Game System Award". Sakurai often recalled the contest without mentioning the game by name, claiming he came up with "something like the action-focused Active Time Battle system seen in JRPGs" before it existed. It's believed that this meeting was what prompted Sakurai to drop out of vocational school to pursue a full-time career in game design, using the award to advance his professional image until he was hired by HAL Laboratory after graduating high school in 1989. Sakurai became known for his work with them and Nintendo, creating the Kirby and Super Smash Bros. series.
• No. 005 was Yukinobu Arikawa, who won the "Game System Special Award" for his entry titled "Those who inherit the legend". While it's not known if he attended the planning meeting, Arikawa would join Sega's AM2 team in 1990 and is still employed at Sega as of 2022. He became known for the comedic touches he adds to the games he works on, having worked as a game designer, writer, localizer and texture artist on different games in the Yakuza: Like a Dragon, Super Monkey Ball, Virtua Fighter, and Daytona USA series.
• No. 011 was middle schooler Keisuke Ōuchi, who described his proposal as being full of "middle school syndrome", but was unable to attend the planning meeting because he lived in the countryside at the time. Ōuchi worked on games as a character designer and graphics artist in various capacities, and created and directed the 1998 visual novel Ojou-sama Express, which similarly to Phantasy Star II held a long-term reader participation contest in the gaming magazine "Dengeki G's Magazine". He also works as a collectors' toy designer under the name Alan Moriguchi, specializing in mechs and robots.
It's unknown if or how any of the winners' ideas were used in the final game, as all of the developers used pseudonyms in the credits and no Associate Planners were credited.
Beep! - screenshots of March 1988 issue (in Japanese; it's believed that this issue is where the full list of winners were first published, but no full scan of the issue is available online):
https://retoge-mag.websa.jp/archives/215
Beep! - June 1988 issue (in Japanese; Page 86 in the magazine):
https://archive.org/details/beep-1988-06/page/86/mode/2up
Beep! - September 1989 issue translated developer interview:
https://shmuplations.com/psiirelease/
Masahiro Sakurai (No. 004) on Creating Games video:
https://www.youtube.com/watch?v=Yk8WsbCQXGc#t=194s
Sakurai translated magazine column on school/early work experience:
https://sourcegaming.info/2015/07/06/school-work-and-specialists-sakurais-famitsu-column-vol-3334/
Sakurai - The Guardian interview:
https://www.theguardian.com/games/2018/aug/08/super-smash-bros-ultimate-masahiro-sakurai-35-years-gaming-history-nintendo
A conversation between gamers and game journalists about the future of computer games, held on August 15, 1989 at Dempa Publications, Inc. (19-year old Sakurai partook in this, and is credited with winning the Game System Award in the Phantasy Star II contest) [published in "CHALLENGE!! Personal Computer AVG & RPG 5 JP Book"] (Pages 341-355 in the book, Sakurai only appears on page 348 and did not participate in the rest of the conversation):
https://retrocdn.net/images/d/d5/CHALLENGE%21%21_Personal_Computer_AVG_%26_RPG_5_JP_Book.pdf
Yukinobu Arikawa (No. 005) career history:
https://segaretro.org/Yukinobu_Arikawa
https://www.mobygames.com/person/69425/yukinobu-arikawa/credits/
Keisuke Ōuchi (No. 011) tweets:
https://x.com/AlanMoriguchi/status/1320302751096553472
https://x.com/AlanMoriguchi/status/1321068321450553347
Alan Moriguchi (Ōuchi) revealing his identity in 2014:
https://x.com/AlanMoriguchi/status/520581151493070849
Ōuchi MobyGames page:
https://www.mobygames.com/person/456584/keisuke-ouchi/
Dengeki G's Magazine - August 1998 issue (Pages 49-61 in the magazine):
https://archive.org/details/dengeki-gs-magazine-013-august-1998/page/48/mode/2up
Japanese Wikipedia article on Ojou-sama Express with magazine citations (including the above issue):
https://ja.wikipedia.org/wiki/お嬢様特急
Sega Associate Planner No. 017 tweet:
