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* In ''VideoGame/ShadowrunReturns: Hong Kong'', the first step in hacking a Blocker IC in the Matrix is a "Simon Says" style mini-game using a numberpad. Each successful repeat (up to nine) adds time to the clock, with the sequence increasing in length from four to seven for the final attempt. Messing it up subtracts a bit of time and the sequence is changed. The player can skip to the second step at any point during this, going back to complete it if they need more time.
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** ''TabletopGame/{{Cranium}} Piano (Star Performer):'' Teams take turns stepping on colorful piano keys on the floor screen, adding more notes for each new turn. The kids' rounds require one new note each turn, the adults' rounds two.

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** ''TabletopGame/{{Cranium}} Piano (Star Performer):'' Teams take turns stepping on colorful piano keys on the floor screen, adding more notes for each new turn. The kids' rounds require one new note each turn, the adults' rounds two.two (but the points are [[DoubleTheDollars doubled]]).
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* Some games on ''Series/FamilyGameNight'' follow suit.
** ''TabletopGame/{{Cranium}} Piano:'' Teams take turns stepping on colorful piano keys on the floor screen, adding more notes for each new turn. The kids' rounds require one new note each turn, the adults' rounds two.

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* Some games on ''Series/FamilyGameNight'' follow suit.
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** ''TabletopGame/{{Cranium}} Piano:'' Piano (Star Performer):'' Teams take turns stepping on colorful piano keys on the floor screen, adding more notes for each new turn. The kids' rounds require one new note each turn, the adults' rounds two.
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** ''Cranium Piano:'' Teams take turns stepping on colorful piano keys on the floor screen, adding more notes for each new turn. The kids' rounds require one new note each turn, the adults' rounds two.
** ''Simon Flash:'' Families wear giant cubes, which can change colors, around their bodies. A color sequence is shown and the families must reorder themselves to match the sequence and score a point. First team to five points wins.

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** ''Cranium ''TabletopGame/{{Cranium}} Piano:'' Teams take turns stepping on colorful piano keys on the floor screen, adding more notes for each new turn. The kids' rounds require one new note each turn, the adults' rounds two.
** ''Simon Flash:'' Families wear giant cubes, which can change colors, colors after every turn, around their bodies. A color sequence is shown and the families must reorder themselves to match the sequence and score a point. First team to five points wins.
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* Some games on ''Series/FamilyGameNight'' follow suit.
** ''Cranium Piano:'' Teams take turns stepping on colorful piano keys on the floor screen, adding more notes for each new turn. The kids' rounds require one new note each turn, the adults' rounds two.
** ''Simon Flash:'' Families wear giant cubes, which can change colors, around their bodies. A color sequence is shown and the families must reorder themselves to match the sequence and score a point. First team to five points wins.

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** In ''VideoGame/SlyCooperAndTheThieviusRaccoonus'', the boss battle with Ms. Ruby plays like this.

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** In ''VideoGame/SlyCooperAndTheThieviusRaccoonus'', the boss battle with Ms.Mz. Ruby plays like this. Sly even [[LampshadeHanging lampshades]] it.
-->'''Mz. Ruby''': If you repeat what I do, you'll dodge it just fine. If not, you'll get zapped!\\
'''Sly:''' A little voodoo Simon Says, huh? Sounds easy enough.
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** ''VideoGame/MarioPartyStarRush'': Mega Blooper's Bayside Bop is an unusual boss minigame in that the players don't attack Mega Blooper at all. Each "round" begins with a group of Bloopers bouncing a beach ball from one side of the screen to the other, with one Blooper for each character currently present. The Bloopers bounce the ball at different heights, creating different amounts of delay between each bounce. Once the Bloopers finish the sequence, the player characters must bounce the ball with the same timing that they were shown, with each character getting one chance to bounce the ball. If they press the A button with the correct timing, they will score points. If they miss the timing, they will stumble and get no points. This keeps going until the bar on the right fills up, at which point the minigame ends.
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** ''VideoGame/MarioParty10'': The 1 vs. Rivals minigame Steal The Beat has one player use the A and 2 buttons to play a sequence of beats on a pair of drums, after which the other players must copy the sequence they played. The team can only make a combined total of a certain number of mistakes (seven with two players, or ten with three), but if the team can make it through three rounds without messing up too much, they win.
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Not to be confused with ActionCommands or PressXToNotDie.

