Get even one wrong, and you're usually sent straight to the Mission Failed screen. The Bourne Conspiracy randomizes which buttons you need to press each time, to prevent you from just memorizing them.Named for a Running Gag in Zero Punctuation. In games where this isn't a core mechanic, having failure lead to a game over is also a Non Standard Game Over. Not to be confused with For Inconvenience, Press "1". Smashing Survival is a mix between this and Button Mashing. Compare Coup de GrĂ¢ce Cutscene, where no input is needed. Thanks to overuse and misuse this may become a Discredited Trope (although it's probably already an Undead Horse Trope). Whether they add tension that improves gameplay or just interrupt the game at inappropriate times to look cool, they certainly encouraged players to pay more attention to cutscenes, now that they are actually a bit interactive. Similar to but distinct from Action Commands (these happen during cutscenes, while those occur during gameplay), and third cousin once removed to But Thou Must!. The Sega arcade game Die Hard Arcade and the Sega Dreamcast games Shenmue and Sword of the Berserk: Guts' Rage introduced them to the action and action-adventure genres. ( Exactly the right time, often without any sort of prompt.) The following year, Ninja Hayate improved on this formula by introducing on-screen button prompts. It has origins in the LaserDisc arcade game Dragon's Lair (though appearing earlier in the ArcadeGames Wild Gunman and The Driver), the gameplay of which consisted entirely of these it was pretty much a cartoon where you had to press buttons at the right time for the story to continue. Failure to do so results in damage or an alternate scene at best, or a Game Over at worst. An event during a video game where you think you're watching a cinematic, but then a massive button pops up on screen, sometimes accompanied by a prompt like "Press X to dodge" or "Press B to avoid blades of death".
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