History Main / PressXToNotDie

22nd May '16 8:56:44 PM nombretomado
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* ''MarvelUltimateAlliance'' uses these a lot for giant bosses, and it gets rather annoying as you will often have to use them repeatedly to kill them. And they never change. And the cutscene is exactly the same each time. Vicarious Visons removed them entirely for the sequel, at least on Xbox and PS3.

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* ''MarvelUltimateAlliance'' uses these a lot for giant bosses, and it gets rather annoying as you will often have to use them repeatedly to kill them. And they never change. And the cutscene is exactly the same each time. Vicarious Visons removed them entirely for the sequel, at least on Xbox and PS3.[=PS3=].



* The PS3 exclusive ''VideoGame/HeavyRain'' is ''almost nothing but these.'' Unlike a lot of other examples, however, there is (usually) no penalty for failing an event; the game simply continues, albeit with some scenes or lines changed to reflect your clumsy fingers.

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* The PS3 [=PS3=] exclusive ''VideoGame/HeavyRain'' is ''almost nothing but these.'' Unlike a lot of other examples, however, there is (usually) no penalty for failing an event; the game simply continues, albeit with some scenes or lines changed to reflect your clumsy fingers.



* Both versions of ''VideoGame/SonicUnleashed'' have a few of these as well. In the earlier daytime stages, missing a prompt will cause you to take a less efficient path (or, in the harder side-missions, could result in your untimely demise). Mandatory nighttime [=QTEs=] are limited to two bosses, the Dark Gaia Phoenix and the Egg Dragoon. Otherwise, it simply helped to gain extra points. Eggmanland in the PS3/360 version, on the other hand, is positively full of the mandatory types. (And the Wii/PS2 version has quite a few mandatory QTE's as well.)
** The portions of the final boss where you control the [[spoiler:[[HumongousMecha Gaia Colossus]]]] against Dark Gaia plays out through these in the PS3/360 version. Hit the button right, and you slug the monster right in the face. The Wii/[=PS2=] version dispenses with them in that part, allowing you to ''really'' slug the guy in the face, a-la ''PunchOut''.

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* Both versions of ''VideoGame/SonicUnleashed'' have a few of these as well. In the earlier daytime stages, missing a prompt will cause you to take a less efficient path (or, in the harder side-missions, could result in your untimely demise). Mandatory nighttime [=QTEs=] are limited to two bosses, the Dark Gaia Phoenix and the Egg Dragoon. Otherwise, it simply helped to gain extra points. Eggmanland in the PS3/360 [=PS3=]/360 version, on the other hand, is positively full of the mandatory types. (And the Wii/PS2 version has quite a few mandatory QTE's as well.)
** The portions of the final boss where you control the [[spoiler:[[HumongousMecha Gaia Colossus]]]] against Dark Gaia plays out through these in the PS3/360 [=PS3=]/360 version. Hit the button right, and you slug the monster right in the face. The Wii/[=PS2=] version dispenses with them in that part, allowing you to ''really'' slug the guy in the face, a-la ''PunchOut''.
21st May '16 5:38:14 PM KamenRiderOokalf
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* ''Super Adventure Rockman'' was a [[NoExportForYou Japan-only]] ''VideoGame/MegaMan'' game released in the mid-nineties. It was an animated adventure that gave the player ChooseYourOwnAdventure style choices that would guide the cutscenes. Every once in a while, in the middle of a cutscene, arrows would flash on the screen and you'd have one second to choose a direction, hit the D-Pad, and dodge a surprise attack.

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* ''Super Adventure Rockman'' ''VideoGame/SuperAdventureRockman'' was a [[NoExportForYou Japan-only]] ''VideoGame/MegaMan'' ''VideoGame/MegaManClassic'' game released in the mid-nineties. It was an animated adventure that gave the player ChooseYourOwnAdventure style choices that would guide the cutscenes. Every once in a while, in the middle of a cutscene, arrows would flash on the screen and you'd have one second to choose a direction, hit the D-Pad, and dodge a surprise attack.
26th Apr '16 7:20:24 AM seska1729
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[[folder:ROMhack]]

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[[folder:ROMhack]][[folder:[=ROMhack=]]]
26th Apr '16 7:20:00 AM seska1729
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* ''[[VideoGame/KaizoMarioWorld Kaizo Mario World 2]]'''s opening sequence can kill you (drop a Thwomp on you) if you don't jump and hit the invisible coin block, stopping it from squashing you.

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* ''[[VideoGame/KaizoMarioWorld Kaizo Mario World 2]]'''s opening sequence can kill you (drop a Thwomp on you) if you don't jump and hit the invisible coin block, stopping it from squashing you. This is made extra annoying by the fact that the previous and following games both save you from the Thwomp with a precisely timed message block; so players are conditioned not to jump, as doing so would kill them in [=KMW1=] and 3.
26th Apr '16 7:17:59 AM seska1729
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Added DiffLines:

[[folder:ROMhack]]
* ''[[VideoGame/KaizoMarioWorld Kaizo Mario World 2]]'''s opening sequence can kill you (drop a Thwomp on you) if you don't jump and hit the invisible coin block, stopping it from squashing you.
[[/folder]]
9th Apr '16 8:07:41 PM ImaginaryMetroid
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** An even more forgiving version appears in ''VideoGame/SpiderManWebOfShadows'', where they're only used at the very end of boss battles (so you know when to expect them), keep the same sequences, and if you fail, you just restart the button sequence.

