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Pokémon Pokopia
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Michael Jordan: Chaos in the Windy City
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Latest Trivia
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Pokémon Pokopia was first conceived during the development of Pokémon Scarlet and Violet by director Shigeru Ohmori, who had been looking for new directions for the series to go in. Thinking back to his work as a map designer for Pokémon Ruby and Sapphire, Ohmori decided to develop a game where the player could create their own Pokémon habitats. Due to the game being a sandbox game, The Pokémon Company recommended Omega Force, a division of Koei Tecmo that had previously worked on similar titles such as Dragon Quest Builders 2 to work on the game.
VGC article:
https://www.videogameschronicle.com/features/pokemon-pokopia/
GNN article (in Chinese):
https://gnn.gamer.com.tw/detail.php?sn=300056
https://www.videogameschronicle.com/features/pokemon-pokopia/
GNN article (in Chinese):
https://gnn.gamer.com.tw/detail.php?sn=300056
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HardcoreGaming101 article:
http://www.hardcoregaming101.net/heavenly-guardian/
Wired article:
https://web.archive.org/web/20090819060958/http://www.wired.com/gamelife/2007/08/full-kiki-kai-w/
http://www.hardcoregaming101.net/heavenly-guardian/
Wired article:
https://web.archive.org/web/20090819060958/http://www.wired.com/gamelife/2007/08/full-kiki-kai-w/
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When director Tez Okano first pitched the game to Sega's management, they initially didn't believe he was serious about making the game and thus didn't give him a budget. When he pitched the game a second time, this time clarifying that he genuinely wanted to make the game, Sega president Hisao Oguchi agreed to give him a budget. Okano worked on the game in secret for two years before presenting the finalized version, believing that "anything could have happened" if somebody found out about the game's development. Due to Sega's financial status at the time, they authorized the game's release under the belief that it wouldn't hurt the company's image.
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According to former game director Isaac Christopherson in a Twitter Q&A following the release of Chapter 5, the Prototype (who makes his full debut in the chapter) went through various changes compared to his original draft for the game. Although the twist that the Prototype was actually Spoiler:Ollie and him having a jester head were both always planned, his design was originally planned to be more akin to Catnap's shrine seen in Chapter 3, as well as having multiple Grabpacks in his back to lift himself. He also had a different personality, with Christopherson noting that he would "never speak as though he knew he was the bad guy". Additionally, while the idea of having Elliot Ludwig be the human origin of the Prototype was considered, they didn't go through with it due to being "too obvious".
subdirectory_arrow_right Adventures of Tom Sawyer (Game)
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When the game was released in the US, the stage order was almost completely rearranged from the original Japanese release, with the exception of the final stage being the Cave in both versions of the game. Perhaps most notably, the Pirate Ship was the second-to-last level in the original Japanese version, but was changed to be the first level of the US version.
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According to director Goichi Suda, Romeo's design was based on the main character of a cancelled project called "Zombie Rider", whose main character would have been a human-zombie hybrid. The project never came to fruition, but Suda decided to use the design for Romeo, who is similarly half-dead. These ideas were tweaked in the process, such as updating his backstory so that his grandfather Ben used the Dead Gear to bring him back to life.
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The Cutting Room Floor article:
https://tcrf.net/UNBEATABLE#Temporary_album_art
The Cutting Room Floor file page for the placeholder art, showing the date it was uploaded to the site:
https://tcrf.net/File:UNBEATABLE-CustomJacket.png
YouTube video by D-CELL that includes the custom beatmap announcement:
https://www.youtube.com/watch?v=zNzFd2L8q-Q
https://tcrf.net/UNBEATABLE#Temporary_album_art
The Cutting Room Floor file page for the placeholder art, showing the date it was uploaded to the site:
https://tcrf.net/File:UNBEATABLE-CustomJacket.png
YouTube video by D-CELL that includes the custom beatmap announcement:
https://www.youtube.com/watch?v=zNzFd2L8q-Q
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Originally, Marge's megaphone had a limit on how many people she could recruit into her mob. In the final version, however, there is no limit, and she can recruit as many as she wants. In the game engine, her original upgrade would increase the number of mob members she could gather, rather than boosting her blowback strength as it does in the final game.
