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Trivia / Counterfeit Monkey

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  • Development Gag: Some tools that you can either see as prototypes or are mentioned in the game's backstory, like the diminutive affixer and depluralizer, were planned to be usable in the game at one point. However, they were cut due to the game's author finding them too restrictive or not very fun to use.
  • Dummied Out: The game's source code is publicly available. This includes commentary by Emily Short explaining the real-life inspiration for certain aspects, earlier drafts of the story, or intent and reasoning behind specific puzzles. There are also numerous areas or events that have been removed from the game, and have varying amounts of completion. For instance, the Church Forecourt has unused text and programming for a set of traveling salesman that would have sold items, including a watch that Alexandra refuses to buy because they suspect it's fake.
  • What Could Have Been: Emily Short, on her blog, detailed a few puzzles and story ideas that were cut from the game.
    • One original tool was a translation wand that could turn words into foreign-language versions. Short found this too unpredictable and not very exciting to use, so it was cut.
    • The depluralizer that's mentioned in the game originally was a usable tool, as described by Short in a comment. She realized it was too similar to the S-remover and it felt insignificant.
    • You were to get a diminutive affixer at one point, but Short said she couldn't think of many jokes with it. You can still see it in the final game, but it's not usable.
    • In an early draft of the story, Brock was held in a cell in the Customs House. You distracted the guard by creating fake people and animals, then turned Brock into a rock to keep him with you. She didn't like this draft because it didn't have much to do with Alexandra's relationship with Atlantis, and that it didn't feel satisfying enough to complete.

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