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The dev team opens a crack in the fourth wall to offer the player a hint... couched in plausible deniability by putting it in the voice of an-in game character. Which fools nobody, but isn't it polite?

Compare HintSystem, NoticeThis. For a subtle hint ''before'' the encounter in question, see {{Antepiece}}.

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The Lots of games are hard. Some of those are NintendoHard, and some games are [[GuideDangIt simply impossible]]. And, every now and then, the dev team opens a crack in the fourth wall takes notice and decide to offer give the player a hint... couched little help. These would be situations in plausible deniability by putting it in which the voice Devs actually try to subvert GuideDangIt.

For example: let's say TheHero MUST use the SwordOfPlotAdvancement on the FinalBoss in order to avoid GameplayAndStorySegregation. Simple enough, right? However, some players won't catch on, and instead use the InfinityPlusOneSword on their final duel with the BigBad, prompting a CurbStompBattle by ThatOneBoss as a result. The players instantly cry out [[ThisCannotBe "BULLSHIT!!"]] and get ready to start over...

Oh, wait? That is not the GameOver screen? Wait, why is the screen showing the spirit
of an-in game character. Which fools nobody, but isn't the mentor now? What does he mean, I was supposed to use the [[SwordOfPlotAdvancement Excalibur]] against the boss... Aaahhh, crap.

Pay note that in order to qualify as Player Nudge
it polite?

must be something that the player would otherwise easily miss. Telling the player to stock up on [[PlayingWithFire Fire Spells]] because the opponents on TheMaze are all weak to it does not count because it will become obvious in a matter of seconds [[FakeDifficulty (or at least hopefully)]]. To qualify, it needs to be something that will make you go "Oooh, snap. I should have done that instead," preferably after you get a NonstandardGameOver.

Contrast, [[InvertedTrope naturally]], with GuideDangIt.
Compare HintSystem, NoticeThis. For a subtle hint ''before'' the encounter in question, see {{Antepiece}}.
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* Near the end of ''VideoGame/AbsoluteDespairGirls'', the player has to choose a door that Monaca is hiding behind. One will advance the game, the other two kill you. If you get it wrong, upon choosing to retry, Komaru and Toko will have a conversation that results in a flashback that drops an obvious hint as to which door is correct.

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* Near the end of ''VideoGame/AbsoluteDespairGirls'', ''VideoGame/DanganronpaAnotherEpisodeUltraDespairGirls'', the player has to choose a door that Monaca is hiding behind. One will advance the game, the other two kill you. If you get it wrong, upon choosing to retry, Komaru and Toko will have a conversation that results in a flashback that drops an obvious hint as to which door is correct.
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* In ''VideoGame/TaskMaker'', if you return to the title ruler without having picked up the latest item in his FetchQuest, he will demand that you try again, and drop a hint or two on how to find it.

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* In ''VideoGame/TaskMaker'', if you return to the title ruler without having picked up the latest item in his FetchQuest, he will demand that you try again, and drop a hint or two on how to find it. Similarly in sequel game ''VideoGame/TheTombOfTheTaskMaker'', the player is notified by a messenger if he or she returns to the throne without having received the current task item.

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* On ''Series/WheelOfFortune'', host Pat Sajak will sometimes do this. The most frequent variant is if a contestant asks to buy a vowel and still has enough money to buy another, at which point he will say "You can buy another" if the puzzle still has at least one vowel unrevealed. Also, if a player calls a right consonant on the highest dollar amount and is holding a Wild Card, he will often remind them that they can use the card to call a second consonant for the same amount.
* If a contestant hits a Daily Double on ''Series/{{Jeopardy}}'', Alex Trebek will usually say "You have $x more/less than your opponents" to give a hint as to how much they should wager on it if they feel confident enough in doing so (particularly if they want to go "True Daily Double" and wager all their winnings). He also drops similar hints leading into Final Jeopardy! This is as much to prompt large wagers and therefore more drama as it is to help the contestants, however.
** Alex sometimes subverts it for laughs as well, by jokingly suggesting that a contestant with a commanding lead go True Daily Double.

