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

Lots of games are hard. Some of those are Nintendo Hard, and some games are simply impossible. And, every now and then, the dev team takes notice and decide to give the player a little help. These would be situations in which the Devs actually try to subvert Guide Dang It!.

For example: let's say The Hero MUST use the Sword of Plot Advancement on the Final Boss in order to avoid Gameplay and Story Segregation. Simple enough, right? However, some players won't catch on, and instead use the Infinity +1 Sword on their final duel with the Big Bad, prompting a Curb-Stomp Battle by That One Boss as a result. The players instantly cry out "BULLSHIT!!" and get ready to start over...

Oh, wait? That is not the Game Over screen? Wait, why is the screen showing the spirit of the mentor now? What does he mean, I was supposed to use the Excalibur against the boss... Aaahhh, crap.

Pay note that in order to qualify as Player Nudge it must be something that the player would otherwise easily miss. Telling the player to stock up on Fire Spells because the opponents on The Maze are all weak to it does not count because it will become obvious in a matter of seconds (or at least hopefully). To qualify, it needs to be something that will make you go "Oooh, snap. I should have done that instead," preferably after you get a Nonstandard Game Over.

Contrast, naturally, with Guide Dang It!. Compare Hint System, Notice This. For a subtle hint before the encounter in question, see Antepiece.


