The Dev Team Thinks of Everything

No, really. Write anything.note 

(Use "Pick Up" key on Naranja)
Manny: No. No more picking up sailors for me.

Some games keep a tight rein on the player's capacities. Others never realise in time the full scope of the Combinatorial Explosion and break like a fragile twig the first time a creative player gets a grip on them. Only a brave few dare try and respond wittily and internally-consistently to absolutely everything a player could try.

This is where you go out of your way to get around the limitations of the game, somehow break it, or find other inconsistencies, but once you get there, you find that the dev team has already thought of that possibility. This is where you're not supposed to be, or any place it would take an unreasonable effort to reach. It can also be trying out a vast number of tricks and item combinations and find that each one is accounted for in the game code.

It's not just about specific reactions where they could've just put a generic one, situations you stumble into randomly, or Easter Eggs found in far away places. It takes thought and effort to find out that the dev team really is one step ahead for this trope to come into effect, when they think about details and events they wouldn't have been expected to.

See also Easter Egg, Crazy-Prepared, Artificial Brilliance, and Genius Programming. Compare The Producer Thinks of Everything, where the creators of a TV show seem to have planned out very, very far ahead, and Unexpectedly Realistic Gameplay, when the developers think about this, but the player doesn't.


Other Examples

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    Adventure Game 
  • The Legend of Zelda
    • Dark Link in The Legend of Zelda: Ocarina of Time, being a copy of Link, happens to have the exact same amount of health Link has. If you're attempting a three-heart run, Dark Link becomes the easiest boss in the game and goes down in only a few hits.
    • Using the Stone Mask in The Legend of Zelda: Majora's Mask makes it so enemies don't notice you. It works on the majority of the Pirates, but the few that it doesn't work on have unique dialogue if you're still wearing it when you encounter them.
    Pirate Miniboss: That mask won't work on the likes of me.
    • There's also a minigame operator who will tell you how to get a Piece of Heart while not seeing you and thinking out loud if you wear the stone mask. All the other masks get "you sure have a lot of fun/nice/etc. masks!" And dialog for trying the Song of Healing on Sharp, and Skull Keeta's mask on the king of Ikana.
    • In The Legend of Zelda: The Wind Waker if the player sequence breaks and completes the Triforce of Courage before finishing the Wind Temple (possible if one retrieves the Hookshot from the temple, then leaves to collect the Triforce before finishing the dungeon), the King of Red Lions will admonish Link to head to Hyrule rather than collect the Triforce after leaving the Temple.
    • In Hyrule Warriors, there is a glitch that can make you play as one character, with another characters' moveset and weapon. If the player happens to play as Zelda with Lana's Summoning Gate, instead of the theme song, Zelda will hum Zelda's Lullaby.
  • The Quest for Glory series had a ton of these, especially amusing for players who think of particularly creative ways to get themselves killed. If you play as a thief, you start out with a lock pick in your inventory. If you type "pick nose", the hero will stick the lock pick up his nose and die, and you will get a game over. However, if your lock-picking skill is high enough, you will get a message that says, "Success! Your nose is now open!". Later games have the game reply "Success!" with the same sound effect the player hears when picking a lock. This also increases your lock picking skill.
    • The games also provided a lot of random, snarky descriptions for mundane objects that the player could examine.
      • While Quest for Glory IV was an Obvious Beta on the programming side, the writing department was clearly not slouching. Among other things, every single item in the game has its own message when you try to use it on yourself instead of a generic "that does not work" message. For example, trying to use a wooden stake meant for vampire slaying on yourself will cause the narrator to berate you for mixing up "stake" and "steak".
    • If you type "put down lamp" instead of "use lamp" in Quest for Glory II, it uses the colloquial meaning of "put down" and shows your character insulting the lamp before placing it on the ground.
      • The variation "drop lamp" will result in you breaking up with the lamp before you place it on the ground. You heartbreaker, you.
    • True of any Sierra adventure game in the Text Parser era. For example.
    • Even their later point & click adventures have this aspect. King's Quest VI has Alexander Breaking the Fourth Wall to yell at the player if they made him fall repeatedly during one sequence (if he wasn't killed by said fall).
  • In the Hitchiker's Guide To The Galaxy text adventure, it is necessary to the plot at one point to "enjoy Vogon poetry". Earlier, you can "enjoy mud" (it's nice and squishy!), but if you try enjoying Ford, you are sternly told that this isn't that type of game. Additional fun can be had by inputting random words into the Guide — it has entries on some very unlikely things.
    • Often the game will refer you to a footnote (Like SEE FOOTNOTE 9), and when you type "footnote 9" it tells you something. If you keep on going through the footnotes (Trying footnote 10, 11, 12, etc) eventually you get a string of "There is no footnote (number)", until you finally get "It's fun reading all the footnotes, isn't it?"
  • Leisure Suit Larry in the Land of the Lounge Lizards, being the first Sierra game to be publicly playtested, included a wide variety of possible inputs to any situation, often with comedic responses: During playtesting, the developers would take note of various phrases used by players in certain situations, and think of new ways for the game to react to it. For a particularly amusing example, typing the command "masturbate" at any time would result in the prompt "The whole idea was to stop doing that, Larry!"
  • Zork responds to commands such as "win" and "die", and characters react to the phrase "Hello, Sailor".
    • In Zork II, at one point you come across a room containing naught but a giant bucket. If you should type "kick bucket" while trying to Get Ye Flask, the parser helpfully replies, "Kick the bucket? OK, if you insist. *** You have died ***"
    • "Eat", 'Eat what?', "Eat Self", "auto-cannibalism is not the answer."
    • "Count Blessings" results in "Well, you're playing Zork, for one..."
  • Peasant's Quest is chock full of jokes, Shout Outs, and responses to commands you weren't expecting. See here.
  • The entire point of the interactive fiction Pick Up The Phone Booth And Aisle. Just start with the title alone, and try flying, swimming, or some infamous IF buzzwords, really, anything, and see the results. PUTPBAA is a combination of two earlier games with a similar concept: the author's own Pick Up the Phone Booth and Die, and Aisle. The latter game takes place in the middle of a grocery store, and only lasts a single turn. The player can use this window of time to perform such psychotic actions as climbing the grocery shelves, or stripping naked.
    • This is fairly common in "one-room" Interactive Fiction stories. When the author only has to focus on a single player location and the items within, more effort gets to go to verbose item descriptions, verb creation, and clever responses to unique entries.
  • Grim Fandango, being a LucasArts game, contains several of these. For example, trying to "pick up" sailor Naranja causes Manny to comment he "doesn't pick up sailors anymore", and this extends to numerous combinations:
    ("Use" torn stockings on Manny)
    Manny: I would never wear these. There's a hole in them.
    • Also applies to the trail of clues in Year 2, which culminates in a Solve the Soup Cans puzzle involving slip of paper which only reads "No. 36 - The Rusty Anchor". Whilst it's a pain to solve the first time, it comes with the bonus that a Talk to Everyone approach yields several unique responses depending on who you show it to; this even includes one that lampshades said responses:
    Manny: [The Rusty Anchor] mean anything to you?
    Toto: You mean, besides the song, and the poem, and the bar, and the statue by that name?
  • In Metroid: Fusion, it's possible to leave Sector 4 without collecting the Diffusion Missiles by doing an incredibly difficult series of Shinesparks. Doing so will award Samus with a secret message commending her on her skillful use of the Speed Booster before telling her to go back and get the missiles the correct way.
  • In Metroid: Zero Mission, steps are taken to make sure the player can continue ahead even with ridiculously complex Sequence Breaking. If the player gets Screw Attack early, the Ripper that must be frozen to stand on it during the Kiri Guru boss fight cannot be killed by it unlike other Rippers. Managing a perfect stealth run through the Pirate Mothership will play a unique background soundtrack: the Wrecked Ship theme from Super Metroid. And it's even possible to beat the game with only 15% (as low at 8%) of all the items, with hidden routes to allow you to proceed forward.
  • The Interactive Fiction game Counterfeit Monkey is set in a world in which people are capable of removing any letter from any object's word/term to change it into an entirely different object (e.g. removing the letter 'l' from 'pearl' to change it into a pear), a concept that naturally makes for tons of potential letter-wrangling and object transformations, and it pulls it off beautifully. To list just a handful of examples of the game's staggeringly expansive implementation:
    • The crowd at the fair will normally cheer if you solve the word-balance puzzle by changing the apple or pear to something heavier or lighter (e.g. changing the apple to an ale), but they will gasp in disgust instead if you do so by changing the pear to a (clearly severed) ear.
    • It is fully possible to make a cock ring. Attempting to wear it prompts a snarky response from the (male) character currently sharing your (female) body. Showing it to the professor who wants you to change a naughty term to an innocent one causes him to have a hilarious reaction.
    • In fact, the game has various amusing responses to you doing...suggestive things with naughty-sounding items. Putting gel on the (chicken) cock/(church) member/(donkey) ass will cause Alex to awkwardly cut short his typical description of "you rub an amount of gel on the [object]", and trying to get the bartender to paddle any one of these objects into their homonyms will cause her to say, "I don't think you need that, bub."
    • If you buy the Britishizing goggles and examine the power cord you get much later on in the game with them on, the cord's prongs will be described differently than if you had examined them without the goggles on.
    • If you get the crazy idea of shooting the anagramming gun at its own reflection, it turns into an anagramming gnu. Then the gnu sees its own reflection and changes back into a gun to prevent Unwinnable by Insanity, and you're even rewarded with an achievement!
    • You can bypass the kayak puzzle entirely by changing the rock to a roc and getting a free ride across the ocean on its back.
  • In the final sequence of Day Of The Tentacle, you can attempt to go up to the attic and close the door, but Bernard will say that Purple Tentacle might lock it and trap them up there. There is no reason to go up there in the first place, so it's surprising that there's a specific line to deal with such a situation.
  • In Ben Jordan: Paranormal Investigator, using the "Touch" icon everywhere will, in the final case, sometimes bring up a message chastizing you for acting like Hercrabbiness, who enjoyed using it on everything and everyone she could try. Use it on Ben, and he gussies himself up. And if you use it on a priest, you get a message saying "Shouldn't that be the other way around?" rather than the standard message.
    • At one point in case 5, the player will have a pufferfish that has not been prepared properly (read: Poisonous) in their inventory. Sure enough, there is an actual response to the player telling Ben to eat the poisonous pufferfish.

    Fighting Game 
  • In Super Smash Bros. Melee, each player is awarded bonuses after a match based on his or her performance. These bonuses range from easy (Coward: frequently run away from opponents) to extremely challenging (Switzerland: never attack, never take damage) to why-would-we-even-do-that baffling (Button Holder: hold down one of the attack buttons for the entire match). In short, no matter how you play the game, you'll be recognized for it. If you're trying to get the Diskun trophy, you're gonna have to to get every single one of these bonuses; in other words, you'll have to think of everything that the developers have thought of.
  • In a spitefully amusing example, calling Aerith against an AI Sephiroth in Duodecim Dissidia: Final Fantasy will have Sephiroth's AI do whatever it takes to hit Aerith with Hell's Gate, the same move he killed her with in Final Fantasy VII.
  • In Persona 4 Arena Ultimax's Golden Arena Mode, if you fight the Shadow version of the character you're playing as or vice versa, the music for the fight will be 'I'll Face Myself' from Persona 4.
  • In Fist Of The North Star Twin Blue Stars Of Judgment, Kenshiro's "Hokuto Zankai Ken" super imposes a time limit on his victim, in which they lose the round via classic Hokuto pressure point hitting when said timer runs out. However, when done on Souther, nothing will happen to him at all when the timer runs out and he even laughs about it, reflecting his dextrocardia immunity to Hokuto Shinken.
  • Mortal Kombat X features unique pre-fight banter for every combination of Kombatants. In addition, Erron Black's X-Ray Attack has him firing a Marked Bullet, with the name of his opponent etched into it. There's one for every Kombatant, including himself.