https://x.com/suginov/status/1321062605033664513
Sega Associate Planner No. 019 tweet:
https://x.com/unlucky_numbers/status/1539132578120486912
1988 contest materials were reportedly republished in the reprint mook " Beep(ビープ) 復刻版―特別付録 音楽CD2枚組 ":
https://www.amazon.co.jp/Beep-%E5%BE%A9%E5%88%BB%E7%89%88%E2%80%95%E7%89%B9%E5%88%A5%E4%BB%98%E9%8C%B2-%E9%9F%B3%E6%A5%BDCD2%E6%9E%9A%E7%B5%84-Softbank-mook/dp/4797326239
Tweets that served as a starting point for researching this submission:
https://x.com/gosokkyu/status/1585114095329898496
https://x.com/gosokkyu/status/1705220228828045506
https://retoge-mag.websa.jp/archives/215
Beep! - June 1988 issue (in Japanese; Page 86 in the magazine):
https://archive.org/details/beep-1988-06/page/86/mode/2up
Beep! - September 1989 issue translated developer interview:
https://shmuplations.com/psiirelease/
Masahiro Sakurai (No. 004) on Creating Games video:
https://www.youtube.com/watch?v=Yk8WsbCQXGc#t=194s
Sakurai translated magazine column on school/early work experience:
https://sourcegaming.info/2015/07/06/school-work-and-specialists-sakurais-famitsu-column-vol-3334/
Sakurai - The Guardian interview:
https://www.theguardian.com/games/2018/aug/08/super-smash-bros-ultimate-masahiro-sakurai-35-years-gaming-history-nintendo
A conversation between gamers and game journalists about the future of computer games, held on August 15, 1989 at Dempa Publications, Inc. (19-year old Sakurai partook in this, and is credited with winning the Game System Award in the Phantasy Star II contest) [published in "CHALLENGE!! Personal Computer AVG & RPG 5 JP Book"] (Pages 341-355 in the book, Sakurai only appears on page 348 and did not participate in the rest of the conversation):
https://retrocdn.net/images/d/d5/CHALLENGE%21%21_Personal_Computer_AVG_%26_RPG_5_JP_Book.pdf
Yukinobu Arikawa (No. 005) career history:
https://segaretro.org/Yukinobu_Arikawa
https://www.mobygames.com/person/69425/yukinobu-arikawa/credits/
Keisuke Ōuchi (No. 011) tweets:
https://x.com/AlanMoriguchi/status/1320302751096553472
https://x.com/AlanMoriguchi/status/1321068321450553347
Alan Moriguchi (Ōuchi) revealing his identity in 2014:
https://x.com/AlanMoriguchi/status/520581151493070849
Ōuchi MobyGames page:
https://www.mobygames.com/person/456584/keisuke-ouchi/
Dengeki G's Magazine - August 1998 issue (Pages 49-61 in the magazine):
https://archive.org/details/dengeki-gs-magazine-013-august-1998/page/48/mode/2up
Japanese Wikipedia article on Ojou-sama Express with magazine citations (including the above issue):
https://ja.wikipedia.org/wiki/お嬢様特急
Sega Associate Planner No. 017 tweet:
https://x.com/suginov/status/1321062605033664513
Sega Associate Planner No. 019 tweet:
https://x.com/unlucky_numbers/status/1539132578120486912
1988 contest materials were reportedly republished in the reprint mook " Beep(ビープ) 復刻版―特別付録 音楽CD2枚組 ":
https://www.amazon.co.jp/Beep-%E5%BE%A9%E5%88%BB%E7%89%88%E2%80%95%E7%89%B9%E5%88%A5%E4%BB%98%E9%8C%B2-%E9%9F%B3%E6%A5%BDCD2%E6%9E%9A%E7%B5%84-Softbank-mook/dp/4797326239
Tweets that served as a starting point for researching this submission:
https://x.com/gosokkyu/status/1585114095329898496
https://x.com/gosokkyu/status/1705220228828045506
![Yeah! You Want "Those Games", Right? So Here You Go! Now, Let's See You Clear Them!](/media/boxart/5/5117.png)
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This game, also referred to by the shorthand title "Those Games", is a parody of mobile game advertisements, specifically those that depict fake minigames that are not representative of the actual game once it is downloaded. The game's producer Maya Ito stated at its release that it was developed in just eight months, and came about about from her own desire to play those minigames "thoroughly and to my heart's content!" She described the process of balancing each minigame and trying to turn them into fully realized games as being particularly challenging, and felt that she "could've done some things a little differently" after noticing that players at launch had found many different ways to play the minigames.
