History Main / SomeDexterityRequired

9th Apr '18 9:57:01 PM Andyroid
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* Rather than using dice, the tabletop RPG ''Dread'' uses a tower of Jenga blocks for conflict resolution. Whenever a character is in a dangerous situation, their player must pull and stack one or more blocks from the tower. Succeed, and the character lives; fail, and they die. A player can refuse to pull and accept failure if the situation isn't a direct threat to their character, or deliberately knock over the tower to have their character make a HeroicSacrifice.
9th Mar '18 7:11:10 AM ZarbiNerada
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* Later models of the squirrel-proof GSP birdfeeder come with a special latch over where the seed gets poured in called the "Rodney lock"[[labelnote:*:]]after the name by which a purchaser of the original model referred to a particularly cunning squirrel that had figured out how to open the seed intake[[/labelnote]]. This latch cannot be opened without opposable thumbs, [[CaptainObvious which squirrels don't have]].
28th Feb '18 1:53:46 PM WillKeaton
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** How do you do Jax's multi-hit throw in VideoGame/MortalKombat4? Throw, then (hold) RN+BL+HK > HP+LP+LK > HP+BL+LK > HP+LP+HK+LK, of course.

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** How do you do Jax's multi-hit throw in VideoGame/MortalKombat4? ''VideoGame/MortalKombat4''? Throw, then (hold) RN+BL+HK > HP+LP+LK > HP+BL+LK > HP+LP+HK+LK, of course.
28th Feb '18 1:00:46 AM SeptimusHeap
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* ''SinAndPunishment''[='s=] control scheme definitely takes some getting used to, both for the N64 and Gamecube controls. The left control stick/D-pad is actually used to aim, while pushing buttons on the right side makes you strafe back and forth, and the shoulder buttons make you fire and jump. On top of the wacky control scheme, the game makes you pull off some crazy acrobatics in some parts that would be difficult even with a normal control scheme. Fortunately, the sequel switched over to the Wii Remote and nunchuck setup, making the controls much, MUCH more intuitive.

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* ''SinAndPunishment''[='s=] ''VideoGame/SinAndPunishment''[='s=] control scheme definitely takes some getting used to, both for the N64 and Gamecube controls. The left control stick/D-pad is actually used to aim, while pushing buttons on the right side makes you strafe back and forth, and the shoulder buttons make you fire and jump. On top of the wacky control scheme, the game makes you pull off some crazy acrobatics in some parts that would be difficult even with a normal control scheme. Fortunately, the sequel switched over to the Wii Remote and nunchuck setup, making the controls much, MUCH more intuitive.
12th Feb '18 8:38:15 PM nombretomado
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* ''{{Weaponlord}}'' is an extreme example, with many unconventional methods for certain moves, many attacks requiring that the player hold a button and then perform a motion, and the general pickiness of the Super NES/Genesis control pads on understanding diagonals.

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* ''{{Weaponlord}}'' ''VideoGame/{{Weaponlord}}'' is an extreme example, with many unconventional methods for certain moves, many attacks requiring that the player hold a button and then perform a motion, and the general pickiness of the Super NES/Genesis control pads on understanding diagonals.
9th Jan '18 5:39:49 AM ArcaneAzmadi
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* One more example from musical instruments is the Japanese ''shamisen'' (particularly the ''nagauta shamisen'' used in kabuki theatre). Similar to a banjo if it had 3 silk strings rather than 4-6 steel ones, a smaller, square-ish body rather than a round one and was played with a large fishtail-shaped piece of wood (called a ''bachi'') instead of a plectrum, the ''shamisen'' is an incredibly fiddly instrument. For one thing, the tuning pegs are ''very'' prone to slipping, meaning a shamisen player will regularly be forced to retune their instrument in mid-song without stopping, and even if their instrument doesn't come accidentally untuned they may have to do this ''anyway'' as a lot of shamisen music requires the performer to ''change their instrument's tuning on the fly'' between movements (the ''shamisen'' doesn't have a single state of being "in tune", with the three strings being set to different pitches depending on the key and, if accompanying a vocalist, the pitch of the singer's voice). Finally, there are a ''lot'' of fiddly playing techniques required to master the full range of sounds the instrument is capable of producing, such as pressing the ''bachi'' down against the strings, finding a note with the left index finger and then plucking the shortened string with the left ring finger to produce an extremely high-pitched note. It's an instrument that takes an ''extraordinary'' amount of practice and discipline to completely master.
25th Dec '17 1:03:07 PM bwburke94
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* Continuing on musical instruments, particularly wind instruments. Music is rarely written with consideration for the fingering required to play the notes. This can lead to situations where the score requires rapidly trilling between two notes which use awkward fingers very difficult to move between. Luckily there exist alternate fingerings for most notes, but students are rarely, if ever, taught these and they must be learned from outside sources should the need arise.[[note]]This troper once experienced this in high school when both the flutes and clarinets had the same trill. The fingering was easy for flutes, but the clarinets constantly lagged behind and were told to just not play that part. Only with the help of a symphonic orchestra professional were the clarinets able to learn an alternate fingering that allowed the trill to be played, and gave a pleasant surprise to the directors when they suddenly began playing the part again.[[/note]]