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Not to be confused with ActionCommands or PressXToNotDie. Compare MemoryMatchMiniGame for another type of mini-game that tests your memory.

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Bonus Boss was renamed by TRS. Also removing some natter.


** Adding to the frustration that is [[ThatOneSidequest Blockhead Grande]] are the precise mechanics of the blockheads: miss the spot by no matter how much and it's back to the literal drawing board. Doesn't sound too bad? Then how about the fact that Blockhead Grande requires you remember the exact location and order of eight (while the second hardest needed only five) identical weak spots, which is quite likely ''more than what a human being can memorize at any given time?''[[note]] According to ''The Magical Number Seven, Plus or Minus Two'' written by cognitive psychologist George A. Miller. This is also why the first ''VideoGame/{{Doom}}'' has seven different types of {{Mook}}s, by the way. [[/note]]



* ''VideoGame/PlantsVsZombiesGardenWarfare 2'': One of the four [[BrutalBonusLevel Trials of Gnomus]] is named the Trial of Recollection, and it is divided into four rounds: in each round is a gate with a sequence in it, before a large amount of panels with similar symbols. The player must jump on the panels in the order shown in the gate or be blown up and forced to try again. The kicker? You're only given about fifteen seconds for each round, memorization and plataforming combined, and the last two rounds have seven symbols to follow. [[spoiler:Completing any of the four trials rewards you with an eight-symbol code, enabling you to challenge a BonusBoss who drops a cypher based on the first code which reveals a part of yet another code. [[EldritchAbomination The Timeless Ones are just like that.]]]] Did we mention that the symbols in question are the complex shapes of various lawn-related items such as flamingos and lawmowers, all in the same light blue color? Have fun!

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* ''VideoGame/PlantsVsZombiesGardenWarfare 2'': One of the four [[BrutalBonusLevel Trials of Gnomus]] is named the Trial of Recollection, and it is divided into four rounds: in each round is a gate with a sequence in it, before a large amount of panels with similar symbols. The player must jump on the panels in the order shown in the gate or be blown up and forced to try again. The kicker? You're only given about fifteen seconds for each round, memorization and plataforming combined, and the last two rounds have seven symbols to follow. [[spoiler:Completing any of the four trials rewards you with an eight-symbol code, enabling you to challenge a BonusBoss an OptionalBoss who drops a cypher based on the first code which reveals a part of yet another code. [[EldritchAbomination The Timeless Ones are just like that.]]]] Did we mention that the symbols in question are the complex shapes of various lawn-related items such as flamingos and lawmowers, all in the same light blue color? Have fun!

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* ''VideoGame/{{Okami}}'' has the Blockhead encounters: Attack one to see a sequence of weak points appear, then dot over the weak points in the same order to actually defeat it. Many players didn't initially realize that the order matters, which can add to the frustration of trying to take down [[{{Sidequest}} Blockhead Grande]] for his [[LastLousyPoint Stray Bead]].

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* ''VideoGame/{{Okami}}'' has the Blockhead encounters: Attack one to see a sequence of weak points appear, then dot over the weak points in the same order to actually defeat it. Many players didn't initially realize that the order matters, which can add to the frustration of trying to take down [[{{Sidequest}} the already infamous [[BrutalBonusLevel Blockhead Grande]] for his [[LastLousyPoint Stray Bead]].Bead]].
** Adding to the frustration that is [[ThatOneSidequest Blockhead Grande]] are the precise mechanics of the blockheads: miss the spot by no matter how much and it's back to the literal drawing board. Doesn't sound too bad? Then how about the fact that Blockhead Grande requires you remember the exact location and order of eight (while the second hardest needed only five) identical weak spots, which is quite likely ''more than what a human being can memorize at any given time?''[[note]] According to ''The Magical Number Seven, Plus or Minus Two'' written by cognitive psychologist George A. Miller. This is also why the first ''VideoGame/{{Doom}}'' has seven different types of {{Mook}}s, by the way. [[/note]]


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* ''VideoGame/PlantsVsZombiesGardenWarfare 2'': One of the four [[BrutalBonusLevel Trials of Gnomus]] is named the Trial of Recollection, and it is divided into four rounds: in each round is a gate with a sequence in it, before a large amount of panels with similar symbols. The player must jump on the panels in the order shown in the gate or be blown up and forced to try again. The kicker? You're only given about fifteen seconds for each round, memorization and plataforming combined, and the last two rounds have seven symbols to follow. [[spoiler:Completing any of the four trials rewards you with an eight-symbol code, enabling you to challenge a BonusBoss who drops a cypher based on the first code which reveals a part of yet another code. [[EldritchAbomination The Timeless Ones are just like that.]]]] Did we mention that the symbols in question are the complex shapes of various lawn-related items such as flamingos and lawmowers, all in the same light blue color? Have fun!
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Crosswicking