![Doodle Champion Island Games](/media/boxart/5/5081.png)
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The game originally began as a smaller interactive Google Doodle game to celebrate the 2020 Summer Olympics and Paralympics in Tokyo, but after the events were delayed to 2021, Google were effectively given another year to expand it into a full-fledged video game with at least two and a half hours of content. This made it the largest interactive Google Doodle produced in the company's history. Their engineers were surprised at the large amount of side quests and dialogue they were able to fit into the game, but they struggled to get the game to run on mobile phones, tablets and desktop computers as it needed to be displayed on Google's front page. They managed to get the game to remember save data by saving it to users' local storage, so the game could be continued at any time. It is not fully known what the game's technological specs are, but the level design and sprite animations were created by Google in Adobe Animate, while the animated cutscenes were created by Japanese animation studio Studio 4°C in Toon Boom Harmony and Adobe After Effects.
Behind-the-scenes video:
https://www.youtube.com/watch?v=hy7tHQUR3TM
Washington Post article:
https://www.washingtonpost.com/video-games/2021/08/13/olympics-google-doodle-game/
How Long to Beat page for Doodle Champion Island Games:
https://howlongtobeat.com/game/95964
https://www.youtube.com/watch?v=hy7tHQUR3TM
Washington Post article:
https://www.washingtonpost.com/video-games/2021/08/13/olympics-google-doodle-game/
How Long to Beat page for Doodle Champion Island Games:
https://howlongtobeat.com/game/95964
![Yume Nikki](/media/boxart/5/5027.png)
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![Attachment](/media/thumbs/8/18902.png)
Additionally, Dense Woods A's layout was redesigned in Version 0.07 to remove a gate that originally led to Mural World. Instead, the upper path is expanded to loop over to the western portion of the main road in Dense Woods A, and the remaining gate leading to Puddle World was redesigned.
The Cutting Room Floor article:
https://tcrf.net/Proto:Yume_Nikki/Map_and_Event_Differences/Minor_Maps#Dense_Woods_A
YouTube video showing the use of a noclip glitch to access the offscreen jellyfish in Version 0.10:
https://www.youtube.com/watch?v=z9gNNPmZxd8
https://tcrf.net/Proto:Yume_Nikki/Map_and_Event_Differences/Minor_Maps#Dense_Woods_A
YouTube video showing the use of a noclip glitch to access the offscreen jellyfish in Version 0.10:
https://www.youtube.com/watch?v=z9gNNPmZxd8
![Yume Nikki](/media/boxart/5/5027.png)
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![Attachment](/media/thumbs/8/18893.png)
This early iteration consequently made Block World one of only two areas in the game that featured more than one effect (the second being the Hat & Scarf effect, which is obtainable from Block World in all known builds). From Version 0.07 onward, this distinction is only held by Mural World (which features both the Blonde and Long Hair effects).
![Yume Nikki](/media/boxart/5/5027.png)
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![Attachment](/media/thumbs/8/18882.png)
However, three areas of the game were not properly accounted for during the conversion process: the second room in Neon Tile Path, the room full of beds in Number World, and the Pink Sea all play the regular footstep sound regardless of whether or not Madotsuki has the Witch effect equipped and active. Additionally, these areas still contain leftover event data from Version 0.09's method of swapping between the two tilesets. Because the indexes for the game's tiles were altered concurrently with the streamlining of the broom code, triggering these leftover events with cheats instead swaps out the maps' graphics with ones from other areas:
• The pyramids in the second room of Neon Tile Path are replaced with Henkei Shita heads from Footprint Path A, and sitting down changes the entire tileset to that of Snow World, with the background additionally changing from solid black to solid white. It reverts back to the mostly complete Neon Tile Path tileset when Madotsuki sits back up.