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* On ''Series/WheelOfFortune'', host Pat Sajak will sometimes do this. this.
**
The most frequent variant is if a contestant asks to buy a vowel and still has enough money to buy another, at which point he will say "You can buy another" if the puzzle still has at least one vowel unrevealed. Also, (Relatedly, contestants are notified if the puzzle has no more vowels left to buy, or has ''only'' vowels left; if the latter is true, then the contestant must solve or buy a vowel.)
** If
a player calls a right correct consonant on the highest dollar amount and is holding a Wild Card, he will often remind them that they can use the card to call a second consonant for the same amount.
* Two examples on ''Series/{{Jeopardy}}'':
**
If a contestant hits a Daily Double on ''Series/{{Jeopardy}}'', Alex Trebek Double, host Creator/AlexTrebek will usually say "You have $x more/less than your opponents" to give a hint as to how much they should wager on it if they feel confident enough in doing so (particularly if they want to go "True Daily Double" and wager all their winnings). He also drops similar hints leading into Final Jeopardy! This is as much to prompt large wagers and therefore more drama as it is to help the contestants, however.
**
and Alex will sometimes subverts subvert it for laughs as well, by jokingly suggesting that prompting a contestant with a commanding lead to go True Daily Double.all-in.
** Sometimes categories may have themes that require that each response meets a certain criterion (e.g., having a certain amount of letters, or beginning/ending with a certain letter). If a contestant gives a response that does not fit the criterion and the other contestants fail to give a response, Alex will usually remind them of the category's theme before resuming.
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* After the first fight in the Magic Cave in ''VideoGame/ChronoTrigger'', Frog will comment on the party's ability to use magic (even if they didn't actually use it); this is followed by a message to the effect of, "Hey, maybe you should go to the End of Time and teach Frog magic". Considering the DiscOneFinalDungeon that follows [[RequiredPartyMember locks Frog into the party]] and is reliant on exploiting elemental weaknesses...

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Lots of games are hard. Some of those are NintendoHard, and some games are [[GuideDangIt simply impossible]]. And, every now and then, the dev team takes notice and decide to give the player a little help. These would be situations in which the Devs actually try to subvert GuideDangIt.

For example: let's say TheHero MUST use the SwordOfPlotAdvancement on the FinalBoss in order to avoid GameplayAndStorySegregation. Simple enough, right? However, some players won't catch on, and instead use the InfinityPlusOneSword on their final duel with the BigBad, prompting a CurbStompBattle by ThatOneBoss as a result. The players instantly cry out [[ThisCannotBe "BULLSHIT!!"]] and get ready to start over...

Oh, wait? That is not the GameOver screen? Wait, why is the screen showing the spirit of the mentor now? What does he mean, I was supposed to use the [[SwordOfPlotAdvancement Excalibur]] against the boss... Aaahhh, crap.

Pay note that in order to qualify as Player Nudge it must be something that the player would otherwise easily miss. Telling the player to stock up on [[PlayingWithFire Fire Spells]] because the opponents on TheMaze are all weak to it does not count because it will become obvious in a matter of seconds [[FakeDifficulty (or at least hopefully)]]. To qualify, it needs to be something that will make you go "Oooh, snap. I should have done that instead," preferably after you get a NonstandardGameOver.

Contrast, [[InvertedTrope naturally]], with GuideDangIt. Compare HintSystem, NoticeThis. For a subtle hint ''before'' the encounter in question, see {{Antepiece}}.

to:

Lots of games are hard. Some of those are NintendoHard, and some games are [[GuideDangIt simply impossible]]. And, every now and then, the The dev team takes notice and decide opens a crack in the fourth wall to give offer the player a little help. These would be situations hint... couched in which plausible deniability by putting it in the Devs actually try to subvert GuideDangIt.

For example: let's say TheHero MUST use the SwordOfPlotAdvancement on the FinalBoss in order to avoid GameplayAndStorySegregation. Simple enough, right? However, some players won't catch on, and instead use the InfinityPlusOneSword on their final duel with the BigBad, prompting a CurbStompBattle by ThatOneBoss as a result. The players instantly cry out [[ThisCannotBe "BULLSHIT!!"]] and get ready to start over...

Oh, wait? That is not the GameOver screen? Wait, why is the screen showing the spirit
voice of the mentor now? What does he mean, I was supposed to use the [[SwordOfPlotAdvancement Excalibur]] against the boss... Aaahhh, crap.

Pay note that in order to qualify as Player Nudge
an-in game character. Which fools nobody, but isn't it must be something that the player would otherwise easily miss. Telling the player to stock up on [[PlayingWithFire Fire Spells]] because the opponents on TheMaze are all weak to it does not count because it will become obvious in a matter of seconds [[FakeDifficulty (or at least hopefully)]]. To qualify, it needs to be something that will make you go "Oooh, snap. I should have done that instead," preferably after you get a NonstandardGameOver.

Contrast, [[InvertedTrope naturally]], with GuideDangIt.
polite?

Compare HintSystem, NoticeThis. For a subtle hint ''before'' the encounter in question, see {{Antepiece}}.