    First Person Shooter 
  • In the Borderlands series, you have a limited amount of inventory space to pick up the guns/mods/etc. that enemies drop. If an NPC attempts to give you a quest-related item or a quest reward when your inventory is full, you still get the item anyway, with the inventory going over its maximum limit.
  • The Nameless Mod has this all over the place, mostly because as a mod for a nearly 9 year old game, they know all the exploits in the engine. For example: climbing over a fence before you can unlock it will result in an NPC on the other side asking how you got there, and listing some of the possible methods, such as grenade climbing (sticking a grenade to the wall, jumping on it, sticking another to the wall, jumping, removing the first, and repeating).
    • In The Nameless Mod there is an area that you will only be given password information needed to enter if you ally with one faction. If you remember the password and use it to enter while aligned with the other faction you will receive special messages commenting on your entry and giving a little information about the area.
    • Not only that, if you break the game's plot by doing something like killing a plot-important NPC (who are normally protected by armies of goons and robot turrets), the game will actually call you out on it (in the form of a large talking logo of the modder group, no less), and ask you why you felt it was a good idea to try to break the game, with answers ranging from in-game justified reasons to "It seemed like fun". The logo will then kill you for breaking the game. You're gonna kill me, just because some developer didn't know how to set bInvincible=True?!
  • The first time the Luteces appear in BioShock Infinite after Booker has a weapon, he can try to shoot them. Doing so results in them remaining unharmed and saying "You missed." Continuing to shoot them results in an Overly Long Gag of them saying "Missed. Missed Again. Four out of five? And a miss. We can do this all day."
  • Tower of Guns, a rogue-like first-person shooter, apart from randomized everything (including plot), features an example in the Battlements stage: if you are smart enough to climb out of the level main area and jump off the Tower while possessing the Long Fall perk, you find yourself in small secret stage with developer Joe pretends to be surprised with your actions and warns you that levelling and player stats may behave oddly. After that, you have to start from the very first level.
    • If you jump (or fly) too high in the Battlements, you get a warning message warning about possible “buggy collision detection at such heights”. However, if you strive for the ascension to the very top of the Tower (which is very unlikely since it may require stacking 20 double jumps with increased jump height or obtaining an exceedingly rare gun with recoil so strong that it can serve as a jetpack), after climbing those humongous clockwork-like steampunk mechanisms, there is another message from the dev that congratulates you with “breaking the game”, and a reward consisting of even more perks that are, well, quite useless if you are so good to have reached the top.
  • Unreal Tournament 2004 has the lightning gun sniper weapon. It's hitscan and has no area damage, so it's theoretically impossible for players to kill themselves with it. However, just in case someone, somehow, does manage to do just that, the devs left in an appropriate suicide message: "<player's name> violated the laws of space-time and sniped himself".
  • Halo is known for having a surprisingly robust physics calculation engine, especially in Halo 3 and Halo: Reach. To say that everything is taken into account is almost not an exaggeration. Bungie made it so that the later games in the series will account for such vanishingly small possibilites such as shooting rockets through the open sides of a gunship while missing all its occupants and leaving it unharmed, a sniper rifle round hitting several valid hard surfaces in a row at the right angles and ricocheting off each one (resulting in some truly absurd kills), and an enemy standing in front of a Spartan when their Nigh-Invulnerability upgrade is activated getting killed because they were punched in the face when the activation animation played. That's attention to detail.
  • The training tutorial in Counter-Strike Global Offensive takes place inside an enclosed target practice room, and opens with an announcer asking you to empty your gun into the target in front of you. He will acknowledge your actions if you decide to instead empty your gun into everything but the target.

  • The Stanley Parable not only demonstrates this trope but also invokes it masterfully. Some of the endings can only be gotten through creativity on the player's part: The Narrator lampshades what initially appears to be a Game-Breaking Bug as intentional, and some endings are non-intuitive—backing out of the boss's office while the doors close and heading all the way back to the start or actually playing the Narrator's Game Within a Game for four hours as he suggests.
  • The Mystery Case Files casual games' developers tend to Think Of Everything a player might do, however odd or counter-intuitive. For example, in Escape From Ravenhearst, you can run every object accessible at the time through a scanning device, and see its X-ray image; if you're playing the Collector's Edition in which tokens must be gathered and energized, the tokens' scans show sparkles after charging, just like the tokens do.
  • In Carmen Sandiego's Great Chase Through Time, you can actually use all sorts of items around the world and get a comment, normally something along the lines of "I Cant Use These Items", or a person (such as your good guide) explaining what it is. On top of that, it's actually possible to try and use the time cuffs on people, usually for a funny comment, such as a Roman saying "I'm cleaning up - but not through thievery!" or Ann Tikwitee saying "Uh gee, I don't think there's a thief in my pocket, do you?"
    • You can also get some rather humorous responses using random items around:
      • Use torch on Queen Hatshepshut. "CAREFUL! Or you'll singe my false beard!"
      • Use battle axe on Rock Solid. "OUCH! Don't cut me down to size!"
  • One remix stage in NES Remix has you play through a mirrored version of World 1-2 from Super Mario Bros as Luigi. The instructions are "Get to the Goal Pole!". If you beat the level by taking one of the warp pipes instead, it counts as a Miss.
  • Levels in Motocross Madness were square valleys delimited by sudden and very steep mountains, apparently impassable. If, however, you got enough speed and approached them at the proper angle, it was possible to - just barely - climb on top, and find a flat, featureless land. The curious player who would then ride off in the sunset, expecting to find a fall into the void, an invisible wall or just an out-of-bounds crash, would then find that the devs had foreseen this, and planned accordingly. Cue a cannon sound, followed by the player and bike being launched back inside the level boundaries at ridiculous speed.
  • In the video game version of Who Wants to Be a Millionaire?, entering in one of the names of an actual million-dollar winner (such as John Carpenter or Dan Blonsky) will cause Regis to mock you and enter in a more disparaging name such as "Phony Cheats". Regis also has his own specific dialogue if you try to enter his name.

  • Star Trek Online is starting to work its way there. More recent missions have had numerous failure conditions and alternate methods of accomplishing goals. In the Romulan series, for example, there are several Dialogue Trees, with new options opening up depending on the character's diplomacy level and several sections where a violent character could blast through without even talking at all. There are numerous points, even in the earlier missions, where a sufficiently sneaky character can approach enemy soldiers and eavesdrop on them to learn potentially useful information ahead of time, which they wouldn't have heard otherwise.
  • World of Warcraft: back in the days before the Cataclysm expansion pack was released, if you went through a demon-infested gorge, jumping in exactly the right places and using a since-patched glitch known as wall-walking (which was literally jumping up a normally untraversable wall or terrain in a very precise manner to trick the game into thinking you've grabbed a foothold), you could enter the then-uncompleted Mount Hyjal. When you got there, you found a zone that was actually fairly fleshed out, including the skeleton of Archimonde. The actual note that merits this entry: construction signs telling you you weren't supposed to be here and better get out, and you would receive a debuff called "No Man's Land" that instantly teleported you out even if you somehow manage to enter it. There were even rumors that you would be automatically reported to a GM upon receiving the debuff, as the player would have had to deliberately and willingly break the rules of the game by using an exploit several times to get there.
    • Also, when water walking didn't apply to mounted people and it was nigh impossible to get to it, an island to the south east end of Kalimdor had a message in a bottle with, basically, "How did you get here?!"
    • If you make a rude gesture at Mountaineer Pebblebitty (which you are likely to do, considering what she puts you through), she has an appropriate response ready.
      • Most city guards will react to emotes, /rude them, they respond in kind, salute them, they salute back, etc. etc. Also, flex your muscles at them. They are not impressed.
    • The Mists of Pandaria quest "Li Li's Day Off" requires you to take your NPC follower (a kid up for some sightseeing) to three predetermined places she wants to visit. However, you can take her around on a tour through the entire Valley of the Four Winds zone first, which, while not required by quest objectives, will make her comment something about every place you visit. She's very much a Little Miss Snarker, so taking the full tour with her is worthwhile at least once.
      • And, being Chen Stormstout's niece, she supposedly is an adept brawler on top of that. However, when inquiring why she doesn't help you fighting off critters, she reminds you that you shouldn't need the help of a little girl to do that. (That said she does get to show off her skills in Heros Of The Storm)
    • The Dominance Offensive storyline for the Horde in patch 5.1 makes you constantly travel to various locations, mostly by asking the indigenous Tak-Tak to give you a kite ride. However, one piece of the long quest chain asks you to travel to Silvermoon City, which is on another continent, and to boot, about the farthest from Pandaria that you can get. The quest designers expect you to take the portal; if you speak to Tak-Tak instead, he says, "I ain't flyin' a kite to Silvermoon City! You crazy?" You get a similar retort Alliance-side if you ask to take a kite from the Alliance base in Krasarang to Darnassus (which is about the same distance away as Silvermoon is from the Horde base).
    • Rogues who had completed a questline Wrathion gave them will be acknowledged by Wrathion when they talk to him in Mists of Pandaria.
    • Normally if you try to do something in a druid or shaman shapeshift form that you need to be in a humanoid form to do, the error message will just say "you can't do that while shapeshifted." Sometimes, however, it will instead tell you "that requires opposable thumbs."
    • In the Well of Eternity dungeon, where you go back in time 10,000 years, players who looted the Warglaives of Azzinoth from Illidan will be noticed by his past self. "You seem prepared."
  • In Warhammer Online, the devs watched alpha testers get to some pretty strange places, and rather than fixing it, they either added kegs of dynamite to blow yourself up, so you can respawn where you are meant to, or by adding high level boss characters you can fight if you can get an entire party to that spot.
  • A magic shop keeper in RuneScape gives out free Mind Runes and Air Runes every five minutes or so. Trying to sell the freebies back to him will net you a sarcastic comment.
    • There was a glitch where it was possible to enter the Draynor Bank Robbery cutscene, and pick up the Blue partyhat that would drop. This partyhat actually has a different Item ID than the regular Blue partyhat and is untradeable. If the player attempted to equip it, it would disappear and a message in the chatbox would say, "Please send in a bug report and tell Jagex how you got that hat."
    • In the Pirate's Treasure quest, the player is only supposed to smuggle the Karamjan rum via the banana crates. All other methods (teleportation, etc.) will cause the player to lose the rum.
    • No longer true, as of 2013 there's currently several methods in the game to smuggle the Rum, most of which are detailed here
    • In a certain part of the Tai Bwo Wannai Trio quest, the player must mix a banana with a bottle of the aforementioned rum. For this, the player is supposed to slice the banana with a knife before adding it in. Not doing so has the player stuff the banana in the neck of the bottle, unable to get it out, leaving them with a useless item.
  • Kingdom of Loathing has special messages for certain things that can only be obtained through exploits, such as finding plurals for unique items (Ex. The plural for Emblem of Ak'gyxoth, an item rewarded to the very first person who summoned Ak'gyxoth, is Emblems of Ak'gyxoth, you dirty exploiter), or trying to do unclickable actions via http links (Ex. Attempting to use a Comfy Sofa without owning one will result you in falling to the floor and taking damage). Hot stuffing, an item that can only be crafted by using a Javascript command, is listed in the Discoveries section under the "Dirty Exploits" category.
    • At one point during the Sauceror's Nemesis Quest, they create a potion that turns them into a slime, allowing them to infiltrate the slime convention. You can't use skills and are treated as though you don't wear any equipment. So, totally useless. Now, there is a bonus dungeon inhabited by other slimes called the Slime Tube. It is a rather high-level zone, usually reserved for Aftercore. so, if you go into this tough area in that useless form, you get an Easter Egg.
    • The Zombie Master class's playthrough focuses on attacking enemies and eating their brains. There is exactly one regular monster that will never drop a brain — a mummy. Because mummies had all of their organs removed during preparation!
    • During the Naughty Sorceress quest, you eventually come across a door that can be opened by any key, the contents of the door changing to reflect what key you used. Normally, you're supposed to use 6 keys that many would not have if they rushed through the game without exploring (e.g. many players had no idea the 8-bit realm existed and therefore never knew the existence of the digital key). That's not this trope. What is however, is if you decide to insert a balloon monkey... You literally get an easter egg balloon.
    • A Chefstaff is a stick that does piddly squat physical damage, but grants immense bonuses to spell damage. If you attempt to club enemies with one, you'll discover they have five unique attack messages specially prepared for just such a case, three of which berate the player for not using an all powerful staff for its intended purpose. One of these five messages however, "You pretend your enemy is a pinata, sadly your beating doesn't dislodge any candy, but it does do X damage." will change into "You're holding a large stick. You're fighting a pinata. You let nature take it's course for X damage." if you actually are fighting the one pinata monster found in the game.
  • In Final Fantasy XIV, completing certain quests in different orders will yield slightly different NPC dialog to reflect this. For example, if you complete "The Adventure of the Fainting Goldsmith" before "Manderville Men", then when you meet Godbert Manderville a second time, he will remember that you gave him a fantastic massage and will thus recognize you as "he/she of strong yet supple fingers".

  • Many games have intentional safeguards to prevent the game from crashing or entering the territory computer programmers euphemistically refer to as "suboptimal performance." In this case, it's not really "thinking of everything," but just good programming technique — assume "everything" is possible, and plan accordingly. A good example is the Chris Houlihan room in The Legend of Zelda: A Link to the Past, which is loaded whenever the game can't find the proper room data for where Link is supposed to be. Final Fantasy VI has tons of such "default" data, such as default monster reward data (which, if you're curious, is a Thunder Blade or a Jewel Ring, with no EXP or Magic points).