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* Continuing on musical instruments, particularly wind instruments. Music is rarely written with consideration for the fingering required to play the notes. This can lead to situations where the score requires rapidly trilling between two notes which use awkward fingers very difficult to move between. Luckily there exist alternate fingerings for most notes, but students are rarely, if ever, taught these and they must be learned from outside sources should the need arise.[[note]]This troper once experienced this in high school when both the flutes and clarinets had the same trill. The fingering was easy for flutes, but the clarinets constantly lagged behind and were told to just not play that part. Only with the help of a symphonic orchestra professional were the clarinets able to learn an alternate fingering that allowed the trill to be played, and gave a pleasant surprise to the directors when they suddenly began playing the part again.[[/note]]
13th Dec '17 11:54:42 PM LucaEarlgrey
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* ''VideoGame/PanelDePon'', unlike other [[MatchThreeGame "match x blocks of the same color"]] games, requires you to continue swapping panels while your chain takes place in order to reliably extend your chain, meaning that without on-the-spot planning and strategizing that would make speed chess players proud, you will easily get [[CurbStompBattle curb-stomped]] by competitive players. This was alleviataed somewhat with ''Planet Puzzle League'', which allows manipulating the blocks with the touchscreen rather than having to use a cursor controlled by the D-pad that can only move in four directions.
7th Dec '17 5:51:28 PM nombretomado
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* Shopping in ''DefenseOfTheAncients'' and ''VideoGame/HeroesOfNewerth''. You can obtain a courier that allows you to buy items on the field, but requires a fair amount of micro especially if you want to buy items at shops that aren't in your base. If only you could tell your chicken to go get item X at shop Y and deliver it to you. The reason for this is that the amount of clicks required to shop takes your attention away from your character and therefore increases the skill cap of the game, an important characteristic of a high profile competitive game. One has to wonder though whether the developers couldn't come up with more meaningful ways to make the game harder.

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* Shopping in ''DefenseOfTheAncients'' ''VideoGame/DefenseOfTheAncients'' and ''VideoGame/HeroesOfNewerth''. You can obtain a courier that allows you to buy items on the field, but requires a fair amount of micro especially if you want to buy items at shops that aren't in your base. If only you could tell your chicken to go get item X at shop Y and deliver it to you. The reason for this is that the amount of clicks required to shop takes your attention away from your character and therefore increases the skill cap of the game, an important characteristic of a high profile competitive game. One has to wonder though whether the developers couldn't come up with more meaningful ways to make the game harder.
16th Nov '17 8:03:12 AM Epsilon
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* Creator/{{SNK}} is the mother and father of all impossible FightingGame motions. Back in the days of ''VideoGame/FatalFury'' and ''VideoGame/TheKingOfFighters '94'', characters always had impossible controller motions for their [[LimitBreak Super Moves]] - the crowned king of which is Geese Howard's Raging Storm, executed as follows: Down-Back, Half-Circle Back, Down-Forward + Punch. They call it [[FanNickname The Pretzel]] for a reason. In addition, super moves are activated by hitting ''two'' attack buttons, which is reasonable in an arcade but ludicrous at home. As of later ''KOF'' installments, SNK has gotten much better at this (by ''KOF '96'', most characters have less insane motions for their attacks), but it lapses sometimes -- try using Duck King in ''KOF XI''. (Geese Howard's Raging Storm has ''never'' changed its motion, primarily due to nostalgia.)

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* Creator/{{SNK}} is the mother and father of all impossible FightingGame motions. Back in the days of ''VideoGame/FatalFury'' and ''VideoGame/TheKingOfFighters '94'', characters always had impossible controller motions for their [[LimitBreak Super Moves]] - the crowned king of which is Geese Howard's Raging Storm, executed as follows: Down-Back, Half-Circle Back, Down-Forward + Punch. They call it [[FanNickname The Pretzel]] for a reason. In addition, super moves are activated by hitting ''two'' attack buttons, which is reasonable in an arcade but ludicrous at home. As of later ''KOF'' installments, SNK has gotten much better at this (by ''KOF '96'', most characters have less insane motions for their attacks), but it lapses sometimes -- try using Duck King in ''KOF XI''. (Geese And until ''KOF XIV'', Geese Howard's Raging Storm has had ''never'' changed its motion, primarily due to nostalgia.)



** It seemed SNK did learn their lesson in ''[[VideoGame/FatalFury Garou: Mark of the Wolves]]'', where all Desperation Moves are performed with two quarter-circles forward and both punch/kick buttons. Later games just won't let go of the more complicated commands because of the players who actually learned to pull them off, or who simply remember the inputs and don't want to bother relearning them from scratch.

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** It seemed SNK did learn their lesson in ''[[VideoGame/FatalFury Garou: Mark of the Wolves]]'', where all the majority of Desperation Moves are performed with two quarter-circles forward and both punch/kick buttons. Later games just won't let go of the more complicated commands because of the players who actually learned to pull them off, or who simply remember the inputs and don't want to bother relearning them from scratch.
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