- The "baby game" requires the player to simply hit a button frequently to keep the crude image of a baby out of a fire. The Narrator suggests that the player enjoy the game for four hours to understand how the game is art. At this point, the player may be tempted to set up some type of automatic key presser tool to keep hitting the button, allowing them to walk away for the four hours implied. However, if you get to the two hour mark, the Narrator considers the possibility that you have actually done this, and modifies the game to introduce a second button that is several steps away to prevent an image of a puppy from being lowered into a pool of piranha, chastising the player for using automated tools to get this far. Of course, the dev team also thought of someone actually playing the game for four hours (or using a more complicated automation tool to push both buttons alternatingly), in which case, a hidden ending is triggered where you meet the self-proclaimed essence of divine art.
- Climbing out of the window near Stanley's office will make the Narrator lampshade that they thought of everything.Narrator: At first, Stanley assumed he'd broken the map, until he'd heard this narration, and realized it was part of the game's design all along.
- Should the player repeat the Countdown ending, possibly in hopes of finding a way to deactivate the timer despite the Narrator revealing that there's no way to stop it, the Narrator will replace his normal "The Reason You Suck" Speech with a different set of lines.Narrator: But you really believe there's an answer? How many times will you replay this bit looking desperately for a solution? Ten? A hundred? A thousand? I look forward to finding out and to watching the bomb go off each time you fail. Just you and me in the wrenching explosion of fire and metal over and over and over for all of eternity. And Stanley died again. And Stanley died again. And Stanley died again.
- This trope is parodied with "The Raphael trailer". After a player named Raphael complained that the game had too few choices for his liking, the Narrator proposed a parody version of the game where players could do literally anything, including infusing a bicycle with the soul of their great-grandfather to search for mineral deposits.
- When the player tries to cheat using the cheat command 'sv_cheats 1', the Narrator sends you what he calls "the serious room" and scolds you for attempting to cheat and sentences you to stay there for 100 billion trillion years so you can learn your lesson.
- If you try cheating using 'sv_cheats 1' again, the Narrator will complain, asking you if the room isn't serious enough. He will sentence you to stay in the serious room for all eternity, or until you quit the game.
- During the Games Ending, the Portal room contains a nod to the original games Developers' Foresight. If the player manages to lose the cube they are provided with, the narrator will comment how impressed he is that Stanley managed to break such a simple puzzle. However, unlike in Portal, he won't open the door, telling Stanley to get really comfortable with the giant button he is now stuck with.Narrator: Now, how did you manage that? Are you really trapped in here? I'm actually quite impressed! I don't think there's a simpler puzzle out there, and you've still broken it!
Narrator: Well, since I don't intend to open that door, I guess you and this giant button just need to get cozy together. A dream for you, I'm sure. Enjoy.
- The narrator's lines describing the employee lounge are specifically recorded so that you won't hear the narrator cut off mid-speech if you make your way directly to the next door rather than taking in the scenery.
- In the Real Person ending, if you choose to go through the left door and avoid aggravating the narrative contradiction, the scenes in the distorted Meeting Room and Two Door Room will be entirely omitted.
Developers Foresight / The Stanley Parable