* One of the earliest examples is in ''[[VideoGame/SuperMarioBros1 Super Mario Brothers]]''. The dev team was afraid the audience would confuse the [[PowerUp mushrooms]] for something hostile and avoid them. To prevent this they structured the first level so that it was nearly impossible to avoid the mushroom after it was spawned, ensuring the players would see it was not harmful when it struck them.



** In ''[[Videogame/CastlevaniaChroniclesOfSorrow Castlevania: Dawn of Sorrow]]'', if you do not equip a certain piece of equipment prior to entering a certain room, the DownerEnding ensues. Afterwards, a short scene appears with Julius and Genya outside the castle. Genya laments, saying: "I had assumed he would have equipped the talisman from Mina...". Cue FacePalm by the player.
** Zig-zagged with the 'books' in ''Dawns''' predecessor, ''[[Videogame/CastlevaniaChroniclesOfSorrow Aria of Sorrow]]''. It's played straight in that they're just subtle enough to point towards how to get the good ending without outright stating it, but also subverting the trope by being hidden themselves, and also not saying ''when'' they're needed. [[spoiler: They hint towards the three souls you need to equip when fighting the final boss, but they don't hint towards the ''when fighting the final boss'' part. [[note]]The red book could ''technically'' be hinting towards two different souls, but only one of them works. It still counts however, as the other, 'incorrect' soul can only be obtained ''once you're already on the Good Ending route anyway''.[[/note]]]]
** ''VideoGame/CastlevaniaOrderOfEcclesia'', if you don't rescue all the villagers, you get the bad ending halfway through the game. This bad ending pans over all the villagers you failed to rescue, although since only the room they're in is shown and some of them are in hidden rooms behind breakable walls, it's largely up to player to remember where exactly they ran into rooms with such a design.

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** In ''[[Videogame/CastlevaniaChroniclesOfSorrow Castlevania: Dawn of Sorrow]]'', if you do not equip a certain piece of equipment prior to entering a certain room, the DownerEnding ensues. Afterwards, a short scene appears with Julius and Genya outside the castle. Genya laments, saying: "I had assumed he would have equipped the talisman from Mina...". " Cue FacePalm by the player.
** Zig-zagged with the 'books' in ''Dawns''' predecessor, ''[[Videogame/CastlevaniaChroniclesOfSorrow Aria of Sorrow]]''. It's played straight in that they're just subtle enough to point towards how to get the good ending without outright stating it, but also subverting the trope by being hidden themselves, and also not saying ''when'' they're needed. [[spoiler: They hint towards the three souls you need to equip when fighting the final boss, but they don't hint towards the ''when fighting the final boss'' part. [[note]]The red book could ''technically'' be hinting towards two different souls, but only one of them works. It still counts however, as the other, 'incorrect' soul can only be obtained ''once you're already on the Good Ending route anyway''.[[/note]]]]
**
In ''VideoGame/CastlevaniaOrderOfEcclesia'', if you don't rescue all the villagers, you get the bad ending halfway through the game. This bad ending pans over all the villagers you failed to rescue, although since only the room they're in is shown and some of them are in hidden rooms behind breakable walls, it's largely up to player to remember where exactly they ran into rooms with such a design.



* In ''Manga/MahouSenseiNegima'', the "Bad End" drawn by Haruna in the Battle For Mahora arc parodies this.



* ''VideoGame/{{BioShock|1}}'' will generally pop up a little message offering hints if it looks like you're dragging your feet on any goal. The game more or less hands you the answers to any puzzles you may encounter. And the whole thing is {{Justified|Trope}} and possibly {{Deconstructed}} by [[spoiler:your character being mind-controlled into advancing the plot for the majority of the game]].



* A non-gaming example: on ''Series/WheelOfFortune'', host Pat Sajak will sometimes do this. The most frequent variant is if a contestant asks to buy a vowel and still has enough money to buy another, at which point he will say "You can buy another" if the puzzle still has at least one vowel unrevealed. Also, if a player calls a right consonant on the highest dollar amount and is holding a Wild Card, he will often remind them that they can use the card to call a second consonant for the same amount.

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* A non-gaming example: on On ''Series/WheelOfFortune'', host Pat Sajak will sometimes do this. The most frequent variant is if a contestant asks to buy a vowel and still has enough money to buy another, at which point he will say "You can buy another" if the puzzle still has at least one vowel unrevealed. Also, if a player calls a right consonant on the highest dollar amount and is holding a Wild Card, he will often remind them that they can use the card to call a second consonant for the same amount.
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* In the ''Franchise/AceAttorney'' games, pressing on certain parts of a witness's testimony will have the player character note that there's something odd about the person's statement, which hints the player that the statement could contain a contradiction they can point out.
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** You can spare every monster you encounter by using ACT commands until the first proper BossBattle with Toriel, where using the only ACT command available ("Talk") repeatedly will result in the game flat-out stating that [=ACTing=] won't escalate the battle any further.

