->''"It's hard to see through those clouds! I hope we can get rid of them! Get the hint?"''
-->-- '''Mario''', ''VideoGame/HotelMario''

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 TheObiWan 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}}.

* 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/DevilSurvivor'', if you pick [[DownerEnding Yuzu's Route]], you end up fighting [[spoiler:Loki]], who chastises you for picking the "easy route" and not taking into account Naoya's suggestions to open up to the other people inside the lockdown. This is done so that lazier players realise that to open up the other MultipleEndings, they need to stop and talk to the other characters instead of simply zooming through the game. And if you [[spoiler:let Haru die the one time the game doesn't instantly give you a Game Over for it]] despite the forewarning, the game ''does not stop'' reminding you that this was a bad idea.
* 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.
* ''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 ''VideoGame/KingdomOfLoathing'', a puzzle requires you to enter the [[ClassicCheatCode Konami Code]]. If you fail, the game prompts you to '''VideoGame/{{con|tra}}'''cen'''[[VideoGame/{{Contra}} tra]]'''te a little harder. Similarly, dying against the Tower guardians gives the player five increasingly blatant hints on the key item to use against them. This can [[StopHelpingMe get annoying]] if the only reason you failed to use the item is [[SelfImposedChallenge because that damn Black Cat keeps batting it out of your hands]].
* If you die to a boss in ''VideoGame/{{Iji}}'' and choose to retry, you'll generally get some sort of hint message in the dialogue right before the fight starts again.
* In ''VideoGame/PrinceOfPersiaTheTwoThrones'', the [[SuperpoweredEvilSide Dark Prince]] gives the player nudges during boss battles.
* Not so much after a Game Over, but if you fall off the platform when fighting Ganon in ''VideoGame/TheLegendOfZeldaALinkToThePast'', you see a telepathic tile telling you that you need Silver Arrows to defeat him; it's possible to not even ''have'' Silver Arrows yet.
* One of the more infamous puzzles in the [[ThatOneLevel Water Temple]] in ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' involved jumping down a gap that you can only see during a cutscene, which many players missed and got frustrated over. In the 3DS remake, said cutscene now makes that gap glaringly obvious so players didn't miss it again.
* In ''VideoGame/MakaiKingdom'', getting any ending other than the good ending will give you a hint telling you how to avoid that ending. It's also the only Creator/NipponIchi game that does that, the rest going into GuideDangIt territory at times.
* There's one mission early in ''VideoGame/ModernWarfare 2'' where you are supposed to jump into a humvee in a convoy. If you don't catch the none-too-subtle hint (the humvee pulls up in front of you and the Afghan trooper inside opens the door for you), you get sniped as you try to run across the bridge, and the NonstandardGameOver will tell you that it'll be safer if you stay with the convoy.
* ''VideoGame/BatmanArkhamAsylum'': Every time you die, you get a game over screen with a hint about the section you died in.
* If you get stuck for a while in Telltale's ''{{Sam and Max}}'' games, someone (usually Max) will mutter a vague hint or two about your next move.
** In another of Telltale's games, ''VideoGame/TalesOfMonkeyIsland'', Guybrush will occasionally say something about what the player should be doing if you take too long.
** Another Telltale game, ''VideoGame/StrongBadsCoolGameForAttractivePeople'', hanging around for a while will cause Strong Bad to drop a hint as to what the player should be doing. It's actually possible to adjust the frequency/blatancy of the hints in the options menu.
* If you die in ''VisualNovel/{{Tsukihime}}'', you'll get a little lesson from Ciel giving you a hint about how to do it right the next time.
** VisualNovel/FateStayNight has the Tiger Dojo, which does the same thing.
* In ''Manga/MahouSenseiNegima'', the "Bad End" drawn by Haruna in the Battle For Mahora arc parodies this.
* If you're having trouble with one of the battles in ''VideoGame/ShadowOfTheColossus'', the VoiceOfTheLegion starts to drop cryptic hints. If the fight continues to drag on, the tips get less cryptic and more blunt.
* ''Franchise/MetalGear'' series features [=NPCs=] giving hints via the codec if a boss battle starts to drag on.
** 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.
* ''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]].
* ''VideoGame/MetroidPrime'''s hint system basically highlights the room you should be heading towards if you take too long to reach it, usually with a clumsy GameplayAndStoryIntegration computer analysis.
