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* ''VideoGame/{{Killzone}}: Mercenary'' does this to get around the Platform/PlayStationVita having less buttons than home consoles. The Circle button causes to crouch if you're standing still and sprint if you're moving, while Triangle is used for both interacting with objects and launching melee attacks on enemies.
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Obvious Beta is YMMV. Cleanup: (re)moving wick from trope/work example lists


** In ''VideoGame/SonicTheHedgehog2006'' (as in ''Adventure 2''), the Light Speed Dash and the Bounce Attack are mapped to the same button. Because the game is [[ObviousBeta so poorly programmed]], it is extremely common, once one has both powerups, to jump toward a trail of rings expecting to dash, only to find oneself body-slamming straight down into a BottomlessPit – ''far'' more often than one would in [=SA2=], let the record show. Because the game ''loves'' to spam ring trails over bottomless pits, you will die… a lot.

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** In ''VideoGame/SonicTheHedgehog2006'' (as in ''Adventure 2''), the Light Speed Dash and the Bounce Attack are mapped to the same button. Because the game is [[ObviousBeta so poorly programmed]], it It is extremely common, once one has both powerups, to jump toward a trail of rings expecting to dash, only to find oneself body-slamming straight down into a BottomlessPit – ''far'' more often than one would in [=SA2=], let the record show. Because the game ''loves'' to spam ring trails over bottomless pits, you will die… a lot.

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* In ''VideoGame/{{Overcooked}},'' you have one "action" button that changes depending on what you're interacting with. It chops when you have food on a cutting board, throws when you're holding something, stirs certain ingredients... and pets Kevin in the Onion Houses.

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* In ''VideoGame/{{Overcooked}},'' ''VideoGame/{{Overcooked}}'', you have one "action" button that changes depending on what you're interacting with. It chops when you have food on a cutting board, throws when you're holding something, stirs certain ingredients... and pets Kevin in the Onion Houses.



* ''VideoGame/ANNOMutationem'': The R1 button is primarily used for speaking with civilians, triggering an [[FinishingMove Instant Kill]] attack, and interacting with objects to use them.



* ''VideoGame/{{Portal}}'', ''VideoGame/Left4Dead'', and ''VideoGame/HalfLife'' have the "Use" key (default: E) which will do various things based on context. In ''Portal'', it normally picks things up, but will also push the small red buttons on pedestals and open unlocked doors.
* ''VideoGame/Portal2'' uses the same all-purpose use/grab key, but the tutorial has a subversion: when Wheatley asks Chell to speak, the game prompts the player with "Press [jump button] to speak". But when you do, all she does is jump.

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* ''VideoGame/{{Portal}}'', ''VideoGame/Left4Dead'', and ''VideoGame/HalfLife'' have the "Use" key (default: E) which will do various things based on context. In ''Portal'', it normally picks things up, but will also push the small red buttons on pedestals and open unlocked doors.
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doors. ''VideoGame/Portal2'' uses the same all-purpose use/grab key, but the tutorial has a subversion: when Wheatley asks Chell to speak, the game prompts the player with "Press [jump button] to speak". But when you do, all she does is jump.



* Used for all its worth in the ''VideoGame/SlyCooper'' games, where practically any ability that lets you do a cool sneaking move is tutorialized as "Jump and press the Circle button", including sneaking on ledges, hanging from ropes and hooks, landing on a pin-point and starting a rail slide. It was so pervasive that when the main cast got together on a podcast and [[ItMakesSenseInContext improvised a break-in to steal KFC's 11 herbs and spices]], the actor for [[VoiceWithAnInternetConnection Bentley]] got the actor for [[GentlemanThief Sly]] to howl with laughter when Sly's instructions for breaking in were, in full, "Sly, you jump and press the Circle button".
* Extremely common in the ''VideoGame/SonicTheHedgehog'' series' 3D games.