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** You can spare every monster you encounter by using ACT commands until the first proper BossBattle with Toriel, where using the only ACT command available ("Talk") repeatedly will result in the game flat-out stating that [=ACTing=] won't escalate the battle any further. If you killed her in a previous play (a bit too easy to do), the game will instead offer a pointed strategy hint: "Can you show mercy without fighting or running away...?"
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Misuse. Classic Cheat Code is for cheat codes referenced in other games/media.


** In the old version of the [[TheVeryDefinitelyFinalDungeon Sorceress's Tower]], a puzzle required you to enter the [[ClassicCheatCode Konami Code]]. If you fail, the game prompted you to '''VideoGame/{{con|tra}}'''cen'''[[VideoGame/{{Contra}} tra]]'''te a little harder. Similarly, dying against the Tower guardians gave the player five increasingly blatant hints on the key item to use against them.

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** In the old version of the [[TheVeryDefinitelyFinalDungeon Sorceress's Tower]], a puzzle required you to enter the [[ClassicCheatCode Konami Code]].the KonamiCode. If you fail, the game prompted you to '''VideoGame/{{con|tra}}'''cen'''[[VideoGame/{{Contra}} tra]]'''te a little harder. Similarly, dying against the Tower guardians gave the player five increasingly blatant hints on the key item to use against them.
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* ''Franchise/MetalGear'' series features [=NPCs=] giving hints via the codec if a boss battle starts to drag on.

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* ''Franchise/MetalGear'' ''VideoGame/MetalGear'' series features [=NPCs=] giving hints via the codec if a boss battle starts to drag on.
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* Creator/LucasArts adventure games would do this sometimes, as opposed to the alternative.
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* ''VideoGame/DarkSun'', open world games from early 1990s, had a trader Notaku, whose {{Fetch Quest}}s sent players in the required direction. Don't know where to go next to advance the main plot? Ask Notaku where are the ingredients he wants or the client waiting for the delivery.
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* ''VideoGame/XenobladeChronicles2'': While most new levels of the Tiger Tiger! minigame become available upon completion of a chapter, the final one becomes available at a seemingly random point. It just so happens this point is the same point that a sidequest to upgrade Poppi's final form becomes available, and the sidequest marker just happens to be right next to the Tiger Tiger! machine, ensuring that the player won't miss it.
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* Done with camera angles in both ''VideoGame/LifeIsStrange'' and its' prequel, ''[[VideoGame/LifeIsStrangeBeforeTheStorm Before The Storm]]''. When the player attempts something that doesn't work, a different possible solution will often be in the shot showing the player that it didn't work. For example, a shot showing that Chloe failed to open the hood of the wheel-clamped truck in the junkyard during ''Before The Storm'' Chapter 2 is framed to show Chloe, the still-closed hood and the hood release button in the trucks' interior.

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* Done with camera angles in both ''VideoGame/LifeIsStrange'' and its' its prequel, ''[[VideoGame/LifeIsStrangeBeforeTheStorm Before The Storm]]''. When the player attempts something that doesn't work, a different possible solution will often be in the shot showing the player that it didn't work. For example, a shot showing that Chloe failed to open the hood of the wheel-clamped truck in the junkyard during ''Before The Storm'' Chapter 2 is framed to show Chloe, the still-closed hood and the hood release button in the trucks' interior.
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* In ''VideoGame/TwentyXX'', several of the Glory Room setups require you to use a power's secondary effect, and fill all your power slots with that power to force you to figure that secondary effect out. "Lock the Blocks" challenges require you to figure out how to use the Shadespur to solidify disappearing platforms; "Disable Traps" may require you to short out lasers with the Force Nova or shut down fireball devices with the Splinterfrost; and "Destroy" challenges straight-up demand that you blow up Death Lotus's mortar buds with the weapon that does bonus damage to Death Lotus. Some boss fights also have a "?" pop up next to damage dealt by the weapon that counters them but in an indirect way - Vera will get question marks when fired at Kur, because the point of the gun is to fire it at Kur's Quint Laser projectiles to deflect them back into him.
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* After defeating the final boss in ''VideoGame/SuperMarioOdyssey'', Cappy will start commenting whenever the player enters a bonus room they've been to before, letting them know if there are still [[PlotCoupon power moons]] or [[GlobalCurrencyException regional coins]] to be found or if they place has been cleaned out, saving the player from having to do some fruitless searching.