    Platform Game 
  • Extra Mario Bros, a ROM hack of the original Super Mario Bros., has this as well. The original SMB engine is full of bugs, but in the hack, there's no way to get stuck. Ever. And there's plenty of out-of-the-way secrets that require you to use these bugs to get to otherwise inaccessible areas.
  • At one point in Psychonauts, you have to go into the minds of a few people to assemble a disguise to trick the warden. A lazy or creative player might think that just jumping into the warden's mind would be quicker. The game will let you try it, but all you'll get is an amusing note explaining that the warden is protected against psychic interference. Similarly, if you try to jump into any of your fellow campers' heads, you'll get a notice saying that the mind-jumping-device won't work on minors.
    • In the normal course of gameplay, after saving the turtle Mr. Pokeylope, you carry him for about 30 seconds before losing him forever. If you decide to take Mr. Pokeylope to camp after saving him, every camper reacts to him in different ways, mostly involving how adorable he is. In fact, almost every NPC in the game reacts differently to every single power-up you use on them, and every item you could possibly show them. One particularly amusing example: Using the "Rose" item from Black Velvetopia on the dog painters will make them tell you to "Go find someone your own species."
      • The PC version on Steam even made showing him to all the campers unlock an achievement.
    • The Lungfish Call item makes a "specific" sound. Using it near Dr. Loboto has him tell Sheegor to "go outside if [she's] going to do that."
    • Some of the best responses to the Confusion attack show up in Fred's mind, which is cleared of its inhabitants by the time you're technically supposed to be able to get Confusion.
    • Using cheats early in the game allows you to use powers that you're not supposed to have yet on characters that might not be around at the time you're actually supposed to have the powers. Using cheats in this way often results in amusing dialog that you wouldn't hear if you played through the game normally. Using confusion on the G-Men is particularly hilarious. "Oh my God, why am I holding a gun?!"
    • Clairvoyance allows you to see through someone else's eyes, specifically permitting you to see the world as they do. Each and every single character in the entire game, including every single enemy type and random animal just hanging around, sees you differently. Seagulls see you as a cat, Censors (basic enemies) see you as a virus, your love interest sees you as a dashing prince, each teacher, each child, every single mob that appears in the game. Every single one.
      • Also leads to a minor heartwarming moment, as Agent Nein sees Raz as a younger version of himself. Although, given the similarity to Raz at the end, it could be Raz as a Psychonaut.
      • You can even use it on a keypad. It sees Raz as a giant finger.
    • In the Milkman Conspiracy, Clairvoyance works differently. Every G-Man and hidden camera sees you the same way, which changes based on which "disguise" item you're holding - except for the hidden cameras in the pink flamingo lawn ornaments, which are the only entities in the game for which Clairvoyance doesn't change Raz's appearance - rather than a 2D image, they just see his 3D model.
    • Much like with the warden, if you just try to steal Gloria's award with invisibility or telekinesis instead of going into her mind, you get unique scenes where she thinks the thing is going off on its own and won't let it leave anyway.
  • In Yoshi's Island, it turns out Bumpties can steal Baby Mario if he's knocked off Yoshi's back next to one. The twist? This very, very rarely comes up in the game by default, so they programmed in behavior for an unlikely situation that's only likely through going out of your way to take damage and that's so obscure even Mario Wiki didn't know about it until recently... From here.
    • Similarly, all the bosses are just regular enemies grown to large size by Kamek's magic. One of them, Naval Piranha, can actually be killed before the boss battle if you very carefully edge close enough to see her but not close enough to trigger the cutscene. If you kill her first, Kamek flies in, panics and retreats, and you avoid the entire battle.
  • Rockman 4 Minus Infinity, being the labor of love that it is, has a number of these moments:
    • The credits (which feature Fire Emblem-like stats for the Robot Masters) also record the weapon you killed them with.
    • Mega Man has a unique sprite for standing on ledges.
    • In the fight with Pharaoh Man, he starts destroying the pyramid you're in. If you revisit the stage after beating him, the damage is still there.
    • All the Robot Masters change their patterns to avoid Rush Cannon if you fire it. Some actually find ways to kill you with it.
  • In Jak II: Renegade, there are barriers all over the city to prevent you from Sequence Breaking. However if you let a zoomer glide through the field and try to hop on it halfway through the game will blow you up and report "Trespasser Neutralized."
  • Castlevania: Dawn of Sorrow has a boss named Dmitrii, who is a Ditto Fighter - any attack Soma hits him with, he'll use in turn (though no matter the level of Soma's attack, Dmitrii always copies it at Level One). This includes nearly every attack in the game, including ones you can only possibly have in this fight on a New Game+. He can even copy Hell Fire, the attack you can only learn by completing the game on Hard. What's more, he's also able to copy the attacks used by the characters in Julius Mode.
  • Skylanders has plenty of examples:
    • Jet-Vac uses a vacuum device to attack and fly. His flight capabilties are limited and indicated by a gage based upon how much compressed air he has in his tanks. If you deplete some of it, and activate the secondary attack (Which sucks enemies towards you), he refills it.
    • Give Hot Dog a hat with a bone in it and he will actually have it in his mouth instead.
    • In Swap Force, Wash Buckler and Rattle Shake are already wearing hats. Put another hat on them, and they will replace their default hat with it.
    • The first Boss Battle in Swap Force is a Bullfight Boss where you have to trick the boss into running into the wall at you and crash. To do this, the player must have their Skylander in the boss's sights, and the boss will follow you if you walk around. If you are using Stealth Elf or Stink Bomb, two Skylanders who can turn invisible, the boss will not actually follow you.
    • In Spyro's Adventure, there are crystal walls that are normally invulnerable and require bombs to destroy... unless you are using Prism Break, whose expertise is altering crystals.
    • Magna Charge's upgrades actually replaces his default weapon - and his idle animation actually changes to reflect this.
    • You can actually give nicknames to both a Swap Force member's top half and bottom half.

  • In Dwarf Fortress, if you piss off the humans enough to start a war after letting their guild representatives wander through your fortress, they avoid any traps said representatives have seen.
    • There was a report on the forums a while back of a dwarf that got disemboweled and somehow managed to recover. Everywhere he walked, he'd trail a little "~~". ASCII Gorn strikes again.
    • If a standing unit loses the ability to stand (either from legs/nervous system injury or losing consciousness) and has another unit's weapon stuck inside them, they continue standing up because the game can actually tell the other guy is holding them upright.
    • In Adventure Mode, kobolds that are within the player's field of view but in the dark show up as ", to represent their glowing eyes. If the kobold in question has lost an eye, it will show up as '.
    • If you convict someone of a crime committed against them, the other dwarves will be "outraged at the bizarre conviction against all reason of the victim of a crime."
    • This extends to the developer himself! Toady One has made arrangements for the code to be open sourced if the worst happens.
  • Spelunky has a lot of little details:
    • For example, arrow traps can be triggered by any kind of movement, which means a careful spelunker can use them to kill monsters for him or drop rocks to trigger them safely from above. He can sometimes retrieve the arrow to use as a weapon.
    • The shopkeepers have different responses for different actions. Steal? "Thief!" Damage their shop? "Vandal!" Light a bomb in the shop? "Terrorist!"
    • If you approach a shop after killing a shopkeeper previously, "You'll pay for your crimes!"
    • If you attack the Damsel in one of the kissing parlors:
      "Hey, only I can do that!".
    • Stones that are sent flying by explosions can injure or kill anything they smash into, including the player.
    • The Man-Eating Plants can be used to dispose of annoying cavemen or any human-sized enemy, either by putting one in their path, or by throwing them into it.
    • Bombs can be used to destroy traps or prevent certain traps from triggering, and may also be used to remove pools of water and lava. Clearing out the pools of water will kill any fish swimming in them.
    • The pools of water in the Lush area can drown spiders. note 
    • You can stick an arrow into a wall and use it to climb higher — IF you can throw it fast enough.
    • The Thwomp-ripoffs can smash through the falling platforms.
    • Said falling platforms can be used to squish enemies, as can movable stone blocks.
    • Destroying a shrine to Kali causes spiders. Do it again and you get punished with a ball and chain. Third time lucky? It spawns a ghost and makes the level dark. Oh dear.
    • Man-eating plants promptly explode when they devour live Shopkeepers and Fire Frogs, although the former, if not damaged enough, often survives. note 
    • In the unlikely circumstance that two trees in the Lush area are generated side-by-side at the same height, their tops will form one long canopy.
    • It is possible to kill stunned enemies by throwing them onto spike pits.
    • If you pick up an item in the shop but figure the price tag is too steep, then you can always blow up the shop, right? If you touch the merchandise, walk out, and attempt the Ballistic Discount technique above, then you will be shot the moment you light the bomb instead of when you throw it into the shop. The Shopkeepers are on to us! Run!
    • In the HD version, during the ending, when the character(s) are flung out of the volcano, they would normally faceplant into the sand; if any of/the player(s) have a parachute, it will deploy and they float gently down.
    • Large "loose" stone blocks can be pushed to trap and squish enemies, including the shopkeeper.
    • In the HD version, you can sacrifice yourself to Kali like so.
  • In HyperRogue, there are a lot of unusual interactions from bringing monsters to regions where they wouldn't normally appear.
    • The Dead Cave is an Evil Counterpart of the Living Cave. Bringing a Rock Troll from the Living Cave and killing it there will cause life to spread out from its body, turning the entire Dead Cave into a Living Cave (and quite possibly trapping you as the walls rearrange themselves).
    • The description of Demon Sharks says that they are demons from Hell that fell into the water. Sure enough, if a demon follows you across...
    • Eagles are the only enemy that doesn't trigger the TemporaryPlatforms in the Land of Eternal Motion. Since, you know, they fly.
    • Anything that creates fire will ignite the flammable materials in the Vineyard and the Dry Forest.