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** ''VideoGame/MarioPartyTheTop100'': Several minigames of this nature are brought back, and often involve pressing a button or pad/stick direction that is being dictated by someone or something (or, alternatively, ''avoid'' pressing that button or direction). There isn't a specific category for these minigames, but most of them are either in Skill (like Shy Guy Says from ''1'') or Brainy (like The Beat Goes On from ''3'').
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* In ''VideoGame/StubbsTheZombie'', the showdown with the Chief of Police takes the form of this.

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* In ''VideoGame/StubbsTheZombie'', the showdown with the Chief of Police takes the form of this.a dance-off where you have to repeat his moves. Seems [[NotHyperbole he wasn't joking]] when he said he was going to dance on Stubbs' grave.



* One of the games in ''VideoGame/TheSecretIslandOfDrQuandary'', "Ape the Ape".

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* One of the games in ''VideoGame/TheSecretIslandOfDrQuandary'', "Ape the Ape".Ape", has you memorize and repeat an ever-increasing number of steps in order to win a cup of "gobblety-goo" from Sir William Apespeare.
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* ''VideoGame/GarfieldLasagnaParty'':
** In the "Perfect Profile" mini-game, the player must press the right button at the right time to strike the corresponding pose and win points.
** The "Cats' Band" mini-game involves the players playing their instruments atop a fence. Pressing the right buttons at the right time will earn the players points.
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* ''VideoGame/{{Melatonin}}'' uses the RhythmGame version of this trope, where replicating the actions ''and'' timing of the cues is necessary:
** In "Dream About Exercise", the player has to replicate the instructor's movements of lifting the left, right, or both weights at the same time.
** In "Dream About the Future", beams appear in the distance, signaling aliens appearing on the left, right, middle, or left and right. Once they approach, the player has to blast them in the correct pattern.
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** ''VideoGame/MarioPartyDS'':
*** The minigame Sweet Sleuth has a Shy Guy ask the players for candies, which are initially placed in a dish. During 30 seconds, the Shy Guy will ask for a candy of a particular color, shape and wrapper pattern; thus, each character has to keep an eye on the candies placed in the dish to give him the right one and score a point apiece. Whoever gets the highest score after time runs out wins; if two characters get the same score in Duel mode, the minigame ends in a tie.
*** The boss mini-game Hammer Chime, which pits the player against Hammer Bro, involves matching his drum beats to send back an attack to deal damage.
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A MiniGame that presents the player a sequence of buttons and challenges him to memorize it and repeat it. Usually this must be done multiple times, with each sequence adding one or more buttons. It may not involve button presses directly, but rather requires the player to memorize some combination of actions. For example, you may have to press a group of differently-colored switches in the order they light up or kill a group of mooks in the order they first appear.

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A MiniGame that presents the player a sequence of buttons and challenges him them to memorize it and repeat it. Usually this must be done multiple times, with each sequence adding one or more buttons. It may not involve button presses directly, but rather requires the player to memorize some combination of actions. For example, you may have to press a group of differently-colored switches in the order they light up or kill a group of mooks in the order they first appear.
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** ''VideoGame/MarioParty7'': The minigame Shock Absorbers (not the same one from ''VideoGame/MarioParty5'') has eight characters encased in electrical chambers with three buttons each (placed respectively at the left, right and top). The game will then make a button glow yellow, and that button has to be pressed quickly by each character in their chamber; the next button will then glow and have to be pressed as well. After a while, all three buttons will glow red, indicating that the characters have to duck to dodge an electrical discharge. If a character fails to dodge that discharge, presses an unlit button or takes too long to press any, they'll be electrocuted and disqualified. As time passes, the buttons will glow faster, thus requiring quicker reflexes. The minigame ends when one or both characters from a team are the last left, and victory will count for both of them; but if the last remaining characters are electrocuted at the same time, the minigame will end in a tie.
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** ''VideoGame/MarioParty6'': The minigame Control Schtick has all characters standing on hovering platforms while looking at a special screen managed by two Goombas. The screen shows a glove-wearing hand counting down from three before showing two arrows, indicating the directions they must follow with their hands (which wear orange gloves) to show a specific pose; the player tilts the standard Control Stick to respond to the arrow from the left side, and the yellow C Stick to respond to the arrow from the right side. As time passes, the countdown will pass faster and the instructed directions will require being followed more quickly, leading eventually to a player either moving at the wrong directions or not reacting quickly enough, resulting in their elimination. The last player remaining wins, but if at any point all characters fail, they'll be eliminated and the minigames will end in a tie.
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video game - inca altered