Video Game Examples

  • In 20XX, several of the Glory Room setups require you to use a power's secondary effect, and fill all your power slots with that power to force you to figure that secondary effect out. "Lock the Blocks" challenges require you to figure out how to use the Shadespur to solidify disappearing platforms; "Disable Traps" may require you to short out lasers with the Force Nova or shut down fireball devices with the Splinterfrost; and "Destroy" challenges straight-up demand that you blow up Death Lotus's mortar buds with the weapon that does bonus damage to Death Lotus. Some boss fights also have a "?" pop up next to damage dealt by the weapon that counters them but in an indirect way - Vera will get question marks when fired at Kur, because the point of the gun is to fire it at Kur's Quint Laser projectiles to deflect them back into him.
  • In the Ace Attorney games, pressing on certain parts of a witness's testimony will have the player character note that there's something odd about the person's statement, which hints the player that the statement could contain a contradiction they can point out.
  • Advance Wars and some of its sequels will give you an outline of a strategy to beat a map if you surrender on it. Later games in the series made this a menu option instead, complete with amusing and often fourth-wall-breaking dialogue. One example from the first game is a mission where you fight against Drake, a CO whose powers involve summoning rainstorms that damages all your units. If you lose, Nell outright suggests that you should use Andy next time. Why? Because Andy's CO power has him healing all of his units for free, which counter's Drake's damaging CO power.
  • Batman: Arkham Asylum: Every time you die, you get a game over screen with a hint about the section you died in.
  • BlazBlue: Continuum Shift has this twice - a line of dialog usually during the game which hints at a choice or action the player has to make or a special segment that plays after each character's bad endings called 'Help Me, Professor Kokonoe' which breaks the Fourth Wall and give even more blatant hints on getting the True End of the route, although she often just hints at what you have to do (telling Ragna that he should listen to Rachel and win the battle against her or telling Makoto to avoid fighting Relius). She also blatantly tells the player that, unlike the last game, they don't need to intentionally lose in some fights to get the good ending.
  • invoked When you get to the Bloodshot Stronghold in Borderlands 2, the first two ECHOs you can find are canned advertisements from Marcus encouraging Roland/the Bloodshots to buy new weapons from his store. These ECHOs are the game warning you about this mission's upcoming Difficulty Spike and advising you to backtrack out of the mission and upgrade your gear before continuing. It's easy to miss because you already know Marcus is a sleazy Scrooge and the ECHOs are on-brand with the Borderlands style of humor the player's accustomed to by that point.
  • Bullet Audyssey always gives you some line before a level that's a hint on how to win it, like "USE SLOW", "WATCH YOUR SIDES" etc.
  • There's one mission early in Call of Duty: Modern Warfare 2 where you are supposed to jump into a humvee in a convoy. If you don't catch the none-too-subtle hint (the humvee pulls up in front of you and the Afghan trooper inside opens the door for you), you get sniped as you try to run across the bridge, and the Nonstandard Game Over will tell you that it'll be safer if you stay with the convoy.
  • Castlevania
    • In Castlevania: Dawn of Sorrow, if you do not equip a certain piece of equipment prior to entering a certain room, the Downer Ending ensues. Afterwards, a short scene appears with Julius and Genya outside the castle. Genya laments, saying: "I had assumed he would have equipped the talisman from Mina..." Cue Face Palm by the player.
    • In Castlevania: Order of Ecclesia, if you don't rescue all the villagers, you get the bad ending halfway through the game. This bad ending pans over all the villagers you failed to rescue, although since only the room they're in is shown and some of them are in hidden rooms behind breakable walls, it's largely up to the player to remember where those rooms are.
  • After the first fight in the Magic Cave in Chrono Trigger, Frog will comment on the party's ability to use magic (even if they didn't actually use it); this is followed by a message to the effect of, "Hey, maybe you should go to the End of Time and teach Frog magic". Considering the Disc-One Final Dungeon that follows locks Frog into the party and is reliant on exploiting elemental weaknesses...
  • In Coffee Talk Episode 2: Hibiscus and Butterfly, Myrtle gives you a chance to remake her Shai Adeni if you mess it up the first time, telling you all the ingredients for it. Hyde also gives you a hint if you mess up his "bold, red" drink twice.
  • In one of the motorcycle levels in Crash Bandicoot N. Sane Trilogy, you can see a bird fly into a road sign. Hitting said road sign yourself is how the player enters the secret level, Hot Coco.
  • Near the end of Danganronpa Another Episode: Ultra Despair Girls, the player has to choose a door that Monaca is hiding behind. One will advance the game, the other two kill you. If you get it wrong, upon choosing to retry, Komaru and Toko will have a conversation that results in a flashback that drops an obvious hint as to which door is correct.
  • Dark Sun, open world games from early 1990s, had a trader Notaku, whose Fetch Quests sent players in the required direction. Don't know where to go next to advance the main plot? Ask Notaku where are the ingredients he wants or the client waiting for the delivery.
  • In Deltarune, Susie will initially not listen to Kris' commands and fight every enemy she encounters, often resulting in one-hit KO's and getting you a less favorable ending if she does it even just once. However, this can be avoided if you warn your opponents about her so they can dodge her attacks, something that Ralsei tells Kris about during the party's first few fights together.
  • In Demon's Souls, the Storm King is a gigantic, gigantic flying manta ray. If the player is smart, they would be armed with either magic or arrows to beat it and its spawn. If they are melee-only, there will be developer-placed messages on the ground pointing to a specific sword (the Stormruler) that has exactly the kind of power required to beat the boss.
  • The Descent series had a lot of these. Usually they were subtle, the devs might put e.g. a Smart Missile in a place where using it would be a good idea. This worked best when the player was already full on Smarts. A good example was level 22 of the original game, in the shaft leading to the red key.