    Role Playing Game 
  • Final Fantasy
    • The Dark Elf's cave in Final Fantasy IV is surrounded with a strong magnetic aura that prevents any metallic equipment from being used, since the Dark Elf is weak against metallic weapons. Ordinarily, if any of your characters is using any metal equipment in this dungeon, they'll be afflicted with a permanent Paralyze status. However, you can use your newly acquired Global Airship to fly to a town that sells silver equipment before going to the dungeon. Since silver is a non-ferrous metal, it's completely unaffected by magnetism, so you can use it in the Dark Elf's cave without penalty.
    • When you reach Ramuh and Esper!Terra in Final Fantasy VI, the dialogue for your party members is non-specific, each party member saying the same thing, no matter who's in what position. But if you take a party that consists of just Wild Child Gau to this encounter, the dialogue changes to properly reflect his Hulk Speak.
    • The Post Final Boss of Final Fantasy VII is supposed to be finished off by unleashing Cloud's Limit Break. But, if you just stand there and do nothing, Sephiroth will eventually attack Cloud. This attack is gravity-based, so it can't kill Cloud, no matter what his HP is. Even then, Cloud will automatically counter-attack, winning the fight anyways.
      • Searching the game's code shows just how much the dev team thought of for this battle, too. Attack Sephiroth and do no damage? Attempt an attack and miss? Attack and heal him? He'll still go down.
    • In Final Fantasy IX, Quina is an Optional Party Member during the first disc. If you recruit him/her, the game will acknowledge that s/he is with the party during Disc 2, and s/he is Put on a Bus via a Running Gag where Quina is almost always the one left behind. Returning to Qu Marsh on Disc 2 will have Quina greeting Zidane&Co and Zidane asking how s/he escaped Clerya. If the player did not recruit Quina in Disc 1, then the scene that plays when they just meet Quina for the first time plays.
      • The game has a heiharchy for who "leads" the party when Zidane is not present. This normally applies to the Desert Palace, but if Zidane is removed from the party for the final battle, the game will designate a "leader" who gives the "World of Cardboard" Speech to the Final Boss. note 
    • In Final Fantasy X, while it's a big Guide Dang It, it's possible to obtain the aeon Anima just after defeating Sin for the final time. The cutscene that plays once you get it reveals that Anima was created from Seymour's mother becoming a fayth. Summoning Anima against Seymour Omnis (the only battle against any of Seymour's forms in which you might have Anima) has Seymour comment "You would stand against me as well? So be it!"
  • In Dragon Quest VIII, after you meet Red, she'll send the party to retrieve a tear-shaped gem in order to get Princess Medea back. However, it's possible to go to the dungeon, clear it and obtain the tear before talking to Red (with no in-game indication that this is an option). If you do, a cutscene will play after you leave Red's shack where Yangus admits to Trode that he played up his response. Knowing Red as well as he does, Yangus knows if she found out that the party already got the tear, she'd just send them after something else.
  • In Golden Sun: The Lost Age, after lighting the Mars Lighthouse, the player controls Felix only, which means that the psynergy 'Mind Read' shouldn't be usable. With the help of ROMs and cheat codes, it can be given to Felix. Using Felix's newfound ability in Prox results in new information in the mind reading dialogue boxes the developers put Mind Read text in normally non-mindreadable characters. Not just text, which would just be there to prevent the game crashing over an impossible action, but plot hooks.
    • Atop Jupiter Lighthouse prior to its lighting, Agatio and Karst also have Mind Read text, though Sheba isn't in the party at that time, either. Both are thinking that Felix has outlived his usefulness, foreshadowing the upcoming boss battle. Agatio's thought bubble contains a typo.
    • It does this quite a bit. In the first game, if you enter Altin Mines without the Force Psynergy needed to cause a path-opening rockslide, Garet will get frustrated and kick a wall, causing the rockslide. In fact, the Force Orb's absence in The Lost Age if a file from the first game is not imported implies that this is either the default scenario, or the developers knew that otherwise people would be asking how Isaac's team completed the first game in a non-import file..
    • It's possible to go to Imil before Kolima in the first game. If Mia's in your party when you trigger the Kolima cutscenes, the game has extra dialogue so she'll get lines, and it's rumored (though not proven) that Tret's boss fight gets a difficulty boost to account for your larger party and higher level.
    • If you set Flint to Ivan while he's briefly in your party at Vault, he will apologize and give Flint back when he leaves. This just happens to keep him from being in another class in a later cutscene when he rejoins and uses a power exclusive to his base class.
    • More recently, it's been discovered that you can glitch-exploit Retreat to skip the part of the game where Mia joins the party. In doing so, you also skip the only part of the game where Mia's unique Ply power is required for puzzles. A boss later in the game provides an artifact that lets other characters use Frost, so you can solve Frost puzzles without her, keeping the game from being Unwinnable by Mistake without her.
      • Using the same glitch in another location lets you access the other Djinni in Mercury Lighthouse, so you can still get 100% completion in The Lost Age (finishing the first game with 27, transferring data to TLA, and using the spawn point in TLA for the Djinni Mia would have normally given you).
    • Most players are unaware that Crossbone Isle is actually accessible earlier in the game. During the boat ride across the Karagol Sea from Kalay to Tolbi, if you assign strong rowers on the left and weak rowers on the right, the ship will veer off-course and land at Crossbone Isle. You can explore the dungeon, but it is impossible to complete since, at that point in the game, you lack the necessary utility Psynergies required to advance past the fourth level.
    • In The Lost Age, if you give the Lash Pebble to Piers and you go to Lemuria, when Piers will leave the party you will need to Lash once to enter the house of Lunpa. However, if you can't use Lash, Lunpa will insult you and throw down a rope instead, preventing you from getting stuck. This is the only use of the "rope throwing" animation in the game.
    • In The Lost Age, replying "No" to everything eventually results in Kraden throwing a tantrum and accusing Felix of thinking this is all just a game.
      • When in speaking roles, Djinn also tend to have increasingly-amusing responses to being continually denied, and a character in the first game will complain if you change your mind repeatedly in one cutscene and cause the conversation to loop.
    • In The Lost Age and Dark Dawn, certain areas have one route that can be navigated by a team of Earth, Fire, and Wind Adepts like the heroes, and another route that can be navigated by a single Water Adept, like the ones that according to the storyline traveled through that area before your group did.
    • In Dark Dawn, you can use Slap Psynergy to ring the emergency gong in Tonfon, sending the city into a panic, then blame the nearby guard for the false alarm.
    • In Dark Dawn, you cannot name your character any name that belongs to another player character or plot-relevant NPC (including Alex). This has not been confirmed for the other two games.
  • Midway into Mario & Luigi: Bowser's Inside Story, the Bros. meet and fight Bowser, who uses his special attacks alongside his normal attacks. The battle takes into account whenever Bowser has the special attack "Shy Guy Squad" or not by adding or removing it from his list of attacks.
  • Alpha Protocol's story progression runs on this. At first, it just seems like little things, like characters calling you out on wearing ridiculous sunglasses or if you're wearing cammies in a public place where it would be better to wear civvies and blend in. Your character sheet even comes into play. The simplest example being an instance where Mike decrypts some encoded files he's swiped on a mission, unless you haven't put any points into the tech skill. In that case Mike is computer-illiterate and his handler handles the files instead. Multiple playthroughs will reveal just how far-reaching your little decisions are; every choice has a consequence, even dialog options that seemingly do nothing but influence whether or not someone likes you, because different reputations with different NPCs always have different, tangible results. Many players assume that the game is somehow unfinished or that, at least, the writing is sloppy because they lost track of a character and never saw them again. In fact, the choices they made allowed the character in question to become a Karma Houdini, but different choices would've ended in that character being more important and getting an on-screen resolution (of which there are many possibilities, ranging from friendship to backup to Heel-Face Turn to execution.) The drawback to this complexity is that if you want to rig the game for a certain, preferred outcome, you're probably going to have to consult a FAQ.
  • The Inazuma Eleven series shows plenty of signs of this:
    • Inazuma Eleven 3, and possibly previous games in the series, have a special shoot animation which is only played if the defending team has no available players (not even the goalkeeper) anywhere near the path from the ball/kicker to the goal. Odds are you can complete the entire game without this situation ever coming up, because the goalkeepers' AI isn't stupid.
    • Inazuma Eleven GO adds two more animations that only occur in highly improbable situations, where a player with an Avatar active either (a) fails to steal the ball from or (b) gets the ball stolen from them, by a player without an active avatar without using a hissatsu technique. Both of these are nearly (but not completely) impossible to pull off.
    • Similarly, the Wii version also possesses animations for scoring an own goal (basically almost impossible to do by accident).
    • You can hold about a hundred different players in each iteration of the games (except the first one). A devious mind would think of recruiting all the goalkeepers in the game in order to have an easy shot all the time. Starting from the second game onward, you only own a "copy" of the player, meaning that you can have mirror matches but the opponent will still retain their goalkeeper.
    • In all games, all story related opponents have their own little voice taunt whenever they score (even such weaklings as the Kid's Football Club). Turned Up to Eleven in the Wii releases of the game: every player who's about to use a hissatsu technique will use an individual grant to signal their intentions. Some even have alternate ones for very specific situations, such as Hiroto using a shoot hissatsu when Endou is the opposite team's goalkeeper. Not only does every character has their own voice lines for scoring (even those who will most likely never play offense, like the keepers), but also voice lines for shooting, goalkeeping, defending AND dribbling, even if they don't possess any hissatsu in that particular skill. Too bad the same can't be said for the announcer...
    • In Inazuma Eleven GO 2: Chrono Stone, you can select any character in your roster and press Y to view them up close, where you can rotate them and press A to cycle through various poses. A couple characters have several extra poses (often things they did frequently in cutscenes) which appear if you cycle through all the standard poses:
      • The Endgame Plus content allows you to recruit Okita Souji (yes, the Okita Souji). He has two additional poses, coughing and wheezing from his tuberculosis.
      • Alpha, Beta, and Gamma have poses pressing their headsets.
      • Kinako has a Bird Run pose and her signature "Cheese!" pose.
      • Tove has a couple sleepy poses and his signature dance.
  • In Secret of Mana, there is a boss fight that is essentially a Zero-Effort Boss. However, if the player is wiped out in this fight (you do have to try to lose), the party is just kicked out of the area with Randi being revived.
  • Kingdom Hearts
    • If you complete Hollow Bastion before completing Monstro, Riku only says one thing in any of the cutscenes or help you during the first Parasite Cage fight. Riku only speaks one line before the second Parasite Cage fight, mocking Sora for not remembering his best friend. Sora calls him a liar, saying he's not the real Riku.
    • Similarly, it is possible to actually leave a few worlds before beating the bosses there - if you return, they get stronger, and any scenes with Maleficent will not play.
    • If one goes to Wonderland, leaves, then completes Deep Jungle first, the scene that normally shows Alice wondering into Hollow Bastion will instead show Snow White.
    • In Kingdom Hearts II, all sound when entering the Timeless River changes to mono to keep the feel of a 1940s cartoon.
    • Normally, if you or one of your allies uses an item or defensive skill on another ally, they'll shout the name of whoever they're using it on. However, since the characters weren't introduced to each other before the first battle where all three party members fight at the same time, they'll say something like "Don't give up!" instead. This only happens during one fight in the entire game.
  • In Tales of the Abyss, Luke cuts his previously long hair short midway through the game. His unlockable costumes all have him with his newly cut short hairstyle. If the player starts a New Game+, inherits Titles and puts Luke in one of his costumes, said costume will have short hair, even though Luke hasn't even cut it yet. If Luke is wearing said costumes, Guy and Tear will point out his different hairstyle, with Luke telling Guy that "it's an expensive wig." Tear even points out that Luke "took off his wig to cut his hair" if he's still wearing an alternate costume when the scene actually comes up.
  • In Tales of Graces, most characters have certain moves and such that they only get later on and have quotes for in the Future arc, but have different phrases for when they're used in the game's main storyline. For example, Asbel's Super Mode and its resultant Limit Break move are only available in the game's future arc and he mentions teaming up with Lambda during said Limit Break. If the player, on New Game+, carries the titles that unlock said super mode and Limit break to the game's main arc, Asbel's phrase will be different.
    • Not only does Asbel get a new Mystic Arte cut-in in the Future arc, but his skit portraits and status screen image now reflect his heterochromia.
    • Richard can also carry over his stronger Mystic Artes over to the brief part of the main arc where he's playable and still a Prince. While normally said moves have him reference being a king, they'll change when used during his brief playable appearance.
    • when Malik uses his Eternal Serenade Mystic Arte on the main arc's final boss, he declares it the last time he'll use said move. Yet the player can still use it in the Future Arc anyway after doing this, causing Sophie to call Malik out on his lie. Malik'll humourously lie again to get her off his back.
  • In Tales of Xillia 2, if you do the New Game+ glitch, the alternate Milla has access to the Special skill and a mystic arte. However, while she has the same cut-in picture as the real Milla, her casting during the mystic arte is different. Same goes for her linked mystic artes with Ludger and Jude.
  • The PS3 rerelease of Tales of Symphonia has two different Mystic Arte cut-ins for Kratos depending on what costume he's wearing when he performs it.
  • In TaskMaker, a player may choose to play a tutorial level to familiarize themself with the game. Said tutorial does not feature any monsters, and the only NPCs are shopkeepers with whom the player cannot make physical contact outside cheating. There is virtually no way to actually die from losing health in the Tutorial, unless you a.) repeatedly run into a wall until it grinds at your health, or b.) get especially lucky with a hidden spell that might summon a monster. And even then, you will not die in the Tutorial should your health hit 0 — the game will just say that you would have died under normal circumstances, and reset your health bar to full.
    • The Ethereal Potion does not allow the player to walk through certain types of walls. Certain dungeons are made largely of the impenetrable walls to prevent the player from just sliding through with an Ethereal Potion.
    • There's a hidden spell that can be used to summon a ship any time the player is facing water. However, said spell will not work in Castle Hall, because doing so in the right place would allow access to a very powerful weapon early on in the game.
  • And in the game's sequel, The Tomb of the TaskMaker
    • Certain doors are adjacent to walls with shapes on them (spades, polygon, heart, etc.), and said doors cannot be opened unless you have the key with the corresponding shape on it. While doors can normally be phased through with an Ethereal Potion, the game will tell you that, even if you're ethereal, you still need the key to get through that particular door.
    • "Falling Wall" scrolls will knock down some walls, but not all of them. Among the types that it won't knock down are the ones with shapes on them, so you can't use a Falling Wall scroll to knock down a Heart wall if you don't have the Heart key.
  • In The Logomancer, the steps of many quests can be done out of "normal" order, such as solving a problem before finding the quest giver, but everything will work out fine and you'll just get some Easter Egg dialogue for your trouble.
    • Trying to investigate the rooms in the inn without talking to the clerk and finding out which room is yours will result in an Easter Egg where Ardus points out it's rude of him to go barging into a room he doesn't know is his.
  • EarthBound gives you a bike early on in the game, which is only usable when Ness is the only member of your party. In the Playable Epilogue, if you get the bike out of storage (because, guaranteed, that's where you put it), and go riding around in the swamp, a unique sound will play when you pedal through the marshes that can't be heard anywhere else in the game. Additionally, Ness won't drown in deep water, since the bike keeps his head higher up.
  • Shin Megami Tensei IV has the Terminal Guardian, a recurring enemy that you encounter guarding each one of Tokyo's Terminals, as well as the Terminals in the final dungeons. His disguise depends on where you fight him, and the demon(s) he summons depends on how many times you've encountered him so far. His dialogue will always match his current disguise-demon combination, even unlikely combinations such as encountering him for the first time in his "Intuitive Man" disguise (which he wears in the final dungeons). What's more, every single one of his lines is fully-voiced. A comprehensive dump of his dialogue can be found here.
  • An old example, but in Phantasy Star III, if you sell your starting gear, buy an escapipe, and use it when the king throws you in jail, it breaks the game scenario, making the game unplayable. If you talk to the king afterwards, he commends you on using the item, but tells you to reset.

