History Main / PressXtoNotDie

23rd Jun '16 7:58:25 PM nombretomado
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* The ''TimeCrisis'' series has many moments where you must press or release the pedal to avoid losing a life to an environmental hazard, such as hooks hanging over a cargo elevator, machinery in a factory, a falling tree, or signal posts alongside a train.

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* The ''TimeCrisis'' ''VideoGame/TimeCrisis'' series has many moments where you must press or release the pedal to avoid losing a life to an environmental hazard, such as hooks hanging over a cargo elevator, machinery in a factory, a falling tree, or signal posts alongside a train.
15th Jun '16 7:06:55 PM nombretomado
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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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** TelltaleGames' Creator/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.
5th Jun '16 1:40:18 PM eroock
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[[caption-width-right:350:[-Rock falls, you die... unless [[IndyEscape you act fast enough]].-] ]]

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[[caption-width-right:350:[-Rock [[caption-width-right:320:[-Rock falls, you die... unless [[IndyEscape you act fast enough]].-] ]]
5th Jun '16 1:40:05 PM eroock
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[[quoteright:350:[[VideoGame/ResidentEvil4 http://static.tvtropes.org/pmwiki/pub/images/re4_dodge_rock_9059.jpg]]]]

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[[quoteright:350:[[VideoGame/ResidentEvil4 [[quoteright:320:[[VideoGame/ResidentEvil4 http://static.tvtropes.org/pmwiki/pub/images/re4_dodge_rock_9059.org/pmwiki/pub/images/press_x_to_not_die.jpg]]]]


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26th May '16 11:27:42 PM gophergiggles
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** Done well in the Wii version of ''Anniversary''; the [=QTEs=] were motion gestures that matched Lara's on-screen actions, adding to the immersion.

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** Done well in the Wii version both versions of ''Anniversary''; the [=QTEs=] for the Wii were motion gestures that matched Lara's on-screen actions, adding to the immersion.immersion, while the [=PS2=] version used the same buttons used in-game for such moves (O to dodge, R1 to shoot, X to jump), making it incredibly intuitive.
26th May '16 3:06:37 PM PixelKnight
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* ''VideoGame/ModernWarfare 1'' had a very annoying recurring 'Press V not to die' (or the right thumbstick/R3 button, for those of you playing the game on consoles) in which you need to melee a dog that is attacking you, but you only get roughly a quarter of a second to press it. Too early, you die, too late, you die. Oh, and did I mention that the default melee button is 'V'; just far enough from WASD to be hard to press without looking. By which time you have died from a dog to the throat.

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* ''VideoGame/ModernWarfare 1'' had a very annoying recurring 'Press V not to die' (or the right thumbstick/R3 button, for those of you playing the game on consoles) in which you need to melee a dog that is attacking you, but you only get roughly a quarter of a second to press it. Too early, you die, too late, you die. Oh, and did I mention that the default melee button is 'V'; just far enough from WASD to be hard to press without looking.looking unless you've built up the requisite muscle memory. By which time you have died from a dog to the throat.
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.
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