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Example Indentation In Trope Lists. Word Cruft. Work names go in italics. Chained Sinkholes inMitsumete Knight. Don't reference page quotes; they might change in the future.


** VisualNovel/FateStayNight has the Tiger Dojo, which does the same thing.

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** VisualNovel/FateStayNight * ''VisualNovel/FateStayNight'' has the Tiger Dojo, which does gives you a hint about how to do it right the same thing.next time.



** There's a sequence in the first ''VideoGame/MetalGearSolid'' where you're trapped in a prison cell, and can escape by one of three ways. If you don't think to hide under the bed when the guard leaves for a little bit, [[TheLancer Otacon]] sneaks in and gives you some food supplies that include [[ABloodyMess ketchup]]. Fail to escape by either of these means for even longer and [[spoiler:[[TheRival Gray Fox]]]] just busts the door open for you.

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** * There's a sequence in the first ''VideoGame/MetalGearSolid'' where you're trapped in a prison cell, and can escape by one of three ways. If you don't think to hide under the bed when the guard leaves for a little bit, [[TheLancer Otacon]] sneaks in and gives you some food supplies that include [[ABloodyMess ketchup]]. Fail to escape by either of these means for even longer and [[spoiler:[[TheRival Gray Fox]]]] just busts the door open for you.



* ''Franchise/{{Metroid}}''

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* ''Franchise/{{Metroid}}''''Franchise/{{Metroid}}'':



---> If you couldn't form a couple with Linda, it could be said it's because of bad luck. After all, [[RagsToRiches she's a nouveau riche]], and the heiress of a conglomerate... [[FallenPrincess If she doesn't fall back]] [[AFoolAndHisNewMoneyAreSoonParted to a low social status]], it'll probably be impossible to be with her. Well, [[MadBomber if something like a bomb explodes]] and her conglomerate crumbles, you may have a chance.
** Since most players go for the {{eas|ierThanEasy}}y {{first girl|Wins}} [[TheHero heroine]] in their first playthrough, and her storyline contains a major Event where [[spoiler: there's a terrorist attack on the Theater]], this is the hint for the players to replay the game with said heroine in their girl roster, so they can get to see this Event and thus get Linda's Ending.
* The Descent series had a lot of these. Usually they were subtle, the devs might put e.g. a Smart Missile in a place where using it would be a good idea. This worked best when the player was already full on Smarts. A good example was level 22 of the original game, in the shaft leading to the red key.
* In ''VideoGame/HotelDuskRoom215'' and its sequel ''VideoGame/LastWindow'', if you get a GameOver, usually Kyle will flash back to the conversation that triggered failure, unless it's an interrogation scene.
** There's also a subtle hint during interrogations: if you are asking questions that will lead to a game over, the character will have a red shadow slide over them. You get the choice of either continuing to press them or to backtrack.

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---> --> If you couldn't form a couple with Linda, it could be said it's because of bad luck. After all, [[RagsToRiches she's a nouveau riche]], and the heiress of a conglomerate... [[FallenPrincess If she doesn't fall back]] back [[AFoolAndHisNewMoneyAreSoonParted to a low social status]], it'll probably be impossible to be with her. Well, [[MadBomber if something like a bomb explodes]] and her conglomerate crumbles, you may have a chance.
** Since most players go for the {{eas|ierThanEasy}}y {{first girl|Wins}} [[TheHero heroine]] easy first girl heroine in their first playthrough, and her storyline contains a major Event where [[spoiler: there's [[spoiler:there's a terrorist attack on the Theater]], this is the hint for the players to replay the game with said heroine in their girl roster, so they can get to see this Event and thus get Linda's Ending.
* The Descent ''Descent'' series had a lot of these. Usually they were subtle, the devs might put e.g. a Smart Missile in a place where using it would be a good idea. This worked best when the player was already full on Smarts. A good example was level 22 of the original game, in the shaft leading to the red key.
* In ''VideoGame/HotelDuskRoom215'' and its sequel ''VideoGame/LastWindow'', if you get a GameOver, usually Kyle will flash back to the conversation that triggered failure, unless it's an interrogation scene.
**
scene. There's also a subtle hint during interrogations: if you are asking questions that will lead to a game over, the character will have a red shadow slide over them. You get the choice of either continuing to press them or to backtrack.



* ''VideoGame/HotelMario'' loved this trope, as evidenced by the page quote above.