• The tileset for the room full of beds in Number World is replaced with that of Forest World, temporarily reverting back to the proper visuals whenever Madotsuki sits down. The background, however, is unaffected.
• The Pink Sea is completely blacked out, as the game attempts to call blank divider tiles when in this state.
![Yume Nikki](/media/boxart/5/5027.png)
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![Attachment](/media/thumbs/8/18878.png)
Furthermore, the game contains unused graphics for a stairway that matches the visuals of the Martian surface, and the Martian underground features several flights of stairs at the beginning. This indicates that the underground was originally meant to be accessed via the unused stairway rather than needing Madotsuki to activate the Midget effect, with the summit's layout being changed concurrently with the altered entrance. The Yumesyuusei Patch and all releases based on it (including the official English release) remove the data for 階段←↓, though the unused stair tiles are unaffected.
Additionally, the game's code contains tiles for doors on the walls of the Martian underground, indicating that the sub-area was originally planned to feature multiple rooms rather than just one. This, combined with the unused alternate entrance, implies that Kikiyama had to leave Mars incomplete for unknown reasons, polishing up what was already completed late into Version 0.10's development.
The Cutting Room Floor articles:
https://tcrf.net/Yume_Nikki#Mars_Stairs
https://tcrf.net/Yume_Nikki/Unused_ChipSet_Graphics#Mars
https://tcrf.net/Yume_Nikki#Mars_Stairs
https://tcrf.net/Yume_Nikki/Unused_ChipSet_Graphics#Mars
![Yume Nikki](/media/boxart/5/5027.png)
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![Attachment](/media/thumbs/8/18873.png)
One noteworthy casualty from the layout change is the removal of various head-like figures scattered across Neon World in Version 0.09. These figures are not seen anywhere in Version 0.10, making them the only documented "characters" that were outright removed (rather than relocated) in a later update.
![Yume Nikki](/media/boxart/5/5027.png)
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![Attachment](/images/display/audio.png)
Additionally, the early version of Lamp World featured background music that is not present anywhere in Version 0.08 onward; this track was also used for the Face Carpet area in Forest World before it was concurrently replaced in Version 0.08 with the background music for the hot springs building in the Wilderness, played at 70% speed.
![Gabriel Knight 3: Blood of the Sacred, Blood of the Damned](/media/boxart/5/5072.png)
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The game is notable for two puzzles considered by fans and critics to respectively be one of the best and worst ever made for an adventure game.
The puzzle "Le Serpent Rouge" ("The Red Snake") involves decoding torn-up poem stanzas by hunting for information during the game and solving geometric mapping puzzles. This puzzle was widely praised for its overarching complexity and intriguing nature regardless of the player's interest in the real-life mysteries of Rennes-le-Château, a Southern French commune crucial to the game's plot that has been covered in various books and conspiracy theories. The poem was originally included in the "Secret Files of Henri Lobineau", a 1967 dossier about the fraternal organization the Priory of Sion, and was modified to make the puzzle solvable. Lead designer Jane Jensen named it her favorite and most challenging puzzle, designing it around the game's fully controllable 3D camera.
Meanwhile, a puzzle designed by producer Steven Hill was disliked internally and was meant to be replaced with a puzzle by Jensen, but they were forced to leave it in the game due to time constraints. It starts with Gabriel Knight finding that his friend Detective Mosely arrived in France the night before in a tour group and is scheduled to rent a motorcycle that day, so he goes to rent one himself. The nearsighted rental stand clerk requires a passport to confirm arrivals, revealing that the only rides he has left are a bike saved for Mosely and a cheap scooter. To get the bike, Knight plans to disguise as Mosely by Spoiler:stealing his coat and passport, and hiding his long blonde hair in a hat, despite putting it in a visible ponytail. He then draws a mustache on Mosely's passport photo to obscure their facial differences, goes to a shed, puts masking tape on a hole in the shed door, sprays a nearby cat with water causing it to run into the tape and stick fur to it, and applies it to his face with some maple syrup from breakfast to make a fake mustache. The disguise inexplicably works, and Knight gets the bike.