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** An even A more forgiving version appears in ''VideoGame/SpiderManWebOfShadows'', where they're only used at the very end of boss battles (so you know when to expect them), keep the same sequences, and if you fail, you just restart the button sequence.
8th Apr '16 2:27:35 PM morenohijazo
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* TelltaleGames' ''VideoGame/JurassicParkTheGame''. The ''entire'' game, minus some sections where you get to stop, take a breath and play with some puzzles, consists of this style of gameplay. Press X to Not Be Eaten by a Tyrannosaur indeed.

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* All of Telltale's game have this, to an extent. Some allow you a bit more flexibility in choosing how to deal with situations, especially in games based on more action heavy properties such as ''VideoGame/TalesFromTheBorderlands'' and ''VideoGame/TheWolfAmongUs''; you will often get two options to choose from with very little time to decide what to go for. The end result is often the same, with slight variations.
**
TelltaleGames' ''VideoGame/JurassicParkTheGame''. The ''entire'' game, minus some sections where you get to stop, take a breath and play with some puzzles, consists of this style of gameplay. Press X to Not Be Eaten by a Tyrannosaur indeed.



** All of Telltale's game have this, to an extent. Some allow you a bit more flexibility in choosing how to deal with situations, especially in games based on more action heavy properties such as ''VideoGame/TalesFromTheBorderlands'' and ''VideoGame/TheWolfAmongUs''; you will often get two options to choose from with very little time to decide what to go for. The end result is often the same, with slight variations.

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** All ''VideoGame/MinecraftStoryMode'': A rather mild example compared to other ''[[Creator/TelltaleGames Telltale]]'' games, perhaps because of Telltale's game have this, to an extent. Some allow you a bit more flexibility in choosing how to deal with situations, especially in games based on more action heavy properties such as ''VideoGame/TalesFromTheBorderlands'' and ''VideoGame/TheWolfAmongUs''; you will often get two options to choose from with very little time to decide what to go for. The end result is often the same, with slight variations.young target audience. Many of the quick-time events can be failed without consequence.
30th Mar '16 7:53:42 PM DarkHunter
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-->'''Jerry''': Hey, at least we're not seeing any more quick-time events.\\
'''Jeremy''': Never say those three words in that order again.
11th Mar '16 7:49:35 AM erforce
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-->-- [[Creator/McChris mc chris]] [[https://www.youtube.com/watch?v=HZsDUSxK5Fs compares two video games]]

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-->-- [[Creator/McChris '''[[Creator/McChris mc chris]] chris]]''' [[https://www.youtube.com/watch?v=HZsDUSxK5Fs compares two video games]]



* This appears in the licensed game for the 2007 ''Film/TeenageMutantNinjaTurtles'' film. Losing all your health results in your character falling on one knee. Here you have to repeatedly hit the button that shows up onscreen to save him. If you're playing in a level where the Turtle is solo, this helps him slowly get back up - once he does, his health is restored. If it's a level where the other Turtles are in reserve, one appears when your Turtle falls and starts to help him up. Once successful, he replaces the injured Turtle in battle. Doing nothing in either case causes the afflicted Turtle to collapse and die, to reappear at the last checkpoint.

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* This appears in the licensed game for the 2007 ''Film/TeenageMutantNinjaTurtles'' ''WesternAnimation/{{TMNT}}'' film. Losing all your health results in your character falling on one knee. Here you have to repeatedly hit the button that shows up onscreen to save him. If you're playing in a level where the Turtle is solo, this helps him slowly get back up - once he does, his health is restored. If it's a level where the other Turtles are in reserve, one appears when your Turtle falls and starts to help him up. Once successful, he replaces the injured Turtle in battle. Doing nothing in either case causes the afflicted Turtle to collapse and die, to reappear at the last checkpoint.



* In ''[[TheWitcher The Witcher 2: Assassins of Kings]]'', this is often a part of combat against creatures that are massively larger than humans, like the dragon in the prologue or the Kayran at the end of the first chapter.

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* In ''[[TheWitcher The Witcher 2: Assassins of Kings]]'', ''VideoGame/TheWitcher2AssassinsOfKings'', this is often a part of combat against creatures that are massively larger than humans, like the dragon in the prologue or the Kayran at the end of the first chapter.
20th Feb '16 9:03:40 PM FlakyPorcupine
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* In ''VideoGame/CharlieMurder'' some enemies will latch on to a player, causing the player to run around the screen as the enemy gnaws them to death until they mash the right button.
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