  • In Devil Survivor, if you pick Yuzu's Route, you end up fighting Loki, who chastises you for picking the "easy route" and not taking into account Naoya's suggestions to open up to the other people inside the lockdown. This is done so that lazier players realise that to open up the other Multiple Endings, they need to stop and talk to the other characters instead of simply zooming through the game. And if you let Haru die the one time the game doesn't instantly give you a Game Over for it despite the forewarning, the game does not stop reminding you that this was a bad idea.
  • In Act 3 of Doki Doki Literature Club!, Monika describes how easy it was to delete the other girls' .chr files, detailing exactly the steps one would follow to do so (which vary slightly depending on what platform you're playing the game on). The intent being to encourage the player (who may or may not be especially computer-savvy) to see what happens if they try deleting the one remaining .chr file themselves...
  • Exponential Idle: Tapping the acceleration button ten times in a row makes the game give you the "Hold, Not Tap" achievement, making it clear that it should be held to be used properly.
  • Far Cry 5 has a downplayed version. After completing the tutorial missions on Dutch's island, he'll send you a message about Deputy Hudson being tortured by John Seed, and recommends that you head to Holland Valley to deal with him. Holland Valley is considered the easiest of the three regions with its wide open fields and even terrain, when compared to the extremely forested Henbane River or the vertically challenging Whitetail Mountains. However, as this is an open world game, nothing stops the player from going in a different direction, and it's quite easy to save John for last.
  • Fate/stay night has the Tiger Dojo, which gives you a hint about how to do it right the next time.
  • Fear & Hunger: If playing on Hard Mode, every character's intro is slightly expanded with a vague hint on how to obtain their respective S Endings, which are exclusive to Hard Mode.
  • In Final Fantasy IV: The After Years, there's a late game boss fight that turns out to be hopeless unless you have a certain character in your party - a character which any sane player would have kept out of their party. So the average player will fight the boss, lose, and get a Game Over. But right before the game ends, they'll get a brief hint about what party member they need to bring, once they reload an old save. But wait! We're not done yet! There's another required character for this fight, though at least in this case, it's one of the better characters, so many players might have them anyway. But if not, they'll face another Game Over and get another nudge to bring this character along as well. At this point, the boss fight finally becomes winnable. But even after all this, in a straight Guide Dang It! that's hinted at nowhere in the game, the only way complete the boss fight without Golbez suffering a Plotline Death is to bring yet two more characters along for the fight. (If you're curious, bring along Cecil and Golbez to complete the fight, and also Ceodore and Rosa for the best outcome.)
  • During the between-night minigames in Five Nights at Freddy's 3, the West Hall will contain a hint as to what you need to do during the next night for the good ending.
  • In Heavenly Bodies, there are hints in-between starting or stopping a level. These summarize you the basics of the game in order to help you if you restarted the game after a long time away or if you've Rage Quit a level.
  • The Hitman World of Assassination trilogy (Hitman (2016), Hitman 2, Hitman 3) has Mission Stories (or Opportunities as the first game called them), subplots within a level that tend to set up your targets for convenient eliminations. The intensity of the nudge can be adjusted, from in-world objective markers to just objective hints to no mission guidance at all, at which point the nudge is basically just an environmental hint. They're also not foolproof, as early as the first real mission, certain Opportunities will require neutralizing an inconvenient witness before setting things in motion.
  • In Hollow Knight, if you advance far enough in the Fungal Wastes as to see the Mantis Lords but have not yet defeated them, Recurring Traveller Quirrel will appear in Mantis Village near its entrance and tell you that it's better to visit the Blacksmith in the nearby city before challenging them (whether or not you already attempted it and died). Though even one Nail upgrade does help shorten the fight, it's by no means required to make an end of it.
  • In Hotel Dusk: Room 215 and its sequel Last Window, if you get a Game Over, usually Kyle will flash back to the conversation that triggered failure, unless it's an interrogation scene. There's also a subtle hint during interrogations: if you are asking questions that will lead to a game over, the character will have a red shadow slide over them. You get the choice of either continuing to press them or to backtrack.
  • Hotel Mario loved this trope:
    "It's hard to see through those clouds! I hope we can get rid of them! Get the hint?"
  • Kingdom of Loathing:
    • In the old version of the Sorceress's Tower, a puzzle required you to enter the Konami Code. If you fail, the game prompted you to concentrate a little harder. Similarly, dying against the Tower guardians gave the player five increasingly blatant hints on the key item to use against them.
    • In the new version, after passing the entrance competition, you're joined by a floating skull named Frank, who tells you the safest (but not fastest) way to get through the Hedge Maze, and then gives you hints on how to beat the new (not random) Tower guardians if you lose to them. If you then lose to the Sorceress's "actual true form", he'll explain about the Wand of Nagamar, and help you find it in the Misspelled Cemetary.
  • If you die to a boss in Iji and choose to retry, you'll generally get some sort of hint message in the dialogue right before the fight starts again. The game will also ignore attempts to skip said dialog for a few seconds and the hint itself has at least one page of pramble, making it very hard to skip/mash past the hint.
  • The Legend of Zelda:
    • Not so much after a Game Over, but if you fall off the platform when fighting Ganon in The Legend of Zelda: A Link to the Past, you see a telepathic tile telling you that you need Silver Arrows to defeat him; it's possible to not even have Silver Arrows yet.
    • One of the more infamous puzzles in the Water Temple in The Legend of Zelda: Ocarina of Time involved jumping down a gap that you can only see during a cutscene, which many players missed and got frustrated over. In the 3DS remake, said cutscene now makes that gap glaringly obvious so players didn't miss it again.