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* ''VideoGame/HotelMario'' loved this trope, as evidenced by trope:
-->"It's hard to see through those clouds! I hope we can get rid of them! Get
the page quote above.hint?"



* Similarly, if a contestant hits a Daily Double on ''Series/{{Jeopardy}}'', Alex Trebek will usually say "You have $x more/less than your opponents" to give a hint as to how much they should wager on it if they feel confident enough in doing so (particularly if they want to go "True Daily Double" and wager all their winnings). He also drops similar hints leading into Final Jeopardy! This is as much to prompt large wagers and therefore more drama as it is to help the contestants, however.

to:

* Similarly, if If a contestant hits a Daily Double on ''Series/{{Jeopardy}}'', Alex Trebek will usually say "You have $x more/less than your opponents" to give a hint as to how much they should wager on it if they feel confident enough in doing so (particularly if they want to go "True Daily Double" and wager all their winnings). He also drops similar hints leading into Final Jeopardy! This is as much to prompt large wagers and therefore more drama as it is to help the contestants, however.



* The ''VideoGame/TalesOf'' games sometimes use the skits to give hints either on what the player should do next (or outright tell you) or about any sidequest they have the opportunity to do at that moment.
** In ''VideoGame/TalesOfTheAbyss'', if you die on a boss, you get an extra option on the GameOver screen that lets them view a skit where the characters lament over their failure and then try to think of a strategy for when the player tries again. You don't need to fight the boss this way, but it helps a lot.

to:

* The ''VideoGame/TalesOf'' games sometimes use the skits to give hints either on what the player should do next (or outright tell you) or about any sidequest they have the opportunity to do at that moment.
**
moment. In ''VideoGame/TalesOfTheAbyss'', if you die on a boss, you get an extra option on the GameOver screen that lets them view a skit where the characters lament over their failure and then try to think of a strategy for when the player tries again. You don't need to fight the boss this way, but it helps a lot.



** Similarly, dying to a boss in ''VideoGame/MarioAndLuigiPaperJam'' and retrying will also add a Hint Block to the brothers' battle menu, which will give hints on how to counter the boss's attacks. This also doesn't take up a turn.

to:

** Similarly, dying Dying to a boss in ''VideoGame/MarioAndLuigiPaperJam'' and retrying will also add a Hint Block to the brothers' battle menu, which will give hints on how to counter the boss's attacks. This also doesn't take up a turn.
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* In Act 3 of ''VisualNovel/DokiDokiLiteratureClub'', [[spoiler:Monika describes how easy it was to delete the other girls' .chr files, detailing exactly the steps one would follow to do so (which vary slightly depending on what platform you're playing the game on). The intent being to encourage the player (who may or may not be especially computer-savvy) to see what happens if they try deleting the one remaining .chr file themselves...]]
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* Done with camera angles in both ''VideoGame/LifeIsStrange'' and its' prequel, ''[[VideoGame/LifeIsStrangeBeforeTheStorm Before The Storm]]''. When the player attempts something that doesn't work, a different possible solution will often be in the shot showing the player that it didn't work. For example, a shot showing that Chloe failed to open the hood of the wheel-clamped truck in the junkyard during ''Before The Storm'' Chapter 2 is framed to show Chloe, the still-closed hood and the hood release button in the trucks' interior.
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* At the end of the cutscenes that follow a very tough boss battle in the fangame ''VideoGame/PokemonUranium'', you're standing next to a Ranger who praises you thus:
-->"I can't believe it... you SAVED the day. I knew that you could SAVE us. ...Why am I shouting SAVE, you ask? Well... I just think it's good to SAVE things!"\\
Subtle.
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* Near the end of ''VideoGame/AbsoluteDespairGirls'', the player has to choose a door that Monaca is hiding behind. One will advance the game, the other two kill you. If you get it wrong, upon choosing to retry, Komaru and Toko will have a conversation that results in a flashback that drops an obvious hint as to which door is correct.
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** Zig-zagged with the 'books' in ''Dawns''' predecessor, ''[[VideoGame/Videogame/CastlevaniaChroniclesOfSorrow Aria of Sorrow]]''. It's played straight in that they're just subtle enough to point towards how to get the good ending without outright stating it, but also subverting the trope by being hidden themselves, and also not saying ''when'' they're needed. [[spoiler: They hint towards the three souls you need to equip when fighting the final boss, but they don't hint towards the ''when fighting the final boss'' part. [[note]]The red book could ''technically'' be hinting towards two different souls, but only one of them works. It still counts however, as the other, 'incorrect' soul can only be obtained ''once you're already on the Good Ending route anyway''.[[/note]]]]