    Simulation Game 
  • At the end of Battle 5 of Star Wars Tie Fighter Admiral Harkov has three ships in his fleet, which get incrementally destroyed over the course of the battle. Two of the ships can be destroyed by you and will reappear in later levels. However Harkov's command ship (and later Zaarin's) cannot be destroyed and will hyperspace out of the level with 1 hull point no matter what you do.
  • FreeSpace came bundled with FRED (FReespace EDitor), the same development tool the designers used to create the main game's missions. They included a rather amusing response to one attempt at crashing the program. FRED has an autonaming feature: before the user gives a ship a unique name, it is given a generic name based on its class and how many ships have been placed already. It was discovered that attempting to trick FRED's autonamer by renaming a ship to the next ship name in line (for instance, naming a ship "Ulysses 2" and then placing a second Ulysses) would result in the new ship being autonamed "URA Moron 1". For those interested, renaming a ship the next ship in line and renaming a ship "URA Moron 1" results in the next ship being "URA Moron 2", and so on.
    • In the first mission of Freespace 2, if you don't jump out when the mission is complete, the ships you've been escorting will actually go through the docking procedure with the ship that you're told is coming in for them to dock with. You can watch several minutes of scripted sequence and dialog that pertains to absolutely nothing important.
    • When the second Sathanas juggernaut destroys the GVD Psamtik in the mission "Straight, No Chaser", the Sathanas will normally blow the Psamtik away in seconds. However, its beams aren't scripted, just flagged as allowed to fire at will. On the off-chance that they miss enough so that the Psamtik is not immediately obliterated (essentially requiring all but one beam in the first two volleys to miss), the ship's commander and allied command exchange increasingly panicked dialog as the damage starts to pile up. The commander even reports that their jump drive has been destroyed, so you won't wonder why the Psamtik doesn't just take advantage of its luck and retreat while still in one piece.
    • Similarly, at one point the first Sathanas attacks the GTD Phoenicia. Usually it just gets blown up in the first volley, but if it does survive, the captain basically says "Screw This, I'm Outta Here!" and jumps out. Mention of this is made in the debriefing.
    • The first time you encounter the Shivans, the weapons you're equipped with are not nearly powerful enough to do more than annoy the Shivan ships. The debriefing makes note that no Shivan ships have been destroyed at all, anywhere. If you do manage to administer a Death of a Thousand Cuts to the enemy and blow up one of their ships, the debriefing is altered so that Command congratulates you on proving the new enemy is not invincible.
    • Occurs very frequently throughout the series. There are numerous ships that can appear in multiple missions, but stop appearing if they are destroyed. Easy to miss since most of these are freighters and transports of no real importance. The most obvious example is the Actium and Lysander.
    • Fan-made expansions often do this too: Blue Planet has one mission where you lure a destroyer into a trap by disabling some lesser capital ships. The crews of these ships figure out what you're up to and try to warn the destroyer that it's a trap. Even if you destroy their Comm subsystem to prevent this, the ship's crew will manage to jury-rig an emergency transmitter to get the warning off anyway.
      • Also from Blue Planet, let's say you used cheats to win the Unwinnable by Design mission "Delenda Est". A Sathanas juggernaut called "Mr. Cuddles" will show up to kill you. If you manage to survive that, you get a special debriefing.
      • And yes, the only way to do that is by cheating. The developers of the mission went so far as to design a custom, extremely difficult AI setting for the reinforcement fighters tested against some of the best players in the fanbase, so don't think you're going to disable some guns and be able to pull off a win.
  • In The Sims 2, don't think you can get away with screwing around with the social worker if she shows up to take your kids. Most sadistic players who played the first Sims usually boxed the kid or the worker in a room with no doors or the like in order to prevent the kid from being taken away. Trying to pull the same trick off in the sequel? EA gets the last laugh since if the worker can't reach the kid after a certain amount of time, she will teleport the kid to her car!
  • Each expansion in The Sims 2 included big gameplay elements that would have to be accounted for in future expansions, leading to extra features that you would never see if you only had one or two installed.
    • In University, the college neighborhood has certain restrictions due to time passing differently and students being in their own separate age group with its own game mechanics, which all later expansions had to take into consideration. Students also have teenage voices, meaning the voice actors would have to record lines for all the things adults can do but teenagers cannot.
    • Nightlife introduced a new aspiration, (Pleasure), which would need to have wants and fears assigned to it in all later expansions.
    • Open For Business allows players to run their own business, meaning all community lot items in future expansions (such as food stands and pet shops) would need to work when controlled by the player.
    • Pets cheated a bit; cats and dogs aren't permitted at university, and they can't be taken on vacation. Still, though, they can interact with objects only included in previous and future expansions.
    • Free Time's hobby system assigns an appropriate hobby to almost EVERY SINGLE OBJECT IN ALL EXPANSIONS.
    • Don't think you can cheat in the DS version without consequence. Setting back your DS's clock will cause the concierge to accuse you of being a time-traveling witch and aliens will swarm the town. There is no consequence for setting your DS clock forward, other than causing bugs to occur more frequently.
  • Many Harvest Moon games have events based on your friendship with certain people. Some of the events involve characters who are in the pool of potential Love Interests; some of the events must be seen if you want to marry them, but some of them are optional. If you see these optional events after you've married them, the dialogue will often be slightly different — in addition to calling you by your nickname, they'll say somewhat different things.
    • In HM DS, if your Ball item gets lost, Mayor Thomas will return it to you. Your ball can get lost if you so much as sneeze (though you can purposefully ship it or give it to people), but if you specifically throw your ball in the water? Thomas will appear angry and dripping wet, and chide you for being so irresponsible! If he wasn't a champion swimmer, your ball would be lost for good.
      • What's even more disturbing is that he will also pick up your ball if you leave it on the floor of your house or throw it in the pond in the basement. He breaks into your house to steal your stuff and give it back to you.
    • When you want to propose to someone, you need to use the Blue Feather, an item that you usually get only once per game. If you show it to an eligible partner, then they'll either agree to marry you or not. If you show it to the other townspeople, then you can get a unique response from EVERY other character in the game, ranging from congratulations on your upcoming engagement, to mistakenly thinking that you're trying to propose to them! This is taken even further in Island of Happiness. There are around 70 extra side villagers that can move to your island. Even though they don't have face graphics, and are all simple Palette Swaps of each other, they'll each have their own special response to the Blue Feather!
  • Tachyon: The Fringe has a similar setup to Beyond Zork, wherein using cheat codes will result in the main character making fun of you. The fact that the main character is voiced by Bruce Campbell almost makes it worth cheating.
  • In Evil Genius, secret service agents usually infiltrate the rooms of your underground base via doors, and given enough time, they will hack any door. If they find something incriminating or vital, they'll try to blow it up or take pictures for evidence. If you try and block off incriminating evidence, agents that get close enough will start shooting whatever is in the way, leading to explosions and fires. If you're foolish enough to build a room then brick up the entrance, agents will find (read: make on the spot) secret entrances into the sealed-off portion of your base and carry on with their despicable do-gooding while you are helpless to stop them because the entrance is bricked up. This also works in reverse — locking up an agent into a bricked-up cell only leads to him using another secret passage to get out, and he could end up smack dab in the middle of your power plant. FFFFFFF----
  • X-Plane. The simulator for which one of the version update notes mentions that, to increase performance, individual raindrops will only be simulated within a few metres of the plane. And which includes drivers for several actual plane dashboard and radar console hardware simulators..
  • In MechWarrior 2 several missions required you to navigate a sprawling city full of civilian buildings. The missions didn't require you to deviate much from the predisposed path, but many curious players did it anyway because all the buildings could be inspected to reveal what was inside (and destroyed with no consequences, if the urge struck you). That they were all believably labeled (offices, hospitals etc.) showed a fair amount of Thinking of Everything all by itself, but at some point - way away from the mission's objective - you'd find a building labeled "Oh, just a building" that, when inspected, showed "Don't shoot me!". If you blew that up, a nuclear explosion would happen that'd destroy the entire level and everything in it.

    Stealth Based Game 
  • Hitman Blood Money anticipated for "Til Death Do Us Part" that people might disguise themselves as a priest during a wedding. So naturally, there's a bonus cutscene where you can tie the knot for your target.
    • Running near the jogger in the suburban mission "A New Life" results in him saying, "Nice stride, friend, but you'll ruin your feet in those shoes!"
  • In Splinter Cell Conviction, the new, improved takedowns include slamming a hostage's head against the wall. If you do this in front of a light switch, the Player Character slams the hostage's face into it. This turns the lights off.
  • In Dishonored, the introductory level features a character whose portrait is being painted. Near said character is an item of small monetary value. Much later in the game, the painting is visible in a room; if the protagonist stole the item during the intro, it won't be visible in the painting either, and a character will complain about its absence.
    • If ever get seen by guards or important people while playing the game, you will find wanted posters with your (masked) face. However, if you go through the game without being spotted once, the wanted posters you find will simply have a silhouette with a question mark in it. For even more detail, if you get spotted after these posters go up, they will be replaced with posters with your face.
    • Multiple levels have shrines where the player can have brief encounters with The Outsider. In most of these encounters, he'll offer his thoughts on your current objective, usually describing the person you're on your way to kill. If you avoid the shrine, complete the objective, then backtrack, the Outsider's dialogue changes to reflect it. He even recognizes whether you killed the target or took the non-lethal option.

  • Disgaea 2. Try sending multiple people into the Dark Court at once.
    • A lot of the more subtle game mechanics in the Disgaea series seem to be built around this trope as well. Throwing enemies into your base panel, for example. (Save first.)
  • List of characters that can be hacked into Fire Emblem: Path Of Radiance. The fact that one of these characters shares a name with a character from Radiant Dawn is probably just a coincidence, as the two have different classes. The fact that Zelgius and the Black Knight have the exact same affinity, weapon ranks, and growth rate? Not so much. Yes, the Dev Team Thinks of Everything, including putting in spoilers for the sequel.
    • The dev team didn't get sloppy in the sequel, either, as they included many scenes of dialogue which are incredibly hard to see, like characters on opposing armies having a unique conversation before they battle where it's incredibly hard to get them to fight (like Micaiah and Soren, where the former cannot cross a specific line which she must defend and the latter is an NPC which rarely moves) and the Black Knight having a unique death quote if he dies on the chapter where you control him and none of the enemies can kill him.
    • Similarly, Sacred Stones has the image and stats for Nergal, the Big Bad of the previous game. Even though they take place in completely different worlds.
    • In Rekka no Ken's penultimate level, The Value Of Life (32x in Hector's Story, isn't in Eliwood's), the mission is to kill the Magic Seal Kishuna, whose chamber is closed off by a door and who summons reinforcements when said door is opened. Using the Warp Staff to send a unit into Kishuna's room on turn 1? Not such a great idea, or if you do, you'd better be prepared to go right after him rather than wasting time so your other units can pick up the treasures in the level. Sending a unit to the space directly above the door while it is still closed causes it to not only open on its own, but four Berserkers that wouldn't otherwise be in the level show up as reinforcements. note 
    • Also, in some Fire Emblem titles, there are levels in which there is a door which opens automatically after a specific number of turns, usually by an NPC. Under normal circumstances at the points in the game which they occur, it is effectively impossible to get to the door before it automatically opens. However, if the player somehow manages to reach the door and open it themselves, an otherwise inaccessible cutscene is displayed to accommodate the situation. Chapter 16 in Rekka no Ken is an example of this.
    • At the end of the prologue in Shadow Dragon, you must choose a unit to use as a sacrificial decoy so that the rest may escape. It is possible to choose Marth, even though the decoy will be Killed Off for Real and Marth dying ends the game. There is a specific cutscene for this scenario.
      • Related: There is actually a bit of Gameplay and Story Integration around this subject, too. If you do play the prologue, and send a character to be Killed Off for Real, you can't use them. Later in the game, you are given one item called the Aum staff, that lets you resurrect one character. Since most players go for 100% survival, a lot of players' first instinct was to use it on the sacrifice, but it's not an option. However, "New Mystery of the Emblem" brings about a very clever explanation: Frey was indeed the canon sacrifice; however, he is alive and well in New Mystery. Supports with the player reveal that he was the sacrifice, but instead of being killed, he was beaten up and left for dead, but was rescued by some civilians, and survived with a scar and memory loss. So in summary, you can't use the Aum staff on the Sacrifice, because they never actually died!
    • There have been a few occasions in which a boss who you are not supposed to beat actually has dialogue or a situation on what happens if you do manage to beat them.
      • In Genealogy of the Holy War, the Final Boss appears on a map. You actually can beat the boss, to which they'll respond with "Playtime is over — I'm going home."
      • Which is a piece of cake with Larcei and 100* Hero Sword:
      • You are told not to kill Fargus in Rekka no Ken. However, you actually can attack him (Which isn't recommended, seeing how powerful he is) and the game takes into consideration what happens if you do kill him — you get a Game Over.
      • Attacking him nets you a game over when the enemy's turn starts, even if he survives.
      • In Radiant Dawn, one chapter has Lekain on the map. While he is supposed to flee when someone shows up, you actually can get over to him and beat him, causing a scene to play where he retreats.
    • In Fire Emblem Awakening, Chrom and Lucina's Falcions are both usable by Spotpass and DLC Marth. It was originally his sword, after all.
      • Regarding Chrom, his promoted class' battle model uses the Fire Emblem as a shield. The Fire Emblem is first given to him in Chapter 7, but if you manage to do a ton of Level Grinding and get Chrom promoted before then, the shield won't appear on his model until he recieves it in the story. And when the shield is taken in a story event later, it will also dissapear from his model.
  • If you use an Action Replay to boost the experience gained in Disgaea DS, the game will adapt the characters leveled up in this fashion so that they need to more than double their total EXP gained just to go up one more level — essentially forcing you to keep using that cheat just to level up at the normal rate. Of course, by the time it figures it out (which varies from character to character), you could already have your characters' levels in the 4000s (usually, it figures it out by around 2300 or so).
  • The Super Robot Wars OG games have sets of dialog for any character piloting any mech (except in cases where characters have their own specific, exclusive one), occasionally with some humorous results.
    • Additionally, an early scenario in OG2 has the player, with only four units, being ambushed by three boss units. However, with persistence, a crazy player CAN beat them, resulting in a Breaking the Fourth Wall moment and rewarding the player with various powerful items.
    • If players inputted the same cheat code from Super Robot Wars EX that lets players use the Neo Granzon right off the bat in Dark Prison, then some of the conversations and scenes will change. This does come with the consequence of not witnessing the Granzon's awesome transition into the Neo Granzon.
  • Super Robot Wars Z has many such instances. For example, The Big O is a ground unit which has melee attacks which do not work against aerial opponents, but if you attach a "Minovsky Drive" which allows it to fly and use these attacks, you see that they have specialized, completely unique animations for mid-air use. Another one is an Easter Egg special dialog that can be found if you reduce the penultimate boss' HP to exactly 1 point, where it goes on a rather lengthy rambling session. Lampshades the whole idea with the ground-only Iron Gear (WM)'s punch attack — if it's given some way to attack aerial foes, it won't use its boosters to jump up. Rather, it just kinda floats up, perfectly in key with its source.
  • It's possible, with a lot of time, care, and planning ahead, to run out of fuel on every unit during the first campaign mission in Advance Wars 2 - doing this causes Nell to yell at you and tell you to Yield so you can start over.
  • Fanmade BattleTech translation Megamek allows some of the various vanishingly small opportunities in the native wargame to occur, including a Mutual Kill (which is difficult since rarely will two sides simultaneously and completely destroy one another). When it happens though, it is able to not only recognize the fact that both sides lost, but announce that the winner is "the Chicago Cubs!!!".
  • Hearthstone has many examples of this, but perhaps the best example is the Noble Sacrifice card. This Paladin-only card triggers when an enemy directly attacks the hero, and it summons a 2/1 minion which redirects the attack to itself. Normally, this would kill it outright, but if other triggered effects cascade off the Noble Sacrifice entering play, the original attacker can potentially die first. The best part? Each minion has a one-liner they deliver when attacking, and the Noble Sacrifice sounds very surprised to be alive.
  • Starcraft2, in one of the Ultralisk advancament missions. You're rampaging through the city with an army of Ultralisks, and at some point you come across a lonely parked car close to a building, of no relevance whatsoever. If you destroy it its owner will come out of his home, yell at you for doing it right after he'd finished paying for it, and open fire.
  • In Galactic Civilizations II, there is a specific endgame screen that triggers only if you deliberately supernova your last inhabited star system.
    Worker Salaries: 4500 bc
    Raw Materials: 125,000 bc
    Propulsion System and Fuel: 5500 bc
    Death Beam: 10,000 bc
    Blowing up your own homeworld with a Terror Star: priceless.