* In ''VideoGame/{{Inca}}'', this serves as one of the late-game puzzles, with the added factor that the color sequences shown must be inverted based on the blue crystal refracting the light being shown.

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* In ''VideoGame/{{Inca}}'', this serves as one of the late-game puzzles, with the added factor that the color sequences shown must be inverted based where a pan pipe plays while sunlight refracted through a prism shows colors on the blue a crystal refracting in the light being shown.foreground. [[spoiler: The colors are a lie, only the sounds matter.]]
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** ''VideoGame/MarioParty3'': The minigame The Beat Goes On is a rare variation where each character acts as the "Simon" to the next in line. All four characters are atop large lily pads that float in a jungle lake and come with a set of three drums. In the center, a Shy Guy plays four drum beats, each being associated to a controller button. The first player must repeat those same beats (matching not only the correct button but also the right timing) and then play an extra one with a button of their choice. The second player must then repeat those five drum beats and, at the end, play a sixth one with any button. The third player must then replicate those six beats and then add a seventh, and so on. And at all times, save for the Shy Guy's initial drum beats, the button marks will be covered out of sight, making it increasingly difficult to memorize the sequence as it grows larger. If a player presses the wrong button during a beat or their timing is off, they'll be disqualified. When only one player remains, the minigame ends and that player wins; but if more than one player remains by the time the sequence reaches 16 drum beats, it ends in a draw and nobody will win.

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[[folder:Toys]]
* A closer {{Trope Namer|s}} than the children's game of Simon Says is the 1978 game ''Simon'' from Creator/MiltonBradley, which had colored buttons and musical sound effects.
* A game called "Bop-It" is a strange-looking plastic gizmo that calls out actions that the player has to perform on the object like pressing a button, pulling levers, or twisting the object. Its main mode is just doing the correct actions as they are called, though another mode is directly Simon.
* "Brain Warp" tasks the player with repeating commands one at a time, by rotating the toy so that the called color or number is oriented upward. One mode involves memorization and repetition: The first player chooses a first move, the second player repeats that move and adds a second move, the third player repeats the first two moves and adds a third, and so on.
[[/folder]]



* This was the entire premise for ''Flagman'' for the Creator/{{Nintendo}} Game & Watch.

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* This was is the entire premise for ''Flagman'' for the Creator/{{Nintendo}} Game & Watch.



[[folder:Electronic Toys]]
* A closer {{Trope Namer|s}} than the children's game of Simon Says is the 1978 game ''Simon'' from Creator/MiltonBradley, which had colored buttons and musical sound effects.
** A similar game called "Bop-It" was a strange-looking plastic gizmo that called out actions that the player had to perform on the object like pressing a button, pulling levers, or twisting the object. Its main mode was just doing the correct actions as they were called, though another mode was directly Simon.
** "Brain Warp" also tasked the player with repeating commands one at a time, by rotating the toy so that the called color or number was oriented upward. One mode involved memorization and repetition: The first player chooses a first move, the second player repeats that move and adds a second move, the third player repeats the first two moves and adds a third, and so on.
[[/folder]]

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* ''VideoGame/MarioParty1'': The aptly-named minigame Shy Guy Says. The four players are mounting barrels tied to a pirate ship led by a Shy Guy in the sea. The players are instructed to raise the same colored flag as that raised by the Shy Guy. If a player raises the wrong flag or doesn't raise any, the Shy Guy will cut the rope that ties their barrel with the ship, which leaves them adrift as they move away; if the Shy Guy raises both colored flags, the players must wait until he lowers one, as that means only the other colored flag has to be raised. The minigame continues until only one player remains.

