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The Legend of Valkyrie
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Attachment In the 1991 World of Valkyrie storybook, there are 2 unused concept art characters that did not make it into the game. The Stone Giant was envisioned as a boss, with one of the 4 Mythical Faeries would have been imprisoned inside of him. The faerie is shown confined in a cursed tree cage by Kamooz.
Fatal Fury 3: Road to the Final Victory
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According to the SNK team in a 1995 Neo Geo Freak Magazine interview, Franco Bash's fighting style of kickboxing was implemented into the game after Joe Higashi, noted by fighting using kickboxing's "rival" style Muay Thai, had his storyline shift away from being one of the main focuses of the series, upon which the SNK team decided that there was enough room for another kick-centered fighting style.
Fatal Fury Special
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According to the SNK team in a 1995 Neo Geo Freak Magazine interview, Geese Howard's "Wicked Shadow Fist" move was going to be in Fatal Fury Special, but did not make the cut due to time constraints. However, Geese's move did return in Fatal Fury 3: Road to the Final Victory as it was on the SNK team's "must add" list from the very beginning of the development.
Ultima IV: Quest of the Avatar
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The game's designer Richard Garriott stated that the metal ankh is based on from the 1976 film "Logan's Run".
Chuchel
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Attachment The character of Chuchel is based on the personalities of the game's designer Jaromír Plachý and his pet black dog Anca.
Tekken 3
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Attachment In the United Kingdom, a poster promoting the PlayStation version of Tekken 3 prominently depicted a dead body with a severed leg in a morgue. In response, Britian's Advertising Standards Authority (ASA) forced Sony to remove the poster and promptly banned it, believing the ad was "macabre" and likely to cause offence. Additionally, the ASA forced Sony to have all future poster ad campaigns be examined by them prior to publication. Sony defended the ad, claiming it was meant to show "a surreal situation by positioning the body parts in the manner reminiscent of a cartoon character". Despite the explanation, the ASA stood by their decision.
Platform: Nintendo 64
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It's possible to play Japanese-region Nintendo 64 games on a U.S. Nintendo 64 console by replacing the cartridge's back panel with a back panel of any U.S. region Nintendo 64 game to bypass the region-locking tabs found within the system's cartridge slot.
Ghosts 'n Goblins
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The Famicom version of the game released in 1986 was the first Famicom game to utilize a 128 kilobyte cartridge.
Dead or Alive 5
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Attachment Tina's 3rd and 5th costumes are based on an outfit of real-life WWE pro-wrestler Maryse.
Dead or Alive 6
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NiCO was originally intended to be Russian, and her Japanese voice actress Sumire Uesaka was originally chosen for her Russian language skills. However, after changing NiCO to be Finnish, Uesaka's language skills ended up not being put to use.
Sonic the Hedgehog 2
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According to the July 1997 edition of SEGA Magazine in a developer interview, Yuji Naka stated that he added the ability to perform a Spin Dash while crouching and standing still, named the "Super Spin Dash", to make it easier for players in response to critiques of the first game where players had trouble performing the normal, running version of the Spin Dash:

"As for our new additions to Sonic 2, they began and grew out of our dissatisfactions from the first game. The idea for the super spin dash, for instance, came directly from one of those complaints—namely that beginners couldn’t do the loop-de-loops very well, and if they made a mistake they couldn’t get the momentum back to loop through it. That was annoying. So what if he could dash from a stopped position…? Then we had the image of him spinning in a ball to accelerate, and rendering it graphically helped the idea take further shape."