    • While you can do the story dungeons of The Legend of Zelda: Breath of the Wild and The Legend of Zelda: Tears of the Kingdom in any order, both games give lots of pointers towards doing one specific dungeon first, because the powers you get for completing them are especially helpful. BotW places Zoras everywhere along the path to the first towns (where the main quest tells you to go), so that you get Vah Ruta and an automatic full revive first. TotK, meanwhile, has many NPCs talking about how bad the situation is in Rito Village and how someone should help them, as well as placing a few other important quests (the first two stages of "Impa and the Geoglyphs" and the Lucky Clover Gazette) on the road there, so that you do the Wind Temple and get a massive increase to aerial mobility (which this game really emphasises) first.
  • Done in the Life Is Strange franchise.
    • When the player attempts something that doesn't work, a different possible solution will often be in the shot showing the player that it didn't work. For example, a shot showing that Chloe failed to open the hood of the wheel-clamped truck in the junkyard during Before The Storm Chapter 2 is framed to show Chloe, the still-closed hood and the hood release button in the trucks' interior.
    • Characters will often nudge the player through dialogue, proposing a possible solution and noticing a detail that is necessary to solve the puzzle. Max will sometimes even remind herself that she can rewind time.
  • In Love & Pies, if you don't make a move in a few seconds, the game will hint on which items to match or store in the fridge and which item boxes you haven't opened yet.
  • In Makai Kingdom, getting any ending other than the good ending will give you a hint telling you how to avoid that ending. It's also the only Nippon Ichi game that does that, the rest going into Guide Dang It! territory at times.
  • Mario & Luigi:
    • If you die in battle in Mario & Luigi: Dream Team and then retry, a Hint Block will be added to your rotation for the battle, which will give hints about the enemy's attacks and how to counter them. Reading it doesn't take up any turns, so it's useful for learning the best strategies for defeating the enemy.
    • Dying to a boss in Mario & Luigi: Paper Jam and retrying will also add a Hint Block to the brothers' battle menu, which will give hints on how to counter the boss's attacks. This also doesn't take up a turn.
  • The Medium: If you fail the Puzzle Boss encounter with The Maw at the end of the Bunker area enough times, then the game will start to show a button prompt for Out of Body Experience. Working out when to do this is left up to you.
  • The Metal Gear series features NPCs giving hints via the codec if a boss battle starts to drag on.
    • There's a sequence in the first Metal Gear Solid where you're trapped in a prison cell, and can escape by one of three ways. If you don't think to hide under the bed when the guard leaves for a little bit, Otacon sneaks in and gives you some food supplies that include ketchup. Fail to escape by either of these means for even longer and Gray Fox just busts the door open for you.
  • Metroid:
    • Metroid Prime: The hint system highlights the room you should be heading towards if you take too long to reach it, which is given an in-universe reason via Samus's onboard computer analyzing the world and highlighting things of note.
    • The hint system will also chime in if it notices the player bashing their head against a wall for long enough. For example, repeatedly failing a certain underwater jump (that looks just barely possible thanks to the first-person perspective) will eventually prompt a hint blatantly spelling out the jump is impossible without the Gravity Suit.
    • Super Metroid had two encounters with a Ridiculously Cute Critter that taught special moves. The ostrich-like Dachora showed the Shinespark (a Charged Attack involving the Speed Booster) and the Etecoons, the Wall Jump.
  • Mitsumete Knight has a Hint System that works this way. When failing to score a girl and getting the Bad End, a Hint screen will appear after the credits, giving you slightly veiled hints on the things you could have missed. A good example of this system is Linda's Hint Screen:
    If you couldn't form a couple with Linda, it could be said it's because of bad luck. After all, she's a nouveau riche, and the heiress of a conglomerate... If she doesn't fall back to a low social status, it'll probably be impossible to be with her. Well, if something like a bomb explodes and her conglomerate crumbles, you may have a chance.
    • Since most players go for the easy first girl heroine in their first playthrough, and her storyline contains a major Event where there's a terrorist attack on the Theater, this is the hint for the players to replay the game with said heroine in their girl roster, so they can get to see this Event and thus get Linda's Ending.
  • After some players and game journalists failed to realize that you must play Nier multiple times via the New Game option to see the game in its entirety, the developers for NieR: Automata were pretty much required to add an infobox at the end of the first playthrough that outright suggests starting a second New Game immediately after achieving Ending A.
  • Nobody Saves the World: Several form quests require you to accomplish tasks using abilities from other forms, giving players hints on possible synergies they can use.
  • No Umbrellas Allowed:
    • If you take a while in Darcy's tutorials, he'll gently remind you of what to do next.
    • If you nearly run out of money, HUE will remind you to get a loan or go dumpster diving for a few Vana or old items you can sell the next day.
    • HUE will occasionally remind you to fill your showcase with items if it's empty for a while.
  • In Paper Mario: Color Splash, facing a boss causes the characters to start dropping increasingly unsubtle hints about the Thing card you need to win, and you get further hints if you die to the boss. In addition, if you flee from a boss fight due to not having the proper Thing or using them improperly, then return with the Things needed, Huey will explain to you when to use them.
  • This is one of Blue's roles in Pokémon Red and Blue. In most encounters you have with him, he either tells the player something they should be doing (Not going to the Pokémon League without badges, visiting Bill, getting Cut, catching Pokémon, going to the Pokémon League), or could be doing (Looking around the Pokémon Tower for a Cubone, a rare Pokémon)
  • At the end of the cutscenes that follow a very tough boss battle in the fangame Pokémon Uranium, you're standing next to a Ranger who praises you thus:
    "I can't believe it... you SAVED the day. I knew that you could SAVE us. ...Why am I shouting SAVE, you ask? Well... I just think it's good to SAVE things!"
    Subtle.
    • Doubly amusing if you have autosave turned on; depending on how frequent you set them to be, odds are the game autosaved after that anyway, making this blatant hint pointless.