    Survival Horror 
  • In Dead Space 2, Isaac normally finishes off Tiedmann right before facing the Final Boss by shooting him through the head with the javelin gun. But, it's also possible to fry him with the gun's secondary fire function. Missing with the shot or just not shooting at all makes Tiedmann fall over dead on his own.
  • Lifeline, the game controlled almost entirely by voice commands, there are quite a few words in Rio's dictionary that you might be surprised by, especially if you didn't actually say them due to the prototypical nature of the game's main feature. Telling her to commit suicide, for example, elicits a response unique to the request. You could also say Rio's voice actor's name (the exact name depending on whether or not it's the Japanese version or the English version) when asked who your girlfriend is for a unique response. She also dislikes it if you swear.
    • Ask her how to open that first door. You'll get an answer that's 100% accurate but useless to you ("Turn the knob!") because you've got a Dualshock2 controller in front of you instead of what's actually in the room your character is in.
  • In FEAR 2, you start the game in a parking lot. If you shoot at a nearby car for the heck of it, your squadmate tells you to stop ("hey, it's not your car!"). A short while later, you meet with your superior, who asks why you're late; your squadmate says "Becket was busy vandalizing shit". He has different responses if you jump in the fountain ("Becket decided to take a bath in the fountain") or just take a long time doing nothing ("Becket was busy admiring the scenery").
  • In Call of Cthulhu: Dark Corners of the Earth, seeing too much disturbing stuff at once will cause Jack to freak out in a number of different ways. One such way is that he'll start muttering to himself in a panic. What he mutters is in direct context to whatever he's seeing that scares him, be it a ghostly girl, a rotting corpse, or a giant monster made of brown acid.
    • There's a moment where Jack needs to access a ladder locked on a ceiling by shooting its lock. Doing it under the ladder makes it fall on Jack and badly injure him.
  • The final stalker in his second form in Haunting Ground can't be hidden from under normal circumstances. If you possess a special item that makes you invisible, however, and manage to tuck yourself away in the one corner out of his line of sight long enough to give yourself time for that invisibility to activate, he will still have unique lines recorded suggesting you're hiding from him.
  • If you find a glitch and fall outside the boundaries of the level in Slender: The Arrival you die and text from Slenderman appears at the bottom of the screen saying "even a glitch in the game can't save you from me."
  • In the Old Clockworks area in Luigi's Mansion: Dark Moon, one room features a key guarded by two Slammers...only both of them are too distracted to notice Luigi. Most players would just capture the two ghosts and then grab the key, but if you instead opt to sneak past them, grab the key, and then leave without them noticing, they'll suddenly realize the key is gone and start looking around for it.

    Third Person Shooter 
  • Mobile Suit Gundam — Encounters in Space has a truly staggering number of special voice clips for Versus Mode, dependent upon several factors including the characters' partners, their abilities, their mecha, their opponents (as well as their abilities and mecha.). For one particular example, putting Amuro Ray in the Gundam NT-1 will have him start the fight with "This Alex isn't just for show!" This is also true for the game's Create-A-Characters, who are fully voiced. Making this more impressive is the fact that this is exclusive to Versus Mode, since a vast majority of the combinations involved can't happen at all in the standard story modes.
    • Similarly, in Dynasty Warriors: Gundam 2, different characters will say different things to pilots they are performing Combo Attacks with. Considering this game has tons and tons of characters to choose from, this leads to a number of characters saying the same thing to some of the pilots, but saying some unexpected things to others. For example, pairing Amuro Ray with Heero Yuy causes Amuro to say "You're a good shot!" and Heero to respond "Not as good as you!". Additionally, placing a Universal Century pilot, such as Seabook Arno, into a mobile suit other than their main model (the F91, in this case) will cause them to comment on the fact that they're piloting an antique (any mobile suit from an earlier era) or how advanced the suit is (for mobile suits created after their relevant series/movie). Another example happens when you put Char Aznable (CCA) in the Zaku II (Char Custom) or Hyaku Shiki (quite possibly also Char's Gelgoog, Z'Gok, and the Zeong). In this case, he will say "This Mobile Suit... It brings back old memories..."
    • This returns in Dynasty Warriors: Gundam 3. Less obvious combination SP attack quotes include Banagher Links and Domon Kasshu, who both call out to their loved ones, Audrey and Rain, respectively. Kou and Jerid have one in which the latter will demandingly call out to Kou as 'Ensign' and tell him to follow his orders. This pull-of-rank irritates Kou, who tells Jerid he can't boss him around.
      • Having Kira Yamato pilot the Infinity+1 Sword unit, Knight Gundam, will have him sometimes begin a mission saying that he can do some real good with his new sword, before shouting the Gundam's name.
  • The first non-prologue area of Max Payne 2 involves the investigation of a warehouse area. One of the private cleaners of the site insists on letting you in and showing you to the main storage area, at which point he and several of his underlings ambush you and the real violence begins. Unless, of course, you already know what's going to happen. You can simply kill him upon your first encounter, causing the monologuing protagonist to say 'The perp's disguise didn't fool me, he was leading me into a trap' instead.
    • All over the place, actually. Any stage that allows you to roam around in one way or another supplies you with many little sweets, some dialogue, and some actual animations:
      • Just for instance, in Payne's or Corcoran's apartment complexes during their respective shootouts, if you knock or try to open any other apartment doors that you aren't supposed to, people inside will call out to you things along the lines of "Get lost!", "The cops are on their way!", and "Ooooh, ooooh yeah!", thus averting the mistake other games usually commit.
      • Or the police station: There is, of course, a man making a statement on how his wife and her lover killed themselves in his house and THEN framed him for the murder or the stripper who receives threats from her video shooter-addicted boyfriend after she threw his TV out of the window.
      • Then there are several areas you will probably never have to go during the game, such as the traffic control centre and the recreation room. In the former, you can listen to the officer in charge giving directions and confirming orders, but in the latter, you see two cops watching TV. If you get between them and the TV, they will shout at you to get out of the way and try to lean around you. If you actually turn off the TV, they will call you an asshole and turn it on again with a remote. If you try to fiddle with the air conditioner that has a large white paper with "DO NOT TOUCH" on it, it'll break and they'll call you out on it for that as well, complaining about Indian summers.
      • In the third game, Max can carry one large rifle or shotgun and two smaller weapons. Max will realistically carry his longarm in his off hand due to the lack of a sling, even during cutscenes. And if Max needs to go Guns Akimbo, he has to drop the long gun. The game even edits cutscenes to take account of whether or not Max entered the scene carrying a rifle and has to put it down or have it taken.
  • In Red Dead Redemption, you can whistle to call your horse to you. If you do this while a dog is nearby, note  it will follow you.
    • You can also lasso deer, elk, goats, and rams, but you can't ride them.
    • You can jump off from a second-story balcony or window onto your horse and ride it out of town.
    • The trains will stop at a junction to wait for another to pass through before going themselves.
    • John (and subsequently Jack) has multiple unique battle taunts for each of the twenty (and completely optional) bounty targets.
      • Jack also has a full set of dialog recorded for each Stranger mission if you wait until the endgame to complete them. The one exception to this is I Know You. If you somehow manage to not do this mission before John dies, it won't count against getting a 100% Completion achievement/trophy.
  • Spec Ops: The Line has unique voice lines when you use squad commands, depending on where the enemies are. Order a flashbang on a bunch of enemies hiding in a bus, and Walker will say "Empty that bus!" In a shootout in a museum with a T-Rex skeleton, he'll say "Take out that guy by the T-Rex!" Your allies will also shout out enemy locations in the same way.
  • Chapter 3 of Kid Icarus: Uprising revolves around Pit fighting a three-headed dragon and chasing its disembodied heads. The order you take out its heads determines which "role" each of the heads will play in the land portion of the chapter, and each head has unique dialogue for each "role".

     Wide Open Sandbox 
  • In Goat Simulator, you get an achievement for crashing the game, after you reload it of course.
  • In Bully, English class requires you to play a mini-game where you must unscramble letters to form as many words as you can. One level includes the letters H, I, S, and T. If you spell a certain word using those four letters, it doesn't count, and the teacher just gives an amused response.
    • Averted, in the same sequence of letters there is also an E. Particularly vexing for British & Irish players if they get the response “That’s not English!”
  • The inFAMOUS franchise has a few:
    • In the first game there's one final temptation for a heroic Cole to cross the Moral Event Horizon by detonating the ray sphere again. If you do this and you've garnered a good reputation, the civilians that attack you on the street will scream about how Cole betrayed them instead of the generic comments about his monstrosity, and the heroic posters you would have chosen to be plastered up will have all been crossed out, marked up, or had stickers with broken hearts put on them.
    • Cole suffers from justified Super Drowning Skills because water causes him to short out, even tiny puddles cause enough of a surge to One-Hit Kill most enemies up to and including minibosses, which can be used in certain situations to completely bypass tricky fights.

     Visual Novel 
  • In Virtue's Last Reward, in order to unlock the door in an escape section, you need to get a key from within a safe, by unlocking said safe with a password. All your passwords you find are stored in the file screen, and after you've completed an escape section, you can replay it by selecting it on the flow chart. If you replay one of them, you'll be able to automatically open the safe by entering the password, thus bypassing the puzzles. If you do so, then there'll be unique conversations when you go to leave the room, particularly if there is something within the room and it's puzzles relating to the plot. The same thing obviously happens if you happen to guess the password and input it without having found it. One particular example is in the lounge, where doing this will result in Phi stopping you from going through the door, and shouting a quick lecture on Luna Eclipses at you, much to the confusion of protagonist Sigma.
    • Another example is the extra dialogue you can get from randomly clicking on the same thing over and over again. A lot of the time, Sigma will try and hint at how useless it is to try and do something with the object, and will start to get angry if the player still clicks on the same object constantly.
    [Examine once] Just a normal sofa.
    [Examine twice] Just a normal sofa...
    [Examine three times] Nothing odd about this sofa.
    [Examine four times] Nope, still just a sofa...
    [Examine five times] It's a sofa goddammit!
    [Examine six times & Beyond] It's just a goddamn sofa!