Moreso than Le Serpent Rouge was praised, the disguise puzzle was roundly criticized for its lack of hints, the impossibility of Knight convincingly impersonating Mosely, and the cartoonish roundabout way of Spoiler:making the mustache clashing with the game's serious tone. Critics felt that while it was not the most difficult puzzle, the solution was too absurd for the average player to think it would work. The most scathing review came from future Valve writer Eric Wolpaw, who blamed Jensen for the poor design (it was not known at the time that she did not design it), and called the process of Spoiler:making the mustache "deranged", controversially declaring it was proof that adventure games "committed suicide". While Jensen disliked the puzzle, she thought it being the death of adventure games was "kinda overblown", and the "length of the sequence and the lack of hints" was what made it bad.
The puzzle "Le Serpent Rouge" ("The Red Snake") involves decoding torn-up poem stanzas by hunting for information during the game and solving geometric mapping puzzles. This puzzle was widely praised for its overarching complexity and intriguing nature regardless of the player's interest in the real-life mysteries of Rennes-le-Château, a Southern French commune crucial to the game's plot that has been covered in various books and conspiracy theories. The poem was originally included in the "Secret Files of Henri Lobineau", a 1967 dossier about the fraternal organization the Priory of Sion, and was modified to make the puzzle solvable. Lead designer Jane Jensen named it her favorite and most challenging puzzle, designing it around the game's fully controllable 3D camera.
Meanwhile, a puzzle designed by producer Steven Hill was disliked internally and was meant to be replaced with a puzzle by Jensen, but they were forced to leave it in the game due to time constraints. It starts with Gabriel Knight finding that his friend Detective Mosely arrived in France the night before in a tour group and is scheduled to rent a motorcycle that day, so he goes to rent one himself. The nearsighted rental stand clerk requires a passport to confirm arrivals, revealing that the only rides he has left are a bike saved for Mosely and a cheap scooter. To get the bike, Knight plans to disguise as Mosely by Spoiler:stealing his coat and passport, and hiding his long blonde hair in a hat, despite putting it in a visible ponytail. He then draws a mustache on Mosely's passport photo to obscure their facial differences, goes to a shed, puts masking tape on a hole in the shed door, sprays a nearby cat with water causing it to run into the tape and stick fur to it, and applies it to his face with some maple syrup from breakfast to make a fake mustache. The disguise inexplicably works, and Knight gets the bike.
Moreso than Le Serpent Rouge was praised, the disguise puzzle was roundly criticized for its lack of hints, the impossibility of Knight convincingly impersonating Mosely, and the cartoonish roundabout way of Spoiler:making the mustache clashing with the game's serious tone. Critics felt that while it was not the most difficult puzzle, the solution was too absurd for the average player to think it would work. The most scathing review came from future Valve writer Eric Wolpaw, who blamed Jensen for the poor design (it was not known at the time that she did not design it), and called the process of Spoiler:making the mustache "deranged", controversially declaring it was proof that adventure games "committed suicide". While Jensen disliked the puzzle, she thought it being the death of adventure games was "kinda overblown", and the "length of the sequence and the lack of hints" was what made it bad.
