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** The elevator example appears in the ''HancocksHalfHour'' TV episode "The Lift".
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** The elevator example appears in the ''HancocksHalfHour'' ''Series/HancocksHalfHour'' TV episode "The Lift".
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* Every button on the PS2 controller worked like this. ''VideoGame/MetalGearSolid2'' and ''VideoGame/MetalGearSolid3'' were practically the only games that did anything with it, though. If you push the fire button and let go, you shoot, but if you push the button and ''lightly'' let go, you'll holster your gun without firing a shot. It was tricky as hell.
** When the first game was remade for the Gamecube with mostly PS2 controls, they got around the Gamecube controller not having pressure sensitive buttons by having you press Y, then A, in succession to holster your weapon.
** Also, another Kojima game, ''Zone of the Enders'', had a weapon that made use of the pressure-sensitive PS2 buttons. A light push would result in a wide-angle, point-blank spray, while a hard one would increase the range from "melee" to merely "short" with a narrower spread.
** When the first game was remade for the Gamecube with mostly PS2 controls, they got around the Gamecube controller not having pressure sensitive buttons by having you press Y, then A, in succession to holster your weapon.
** Also, another Kojima game, ''Zone of the Enders'', had a weapon that made use of the pressure-sensitive PS2 buttons. A light push would result in a wide-angle, point-blank spray, while a hard one would increase the range from "melee" to merely "short" with a narrower spread.
to:
* Every button on the PS2 [=PS2=] controller worked like this. ''VideoGame/MetalGearSolid2'' and ''VideoGame/MetalGearSolid3'' were practically the only games that did anything with it, though. If you push the fire button and let go, you shoot, but if you push the button and ''lightly'' let go, you'll holster your gun without firing a shot. It was tricky as hell.
** When the first game was remade for the Gamecube with mostlyPS2 [=PS2=] controls, they got around the Gamecube controller not having pressure sensitive buttons by having you press Y, then A, in succession to holster your weapon.
** Also, another Kojima game, ''Zone of the Enders'', had a weapon that made use of the pressure-sensitivePS2 [=PS2=] buttons. A light push would result in a wide-angle, point-blank spray, while a hard one would increase the range from "melee" to merely "short" with a narrower spread.
** When the first game was remade for the Gamecube with mostly
** Also, another Kojima game, ''Zone of the Enders'', had a weapon that made use of the pressure-sensitive
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* The difficult-but-rewarding "Second-Stage Quickboost" tactic in ''VideoGame/ArmoredCore 4''/for Answer relies on the 360/PS3's pressure sensitive buttons. Specifically, pressing the quickboost button ordinarily will unleash the ordinary burst. However, by pressing the button to the point such that it ''almost'' activates, and then activating it with a light pressure will trigger this. Quick Boost is intended to be an emergency get-out-of-the-way burst of speed; properly applied, Second Stage boosting can and will outrun enemies using their supposedly faster Overed Boost.
to:
* The difficult-but-rewarding "Second-Stage Quickboost" tactic in ''VideoGame/ArmoredCore 4''/for Answer relies on the 360/PS3's 360/[=PS3=]'s pressure sensitive buttons. Specifically, pressing the quickboost button ordinarily will unleash the ordinary burst. However, by pressing the button to the point such that it ''almost'' activates, and then activating it with a light pressure will trigger this. Quick Boost is intended to be an emergency get-out-of-the-way burst of speed; properly applied, Second Stage boosting can and will outrun enemies using their supposedly faster Overed Boost.
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* ''TengenToppaGurrenLagann'' has a kind of psycho {{Gonk}} called Attenborough who appears to be in charge of using the giant mechs' cannons. He [[BeamSpam never does any aiming or anything]], mind you. And he often acts so rash that he puts the whole team in danger. Presumably he's only in this position because [[TriggerHappy he pushes those buttons very enthusiastically]], and ''really damn hard''.
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* ''TengenToppaGurrenLagann'' ''Anime/TengenToppaGurrenLagann'' has a kind of psycho {{Gonk}} called Attenborough who appears to be in charge of using the giant mechs' cannons. He [[BeamSpam never does any aiming or anything]], mind you. And he often acts so rash that he puts the whole team in danger. Presumably he's only in this position because [[TriggerHappy he pushes those buttons very enthusiastically]], and ''really damn hard''.