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** Zig-zagged with the 'books' in ''Dawns''' predecessor, ''[[VideoGame/Videogame/CastlevaniaChroniclesOfSorrow ''[[Videogame/CastlevaniaChroniclesOfSorrow Aria of Sorrow]]''. It's played straight in that they're just subtle enough to point towards how to get the good ending without outright stating it, but also subverting the trope by being hidden themselves, and also not saying ''when'' they're needed. [[spoiler: They hint towards the three souls you need to equip when fighting the final boss, but they don't hint towards the ''when fighting the final boss'' part. [[note]]The red book could ''technically'' be hinting towards two different souls, but only one of them works. It still counts however, as the other, 'incorrect' soul can only be obtained ''once you're already on the Good Ending route anyway''.[[/note]]]]
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** In ''[[VideoGame/Videogame/CastlevaniaChroniclesOfSorrow Castlevania: Dawn of Sorrow]]'', if you do not equip a certain piece of equipment prior to entering a certain room, the DownerEnding ensues. Afterwards, a short scene appears with Julius and Genya outside the castle. Genya laments, saying: "I had assumed he would have equipped the talisman from Mina...". Cue FacePalm by the player.

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** In ''[[VideoGame/Videogame/CastlevaniaChroniclesOfSorrow ''[[Videogame/CastlevaniaChroniclesOfSorrow Castlevania: Dawn of Sorrow]]'', if you do not equip a certain piece of equipment prior to entering a certain room, the DownerEnding ensues. Afterwards, a short scene appears with Julius and Genya outside the castle. Genya laments, saying: "I had assumed he would have equipped the talisman from Mina...". Cue FacePalm by the player.
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** In ''VideoGame/CastlevaniaDawnOfSorrow'', if you do not equip a certain piece of equipment prior to entering a certain room, the DownerEnding ensues. Afterwards, a short scene appears with Julius and Genya outside the castle. Genya laments, saying: "I had assumed he would have equipped the talisman from Mina...". Cue FacePalm by the player.
** Zig-zagged with the 'books' in ''VideoGame/CastlevaniaAriaOfSorrow'', It's played straight in that they're just subtle enough to point towards how to get the good ending without outright stating it, but also subverting the trope by being hidden themselves, and also not saying ''when'' they're needed. [[spoiler: They hint towards the three souls you need to equip when fighting the final boss, but they don't hint towards the ''when fighting the final boss'' part.]]

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** In ''VideoGame/CastlevaniaDawnOfSorrow'', ''[[VideoGame/Videogame/CastlevaniaChroniclesOfSorrow Castlevania: Dawn of Sorrow]]'', if you do not equip a certain piece of equipment prior to entering a certain room, the DownerEnding ensues. Afterwards, a short scene appears with Julius and Genya outside the castle. Genya laments, saying: "I had assumed he would have equipped the talisman from Mina...". Cue FacePalm by the player.
** Zig-zagged with the 'books' in ''VideoGame/CastlevaniaAriaOfSorrow'', ''Dawns''' predecessor, ''[[VideoGame/Videogame/CastlevaniaChroniclesOfSorrow Aria of Sorrow]]''. It's played straight in that they're just subtle enough to point towards how to get the good ending without outright stating it, but also subverting the trope by being hidden themselves, and also not saying ''when'' they're needed. [[spoiler: They hint towards the three souls you need to equip when fighting the final boss, but they don't hint towards the ''when fighting the final boss'' part.]] [[note]]The red book could ''technically'' be hinting towards two different souls, but only one of them works. It still counts however, as the other, 'incorrect' soul can only be obtained ''once you're already on the Good Ending route anyway''.[[/note]]]]
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* In one of the motorcycle levels in ''VideoGame/CrashBandicootNSaneTrilogy'', you can see [[MeaningfulBackgroundEvent a bird fly into a road sign.]] Hitting said road sign ''yourself'' is how the player enters the secret level, Hot Coco.

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Most of these are just vague hints that don't fit the trope description