Debug Text:
https://tcrf.net/The_Simpsons_Game_(PlayStation_3,_Xbox_360)/Unused_Text#Gamehub
Early text string present in E3 2007 build:
https://tcrf.net/Proto:The_Simpsons_Game_(PlayStation_3,_Xbox_360)/July_10,_2007_(E3)#Menus_and_Prompts
https://tcrf.net/The_Simpsons_Game_(PlayStation_3,_Xbox_360)/Unused_Text#Gamehub
Early text string present in E3 2007 build:
https://tcrf.net/Proto:The_Simpsons_Game_(PlayStation_3,_Xbox_360)/July_10,_2007_(E3)#Menus_and_Prompts
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PC Gamer article:
https://web.archive.org/web/20251215230923/https://www.pcgamer.com/games/roguelike/cat-breeding-roguelike-mewgenics-includes-human-conditions-like-autism-and-dyslexia-but-they-arent-just-debuffs-youve-been-given-this-hand-make-it-work/
Tweet by Edmund McMillen showcasing the autistic cat:
https://web.archive.org/web/20250731184534/https://twitter.com/edmundmcmillen/status/1950991241686163458
KnowYourMeme page about the TBH Creature:
https://knowyourmeme.com/memes/tbh-autism-creature-yippee
https://web.archive.org/web/20251215230923/https://www.pcgamer.com/games/roguelike/cat-breeding-roguelike-mewgenics-includes-human-conditions-like-autism-and-dyslexia-but-they-arent-just-debuffs-youve-been-given-this-hand-make-it-work/
Tweet by Edmund McMillen showcasing the autistic cat:
https://web.archive.org/web/20250731184534/https://twitter.com/edmundmcmillen/status/1950991241686163458
KnowYourMeme page about the TBH Creature:
https://knowyourmeme.com/memes/tbh-autism-creature-yippee
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The original mechanic for Bart's slingshot was slightly different. Instead of his ammo being tied to his power meter, Bart's default ammo would have been unlimited. Players could also collect limited special ammo throughout levels, which would increase the slingshot's range and damage. Although this system was not used in the New-Gen version, the special ammo mechanic remained in the Old-Gen and DS versions.
Unused graphics related to the unused special ammo types for each of the levels.
https://tcrf.net/The_Simpsons_Game_(PlayStation_3,_Xbox_360)#simpsons_chars
Unused voiceline dialogue related to the special ammo mechanic.
https://tcrf.net/The_Simpsons_Game_(PlayStation_3,_Xbox_360)/Unused_Voicelines#Bartman_Begins
Unused text strings related to the unused special ammo mechanics:
https://tcrf.net/The_Simpsons_Game_(PlayStation_3,_Xbox_360)/Unused_Text#Bartman_Begins
Unused functions for the special ammo types showing up on the HUD in-game:
https://tcrf.net/User:PolyMars/TSG_Unused_Code#sub_823AF0A0_2
https://tcrf.net/The_Simpsons_Game_(PlayStation_3,_Xbox_360)#simpsons_chars
Unused voiceline dialogue related to the special ammo mechanic.
https://tcrf.net/The_Simpsons_Game_(PlayStation_3,_Xbox_360)/Unused_Voicelines#Bartman_Begins
Unused text strings related to the unused special ammo mechanics:
https://tcrf.net/The_Simpsons_Game_(PlayStation_3,_Xbox_360)/Unused_Text#Bartman_Begins
Unused functions for the special ammo types showing up on the HUD in-game:
https://tcrf.net/User:PolyMars/TSG_Unused_Code#sub_823AF0A0_2
subdirectory_arrow_right Super Mario Galaxy (Game)
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In the 2025 Nintendo Switch version of Super Mario Galaxy, at the start of the mission "Tarantox's Tangled Web", Captain Toad's line from the original game was changed from mentioning only a single Toad to multiple Toads, since none of the Toad Brigade went alone to go looking for the Power Star in the said mission.
Wii version:
https://www.youtube.com/watch?v=b4jRbp311_o#t=1m27s
Nintendo Switch version:
https://www.youtube.com/watch?v=ogy0Exc6fJY#t=2m13s
https://www.youtube.com/watch?v=b4jRbp311_o#t=1m27s
Nintendo Switch version:
https://www.youtube.com/watch?v=ogy0Exc6fJY#t=2m13s
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Gameplay footage of "ball is infinite":
https://www.youtube.com/watch?v=3U98-Fzr-eo
yuzu yuja tweet showcasing the "ball is infinite" art:
http://archive.today/2026.02.11-062219/https://x.com/yuja1227/status/2006168382580695504
Reddit post directly comparing "ball is infinite" and the Sonic CD screen:
https://www.reddit.com/r/Unbeatable/comments/1qvfgqo/noticed_the_album_art_for_ball_is_infinite_seemed/
https://www.youtube.com/watch?v=3U98-Fzr-eo
yuzu yuja tweet showcasing the "ball is infinite" art:
http://archive.today/2026.02.11-062219/https://x.com/yuja1227/status/2006168382580695504
Reddit post directly comparing "ball is infinite" and the Sonic CD screen:
https://www.reddit.com/r/Unbeatable/comments/1qvfgqo/noticed_the_album_art_for_ball_is_infinite_seemed/
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Official audio upload for "(:women_wrestling:)" [full song title contains an emoji in front of the parentheses], artwork credit in the description:
https://www.youtube.com/watch?v=AMEmL5x9MXE
Gameplay footage of "SQUARE UP":
https://www.youtube.com/watch?v=y1YXjhnKwIY
Music video for "SQUARE UP":
https://www.youtube.com/watch?v=0ZVFAkdRMRY
Bluesky post by Bearvamps showcasing the Gumi artwork included in the "SQUARE UP" music video:
https://web.archive.org/web/20260211060308/https://bsky.app/profile/bearvamps.bsky.social/post/3ma63la4ujc2o
YouTube video by D-CELL announcing the first paid DLC pack:
https://www.youtube.com/watch?v=zNzFd2L8q-Q
https://www.youtube.com/watch?v=AMEmL5x9MXE
Gameplay footage of "SQUARE UP":
https://www.youtube.com/watch?v=y1YXjhnKwIY
Music video for "SQUARE UP":
https://www.youtube.com/watch?v=0ZVFAkdRMRY
Bluesky post by Bearvamps showcasing the Gumi artwork included in the "SQUARE UP" music video:
https://web.archive.org/web/20260211060308/https://bsky.app/profile/bearvamps.bsky.social/post/3ma63la4ujc2o
YouTube video by D-CELL announcing the first paid DLC pack:
https://www.youtube.com/watch?v=zNzFd2L8q-Q
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Originally, all 100 of the game's endings were going to be directed by co-director Kotaro Uchikoshi, with the writing being split up across the various in-house writers of Too Kyo Games. However, as the game received more content and deadlines approached, fellow co-director Kazutaka Kodaka became involved in various routes of the game. One of these routes was the "Cult of Takumi" route, which Kodaka began working on after learning that nobody else was working on a "damn sexy" route. The original plan for this route was for it to be a "sexy harem narrative", but as he wrote more, the story as seen in the final game became darker and more twisted.
subdirectory_arrow_right Pokémon Moon (Game)
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According to Pokémon illustrator Yusuke Ohmura, the Ultra Beasts' designs were created with the aim of making them look as little like traditional Pokémon as possible, making use of "combinations of motifs that could never realistically exist" as well as unused Pokémon designs that Ohmura had submitted but had been rejected by primary Pokémon character designer Ken Sugimori. The reasons why these designs were rejected were used as a basis for the designs of the Ultra Beasts.
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Upon reaching Acquaintance level with Honey, she will have a chance to say: "My kids' friends used to call me "Stacy's mom". I've had some weird nicknames over the years, but this one stumped me... My daughter's name isn't Stacy!" This is a reference to the song "Stacy's Mom" by the American rock band Fountains of Wayne.
Crush Crush gameplay:
https://www.youtube.com/watch?v=H5ejqpSBBvI#t=411s
Fountains of Wayne - "Stacy's Mom":
https://www.youtube.com/watch?v=dZLfasMPOU4
https://www.youtube.com/watch?v=H5ejqpSBBvI#t=411s
Fountains of Wayne - "Stacy's Mom":
https://www.youtube.com/watch?v=dZLfasMPOU4
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According to the game's director Hideki Kamiya, the Bangle of Time item and its ability to stop time was inspired by The World, a Stand from the manga series JoJo's Bizarre Adventure.
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D-Hopper was originally developed and slated for release in the Summer of 1996 under the name Dragon Hopper. The game centered around Dorin, a young dragon prince who must save his family and love interest after they are all captured by a corrupt prime minister. Despite being completed, the game's release was cancelled due to the critical and commercial failure of the Virtual Boy. It would later see an official release in 2026 for the Nintendo Switch Online service alongside another unreleased Virtual Boy game, Zero Racers. It's believed the game's North American name was changed to D-Hopper because the trademark for the name "Dragon Hopper" had been claimed in 2024 by the online casino game developer Push Gaming.
Planet Virtual Boy article:
https://www.virtual-boy.com/modules/articles/?s004038002
Gematsu article:
https://www.gematsu.com/2026/01/virtual-boy-nintendo-classics-overview-trailer
Nintendo Power issue #83 (April 1996) (page 99 in the magazine):
https://archive.org/details/nintendo-power-issue-083-april-1996/page/n104/mode/1up
NintendoLife article:
https://www.nintendolife.com/news/2026/01/two-cancelled-virtual-boy-games-coming-to-nso-in-2026-including-f-zero-spin-off
https://www.virtual-boy.com/modules/articles/?s004038002
Gematsu article:
https://www.gematsu.com/2026/01/virtual-boy-nintendo-classics-overview-trailer
Nintendo Power issue #83 (April 1996) (page 99 in the magazine):
https://archive.org/details/nintendo-power-issue-083-april-1996/page/n104/mode/1up
NintendoLife article:
https://www.nintendolife.com/news/2026/01/two-cancelled-virtual-boy-games-coming-to-nso-in-2026-including-f-zero-spin-off