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Devil May Cry
1
When the development of the game shifted from being Resident Evil 4 many of the enemies had to be altered.

"As far as design goes, Beelzebub was completely unchanged. However, its polygon count was much lower than when the game was "RE 4". The same goes for Blade, minus the armor. It was original, a Hunter for "RE'. You know how Phantom has flames running through its body? In "RE 4", that was going to be blood instead. Also, if you just make Griffon a bit more ragged-looking, that's basically his "RE 4" design. As soon as we switched to "DMC", we were told to patch up our monsters. Give them some first aid, if you will. They were original, zombie-like creatures, so we had to extract that zombie virus and make them healthy again. (laughs)"
Mega Man ZX
1
Attachment Area N can be accessed from the Transerver room in Area M-3. In this area, while on Normal or Hard difficulty, you can obtain a Mysterious Rock after defeating either Spoiler:Omega (in his Zero form) from Mega Man Zero 3, or Spoiler:eight bosses with four each culled from Mega Man Zero 3 and Mega Man Zero 4. In order to access either set of four bosses in the latter method, you must be playing on an original DS or DS Lite, as the Game Boy Advance cartridges for either Zero 3 or Zero 4 must be inserted to gain access to them. In Mega Man Zero/ZX Legacy Collection, you can select either game to use for this bonus content via Link Mode before starting up Mega Man ZX.

After obtaining the Mysterious Rock, you can take it to Fleuve who will analyze and transform it into Spoiler:the Biometal Model O, allowing Vent or Aile to turn into Omega and use all of his attacks.
Devil May Cry
1
Attachment According to Yuichiro Hiraki, the game was originally going to feature quick time events. Their implementation was scrapped due to mostly time constraints. Hideki Kamiya had a specification document that had a storyboard detailing an action sequence between Dante and a Blade.

"There were going to be a bunch of OTEs, like when Dante just barely dodges the pursuing Phantom. But we were... a bit frazzled at the time. so we begged and pleaded to have no QTEs. (laughs) That was just one gameplay element that was never realized. mostly because of time constraints."
Devil May Cry
1
Dante's deflecting animation was actually a reversed basic swinging animation. It was originally meant to be a temporary placeholder until the motion artist, Yuichiro Hiraki, made a new one. However, he never ended up make a new animation, which went unnoticed by the staff until the development of Devil May Cry 2 began, when that game's motion artist, Hiroyuki Nara, discovered the oversight.
Devil May Cry
1
According to Yuichiro Hiraki, the movements for the Stinger attack and Dante's use of Ifrit were inspired by the 1986 film, Cobra.
Devil May Cry
1
According to Yuichiro Hiraki, the aerial combat and juggling combos were inspired by launching attacks performed in Virtua Fighter and Tekken.

"I specialize in fighting games, and I've always personally been a fan of "Virtua Fighter" [hereinafter referred to as "VF"). But the "VF" game that came out around that time just didn't sell well at all. I guess people weren't impressed? But I thought the fighting moves were amazing! I was really into it. The only problem is that I had no one to play against, because the only way to play was with two people using an Astro City cabinet. (laughs)

In "VF", ordinary moves couldn't be canceled into special moves. so juggling launchers were the best option for combos. So when it comes to combos in polygon-based games. I think the best way to do it is with those same launchers. I brought that line of thinking to "DMC"."
Devil May Cry
1
According to the game's motion artists, Tomoya Ohtsubo and Yuichiro Hiraki, the game was not going to feature the ability to jump early in development. Hideki Kamiya himself was against having the ability to jump and had to be convinced of its addition.

"We eventually wore him down with the argument that a 3D game with so much action simply had to include the ability to jump. He relented in the end, albeit bitterly. Maybe he was thinking about how much extra work it would add?

But once it was decided. Kamiya-san's mood picked up. After jumping was implemented, he didn't hold back. exclaiming. "How about a double jump?" The stage designers weren't so pleased. We didn't build these stages to be viewed from such a high perspective'. they said. (laughs) But they did their best to adjust everything, only to be blindsided again by the introduction of the flying Devil Trigger mode. (laughs) We were on the sidelines of all this, but I felt bad for the stage designers, who went from stages designed for no jumping. to jumping, to double-jumping, and finally Devil Trigger mode flying."
Devil May Cry
1
According to the motion artist, Yuichiro Hiraki, the shotgun "Coyote" was a leftover asset from Resident Evil 4's development. The idea of Dante wielding the shotgun one-handed was inspired by the use of shotguns in the Mad Max franchise.