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** ''SuperSmashBros. Melee'' also used this function. The shoulder buttons were used for shielding: lightly pushing the button made a larger but more translucent, and likely weaker, shield; pushing the button harder made the shield more compact as well as more durable and opaque.
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** ''SuperSmashBros. Melee'' ''[[VideoGame/SuperSmashBros Super Smash Bros. Melee]]'' also used this function. The shoulder buttons were used for shielding: lightly pushing the button made a larger but more translucent, and likely weaker, shield; pushing the button harder made the shield more compact as well as more durable and opaque.
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** The GameCube installments of the ''Rogue Squadron'' series mapped the accelerator to the right trigger. Clicking the button underneath would (depending on your craft) either trigger a rechargeable booster, or close your S-foils (giving you increased speed but disabling your weapons). To accelerate to max speed normally, you would need to hold down the trigger without pressing the button underneath.
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** The GameCube UsefulNotes/NintendoGameCube installments of the ''Rogue Squadron'' series mapped the accelerator to the right trigger. Clicking the button underneath would (depending on your craft) either trigger a rechargeable booster, or close your S-foils (giving you increased speed but disabling your weapons). To accelerate to max speed normally, you would need to hold down the trigger without pressing the button underneath.
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** Interestingly enough, the idea was reused for the ''[[UpdatedRerelease EO]]'' versions of ''[[VideoGame/CapcomVsSNK2MarkOfTheMillennium Capcom vs. SNK 2]]''. The strengths of punches and kicks are determined by the pressure exerted on the L and R buttons in an attempt to simplify the controls for the GameCube and XBox.
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** Interestingly enough, the idea was reused for the ''[[UpdatedRerelease EO]]'' versions of ''[[VideoGame/CapcomVsSNK2MarkOfTheMillennium Capcom vs. SNK 2]]''. The strengths of punches and kicks are determined by the pressure exerted on the L and R buttons in an attempt to simplify the controls for the GameCube UsefulNotes/NintendoGameCube and XBox.UsefulNotes/XBox.
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* In one episode of ''BattleOfThePlanets'' the guy pounds the firing button with his fist, full strength. The missile practically explodes its way out of the launcher.
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* In one episode of ''BattleOfThePlanets'' ''Anime/BattleOfThePlanets'' the guy pounds the firing button with his fist, full strength. The missile practically explodes its way out of the launcher.
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** ''GranTurismo IV'' had the cars go faster the harder you push the X button.
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** ''GranTurismo ''VideoGame/GranTurismo IV'' had the cars go faster the harder you push the X button.
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* In ''BobAndGeorge'' the time travel suit is controlled by one button on the belt buckle. You have to practically type out a command in Morse Code with it to actually do anything. The duration and pressure of the press is important.
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* In ''BobAndGeorge'' ''Webcomic/BobAndGeorge'' the time travel suit is controlled by one button on the belt buckle. You have to practically type out a command in Morse Code with it to actually do anything. The duration and pressure of the press is important.
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* Notes played on the piano are louder when the keys are pressed hard, and quieter when they are pressed more lightly. This is a great improvement over earlier instruments such as the harpsichord. This sensitivity is also built in to modern electric keyboards.
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Changed line(s) 33 (click to see context) from:
* From ''Series/StargateAtlantis'', the last season, where an abandoned ship that autonomously travels through parallel universes carrying the heros meets a universe full of hostile aliens, facing them to attack. Needless to say, Ronan is jamming on the rail gun button, then Seppard says,"Take it easy,Chewy."
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* From ''Series/StargateAtlantis'', the last season, where an abandoned ship that autonomously travels through parallel universes carrying the heros heroes meets a universe full of hostile aliens, facing them to attack. Needless to say, Ronan is jamming on the rail gun button, then Seppard Sheppard says,"Take it easy,Chewy.easy, Chewy."
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Changed line(s) 33 (click to see context) from:
* From StargateAtlantis, the last season, where an abandoned ship that autonomously travels through parallel universes carrying the heros meets a universe full of hostile aliens, facing them to attack. Needless to say, Ronan is jamming on the rail gun button, then Seppard says,"Take it easy,Chewy."
to:
* From StargateAtlantis, ''Series/StargateAtlantis'', the last season, where an abandoned ship that autonomously travels through parallel universes carrying the heros meets a universe full of hostile aliens, facing them to attack. Needless to say, Ronan is jamming on the rail gun button, then Seppard says,"Take it easy,Chewy."