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* ''VideoGame/MarioParty'':
**
''VideoGame/MarioParty1'': The aptly-named minigame Shy Guy Says. The four players are mounting barrels tied to a pirate ship led by a Shy Guy in the sea. The players are instructed to raise the same colored flag as that raised by the Shy Guy. If a player raises the wrong flag or doesn't raise any, the Shy Guy will cut the rope that ties their barrel with the ship, which leaves them adrift as they move away; if the Shy Guy raises both colored flags, the players must wait until he lowers one, as that means only the other colored flag has to be raised. The minigame continues until only one player remains.remains.
** ''VideoGame/MarioParty2'': The minigame Shy Guy Says returns from the first game, and once again the characters have to raise the same color of flag as the leading Shy Guy. The difference is the setting, as the characters are now floating in the skies with balloons instead of sailing the seas.

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* ''VideoGame/MarioParty'' will '''always''' have several games that are some variation on this, whether it be playing drums, raising colored flags (which has false positives), picking fruits to give to Bowser, jumping on the correct color platform, etc.

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* ''VideoGame/MarioParty'' will '''always''' have several games that ''VideoGame/MarioParty1'': The aptly-named minigame Shy Guy Says. The four players are some variation on this, whether it be playing drums, raising mounting barrels tied to a pirate ship led by a Shy Guy in the sea. The players are instructed to raise the same colored flags (which flag as that raised by the Shy Guy. If a player raises the wrong flag or doesn't raise any, the Shy Guy will cut the rope that ties their barrel with the ship, which leaves them adrift as they move away; if the Shy Guy raises both colored flags, the players must wait until he lowers one, as that means only the other colored flag has false positives), picking fruits to give to Bowser, jumping on the correct color platform, etc.be raised. The minigame continues until only one player remains.



* Done a few times in ''VideoGame/MarioAndLuigiDreamTeam''. The first time is merely a really simple puzzle with blocks in the Pi'illo Castle basement, but later certain bosses will telegraph their attacks like this, with them moving a bunch of laser sights in a certain order and then afterwards shooting in the directions indicated.

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* Done a few times in ''VideoGame/MarioAndLuigiDreamTeam''. ''VideoGame/MarioAndLuigiDreamTeam''.
**
The first time is merely a really simple puzzle with blocks in the Pi'illo Castle basement, but later certain bosses will telegraph their attacks like this, with them moving a bunch of laser sights in a certain order and then afterwards shooting in the directions indicated.

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* ''VideoGame/DonkeyKongCountry3DixieKongsDoubleTrouble'': There are thirteen secret areas (found by exploring unmarked areas on the map) where you have to play a memory game to free a Banana Bird from its crystal prison. The more Banana Birds you rescue, the longer the sequence of button presses you need to memorize to rescue the next one.



%%* The Banana Bird bonuses in ''VideoGame/DonkeyKongCountry3DixieKongsDoubleTrouble''.

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[[quoteright:344:[[VideoGame/PokemonStadium https://static.tvtropes.org/pmwiki/pub/images/simonsaysminigame.jpg]]]]
[[caption-width-right:344:Okay...Repeat after me!]]

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[[quoteright:344:[[VideoGame/PokemonStadium %%
%%Image selected per Image Pickin' thread: https://tvtropes.org/pmwiki/posts.php?discussion=1645905666049534400&page=1
%%Please don't change or remove without starting a new thread.
%%
[[quoteright:350:[[VideoGame/PokemonStadium
https://static.tvtropes.org/pmwiki/pub/images/simonsaysminigame.jpg]]]]
[[caption-width-right:344:Okay...
org/pmwiki/pub/images/rsz_clefairysays_6.png]]]]
[[caption-width-right:350:Okay...
Repeat after me!]]
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* In ''VideoGame/BanjoKazooie'', used with the "Tiptup Choir" jigsaw piece in Bubblegloop Swamp, and again with a giant OminousPipeOrgan in Mad Monster Mansion.
** Rare must love these, as they used it again in ''VideoGame/DonkeyKong64'', as one of Lanky Kong's golden bananas is earned this way in the Frantic Factory level, requiring him to GroundPound the multicolored notes on a piano.
** For an even earlier example, there are the Banana Bird bonuses in ''VideoGame/DonkeyKongCountry3DixieKongsDoubleTrouble''.