Non-video game examples:

    Anime And Manga 
  • A filler episode in the Davy Back Fight arc of One Piece has the Straw Hats playing Pirate Dodgeball against the Foxy Pirates. Pirate Dodgeball also has a massive rulebook with Obvious Rule Patches for seemingly everything (including accidentally swallowing the ball.)

    Comic Books 
  • The sixth Noob comic has a scientist Non-Player Character exposed to a conversation between players, hearing one of them say "NPC" and wondering what a "Enpeecee" is. Later, a random Mook encounters the main avatar (a priest) of a player after killing the secondary one (a warrior) and claims to not know what a "main avatar" is before saying "by the way, a priest is more fragile than a warrior".

  • Good Omens:
    [The ship's captain's] questing finger moved slowly down the page, and stopped. Good old International Codes. They'd been devised eighty years before, but the men in those days had really thought hard about the kind of perils that might possibly encountered on the deep. He picked up his pen and wrote down: 'XXXV QVVX'. Translated, it meant: 'Have found Lost Continent of Atlantis. High Priest has just won quoits contest.'
  • In Harry Potter, there exists an official rulebook filled with a list of hundreds of actions players are not allowed to take in a game of Quidditch, up to and including unauthorized use of badgers. The body in charge of this book prevents the public from seeing it to prevent players from getting any ideas.
    • Not to mention, the Marauders took the time to rig the Marauder's Map to insult Snape should he read it. No, not anyone that read it without the password. Snape and only Snape. It finally pays off a good twenty years after they created the map.
  • In the second Noob novel, the Fictional Video Game's plot revolves around a whole continent waking up after being frozen in time for a few millenia. A Non-Player Character awakes in a room full of other people who are still frozen and getting killed by players just because they noticed they could do it. The players get promptly killed by her. Later, another player ends up talking to her, and in the process realizing out loud that she's chronolgically older than his grandmother. The narration claims that the Non-Player Character, physically a young woman, reacted to the word "Grandma" by refusing to speak with the player for a certain strech of time, despite having no in-game reason to do so.

    Live-Action TV 
  • In the Star Trek: Deep Space Nine episode Civil Defense, Sisko and O'Brien accidentally activate an old security program that they were unable to wipe from the system after they claimed the station from the Cardassians. Turns out it was an anti-insurgency program in case the slaves revolted. When they aren't able to surrender to the long-gone guards to disable the program, they manage to escape...which activates another program in case the slaves escaped the room they were contained in, which locks down the entire station to contain the "revolt". Dax tries to disable the program from Ops...which activates another layer of security which assumes that the slaves have completely overrun the station, and begins to pump deadly neurotoxins throughout the station. Garak shows up, and they decide to counter the toxin by temporarily disabling the life-support systems...which, of course it does, activates another part of the program, which assumes the situation is hopeless and sets the station to self-destruct. And who shows up but the station's old commander, Gul Dukat, who offers to shut down the program in exchange for political sanctions. Refused, he tries to beam back to his ship...but is blocked from doing so when yet another layer of security, installed by Dukat's former superior officer, activates to prevent Dukat from "abandoning his post". Talk about Crazy-Prepared (and a lot of effort and resources simply to prevent something as minor as a slave revolt).

  • On the vast majority of Pinball machines, if nothing seems to have happened on the playfield for a while and no flipper has been touched, the game reasons that the ball is stuck and starts randomly firing off all of the kickers and features on the table to attempt to unstick it. Some games also have quotes or special displays at this point (Fun House, for example, would say "Where did you go now?")
  • The pinball game Indiana Jones: The Pinball Adventure features a sinkhole chute that is guarded by three targets. Normally the sinkhole is accessable only when the targets are struck and dropped out of play, revealing access. Because pinball games are physical, it is possible to slip by without striking the targets. The character Short Round will cry out, "you cheat, Dr. Jones!" and awards bonus points.
    • There is also a bonus section where you are supposed to hit various targets to fight against a swordsman displayed on the screen. However, if you remember that the ball launcher is designed like a gun trigger, you can indeed follow in Dr. Jones' footsteps and just shoot him.
  • The same could be done on The Shadow pinball machine, where you could make a pinball shot to defeat attacking Mongols, or just shoot them. This added a tactical dimension, as shooting the Mongol awarded far fewer points, but certain features were not accessible during the Mongol Attack, meaning that skipping it could avoid you being frozen out of the feature you actually wanted.
  • Williams Pinball machines were famous for their ability to detect when a physical part of the machine had failed and compensate for it by modifying the rules of the game. So if a sensor hadn't triggered for a while, the game would substitute another sensor along the same rail or shot. This was an incredibly useful feature for arcade owners, and the source of some annoyance that machines from other manufacturers didn't do this (this wasn't their fault, though - Williams patented it.)
  • In The Addams Family, if a ball enters the Vault while the Bookcase barrier is still supposed to be blocking it, the game proceeds as if the vault had been opened. Gomez even compliments you about this:
    Gomez: "Dirty pool, old man. I LIKE it!"
  • In Funhouse, Rudy's mouth is normally only a valid shot when it is locked open as he's asleep, but incidentally shooting the ball into his mouth while he's speaking causes him to swallow it and spit it out, scoring a "Rudy Gulp". In the similar table Road Show, which featured two talking heads named Red and Ted, shooting the ball into Red's mouth while she's speaking will make her spit it out, shouting "You big cheeseburger!".
    • Additionally, the table's standard multiball mode requires locking two balls, then shooting a ball into Rudy's mouth while he's asleep. However, there's also a "Quick Multiball" award that, when activated with both balls locked, will start the standard multiball mode having to directly hit Rudy — and it will reward a million points each time Rudy gets hit in addition to the multi-million-point trap door shot.
    Rudy: What was THAT?!
  • In White Water, if the player shoots the ball weakly around the orbit, causing it to roll backwards through the No Way Out lock mechanism and back onto the lower playfield, Willie shouts "You found the secret passage!" and a bonus is awarded.
  • On Star Trek: The Next Generation, if you drained a ball or timed out during a Mission Mode without scoring points, you would get a minimum point bonus while hearing Data say, "Had you propelled the ball along the proper trajectory, you would have been rewarded." If you trigger both flippers at once midway through Data's line, you receive additional points as Captain Picard cuts him off with, "THANK YOU, Mister Data."
  • In Cirqus Voltaire, if the ball falls into the Highwire lock from a weak ramp shot without being lit, you are awarded a "Sneaky Lock" bonus (with an animation of a pinball tip-toeing across the display), and that ball is locked.
  • Theater Of Magic has a hole under the trunk to lock balls in the center of a loop. Normally, diverters to the holes are down until lock is lit, but it's still possible to shoot the loop lightly so that the ball stops mid-loop and falls in the hole. Doing this will trigger a special animation where a magician falls down the stairs into the Haunted Basement: "Oooohhh Noooooo! Ow oof aak oof ack! This ball is full of wonders!" and allow you to lock balls without spelling "Magic". In a double case of the Dev Team thinking of everything, doing this a second time in the same game will only award some points.
  • A Death Save is a pinball maneuver where, after the ball falls down an outlane, the player whacks the machine in order to bounce the ball back into play from below the flippers. Most Data East tables detect this move and give points for it.
  • A highly frowned-upon technique in pinball is called a "Bang Back," where a player strikes the machine's front or underside to force a ball back into play as it's going down the drain. Allegedly, some early pinball companies would discourage this by placing downward-facing nails or spikes on the underside of the cabinet under the drain to injure anyone trying to cheat this way.

    Operating Systems 
  • Although not a game, the Windows CE emulator in Virtual PC was clearly programmed by someone who understands bored techie tendencies. Attempting to set up a recursive emulation results in an error with the text "You just had to try, didn't you?" This may be considered erroneous behavior, since it means the emulator doesn't perfectly recreate the environment, but on the other hand, dicking around with recursion is pretty erroneous to begin with.
  • The Unix cal command prints calendars. If you type cal 9 1752 you get the calendar for September 1752. The 14th follows the 2nd because England converted from the Julian to the Gregorian calendar at that time.
  • When a Mac is broken/finds an error upon starting up, it beeps "S. O. S." in Morse code.
    • A Power PC-based Mac, on the other hand, plays the sound of a car crash, explosion or a scare cord
    • Likewise, a legacy BIOS PC will beep out a string of codes, which can then be used for diagnosis by looking up a service guide. For example, one long beep followed by two short beeps indicate a damaged graphics card, one long beep followed by three short beeps indicate that one or more of the RAM modules have gone south.

    Tabletop Games 
  • GURPS tends to evoke this, especially when reading the more specific supplements. The Space book, in particular, seems to cover EVERY possible trope related to space. The alien creation rules contain everything from trophic level to biological symmetry.
    • The martial arts supplement gives 58 different real-world combat styles (not counting differentiation by era, and all forms of Kung-Fu are considered one style) plus another five they made up.
    • Dungeon Fantasy 8: Treasure Tables gives listings for spices, toys, furniture, perfumes, paintings, and containers. It even gives guidelines based around culturally distinctive styles and additional trappings that the designer calculated to create several trillion variations. Dungeon Fantasy 2: Dungeons gives detailed rules regarding harvesting organs, teeth, and natural poisons of dead monsters and what bits of scrap taken from dungeon trappings will sell for back in town. Also, want to sell stories of your adventure to bards? There's rules for that as well. Other material involving the Dungeon Fantasy lines are templates for playing Justicars (city watchmen and kings' guardsmen), Sages, Ninjas, Innkeepers and Mystic Knights.
    • Spaceships is probably the only place in an RPG book (outside of Traveller) that you can find relativistic equations. Fortunately, they're very much optional.
  • Super-extra-lucky-rare tabletop version from Vampire: The Requiem: In the previous incarnation of the game, some Disciplines were notoriously easy to ignore. To hammer home that this iteration is more ruthless and harder to cheese, the developer's state that that using the Dominate Discipline always requires eye contact, and if a character were to try to ignore this rule by wearing sunglasses, said Ventrue player is free to laugh at the n00b's incompetence.
    • V20 backports these rules to Vampire: The Masquerade, and further notes that since the need for eye contact is symbolic rather than literal, even removing your eyes doesn't render you immune to eye contact — it just makes it much easier to avoid it.
    • On a more practical note, the dev team was kind enough to supply the likely effects massive pressure differences would have on vampires. In space.
    • The 'Armory' books list (among numerous other Improvised Weapons), the effects when using a belt sander or post-hole digger as weapons.
    • In the old World of Darkness, a rulebook gave the stats for using a chainsaw as a weapon. Not so unusual, except it also included the moral and psychological repercussions of using a chainsaw on another flesh-and-blood person.
  • The number of unusual and obviously dangerous substances that the Dungeons & Dragons writers stat out the effects of touching, eating, drinking, or doing something borderline suicidal with approaches the infinite.
  • The point of the conditional modifiers in Hoyle's Rules of Dragon Poker. If it could conceivably happen, there's probably a rule change for it. Notable examples include the end of the world, UFO encounters, and the Detroit Lions winning the Super Bowl.

  • Omega Supreme's toy in Transformers Energon has three parts: A giant battleship, a huge crane, and a small robot which formed the head. When in combined mode, Omega Supreme's body (Made of the crane and the battleship) have a head of sorts that can be raised when the actual head unit isn't attached. Reason? To actually give the big guy a head if one loses the head robot.
    • The same with Armada Sideways. His small "mini-con" partners turn into his head, one for his Autobot form and one for his Decepticon form. However, he has a pop-up head in his own color scheme just in case you lose both the mini-cons. Hasbro bigwig Aaron Archer is an Ascended Fanboy who grew up with the old toys, which included the Headmasters (Transformers whose heads became small partners). He hated how if you lost the partner robot who became a head for one of the Headmasters, your robot just had to go headless (or share a head with another Headmaster). Worse were the later Powermaster figures, who couldn't even turn into robot mode at all without the partner robot acting as a 'key,' making it entirely useless if you lost (or stepped on) a partner figure note . When the Headmaster gimmick was dusted off for Armada and Energon, Archer saw to it that your Sideways or Omega Supreme will not be so unfortunate.
    • Another Transformewrs example is the War For Cybertron Soundwave. While his robot mode looks substantially like his G1 counterpart, he turns into a car, not a boombox. However, in one of the ads for the game, they have Soundwave contort into a form that resembles his classic altmode... and there is evidence that you can do the same to his toy. Essentially, he has a second altmode as an undocumented feature.
  • The robotic pet dinosaur, Pleo, is able to react to certain stimuli: Stroke its back and it wags its tail, scratch its chin and it purrs, hold it upside down or by its tail and it wails and cries. Shake it especially viciously by its tail, however, and it will actually sieze up and crash. It may just be hardware being jogged out of place (They are notoriously fragile), but if not, then it is literally programed too, when abused too much, die.
  • Leap Frog's Alphabet Pal is a caterpillar that teaches kids the alphabet. One of the settings is to have her say the sounds of each letter. In early versions, pressing 'F' followed quickly by 'C' or 'K' would cause it to say "fuck". Leapfrog realized this and released a later version, in which trying to do this results in it giggling and saying "That tickles!" before saying the sound.

