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* Most console emulators have a speed up function (or rather, emulate as fast as you can function). This is handy because it can go through boring scenes really fast, and for disc-based platforms like the PlayStation, it '''decreases load times''' without affecting anything. Cue going back to the real world with any software and trying to speed up the process by pressing the keys to activate it in the emulator.
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**** Unless the Blueray disk uses Java and has gotten creative with the buttons...
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** Speaking of Sonic Heroes, the PS2 version has X cancel and O select in the menus. This troper spent 10 minutes figuring this out.
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** 358/2 Days manages to switch the attack and jump button from its console counterparts. Cue frustration and deaths. Then, after mastering Days and feeling proud, try going back to the console games. Go on.
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** Likewise, switching from a MUD to IRC results in lots of sentences starting with the word "say"
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*** Conversely, switching from {{Prototype}} to AssassinsCreed could be just as frustrating, where you are used to sprinting up walls and you suddenly have to tackle the walls like a BadassNormal person.
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** The PC verson of Sonic Adventure DX is difficult to get used to. As Z is to spin dash and X is to jump.
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* In ''[[CommandAndConquer Red Alert 2]]'', the "S" key is "Stop". In ''{{Homeworld}}'', double-tapping the "S" key is "Scuttle".

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* In ''[[CommandAndConquer Red Alert 2]]'', Command And Conquer]]'', the "S" key is "Stop". In ''{{Homeworld}}'', the first two ''{{Homeworld}}'' games, double-tapping the "S" key is "Scuttle". "[[SelfDestructMechanism Scuttle]]".
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* As noted on the NeverBringAKnifeToAFistFight page, trained martial artists have gotten seriously hurt against knife-users because of reflexively trying to block the blade, which is impossible for normal humans.

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* As noted on the NeverBringAKnifeToAFistFight page, trained martial artists have gotten seriously hurt against knife-users because of reflexively trying to block the blade, which is [[BarehandedBladeBlock impossible for normal humans.humans]].
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** If Enter is in a backwards L shape, [| \] is a square key to the left of Backspace.

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** If Enter is in a backwards L shape, [| \] is a square key to the left of Backspace.Backspace, shrinking it.
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*** In particular, a lot of permutations exist in the reverse gear of manual gearboxes. Some cars require you to pull a catch up into the top of the gear-knob with your first two fingers, before sliding the gear-stick to the left (past First Gear). Others have the reverse gear underneath Fifth. Still others have it to the right of Fifth. God help you if get that wrong.

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*** In particular, a lot of permutations exist in the reverse gear of manual gearboxes.gearboxes, as evidenced by the DrivingStick page image. Some cars require you to pull a catch up into the top of the gear-knob with your first two fingers, before sliding the gear-stick to the left (past First Gear). Others have the reverse gear underneath Fifth. Still others have it to the right of Fifth. God help you if get that wrong.
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** The same problem appears in PC FPS with mouse control. A player who's used to flight simulators will probably choose the inverted mouse.
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* Computer keyboards have number pads with 9 in the top right. Phones have number pads with 9 in the bottom right. This can cause problems for anyone who is used to one configuration when they try the other.
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* Computer keyboards have number pads with 9 in the top right. Phones have number pads with 9 in the bottom right. This can cause problems for anyone who is used to one configuration when they try the other.
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* ''{{Halo}} 3'' and ''CallOfDuty 4'' came out roughly at the same time. The controls are similar with the very important change that ''Halo'''s "pick up weapon / reload" button became "drop grenade" in ''CallOfDuty''. This led to multiple instances of one blowing oneself up.

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* ''{{Halo}} 3'' and ''CallOfDuty 4'' came out roughly at the same time. The controls are similar with the very important change that ''Halo'''s "pick up weapon / reload" button became "drop grenade" in ''CallOfDuty''. This led to multiple instances of one blowing oneself up.up, or other players, not helped by the differences between the xbox and xbox 360 controllers.

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** For the ''Grand Turismo'' series specifically, the fact that reversing in the GT series requires you to hold square to brake until you stop, then hold triangle to actually reverse, in contrast to just about every other driving game '''ever''', where you just hold square.

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** For the ''Grand ''Gran Turismo'' series specifically, the fact that reversing in the GT series requires you to hold square to brake until you stop, then hold triangle to actually reverse, in contrast to just about every other driving game '''ever''', where you just hold square.


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** Try adjusting from a Commodore computer. The function keys are not only shift-key-sized and to the right of the main keyboard, but they're doubled up. F2 is Shift+F1, for instance.


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** Or you could use the shortcut keys (F1-F10 to load a state, Shift-same to save).