  • In Prince of Persia: The Two Thrones, the Dark Prince gives the player nudges during boss battles.
  • Radiant Historia handles this reasonably well: After getting a bad end (and you will), the children in Historia explain your mistake and offer some advice to improve your odds. Incidentally, a Downer Ending does not mean Game Over, and in most cases the way to proceed either involves picking the other option in the most recent Dialogue Tree and/or hopping over to the other timeline until you figure out what you need to do to proceed in the current one.
    • In a few cases, it's literally impossible to continue without seeing the Downer Ending and getting instructions on how to avoid it first... which makes sense, in a game about Time Travel and repeatedly setting right things that go wrong.
  • In the Rhythm Heaven games, if a player's having trouble following the music's rhythm, they can usually track it via one of the objects on screen. In addition, while the game is known for covering the visuals, several of the stages that do this will move the blockade out of the way if the player misses a beat.
  • If you get stuck for a while in Telltale's Sam & Max games, someone (usually Max) will mutter a vague hint or two about your next move.
  • If you're having trouble with one of the battles in Shadow of the Colossus, the Voice of the Legion starts to drop cryptic hints. If the fight continues to drag on, the tips get less cryptic and more blunt.
    • In Strong Bad's Cool Game for Attractive People, hanging around for a while will cause Strong Bad to drop a hint as to what the player should be doing. It's actually possible to adjust the frequency/blatancy of the hints in the options menu.
  • Sonic Adventure 2:
    • The game has Omochao giving more and more obvious hints every time you respawn against a boss. Sega did their homework, and let you throw it at the boss for massive damage.
    • In Knuckles and Rouge's stages, hint monitors will display clues to the Master Emerald shards. The third clue to any particular shard will typically spell out exactly where to look, although you will earn fewer bonus points for finding shards the more hints you need.
  • In String Theory 2, if you're taking too long on a level, one of the characters will say something casually like "I feel like we have to do this in the right order" or "If only there was a way to stop me from rolling" to clue you in on how to solve it.
  • Super Mario Bros.: The dev team was afraid the player would confuse the mushrooms for something hostile and avoid them. To prevent this they structured the first level so that it was difficult to avoid the mushroom after it was spawned, ensuring the players would see it was not harmful when it struck them.
  • After defeating the final boss in Super Mario Odyssey, Cappy will start commenting whenever the player enters a bonus room they've been to before, letting them know if there are still power moons or regional coins to be found or if they place has been cleaned out, saving the player from having to do some fruitless searching.
  • The Tales of... games sometimes use the skits to give hints either on what the player should do next (or outright tell you) or about any sidequest they have the opportunity to do at that moment. In Tales of the Abyss, if you die on a boss, you get an extra option on the Game Over screen that lets them view a skit where the characters lament over their failure and then try to think of a strategy for when the player tries again. You don't need to fight the boss this way, but it helps a lot.
  • In Tales of Monkey Island, Guybrush will occasionally say something about what the player should be doing if you take too long.
  • In TaskMaker, if you return to the title ruler without having picked up the latest item in his Fetch Quest, he will demand that you try again, and drop a hint or two on how to find it. Similarly in sequel game The Tomb of the TaskMaker, the player is notified by a messenger if he or she returns to the throne without having received the current task item.
  • If you die in Tsukihime, you'll get a little lesson from Ciel giving you a hint about how to do it right the next time.
  • Undertale:
    • At one point in the Ruins, the player needs to press a switch hidden behind a pillar. If they walk past the pillar enough times without pressing the switch, the game will flat-out tell them that they can see a switch behind the pillar.
    • You can spare every monster you encounter by using ACT commands until the first proper Boss Battle with Toriel, where using the only ACT command available ("Talk") repeatedly will result in the game flat-out stating that ACTing won't escalate the battle any further. If you killed her in a previous play (a bit too easy to do), the game will instead offer a pointed strategy hint: "Can you show mercy without fighting or running away...?"
    • If you keep getting hit by Papyrus's attacks after he turns your SOUL blue, he'll explicitly tell you to press Up to jump.
    • If you keep getting hit by Undyne's first attack during the battle against her, she'll explain more clearly about what she means by "face danger head on". If the player continues not to block the first attack, she will blatantly yell instructions at the player character to use the spear she gave them. Further failures to block the first attack (which the player would have to be doing intentionally at this point) will cause her to get angrier and upgrade her attack difficulty well beyond normal levels.
      • Additionally, it can be difficult to figure out how to get past Undyne without killing her, as nothing you do will make her spareable, and she outright refuses to let you spare her if you try. Eventually, she will keep repeatedly saying that you won't escape from her, indicating that the only way to end the fight non-lethally is to flee.
    • Asgore destroys the MERCY button before the fight with him, indicating you have no choice but to FIGHT. If this doesn't convince you (there are monsters that can be spared without touching the MERCY button, but Asgore isn't one of them), the only available ACT is "Talk", which if tried persistently enough will just tell you "All you can do is FIGHT."
    • If you kill Mettaton on the Genocide route without killing all monsters in The Core, his last words have him tell you that if you were trying to be completely evil, you failed, telling the player they're locked out of the full Genocide ending.
  • Xenoblade Chronicles 2: While most new levels of the Tiger Tiger! minigame become available upon completion of a chapter, the final one becomes available at a seemingly random point. It just so happens this point is the same point that a sidequest to upgrade Poppi's final form becomes available, and the sidequest marker just happens to be right next to the Tiger Tiger! machine, ensuring that the player won't miss it.