    Web Animation 
  • There is a Strong Bad Email in which Strong Bad buys a new comfortable chair to check his emails with, but the chair itself is huge and covers up most of the computer screen. Strong Bad proceeds to respond to an email by taking off his wrestling mask and showing a picture of his parents on the computer screen, but both are obscured by the chair. If one attempts to use a flash decompiler to remove the chair, Strong Bad's head will be missing and the picture will have the message "nice try dodongo!" on it.
    • People who typed "" into the search bar in an attempt to view the 100th email before it was released would be instead greeted by a (now very outdated) fake Internet Explorer error page where Strong Bad would appear and chastise the viewer for thinking they were clever. As a result, the url for the actual cartoon ended in "sbemailahundred" instead of "sbemail100."
      • A similar situation happened when people typed "", only this time it was a fake Firefox error page and the viewers were chastised by Strong Sad for trying to cut in front of his fan club, who "started camping out weeks ago."
    • In the actual 200th email, Homestar briefly mentions "Hremail 49" after reading the email Strong Bad was mistakenly sent. If you type in "", you get a very short cartoon in which Homestar mentions "Hremail 24." Typing in "" takes you to a red screen with text reading "BANNED FOR CONTENT".

    Web Comics 
  • xkcd had an interesting April Fool's day in 2010, which can be found here.
    • Especially funny if you type in a certain four letter word. The response? I have a headache.
    • Try entering 'Help', 'Sleep', 'Kill' or 'Destroy!!!'.
    • Or 'Next to Last'.
      • Followed by 'Enable time travel'.
    • 'Cheat', and of course, 'Quit'.
    • When you type 'look' you have exits of "West" and "South". Going "West" repeatedly will report interesting statements about each room you visit. It's the lyrics to the Chorus of "Go West" by The Village People. Hilarious. Going south will result in being eaten by a grue, unless you thought to type "light lamp" first.
    • And if you type 'go east' after going 'west' once, you get: "You are at a computer using unixkcd." The same thing happens if you type 'look'.
    • Entering 'xyzzy' will respond "Nothing happens", rather than a generic "must be roto".
    • Up, up, down, down, left, right, left, right...
    • Many real Unix commands are programmed in, such as "sudo." The site suggests using a few, including "cat", which just responds, "You're a kitty!"
    • "find" also works; the game asks you what you want to find, and suggests "kitten."
      • If you search for the afforementioned kitten, the console searches for the bizarre "game" Robot Finds Kitten.
    • "make love" results in the predictable "I put on my robe and wizard hat." This itself is a reference to the TOPS-10 operating system, which used the "make" command for the creation of a file. When "make love" was inputted, the OS would respond with "not war?" before creating the file.
    • Try "Make me a sandwich" and "sudo make me a sandwich".
    • "reboot" and "sudo reboot"
    • "go down"
    • "goto 10"
    • Try "Hello Joshua"
    • Hmm, I wonder if this has Vim or Emacs?
      • The response to trying to use nano is also quite amusing.
    • Try "xkcd", and then "unixkcd" multiple times.
    • The comic's 2012 April Fool's gimmick also qualifies. The strip posted that day, "Umwelt" note , came in dozens of different variations; which one you see depends on your "perspective", i.e. location, browser, window size, etc. How extensively did Randall do this? There's a specific comic for Netscape Navigator.
    • xkcd's back at it again with this strip. Click and drag and drag and drag and drag...
    • According to the alt text on comic #1189, the US Census Bureau has defined the "US Census Bureau Solar System statistical boundary." If only this were actually true.
  • 8-Bit Theater had an in-universe example with Black Mage attempting to copy a spell that Sarda used to rewrite reality according to his will, deducing it to be a "Rewrite Reality According to My Will" spell. It turns out to be a "Rewrite Reality According to Sarda's Will" spell instead.
    • In fact, Sarda casts all his spells this way, at least when he's around Black Mage. When BM copies an incredibly painful spell that Sarda has just used on him, he discovers that it's not a "make target vomit out his intestines" spell, it's a "make Black Mage vomit out his intestines" spell.
    • As Black Mage puts it: when Sarda casts a spell that hurts you, and you learn that spell, you learn to cast a spell that hurts you.
  • In Homestuck, Sburb has an insane number of ways that players can get their game back on track if things off the rails. Wayward Vagabond exists solely to help the players defeat the final boss if they screw up and aren't able to take him on. Act 6 reveals that a player who enters a game completely alone (something that renders Sburb completely dead and Unwinnable) still has a backdoor to a form of victory. It's also able to account for the players prototyping their sprites with anything.

    Web Original 
  • Akinator knows pretty much every single person or character that anyone in the world even slightly cares about. It's not the "Dev Team", per se, but the contributions of millions of players that make up its nearly bottomless knowledge. He also catches onto your attempts to con him — try to click "No" every time and the answer will be "Someone who kept clicking on No to see what happens". He also knows a lot of non-characters, including "Yourself", "Your mum", "The Internet", "Xbox-360 controller" and "underwear". If the non-character hasn't already been added, he'll guess "Something I don't know because it's not a character".
  • This webpage. Try using it to check itself.
  • Twitter has a 140 character limit. If you try and make a tweet with more characters and click at the nick of time, it will read "Your tweet was over 140 characters. You'll have to be more clever".
  • Is X a Prime Number? tells the viewer to stop wasting bandwidth whenever they look up an even number. Although "" just leads to the main site, it does have a unique message for zero, which can be found at "". Negative numbers will redirect you to the creator's main website, as will any string with an underscore in it. Finally, entering letters produces the message "I need a real number, yo."
    • Should you enter 42, it will tell you that it's not a prime number, but it is the Answer. If you enter 666, it'll tell you "No. And you're not the first person to ask. You little devils."
    • Putting 69 makes the site go "You pervert."
  • Pokécheck is a website that, among other uses, can check the legitimacy of any Pokémon uploaded to it. It takes everything into account when checking to see whether or not a Pokémon was likely edited or created using an external device, across three whole generations of games and events. (as Gen VI hasn't been implemented yet as of 5/5/14) Obscure spin-offs and limited-distribution events? Taken into account. Differences between Gen III to V data-structures like garbage bits in nicknames that are preserved in the transition between generations? Well documented. The fact that XD's Shadow Pokémon and certain Gen 5 legendaries cannot be shiny? Factored in perfectly. Unusual stat totals? It's got that covered. An obscure glitch that only affects five species? Of course. And if a Pokémon has a Trainer/Secret ID of 00666 or some equally unlikely number, it displays the message "Suspicious trainer IDs." The only way past it is to hack a Pokémon that is identical to one that could have been generated by a core series/Gamecube Pokémon title. Which is the intention.

  • IBM RnD, according to Prof Moriarty speaking on the Sixty Symbols YouTube channel. "You read [one of their research papers] and questions arise. Then you go back and see 'oh, right, they've done that as well'. And then you think 'well maybe this', but every single question is covered."
  • PNG files always begin with the following bytes (in hexadecimal): 89 50 4E 47 0D 0A 1A 0A. Seems random, but it's actually carefully constructed to prevent against as many potential problems as possible.
    • 89 makes sure the file is interpreted with 8-bit data, and protects against file transfers that would convert it to 7-bit data.
    • 50 4E 47 is the code for "PNG" so that image programs can identify the file. It's also human-readable, in case the file is opened in a text editor accidentally.
    • 0D 0A is a CRLF (DOS-style line ending), and protects against file transfers that translate CRLFs to LFs (Unix-style line endings).
    • 1A stops the file from being displayed as text under MS-DOS and similar systems.
    • 0A is an LF, and protects against file transfers that translate LFs to CRLFs.
    • In short, the PNG file format automatically protects against 90% of all possible file errors in the first eight bytes.
    • Similarly, the custom content in Spore are entirely in PNG format. Yes. A picture file. This allows saving pictures from the sporepedia website and moving into the creation folder and detected as Spore creation complete with information and tags, even when the computer is offline while playing Spore.
      • The PNG format specifies that you can have any "tag" you want in an image file. There are a number of required tags for image data, but PNG parsers are required to ignore tags they don't understand. So the Spore team could have made their own tag for the creature data, but they didn't. Instead, they encoded the creature data in the alpha channel of pixels surrounding the creature's mugshot. Talk about taking the hard route.
      • Aversion: This trick was also used in The Sims 3 for iOS devices, which requires you to do a screenshot of the intended character at a designated export screen. Unfortunately, due to the differences imposed by the compatibility layer when running iPhone software on an iPad, the scheme fell flat on its face if exporting the character is attempted on an iPad.
  • Detroit's Comerica Park, home of the Tigers, has a statue garden of their legendary players in the deep center field stands. One of them is memoralized with his glove up and open. The artist took the time to fill the interior of the glove with small nails, so that on the one-in-a-million chance that a home run is hit into the glove, the statue will "catch" it.
  • The iPhone app Siri is an "intelligent personal assistant" that can look up information via voice commands. It also has smart-ass responses to a number of questions, requests, or commands, like "How much wood would a woodchuck chuck if a woodchuck could chuck wood?" ("That depends on if we are talking about an African woodchuck or a European woodchuck."), "What are you wearing?" ("Aluminosilicate glass and stainless steel. Nice, huh?") and "Talk dirty to me" ("The floor needs vacuuming.")
    • Siri will recognise the question 'What is the airspeed of an unladen swallow?', expressly stating that you need to know this information as a digital assistant. It's 25 miles per hour for a European swallow.
    • Say "OK Google"note  and Siri will tell you that they "think you've got the wrong assistant."
    • And if you ever need to hide a body, Siri can teach you a few things.
  • Some email processors will, if you write the words "Attached is/are..." without giving an attachment, ask you if you want to attach anything before they send it. This is quite useful (or annoying if you're a high school student trying to use an excuse other than "the dog ate it").
  • The free music program Spotify plays commercials between songs. If you mute your speakers during these, the commercial pauses until you unmute the sound.
    • Several websites are now able to detect if the user has adblocking software installed. Some merely add a message intended to guilt trip you into turning it off while others are more intrusive (Blip Tv for example makes you stare at a static message for 90 seconds that helpfully informs you that their ads only take up to 30).
      • Though that extra sixty seconds is a small price to pay when the alternative is unprotected browsing of a site known to have ads with particularly insidious malware embedded within them.
    • Hulu just straight up refuses to play video if ads are blocked.
  • Google Maps
    • Driving directions are given for journeys on different continents, including at necessary places "Sail across [insert body of water]".
    • Often times the navigate feature will choose the fastest route, not necessarily the shortest route, as the shorter route may take longer due to factors such as lower speed limits, more stoplights, etc. However, it also takes traffic into account as well. It's also scarily accurate with the estimated time to arrival, adjusting the ETA accordingly with your average speed.
    • An update tells you which lane you need to be in if encountering a fork or intersection and the secondary routes along the way with a change in ETA if you decide to take that route.
    • One caveat to how far the dev team managed to think ahead: It does not always factor in the presence of road construction. This shortcoming, shared by every GPS based navigation assistant, is one of the last plausible excuses for not embracing GPS aided navigation.
    • They ask you to exercise caution if you ask for walking directions from "The Shire" to "Mordor". This particular Easter Egg has gotten plenty of attention.
  • Google's search function is amazing. You can do calculations, look up addresses, convert currency, and so on.
    • Another interesting feature of Google's search function: looking up the word "zeitgeist" brings up a list of trending topics.

Examples of the trope being referenced

    Live Action TV 
  • The Big Bang Theory: Sheldon wants to learn how to drive on a simulator in order to get practice on it before getting a driver's license. Howard Wolowitz modified an armored vehicle simulator he developed for the military into a car simulator so Sheldon could practice driving. Of course, as the following quote indicates, he does terribly on the simulator:
    Leonard: How did you manage to get on the second floor of the Glendale Galleria?
    Sheldon: I don't know, I was on the Pasadena Freeway, missed my exit, flew off the overpass and... one thing led to another.
    (Both flinch as screeching tires and a crash is heard, followed by animal noises like barks and meowing)
    Leonard: Aw, the pet store.
    Sheldon: Remind me to compliment Wolowitz on the software, it's amazingly detailed.