"The shotgun was planned for "RE 4", so we already had its basic motions in place to some extent. But what can you do with a shotgun besides hold and fire it normally, with two hands? That's not stylish at all. But what if it's fired one-handed? That's how they did it in "Mad Max", after all. Given that the shotgun was a leftover asset from ''RE". I decided to do something even more unconventional with it; Dante would reload it with one hand. That touch really helped me break away from the shadow of "RE."
Dead or Alive
subdirectory_arrow_right Dead or Alive (Game)
2
In the original version of the game, Kasumi was originally going to have a fighting style based on rapidly spinning. However, the hardware for the Model 2 engine could not handle the speed required for the technique. So the concept was scrapped. The idea was reintroduced when retooling the game for the PlayStation. Since the console was able to support a fast rotating character, a new character was added to the roster with the original idea for the fighting style. This character ultimately became Ayane, in the final game.
Dead or Alive
1
Tina's hair color was originally meant to be blonde. However, the Model 2 hardware had difficulty rendering yellow in the game. This is why Tina's hair is brown. The issue was fixed in subsequent installments and updates to the game.
Dead or Alive
1
According to Itagaki, Gen Fu was likely inspired by the Xinyi Liuhe practitioners from the 1988 manga series, Kenji.
Dead or Alive Xtreme Beach Volleyball
1
Lisa was originally going to be named Monica. However, because of the allegations surrounding then-United States President Bill Clinton, the name "Monica" would draw too much negative attention. So the name was abandoned and eventually changed to Lisa.
Dead or Alive 3
1
According to the series creator, Tomonobu Itagaki, Omega was originally planned to have Genra split into four and attack the player with different spells. The plan was abandoned when the process didn't work.
Deltarune
1
Attachment Within the data for Chapter 2 is an unused attack for Spoiler:Spamton NEO in which the player is limited to shifting the SOUL between three horizontal planes while dodging oncoming oversized bullets. This attack functions identically to the Purple SOUL mechanic in Undertale, implying that at one point, Spoiler:the Spamton NEO fight was intended to be based around that rather than the Yellow SOUL mechanic.
Deltarune
1
Within the data for Chapter 1 is an unused attack for Spoiler:Jevil that consists of multiple spades converging into the center of the Bullet Board in a cross pattern. This attack would eventually be repurposed for the rematch against Berdly in Cyber City during Chapter 2, albeit with tornados in place of spades.
Deltarune
1
Attachment During the battle tutorial in Chapter 1, if the player repeatedly selects "FIGHT" and misses Kris's attack, Ralsei will grow increasingly agitated, eventually abandoning the tutorial altogether after ten misses and blaming himself for being a poor instructor.

Additionally, the third time Kris's attack misses, Ralsei's response will contain a typo in it, featuring an 8 mistakenly typed to the left of the asterisk that usually starts a line of in-game text.
Street Fighter V
1
Menat's moveset has some divergences between the Japanese and English names. Both the Japanese and English names are filled with references to Egyptian mythology:

•Overflowing Nile in the Japanese version is ナイルの氾濫 Nairu no hanran (“Flooding of the Nile”). Nile floodings have exceptional importance for both ancient and modern Egyptians.

•Wisdom of Thoth was ジェフティの知恵 Jefuti no chie, “Wisdom of Thoth”. This discrepancy in spelling is due to the Japanese using one of the most common of Thoth’s transliterations, from his ancient Egyptian name ḏḥwty, also pronounced as Jehuti amongst other spellings.

•Left Eye of the Lion is 獅子の左目 Shishi no hidarime (“Lion Left Eye”, or “the Left Eye who is a Lion”). This alludes to Sekhmet, the lion goddess of war and destruction.

•Judgement of Anubis is 黒犬の審判 Kuroinu no shinpan ("Judgement of the black dog"). The Japanese name comes from the fact that he has a jackal’s (or black dog) head.

•Divine Retribution is a generic adaptation of the original 罪人を喰らう顎 Zainin wo kurau ago (“The jaws that eat the sinner"), an allusion to the goddess Ammit, the monster who devours the dead whose heart ends up being heavier than the feather of Ma'at.

•Khamun Kick is カーメンキック Kāmen Kikku, and derives from a common liberty the Japanese took with Ancient Egyptian language: coming from Tutankhamun's name, the most famous of all the pharaohs. His name in Ancient Egyptian is Twt ˁnḫ Jmn, "living" ˁnḫ, better known as ankh) "image" (twt) "of Amun" (Jmn). Amun's name was written first for respect towards the god, even if it was pronounced last. Given that Tut, Ankh and Amun are single words, "Khamun" doesn't make sense in context. Nevertheless, Japanese already popularised the use of カーメン kāmen as an ancient Egyptian reference, maybe prompted by the fact that the Japanese 仮面 kamen means "mask" and Tutankhamun's funerary mask is well known.

•Guardian of the Sun is in Japanese 太陽の守護者 Taiyō no shugosha, a direct translation. This references Khepri, the beetle Sun god. Khepri rolls the Sun across the sky, and he is visible on Menat's nape.

•The Nefertem is in Japanese ウン・ネフェル Un - Neferu. Nefertem is the lotus god of scent and good perfumes, as well as the son of Sekhmet. On the other hand, the Japanese name doesn't actually reference Nefertem, because the title wnn nfr, variously transliterated "Wenennefer", "Wenufer" or Unnefer, "The perfect one", "The happy one", is one of the epithets of Osiris.
Transformers
1
Attachment There is an unused Game Modes tab on the disc that comes with data suggesting that there were other game modes planned like "Boss Mode" and "Explore Mode", however no further data exists on these modes.
Transformers
1
There are a total of 21 unused Mini-Cons in the game's data, some of which appear as text strings while the rest appear to resemble JSON files. However, two were extensively worked on before being scrapped. The first one was called "Endgame" and would have summoned large "holes in the fabric of space" that would have sucked enemies and objects into them. The second dropped Mini-Con is called "Bug-Out" and would have called upon "Emergency Warp Gates". Although Endgame was scrapped, his model was reused for in-game Mini-Cons Discord, Twister, and Overwatch.
person PirateGoofy calendar_month November 10, 2021
The Cutting Room Floor articles:
https://tcrf.net/Transformers_(PlayStation_2,_International)#Unused_Mini-Con_Abilities
https://tcrf.net/Transformers_(PlayStation_2,_International)/Misc._Mini-Cons
Street Fighter V
1
Contrary to popular belief, Menat's name doesn't come from Arabic, even though that's the language spoken in modern-day Egypt. The character's name actually comes from "menat", a necklace which was used in ancient Egypt as a musical instrument for cultic dances and religious processions rather than a necklace proper.
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