Non-Video Game Examples

  • Two examples on Jeopardy!:
    • If a contestant hits a Daily Double, the host may say "You have $x more/less than your opponents" to give a hint as to how much they should wager on it if they feel confident enough in doing so (particularly if they want to go "True Daily Double" and wager all their winnings). These types of hints may also be given leading into Final Jeopardy! This is as much to prompt large wagers and therefore more drama as it is to help the contestants.
    • Sometimes categories may have themes that require that each response meets a certain criterion (e.g., having a certain amount of letters, or beginning/ending with a certain letter). If a contestant gives a response that does not fit the criterion and the other contestants fail to give a response, they will be reminded of the category's theme before resuming.
  • On Wheel of Fortune, host Pat Sajak will sometimes do this.
    • The most frequent variant is if a contestant asks to buy a vowel and still has enough money to buy another, at which point he will say "You can buy another" if the puzzle still has at least one vowel unrevealed. (Relatedly, contestants are notified if the puzzle has no more vowels left to buy, or has only vowels left; if the latter is true, then the contestant must solve or buy a vowel.)
    • If a player calls a correct consonant on the highest dollar amount and is holding a Wild Card, he will often remind them that they can use the card to call a second consonant for the same amount.
  • And on Card Sharks, starting in late 1980 for the last of the Jim Perry version on NBC, and all of the Bob Eubanks and Bill Rafferty versions (1986-89 on CBS w/the former, and 1986-87 in syndication w/the latter), in the Money Cards Bonus Round, a push (two of the same card) would neither benefit nor penalize the player (or as Bob Eubanks put it, "Push— no win, no loss"); this was very advantageous to the player in that situation when it came to aces and deuces, because Bob would quite excitedly encourage the player to go all in on those, being that the player could not lose.
  • Press Your Luck and Whammy! The All-New Press Your Luck
    • If the player hits two Whammies in Round 1, the host will warn the player about hitting a third Whammy in the 1st round. This is a hint for the player to pass the remaining spins to the 1st place player and stay alive for Round 2. This is not said, however, if the player hits the second Whammy on the last spin that the player has in Round 1 (unless spins were passed to that player and the player hits the second Whammy on the passed spins, in which case the nudge would still be used).
    • If the player hits their third Whammy and still has some spins left, the host will pause the game to update the player on the situation before continuing (again, not said if the third Whammy coincides with the player running out of spins [however, still applies if the third Whammy comes on passed spins]).

 
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Escape the Boogeyman

If you get caught by the monster in this old Flash game, you won't get to see all the disgusting details; just a giant pool of blood on the floor.

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