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** I've spent days not wearing my watch... ''and still felt a need to adjust it''.
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*The rising popularity of semiautomatic transmissions has caused this trope to occur somewhat. With the center console shifter, some have you pulling back to shift up (like racecars) and others push forward (push up, gear up) and I think some even operate by moving the shifter sideways. The paddles may operate differently as well. On some, pulling one paddle shifts up and pulling the other shifts down. On others, pulling either paddle will shift up and pushing either paddle will shift down, or vice versa. Plus, on some cars the paddles are stationary and on others they rotate with the steering wheel.
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* ''SuperMarioGalaxy'' players reflexively use their Spin Attack to get an extra jump. ''SuperMarioGalaxy2'' exploits this in several galaxies where doing this will cause you to plummet to your death.
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* Going from the {{MonsterHunter}} Freedom games on the PSP to Monster Hunter Tri on the Wii or backwards can be very frustrating at first. While the actual controls in battle are more or less exactly the same, the confirm (A on Wii, X on PSP) and cancel (B on Wii, Circle on PSP) are shifted around. Also, bringing up the menu (done by pressing the Start button on the PSP) is done on the Wii by hitting the Minus button. The Plus button is another attack button.

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* Going from the {{MonsterHunter}} {{Monster Hunter}} Freedom games on the PSP to Monster Hunter Tri on the Wii or backwards can be very frustrating at first. While the actual controls in battle are more or less exactly the same, the confirm (A on Wii, X on PSP) and cancel (B on Wii, Circle on PSP) are shifted around. Also, bringing up the menu (done by pressing the Start button on the PSP) is done on the Wii by hitting the Minus button. The Plus button is another attack button.
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* Going from the {{MonsterHunter}} Freedom games on the PSP to Monster Hunter Tri on the Wii or backwards can be very frustrating at first. While the actual controls in battle are more or less exactly the same, the confirm (A on Wii, X on PSP) and cancel (B on Wii, Circle on PSP) are shifted around. Also, bringing up the menu (done by pressing the Start button on the PSP) is done on the Wii by hitting the Minus button. The Plus button is another attack button.
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** [[IncompetenceInc Because it's a Microsoft product, of course.]] Just look how many times their products are mentioned on this page...
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* In most computer programs, if you try to quit with unsaved work, it will ask you if you want to save before quitting. Saying Yes will save first, possibly pulling up a Save As dialog box. Saying No will quit immediately. But in Microsoft SQL Server Profiler, a MagicalDatabase debugging tool, the equivalent question is if you ''really want to quit'' with an active trace still running. Saying Yes is the "quit immediately" option, while "No" sends you back to the program. [[WallBanger Why?!?]]
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**** Y'all do realize that in the SNES X games, you were given the option to remap the controls before playing, right? Although I played the first three MMX games way before playing MHX, I got very used to the PSP's controls and just remapped the shoulder button to be the new dash button whenever I went back to any of the prior MMX games.
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** One other issue, if you try to switch between the Classic Controller and a Gamecube controller, is that the Z button is in front of the R button on the Gamecube controller, but the R button is in front of the Z1 button on the classic. As an example, even if the other button placement issues are worked around, someone experienced with using the Gamecube controller in ''Super Smash Bros. Brawl'' will continually block when trying to throw and vice-versa.


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* Some smart phones rearrange buttons slightly on different iterations. While the QWERTY layout was the same on both the Samsung Blackjack II and the later iteration, the Jack, which ones did which symbols when the Function key is hit changed. Most annoying when you're trying to unlock your phone (which requires hitting S on the Blackjack II, but Z on the Jack).
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**It stayed the same in 3, but four is where it changed.
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* Someone using both {{Vocaloid}} and its freeware derivative UTAU can get easily frustrated. The interfaces are similar, but the methods of drawing notes, doing pitch bends, creating vibrato, etc. are very different, causing a likelihood of extreme aggravation (especially when one tries to use the Vocaloid editor and click elsewhere to create a note from your current point to where the mouse is clicking, but instead starting a new note where the click is).
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** ItGetsWorse: today there exist hex edited tracks that have the cars from one environment in another environment, and even if you get the speed intuitively right, the ''gravity'' is different between car types. Cue faceplanting the landing ramp of 'easy' jumps with a Snow car in Stadium because it dropped like a brick, or repeatedly sailing over the crash barrier with a Coast car in Stadium.

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** ItGetsWorse: today there exist hex edited tracks that have the cars from one environment in another environment, and even if you get the speed intuitively right, the ''gravity'' is different between car types. Cue repeatedly faceplanting the landing ramp of 'easy' jumps with a Snow car in Stadium because it dropped like a brick, or repeatedly sailing brick - before the server switches over to another Stadium track, this time featuring the crash barrier with a Coast car in Stadium.and its moon gravity.
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* An example within a game: {{Trackmania}} United Forever has 7 environments with 7 cars with ''completely'' different handling. Most Trackmania servers have a playlist of tracks on all environments in random order. Going from Desert to Stadium or from Snow to Bay ''will'' cause you to overshoot the first turn. Going from Coast (100 kph average speed) to Island (many tracks are pegged at 999 kph all the way) is worse.
** ItGetsWorse: today there exist hex edited tracks that have the cars from one environment in another environment, and even if you get the speed intuitively right, the ''gravity'' is different between car types. Cue faceplanting the landing ramp of 'easy' jumps with a Snow car in Stadium because it dropped like a brick, or repeatedly sailing over the crash barrier with a Coast car in Stadium.
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* This troper has repeatedly attempted to do Ctrl-Z on a paper form.
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**This troper once checked his wrist, realised he didn't have his watch...then checked to see if he had time to go back and get it.

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