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* ''VideoGame/BanjoKazooie'':
**
In ''VideoGame/BanjoKazooie'', used with Bubblegloop Swamp, Banjo and Kazooie have to GroundPound the "Tiptup Choir" jigsaw piece members in Bubblegloop Swamp, the same order as these sing their respective notes. The session is divided in three rounds: Six notes in the first, seven in the second, eight in the third.
** In Mad Monster Mansion, Banjo
and again with a giant Kazooie have to GroundPound the notes Motzand is playing on the OminousPipeOrgan in Mad Monster Mansion.
** Rare must love these, as they used it again in ''VideoGame/DonkeyKong64'', as one
located inside the chapel.
* ''VideoGame/DonkeyKong64'': One
of Lanky Kong's golden bananas is earned this way in the Frantic Factory level, requiring him to GroundPound the multicolored notes on a piano.
** For an even earlier example, there are the %%* The Banana Bird bonuses in ''VideoGame/DonkeyKongCountry3DixieKongsDoubleTrouble''.
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Improper tense


** In ''VideoGame/TheLegendOfZeldaOcarinaOfTime'', a [[HeartContainer Heart Piece]] was earned by playing a game of this with the Skull Kids in the Lost Woods, requiring you to memorize musical notes and play them back using the titular ocarina. The frog choir's game (active after receiving their ''first'' Heart Piece) was basically this. On crack. You had to match up ''every'' note as it was played. Fortunately, the sequence was fixed.

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** In ''VideoGame/TheLegendOfZeldaOcarinaOfTime'', a ''VideoGame/TheLegendOfZeldaOcarinaOfTime'': A [[HeartContainer Heart Piece]] was is earned by playing a game of this with the Skull Kids in the Lost Woods, requiring you to memorize musical notes and play them back using the titular ocarina. The frog choir's game (active after receiving their ''first'' Heart Piece) was basically this. On crack. You had is similar, but much harder, as you have to match up ''every'' note as it was played. Fortunately, is played; fortunately, the sequence was is fixed.
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* ''VideoGame/RuneScape'' has several of these:
** The first room in the [[https://runescape.wiki/w/2010_Christmas_event 2010 Christmas event]] required players to tap the icicles in the order they light up.
** The Artisan's Workshop in Falador and the Serenity Pillars in Prifddinas both work this way. You can still gain experience without doing what the leader says, but it's a much slower rate.
** The [[https://runescape.wiki/w/Summer_Beach_Party Summer Beach Party]] seasonal event has two:
*** In the sandcastle activity, players must work on the highlighted sculpture to gain the maximum Construction experience.
*** In the bodybuilding activity, players must perform the correct exercuse to gain the maximum Strength experience.
** In the [[https://runescape.wiki/w/Three%27s_Company_(saga) Three's Company]] saga, Ariane must touch some magical crystals in the correct order to free Sir Owen and Ozan.
** One puzzle in Dungeoneering requires the player to play "follow the leader" with a living statue to unlock the doors in that room. An incorrect action will cause the player to take damage and force them to start over.
** Several [[https://runescape.wiki/w/Random_events random events]] had this mechanic. Random events were later removed from the main game but are still playable in ''Old School [=RuneScape=]''.
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Added context to the Aquaria example.


* ''VideoGame/{{Aquaria}}'' has a Simon Says MiniBoss.

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* ''VideoGame/{{Aquaria}}'' has a Simon Says MiniBoss.MiniBoss, requiring you to sing the notes that match the sequence the miniboss indicates with its eyestalks. It goes up to eight notes and each round is on a very short timer but the reward is a third ingredient slot, enabling you to craft a much wider variety of PowerUpFood on the fly.



* ''VideoGame/HarryPotterAndTheChamberOfSecrets'' for the UsefulNotes/GameBoyColor had a DDR-style minigame with this sort of gameplay featuring Harry and Professor Flickwick, resulting in the amusing images of Harry doing things like shaking his tush at the screen or breakdancing on his head. In ''VideoGame/HarryPotterAndThePhilosophersStone'' on the UsefulNotes/GameBoyAdvance, Harry learns spells by copying his professor's wand movements.

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* ''VideoGame/HarryPotterAndTheChamberOfSecrets'' for the UsefulNotes/GameBoyColor had a DDR-style minigame with this sort of gameplay featuring Harry and Professor Flickwick, resulting in the amusing images of Harry doing things like shaking his tush at the screen or breakdancing on his head. In ''VideoGame/HarryPotterAndThePhilosophersStone'' on the UsefulNotes/GameBoyAdvance, Harry learns spells by copying his professor's wand movements. The Game Boy Color version of ''Philosopher's Stone'' also requires you to copy Flitwick's wand movements to learn Wingardium Leviosa.

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