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Changed line(s) 70 (click to see context) from:
** ''DeadOrAlive Extreme Beach Volleyball'' made good use of the face buttons's pressure sensitivity if enabled by the player. The harder you press, the stronger the girls spiked/served the ball. (If the feature was disabled, the A and B buttons were the "strong" buttons while the X and Y buttons were the "weak" buttons, similar to a fighting game's button layout).
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** ''DeadOrAlive ''VideoGame/DeadOrAlive Extreme Beach Volleyball'' made good use of the face buttons's pressure sensitivity if enabled by the player. The harder you press, the stronger the girls spiked/served the ball. (If the feature was disabled, the A and B buttons were the "strong" buttons while the X and Y buttons were the "weak" buttons, similar to a fighting game's button layout).
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minor edit - namespace
Changed line(s) 32 (click to see context) from:
** Busted by the {{Mythbusters}} (elevator one).
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** Busted by the {{Mythbusters}} Series/{{Mythbusters}} (elevator one).
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Whenever someone in fiction presses a button, how hard they press always determines the effect. For some reason, you can make something work better just by pressing the appropriate button harder, or by pressing it multiple times, even though there's absolutely no reason this would work in real life.
This uses similar logic to TimTaylorTechnology.
This uses similar logic to TimTaylorTechnology.
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Whenever someone in fiction presses a button, how hard they press always determines the effect. For some reason, you can make something work better just by pressing the appropriate button harder, or by [[ButtonMashing pressing it multiple times, times]], even though there's absolutely no reason this would work in real life.
This uses similar logic toTimTaylorTechnology.TimTaylorTechnology and is the buttony version of PercussiveMaintenance.
This uses similar logic to
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Repair, don\'t respond.
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* Most "close door" lift buttons aren't connected to anything. The lift doors don't close any quicker, but the user feels in control.
** They are, but unless you're in operator mode, they don't do much. In an elevator running in operator mode, the buttons give you total control. The doors will remain open until you select a floor or close them. You can even override the doors and leave them open as you travel.
** They are, but unless you're in operator mode, they don't do much. In an elevator running in operator mode, the buttons give you total control. The doors will remain open until you select a floor or close them. You can even override the doors and leave them open as you travel.
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* Most "close "Close door" lift buttons aren't connected to anything. are a special case.
** If the lift is not in operator mode, the button has no effect. The lift doors don't close any quicker, butthe user feels you feel as if you're in control.
**They are, but unless you're If the lift is in operator mode, they don't do much. In an elevator running in operator mode, mode (which requires a key), the buttons give you total control. The doors will remain open until you select a floor or close them. You can even override the doors and leave them open as you travel.
** If the lift is not in operator mode, the button has no effect. The lift doors don't close any quicker, but
**
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Typo
Changed line(s) 25 (click to see context) from:
* Averted in the Creator/IsaacAsimov short story ''Risk'', in which an experimental hyperdrive failed to work because the robot at the controls, having been ordered to pull the activation level "firmly", pulled it so hard that it bent out of shape.
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* Averted in the Creator/IsaacAsimov short story ''Risk'', in which an experimental hyperdrive failed to work because the robot at the controls, having been ordered to pull the activation level lever "firmly", pulled it so hard that it bent out of shape.
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* In ''ComicBook/GoldDigger,'' defunct 1970's super hero team the Wonder Friends had a base full of hi-tech vehicles [[{{Expy}} based on]] the {{Thunderbirds}}. The old members, now part of [[TheMenInBlack Agency Zero]], still have access to them, and they still work... but the on-board AIs will only oblige to work if they are approached ''dramatically.'' Just pushing the launch button won't do. You have to SLAM it down while saying a battle cry!
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* In ''ComicBook/GoldDigger,'' defunct 1970's super hero team the Wonder Friends had a base full of hi-tech vehicles [[{{Expy}} based on]] the {{Thunderbirds}}.Series/{{Thunderbirds}}. The old members, now part of [[TheMenInBlack Agency Zero]], still have access to them, and they still work... but the on-board AIs will only oblige to work if they are approached ''dramatically.'' Just pushing the launch button won't do. You have to SLAM it down while saying a battle cry!