** ''Super {{Metroid}}'' had two encounters with a RidiculouslyCuteCritter that taught special moves. The ostrich-like Dachora showed the Shinespark (a ChargedAttack involving the Speed Booster) and the Etecoons, the WallJump.
* ''VideoGame/SonicAdventure2'' has [[StopHelpingMe Omochao]] giving more and more obvious hints every time you respawn against a boss. Sega [[DevelopersForesight did their homework]], and let you [[TakeThatScrappy throw it at the boss]] for massive damage.
* ''VideoGame/MitsumeteKnight'' has a HintSystem that works this way. When failing to score a girl and getting the BadEnd, a Hint screen will appear after the credits, giving you slightly veiled hints on the things you could have missed. A good example of this system is Linda's Hint Screen:
---> 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.
* In ''VideoGame/FinalFantasyIVTheAfterYears'', there's a late game boss fight that turns out to be {{hopeless|BossFight}} unless you have a certain character in your party - a character which any sane player would have kept out of their party. So the average player will fight the boss, lose, and get a GameOver. But right before the game ends, they'll get a brief hint about what party member they need to bring, once they reload an old save. But wait! We're not done yet! There's another required character for this fight, though at least in this case, it's one of the better characters, so many players might have them anyway. But if not, they'll face another GameOver and get another nudge to bring this character along as well. At this point, the boss fight finally becomes winnable. But even after all this, in a straight GuideDangIt that's hinted at nowhere in the game, the only way complete the boss fight without [[spoiler:Golbez suffering a PlotlineDeath]] is to bring yet two more characters along for the fight. (If you're curious, bring along [[spoiler:Cecil and Golbez]] to complete the fight, and also [[spoiler:Ceodore and Rosa]] for the best outcome.)
* ''VideoGame/RadiantHistoria'' handles this reasonably well: After getting a bad end (and you will), the children in Historia explain your mistake and offer some advice to improve your odds. Incidientally, a DownerEnding does not mean GameOver, and in most cases the way to proceed either involves picking the other option in the most recent DialogueTree and/or hopping over to the other timeline until you figure out what you need to do to proceed in the current one.
** In a few cases, it's literally impossible to continue without seeing the DownerEnding and getting instructions on how to avoid it first... which makes sense, in a game about TimeTravel and repeatedly setting right things that go wrong.
* LucasArts adventure games would do this sometimes, as opposed to the alternative.
* ''VideoGame/HotelMario'' loved this trope, as evidenced by the page quote above.
* 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.
* 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.
** Alex sometimes subverts it for laughs as well, by jokingly suggesting that a contestant with a commanding lead go True Daily Double.
* In the ''VideoGame/RhythmHeaven'' games, if a player's having trouble following the music's rhythm, they can usually track it via one of the objects on screen. In addition, while the game is known for [[InterfaceScrew covering the visuals]], several of the stages that do this will move the blockade out of the way if the player misses a beat.
* 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.
* The 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 ''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.
* In ''DemonsSouls'', the Stormruler is a gigantic, gigantic flying manta ray. If the player is smart, they would be armed with either magic or arrows to beat it and its spawn. If they are melee-only, there will be developer-placed messages on the ground pointing to a specific sword that has exactly the kind of power required to beat the boss.
* During the between-night minigames in ''VideoGame/FiveNightsAtFreddys3'', the West Hall will contain a hint as to what you need to do during the next night for the good ending.
* ''VideoGame/AdvanceWars'' (and some of its sequels) will give you an outline of a strategy to beat a map if you surrender on it. (Later games in the series made this a menu option instead, complete with amusing and often [[BreakingTheFourthWall fourth-wall-breaking]] dialogue.)
* ''VideoGame/BlazBlueContinuumShift'' has this twice - a line of dialog usually during the game which hints at a choice or action the player has to make or a special segment that plays after each character's bad endings called 'Help Me, Professor Kokonoe' which breaks the Fourth Wall and give even more blatant hints on getting the True End of the route, although she often just hints at what you have to do (telling Ragna that he should listen to Rachel and [[spoiler: win the battle against her]] or telling Makoto to avoid [[spoiler: fighting [[MindRape Relius]]]]). She also blatantly tells the player that, unlike the last game, [[GuideDangIt they don't need to intentionally lose in some fights to get the good ending]].