In a 1993 Beep! Mega Drive interview with several Sega employees, Naka first stated about the Super Spin Dash:

"It came about when we were reflecting on opinions of the first game. We were actually planning on including one other such ability. We also talked about using the B and Up buttons, but that was never realized."
Final Fantasy III
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Attachment According to the game's artist Yoshitaka Amano from a 1987 Beep Magazine interview, Square told him to make an illustrated cover of a character (Onion Knight) wielding 2 blades. Originally, Amano wanted to draw a landscape-style drawing with no human characters, but he changed it since it was an illustration for a video game, and was later glad he did as he felt the game's final cover had more impact.
Final Fantasy V
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According to director/writer Hironobu Sakaguchi and writer Yoshinori Kitase, Final Fantasy V marked the first time they worked together on a game. Kitase then commented about their working relationship during the game's development:

"Mr. Sakaguchi and I worked on [the game's] events in a relay, so when we would go to work, the first thing we'd do is check the data the other had put up to check the continuity. We'd see each other's work and think 'I'll make something even better!' in a sort of competition."
Days Gone
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Attachment In the Japanese release, due to the CERO rating system restricting certain graphic elements from appearing in games released in the country even with the highest rating of CERO-Z, a cutscene of Boozer getting his arm burnt with a blowtorch by the Rippers was altered by shifting the camera angle of the scene towards Boozer's face to imply he is getting burnt off-screen.
Twinkle Star Sprites
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Attachment In a 1996 Gamest interview, some of the featured concept art shows designs for 2 characters named "Marisu" and "Teresu" who were not included in the final game. The game's character designer Mimori Fujinomiya commented:

"These were characters looked too much like ripoffs of the koropokkuru, so I abandoned them. Their personalities were too similar to Macky and Pentell, anyway. I do like their Robo-Dog though."
Shining Force
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Attachment In a 1992 Famicom Tsuushin interview with the game's producer/designer Hiroyuki Takahashi, he stated that Jogurt/Yogurt was originally just a sketch character made by game's character designer Yoshihiro Tamaki. Tamaki thought the idea would be great to have a completely out-of-place character in the game's battles.

In a 1992 developer team interview featured in the Shining Force Encyclopedia, Tamaki admitted the character was created partially as a joke and before any of the official concept art had been completed. He also stated that Jogurt's face is based on the game's director Kenji Orimo.
Mortal Kombat 11
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English dub voice actor Karen Strassman, known for Kitana & Mileena from Mortal Kombat (2011) and Mortal Kombat X, did not return to voice her characters for Mortal Kombat 11, citing internal politics in the gaming industry that affected the game's casting.
Franchise: Street Fighter
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In a 2019 "ESPN Esports" video/interview between ESPN commentator Arda Ocal & professional boxer Mike Tyson, Ocal asked him about Balrog (who made his first appearance in Street Fighter II under the name M. Bison, but had his name changed to Balrog in the English localization due to the close similarities to "M. Tyson") and if he knew about the game and his influence on Balrog's character design. Tyson responded that he knew nothing about either Street Fighter or Balrog, but that he was honored by Capcom's impersonation of him upon seeing it for the first time.
Dungeons & Dragons: Tower of Doom
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In a 1996 interview published in a Dungeons & Dragons mook (magazine & book portmanteau) covering Dungeons & Dragons: Shadow over Mystra and this game, the developers were asked why they choose Dungeons & Dragons as the setting. The game's designer Tomoshi Sadamoto responded:

"It was TSR, the copyright holder of D&D, who came to us first and talked about doing a game. However, an agreement could not be reached at that point and the project was on hold for awhile. Sometime later a compromise was reached, and we were able to start working on the first game, Tower of Doom."

He also admitted that from the beginning, the game was only intended for the arcade.
Final Fantasy VI
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Attachment In a 1994 Hippon Super and Game-on magazines interview, the game's field graphics designer Tomoe Inazawa wanted the Serpent Trench's ocean floor less shallow-looking by making it darker and more impenetrable, realistic and alluring than how the ocean appeared in previous Final Fantasy games:

"Well, in reality, that’s how the ocean floor is: dark and impenetrable. What has been depicted in earlier games is really a shallower image of the ocean. So I was thinking about how to convey something more realistic, so I made it dark. Dark and alluring."
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