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redundant example
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* ''TheBouncer'' tried to make use of the PS2's pressure sensitivity to execute different attacks, and it mostly ended up crippling the combat system.
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Changed line(s) 73 (click to see context) from:
** ''RhythmHeaven'' deserves a special mention here, as it can have you hold the stylus on the screen and flick. It also tells the difference between light and hard taps. Moai Doo Wop especially. It has you using light and hard taps within the same game.
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** ''RhythmHeaven'' ''VideoGame/RhythmHeaven'' deserves a special mention here, as it can have you hold the stylus on the screen and flick. It also tells the difference between light and hard taps. Moai Doo Wop especially. It has you using light and hard taps within the same game.
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* This is actually a function in many graphics programs (like Photoshop) when using a tablet: The stylus is pressure sensitive, and the mark you create is either bigger or more opaque --or both-- depending on how hard you press down (and the "brush" you're using). You can even adjust your pressure on the fly, so you can make a thick-to-thin line, or a transparent-to-opaque brush stroke.
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[[folder]]
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[[AC:{{Anime}} and {{Manga}}]]
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[[folder:Anime & Manga]]
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[[AC:{{Comics}}]]
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[[folder:Comic Books]]
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[[AC:{{Film}} -- Animated]]
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[[folder:Film -- Animated]]
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[[AC:{{Literature}}]]
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[[folder:Literature]]
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[[AC:LiveActionTV]]
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[[folder:LiveActionTV]]
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[[AC:RealLife]]
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[[folder:RealLife]]
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[[AC:VideoGames]]
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[[folder:VideoGames]]
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[[AC:WebComics]]
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[[folder:WebComics]]
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[[/folder]]
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* In ''WesternAnimation/{{WALL-E}}'', the BigBad pushes a button to turn off the Holo-Detector and lower it back into the floor, but WALL-E holds it up. So, the BigBad takes out an electric prod and pushes the button with that, and the Holo-Detector ''lowers faster and overpowers WALL-E.''
** Also averted earlier in the movie, when WALL-E, trapped in an escape pod about to blow up, presses the button for self-destruct to try and turn it off, then repeatedly presses it.
** Also averted earlier in the movie, when WALL-E, trapped in an escape pod about to blow up, presses the button for self-destruct to try and turn it off, then repeatedly presses it.
to:
* In ''WesternAnimation/{{WALL-E}}'', the ''WesternAnimation/WallE''
** The BigBad pushes a button to turn off the Holo-Detector and lower it back into the floor, butWALL-E WALL•E holds it up. So, the BigBad takes out an electric prod and pushes the button with that, and the Holo-Detector ''lowers faster and overpowers WALL-E.WALL•E.''
** Also averted earlier in the movie, whenWALL-E, WALL•E, trapped in an escape pod about to blow up, presses the button for self-destruct to try and turn it off, then repeatedly presses it.
** The BigBad pushes a button to turn off the Holo-Detector and lower it back into the floor, but
** Also averted earlier in the movie, when
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** In ''{{Morrowind}}'', when using the white/black buttons to raise/lower price offers with vendors, how hard you push them determines how fast the figure changes.
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** In ''{{Morrowind}}'', ''VideoGame/TheElderScrollsIIIMorrowind'', when using the white/black buttons to raise/lower price offers with vendors, how hard you push them determines how fast the figure changes.
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Added info about Rogue Leader
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* The Nintendo Gamecube had touch sensitive shoulder buttons, with another button at the very bottom of each the buttons
to:
* The Nintendo Gamecube had touch sensitive shoulder buttons, with another button at the very bottom of each the buttonsbuttons.
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** The GameCube installments of the ''Rogue Squadron'' series mapped the accelerator to the right trigger. Clicking the button underneath would (depending on your craft) either trigger a rechargeable booster, or close your S-foils (giving you increased speed but disabling your weapons). To accelerate to max speed normally, you would need to hold down the trigger without pressing the button underneath.