Gabriel Knight 3: Blood of the Sacred, Blood of the Damned - Le Serpent Rouge poem and walkthrough:
https://www.youtube.com/watch?v=y7b47CJrnyc
https://sierrachest.com/index.php?a=games&id=39&title=gabriel-knight-3&fld=walkthrough&pid=101
Hunting Shadows: The Making of Gabriel Knight - Chapter 5:
https://web.archive.org/web/20200513021453/https://episodiccontentmag.com/2015/11/20/hunting-shadows-the-making-of-gabriel-knight-chapter-5-of-5/
Anastasia Salter - "Jane Jensen: Gabriel Knight, Adventure Games, Hidden Objects" (2017) - Influential Video Game Designers. Bloomsbury Publishing USA. ISBN 978-1501327452. (Pages 58-60):
https://books.google.com/books?id=cPEkDgAAQBAJ
Jane Jensen Adventure Gamers interview:
https://web.archive.org/web/20190715214638/https://adventuregamers.com/articles/view/18170
Le Serpent Rouge real poem article:
https://www.renneslechateau.nl/2012/01/13/the-red-serpent/
Le Serpent Rouge puzzle miscellaneous Adventure Gamers acclaim:
https://web.archive.org/web/20210715000329/https://adventuregamers.com/articles/view/18643/page/page4/page7/page10/N100/page15
https://web.archive.org/web/20170428013712/http://www.adventuregamers.com/articles/view/17459
https://web.archive.org/web/20170311222718/http://www.adventuregamers.com/articles/view/18586
Computer Gaming World - Issue #179, June 1999 (Page 63 in magazine):
https://archive.org/details/Computer_Gaming_World_Issue_179/page/n66/mode/1up?q=serpent
The Games Machine - No. 6, March 2008 (Page 68 in magazine):
https://archive.org/details/the-games-machine-italia-speciali-06/page/n67/mode/1up?q=serpent
Detective Mosely tour group context just before the puzzle:
https://www.youtube.com/watch?v=9hjzZ0z4b5E
Disguise puzzle footage:
https://www.youtube.com/watch?v=5hpcmJLrseI
https://www.youtube.com/watch?v=Xx3D9xb_sFg
Kotaku interview snippet:
https://web.archive.org/web/20200619041238/https://kotaku.com/how-we-survived-adventure-gamings-most-hair-tearingly-r-5903932
Computer Gaming World - Issue #189, April 2000 (Pages 74-75):
https://archive.org/details/Computer_Gaming_World_Issue_189
Old Man Murray (Eric Wolpaw) - Death of Adventure Games:
https://web.archive.org/web/20200405052244/http://www.oldmanmurray.com/features/79.html
Gamasutra interview mentioning impact of Old Man Murray blog post:
https://web.archive.org/web/20200618200402/https://www.gamasutra.com/view/feature/134850/spyparty_and_the_indie_ethos_.php?page=3
GamesRadar+ article:
https://web.archive.org/web/20200603224407/https://www.gamesradar.com/the-top-7-stupidest-puzzles/4/
InVisible Culture article (counterargument about the "death of adventure games"):
https://web.archive.org/web/20200622204402/http://ivc.lib.rochester.edu/the-kinesthetic-index-video-games-and-the-body-of-motion-capture/
https://www.youtube.com/watch?v=y7b47CJrnyc
https://sierrachest.com/index.php?a=games&id=39&title=gabriel-knight-3&fld=walkthrough&pid=101
Hunting Shadows: The Making of Gabriel Knight - Chapter 5:
https://web.archive.org/web/20200513021453/https://episodiccontentmag.com/2015/11/20/hunting-shadows-the-making-of-gabriel-knight-chapter-5-of-5/
Anastasia Salter - "Jane Jensen: Gabriel Knight, Adventure Games, Hidden Objects" (2017) - Influential Video Game Designers. Bloomsbury Publishing USA. ISBN 978-1501327452. (Pages 58-60):
https://books.google.com/books?id=cPEkDgAAQBAJ
Jane Jensen Adventure Gamers interview:
https://web.archive.org/web/20190715214638/https://adventuregamers.com/articles/view/18170
Le Serpent Rouge real poem article:
https://www.renneslechateau.nl/2012/01/13/the-red-serpent/
Le Serpent Rouge puzzle miscellaneous Adventure Gamers acclaim:
https://web.archive.org/web/20210715000329/https://adventuregamers.com/articles/view/18643/page/page4/page7/page10/N100/page15
https://web.archive.org/web/20170428013712/http://www.adventuregamers.com/articles/view/17459
https://web.archive.org/web/20170311222718/http://www.adventuregamers.com/articles/view/18586
Computer Gaming World - Issue #179, June 1999 (Page 63 in magazine):
https://archive.org/details/Computer_Gaming_World_Issue_179/page/n66/mode/1up?q=serpent
The Games Machine - No. 6, March 2008 (Page 68 in magazine):