** The method for sparing Toriel (select the "Spare" option repeatedly, even though it doesn't seem to do anything at first) is a bit of a GuideDangIt, and most players will try the "get her health low enough that she becomes spareable" option first (as hinted by one of the Froggits in the Ruins). However, Toriel is programmed so that once her health gets below a certain amount, any attack after that will instantly kill her, in order to indicate to the player that she can't be spared in this manner. Also, using the only ACT command available ("Talk") repeatedly will result in the game flat-out stating that [=ACTing=] won't escalate the battle any further.
*** Also, if you run from Toriel and go back to bed, you'll get a message saying "Wake up, player name! You are the future of humans and monsters!", which is essentially the game telling you that you have to go through with the tutorial fight.
** If you beat the game on a Neutral run and spare Flowey at the end, he'll give you a hint on how to get the GoldenEnding.
** The first enemy that uses blue attacks explicitly says that he can only see moving things, in order to clue players in that blue attacks don't hurt them if they're not moving. (Sans also says this a screen or two before the fight, but it's an optional conversation that the player might miss.)
** Some of the Riverman (or Riverwoman?)'s lines when you ride on their boat are actually VERY cryptic hints about certain parts of the game (for instance, "Did you know spiders have a favourite food? It's spiders.") hints that you can [[spoiler:end the battle with Muffet instantly by using a Spider Donut or Spider Cider (obtained from the Spider Bake Sale in the ruins). The items are described as being made "by spiders, for spiders, of spiders!"]]
** If you keep getting hit by Papyrus's attacks after he turns your SOUL blue, he'll explicitly tell you to press Up to jump.

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** The method for sparing Toriel (select You can spare every monster you encounter by using ACT commands until the "Spare" option repeatedly, even though it doesn't seem to do anything at first) is a bit of a GuideDangIt, and most players will try the "get her health low enough that she becomes spareable" option first (as hinted by one of the Froggits in the Ruins). However, Toriel is programmed so that once her health gets below a certain amount, any attack after that will instantly kill her, in order to indicate to the player that she can't be spared in this manner. Also, proper BossBattle with Toriel, where using the only ACT command available ("Talk") repeatedly will result in the game flat-out stating that [=ACTing=] won't escalate the battle any further.
*** Also, if you run from Toriel and go back to bed, you'll get a message saying "Wake up, player name! You are the future of humans and monsters!", which is essentially the game telling you that you have to go through with the tutorial fight.
** If you beat the game on a Neutral run and spare Flowey at the end, he'll give you a hint on how to get the GoldenEnding.
** The first enemy that uses blue attacks explicitly says that he can only see moving things, in order to clue players in that blue attacks don't hurt them if they're not moving. (Sans also says this a screen or two before the fight, but it's an optional conversation that the player might miss.)
** Some of the Riverman (or Riverwoman?)'s lines when you ride on their boat are actually VERY cryptic hints about certain parts of the game (for instance, "Did you know spiders have a favourite food? It's spiders.") hints that you can [[spoiler:end the battle with Muffet instantly by using a Spider Donut or Spider Cider (obtained from the Spider Bake Sale in the ruins). The items are described as being made "by spiders, for spiders, of spiders!"]]
** If you keep getting hit by Papyrus's attacks after he turns your SOUL blue, he'll explicitly [[HeKnowsAboutTimedHits tell you to press Up to jump.jump]].



** If you embrace VideoGameCrueltyPotential and [[spoiler:complete ''two'' KillEmAll runs]], then [[spoiler:the Fallen Child]] will tell you that "Another path would be better suited", which might be a vital hint in the incredibly unlikely circumstance that you've done this without ever figuring out the game rewards {{Pacifist Run}}s. Far more likely, if still not ''that'' likely, is that you've seen the GoldenEnding once already and this leads you into seeing [[spoiler:the corrupted version that you unlocked after completing the first KillEmAll run]].
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* In ''String Theory 2'', if you're taking too long on a level, one of the characters will say something casually like "I feel like we have to do this in the right order" or "If only there was a way to stop me from rolling" to clue you in on how to solve it.
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* The [[Franchise/TalesSeries Tales Of]] games sometimes use the skits to give hints either on what the player should do next (or outright tell you) or about any sidequest they have the opportunity to do at that moment.

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* The [[Franchise/TalesSeries Tales Of]] ''VideoGame/TalesOf'' games sometimes use the skits to give hints either on what the player should do next (or outright tell you) or about any sidequest they have the opportunity to do at that moment.
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* If you get stuck for a while in Telltale's ''VideoGame/SamAndMax}}'' games, someone (usually Max) will mutter a vague hint or two about your next move.

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* If you get stuck for a while in Telltale's ''VideoGame/SamAndMax}}'' ''VideoGame/SamAndMax'' games, someone (usually Max) will mutter a vague hint or two about your next move.
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** Zig-zagged with the 'books' in ''VideoGame/CastlevaniaAriaOfSorrow'', It's played straight in that they're just subtle enough to point towards how to get the good ending without outright stating it, but also subverting the trope by being hidden themselves, and also not saying ''when'' they're needed. [[spoiler: They hint towards the three souls you need to equip when fighting the final boss, but they don't hint towards the ''when fighting the final boss'' part.]]

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