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Changed line(s) 43 (click to see context) from:
* Every button on the PS2 controller worked like this. ''MetalGearSolid 2'' and 3 were practically the only games that did anything with it, though. If you push the fire button and let go, you shoot, but if you push the button and ''lightly'' let go, you'll holster your gun without firing a shot. It was tricky as hell.
to:
* Every button on the PS2 controller worked like this. ''MetalGearSolid 2'' ''VideoGame/MetalGearSolid2'' and 3 ''VideoGame/MetalGearSolid3'' were practically the only games that did anything with it, though. If you push the fire button and let go, you shoot, but if you push the button and ''lightly'' let go, you'll holster your gun without firing a shot. It was tricky as hell.
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Changed line(s) 31,37 (click to see context) from:
** The "not sure it took" is the reason for ''most'' "press the button again" behaviors. That's why many elevator buttons (and a very few crosswalks) have an indicator light that says "Yes, I know you pushed me".
*** More a case of "''You'' know you pushed me," really.
*** All British pedestrian crossings have an indicator which lights when the button is pressed (on older versions, it's an illuminated WAIT sign, and on newer versions a red light). People still press the button repeatedly.
**** Irish crossings have the light too. But sometimes no light means "no signal" and a light means "signal received"; sometimes it's dim light: no signal, bright light: signal received; and sometimes it's permanently a dim light. So people press it over anyway.
** Some crosswalks at intersections that have been converted back to pure timer operation have their buttons disconnected, and pressing does nothing. People are already used to waiting, so nobody notices any difference.
* Pressing a road crossing button more times means that the time between the last button press and the change in lights is shorter.
** Unless it thinks multiple people are waiting for the light and increases the urgency of the signal call.
*** More a case of "''You'' know you pushed me," really.
*** All British pedestrian crossings have an indicator which lights when the button is pressed (on older versions, it's an illuminated WAIT sign, and on newer versions a red light). People still press the button repeatedly.
**** Irish crossings have the light too. But sometimes no light means "no signal" and a light means "signal received"; sometimes it's dim light: no signal, bright light: signal received; and sometimes it's permanently a dim light. So people press it over anyway.
** Some crosswalks at intersections that have been converted back to pure timer operation have their buttons disconnected, and pressing does nothing. People are already used to waiting, so nobody notices any difference.
* Pressing a road crossing button more times means that the time between the last button press and the change in lights is shorter.
** Unless it thinks multiple people are waiting for the light and increases the urgency of the signal call.
to:
*** More a case of "''You'' know you pushed me," really.
***
* All British pedestrian crossings have an indicator which lights when the button is pressed (on older versions, it's an illuminated WAIT sign, and on newer versions a red light). People still press the button repeatedly.
* Pressing a road crossing button more times means that the time between the last button press and the change in lights is shorter.
** Unless it thinks multiple people are waiting for the light and increases the urgency of the signal call.
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** Some poorly-written applications on old cooperative-multitasked computers would do their processing only in response to OS messages. Meaning, the processing would go faster if you wiggled the mouse, or slammed on the keyboard, or otherwise did something to make the OS send more messages than usual. This could happen in Mac Classic applications, and 16-bit Windows applications.
to:
** Some poorly-written applications on old cooperative-multitasked cooperative multi-tasked computers would do their processing only in response to OS messages. Meaning, the processing would go faster if you wiggled the mouse, or slammed on the keyboard, or otherwise did something to make the OS send more messages than usual. This could happen in Mac Classic applications, and 16-bit Windows applications.
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*** The [[SurprisinglyImprovedSequel superior sequel]], ''ZoneOfTheEnders 2: The Second Runner'', made more use of it.
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*** The [[SurprisinglyImprovedSequel superior sequel]], ''ZoneOfTheEnders ''VideoGame/ZoneOfTheEnders 2: The Second Runner'', made more use of it.
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* Subverted in the filler Bount arc for ''{{Bleach}}''. During a fight in a hospital, one of the characters does the elevator button variation. The mod souls point out that that's not going to make it go any faster, but Kurodo cheerfully tells him to keep pressing if it makes him happy.
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* Subverted in the filler Bount arc for ''{{Bleach}}''.''Manga/{{Bleach}}''. During a fight in a hospital, one of the characters does the elevator button variation. The mod souls point out that that's not going to make it go any faster, but Kurodo cheerfully tells him to keep pressing if it makes him happy.