https://archive.org/details/the-games-machine-italia-speciali-06/page/n67/mode/1up?q=serpent
Detective Mosely tour group context just before the puzzle:
https://www.youtube.com/watch?v=9hjzZ0z4b5E
Disguise puzzle footage:
https://www.youtube.com/watch?v=5hpcmJLrseI
https://www.youtube.com/watch?v=Xx3D9xb_sFg
Kotaku interview snippet:
https://web.archive.org/web/20200619041238/https://kotaku.com/how-we-survived-adventure-gamings-most-hair-tearingly-r-5903932
Computer Gaming World - Issue #189, April 2000 (Pages 74-75):
https://archive.org/details/Computer_Gaming_World_Issue_189
Old Man Murray (Eric Wolpaw) - Death of Adventure Games:
https://web.archive.org/web/20200405052244/http://www.oldmanmurray.com/features/79.html
Gamasutra interview mentioning impact of Old Man Murray blog post:
https://web.archive.org/web/20200618200402/https://www.gamasutra.com/view/feature/134850/spyparty_and_the_indie_ethos_.php?page=3
GamesRadar+ article:
https://web.archive.org/web/20200603224407/https://www.gamesradar.com/the-top-7-stupidest-puzzles/4/
InVisible Culture article (counterargument about the "death of adventure games"):
https://web.archive.org/web/20200622204402/http://ivc.lib.rochester.edu/the-kinesthetic-index-video-games-and-the-body-of-motion-capture/
![Freddy in Space 3: Chica in Space](/media/boxart/4/3897.png)
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Freddy in Space 3: Chica in Space - NSFW Island featuring all of these enemies:
https://www.youtube.com/watch?v=UhPauSJ2GVU
Love Taste Toy Chica:
https://www.deviantart.com/dontneedthegun/art/Come-on-y-know-you-wanna-hug-her-880342061
Toy Bonnie in Five Nights in Anime:
https://www.youtube.com/watch?v=ZQvdQu_mabQ
Freddy in Space 2 teaser controversy and Scott Cawthon statement:
https://www.youtube.com/watch?v=YTU-QIc9sGM
https://www.reddit.com/r/fivenightsatfreddys/comments/db4sh0/about_that_fnafworld_teaser/?rdt=42071
Foxy Coming for your Booty:
https://www.youtube.com/watch?v=Lmz4KDE5z3I
https://knowyourmeme.com/photos/811629-foxy
https://www.youtube.com/watch?v=UhPauSJ2GVU
Love Taste Toy Chica:
https://www.deviantart.com/dontneedthegun/art/Come-on-y-know-you-wanna-hug-her-880342061
Toy Bonnie in Five Nights in Anime:
https://www.youtube.com/watch?v=ZQvdQu_mabQ
Freddy in Space 2 teaser controversy and Scott Cawthon statement:
https://www.youtube.com/watch?v=YTU-QIc9sGM
https://www.reddit.com/r/fivenightsatfreddys/comments/db4sh0/about_that_fnafworld_teaser/?rdt=42071
Foxy Coming for your Booty:
https://www.youtube.com/watch?v=Lmz4KDE5z3I
https://knowyourmeme.com/photos/811629-foxy
![The Witch and the Hundred Knight](/media/boxart/5/5004.png)
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Originally, Nippon Ichi Software considered making The Witch and the Hundred Knight an open-world game, but this was ultimately scrapped in favor of focusing on the game's 3D graphics technology.
![Jurassic Park: Operation Genesis](/media/boxart/5/4948.png)
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![Attachment](/media/thumbs/8/18627.png)
![Dark Souls](/media/boxart/1/92.png)
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Lost Izalith was originally going to be a swampy area like the bottom of Blighttown. However, FromSoftware didn't want it to be a swamp and so it was redesigned to be a lava field, but the team couldn't completely redesign the place the way they wanted to due to time constraints.
![Kingdom Hearts](/media/boxart/1/232.png)
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In the Bizarre Room in Wonderland, the fireplace's flames can be "put out" if Sora attacks the fireplace's grated opening with a Blizzard spell, and it can be lit anew if the grated opening is hit with Fire magic instead. Being able to put out the fire makes the second phase of the Trickmaster Heartless boss fight even easier, as the frantic boss cannot light their juggling apparatuses and fling their own Fire at Sora. This is also possibly why the Cheshire Cat gifts Sora a Blizzard spell/upgrade when Sora obtains and shows him at least the Claw Marks piece of evidence during Alice's trail, and also why the grated opening itself is able to be locked onto.
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