Easter Eggs – The Hidden Gems of Film and Games

Ulf Wilhelmsson and Torbjörn Svensson, explain what makes a good easter egg, and reveal their own favourites.
Easter eggs are hidden messages or features commonly found in films and video games. In the games, they’ve been around since the 1970s, and in film likely much longer. But what makes a good easter egg, and why do creators include them? Ulf Wilhelmsson, Associate Professor of Media Arts, Aesthetics and Narration, and Torbjörn Svensson, Lecturer in the same field, explain.
If you’ve ever seen an unexpected celebrity cameo, caught a subtle reference to another movie, or noticed the recurring “A113” in Pixar films, then you’ve experienced an easter egg. These hidden details serve as surprises—small rewards for the observant viewer or player.
“An easter egg has to be intentionally placed; it can’t just be a coincidence. In games, I think it should be a hidden feature the player has to actively unlock,” says Ulf Wilhelmsson.
“It’s a bit trickier in film, since the audience can’t interact. A cameo – like Alfred Hitchcock’s tradition of appearing in all his films – can serve as a good example,” adds Torbjörn Svensson.
What makes a good easter egg?
Easter eggs often rely on intertextuality – they reference something outside the work itself. But not all intertextual references qualify as easter eggs. Some relate to pop culture, while others nod to real-life events.
“A classic example is from the film Hot Shots!, where Charlie Sheen’s character runs into his real-life father Martin Sheen in a quick cameo,” Ulf notes.
When did easter eggs first appear?
“In games, easter eggs were already present in the text-based adventures of the 1970s. In film, they’ve probably been around since the very beginning,” says Torbjörn.
One of the first well-known examples in a game appeared in Colossal Cave Adventure. When the game was released for the Atari 2600 console in 1980 under the name Adventure, creator Warren Robinett wasn’t credited. So, he hid a secret room in the game’s code – nearly impossible to find – where the words “Created by Warren Robinett” appear on the wall.
“The first easter egg in a game was essentially a personal vendetta,” says Ulf.
Today, easter eggs are often used in games to encourage player engagement and exploration. They also serve to reward a select group of fans who recognise obscure references, offering a sense of exclusivity. In film, they often work as inside jokes – fun little bonuses for viewers who notice them.
Are easter eggs more common in games or in film?
“I associate them more with games, especially those with a humorous tone. There’s often a sense of playfulness or absurdity already built in,” says Ulf.
“They don’t always fit as naturally in films, and it can be harder to pull them off. Also, there are fewer parody films these days, which might explain a drop in easter eggs in cinema,” says Torbjörn.
What’s the most famous easter egg?
“That’s impossible to answer, it really depends on your generation. For us, Alfred Hitchcock’s cameos are iconic. Easter eggs are also frequent in “Tintin”, where creator Hergé often drew himself, his friends, or even his enemies into the comic. The Tintin series is full of references to real people, but understanding them takes some extra knowledge,” explains Ulf.
What are your favorite easter eggs?
“In Maniac Mansion 2: Day of the Tentacle from 1993, there’s a room with a computer. If you interact with it, you can play the original Maniac Mansion game. It’s brilliant,” says Ulf.
“My favorite is from Jean-Luc Godard’s “Breathless”. Near the end, the main character Michel is being chased by police. As he steps onto the street, Godard himself appears on the other side, ‘recognizes’ Michel, and then tips off the police – leading to his capture,” says Torbjörn.
Famous Easter Eggs in games
The Legend of Zelda: Ocarina of Time (1998): At Hyrule Castle, players can peek through a window and spot paintings of Mario, Bowser, and other Nintendo characters.
Grand Theft Auto V (2013): Packed with hidden references, including a hard-to-reach UFO on Mount Chiliad.
Doom II (1994): In the final level, a hidden texture of game developer John Romero can be found. When played in reverse, audio reveals him saying: “To win the game, you must kill me, John Romero!”