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* Used for all its worth in the ''VideoGame/SlyCooper'' ''Franchise/SlyCooper'' games, where practically any ability that lets you do a cool sneaking move is tutorialized as "Jump and press the Circle button", including sneaking on ledges, hanging from ropes and hooks, landing on a pin-point and starting a rail slide. It was so pervasive that when the main cast got together on a podcast and [[ItMakesSenseInContext improvised a break-in to steal KFC's 11 herbs and spices]], the actor for [[VoiceWithAnInternetConnection Bentley]] got the actor for [[GentlemanThief Sly]] to howl with laughter when Sly's instructions for breaking in were, in full, "Sly, you jump and press the Circle button".
* Extremely common in the ''VideoGame/SonicTheHedgehog'' ''Franchise/SonicTheHedgehog'' series' 3D games.



* Both ''VideoGame/KingdomHeartsChainOfMemories'' and ''VideoGame/KingdomHeartsII''[[note]]and retroactively ''VideoGame/KingdomHeartsI'' via the 1.5 HD compilation[[/note]] do this with the triangle button, which is specifically for "Reaction Commands". The attack button also performs various 'interact with this thing' functions when you are in the right position to do so. ''[[VideoGame/KingdomHearts3DDreamDropDistance Dream Drop Distance]]'' also has Free Flow Action, where pressing the Y button will cause Sora/Riku to do a variety of acrobatic maneuvers, depending on the environment, from grinding rails to latching on to enemies.

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* ''Franchise/KingdomHearts'': Both ''VideoGame/KingdomHeartsChainOfMemories'' and ''VideoGame/KingdomHeartsII''[[note]]and retroactively ''VideoGame/KingdomHeartsI'' via the 1.5 HD compilation[[/note]] do this with the triangle button, which is specifically for "Reaction Commands". The attack button also performs various 'interact with this thing' functions when you are in the right position to do so. ''[[VideoGame/KingdomHearts3DDreamDropDistance Dream Drop Distance]]'' also has Free Flow Action, where pressing the Y button will cause Sora/Riku to do a variety of acrobatic maneuvers, depending on the environment, from grinding rails to latching on to enemies.



* Under the ''VideoGame/{{Hitman}}'' control scheme, pressing the "Use" key may cause the player character to perform any one of literally ''hundreds'' of actions, depending on context. Walk up to certain [=NPCs=] with your hands empty and "Use" will start a conversation with them. [[HumanShield Sneaking up on them from behind with a pistol drawn]] or looking down on them through the roof hatch of an elevator with your garrotte equipped will yield far less benevolent options.

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* Under the ''VideoGame/{{Hitman}}'' ''Franchise/{{Hitman}}'' control scheme, pressing the "Use" key may cause the player character to perform any one of literally ''hundreds'' of actions, depending on context. Walk up to certain [=NPCs=] with your hands empty and "Use" will start a conversation with them. [[HumanShield Sneaking up on them from behind with a pistol drawn]] or looking down on them through the roof hatch of an elevator with your garrotte equipped will yield far less benevolent options.options.
* ''VideoGame/AmongUs'': Crewmates have a Use button, and Impostors have a Sabotage button on the bottom right of the screen. It changes to Security, Admin, Doorlog, or Vitals when near those terminals. For Impostors, the Sabotage button also turns to Vents when close enough to a vent and Use when next to a sabotaged system.

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* In ''VideoGame/FullThrottle'', the right-click menu always had the same four buttons (hand, foot, mouth, and eyes), but depending on what you were using them on they could have very different effects. For example, using "mouth" normally means "talk to this character", but when used on a hose stuck in a gas tank, it meant "suck" to start syphoning fuel.

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* In ''VideoGame/FullThrottle'', the right-click menu always had the same four buttons (hand, foot, mouth, and eyes), but depending on what you were using them on they could have very different effects. For example, using "mouth" normally means "talk to this character", but when used on a hose stuck in a gas tank, it meant "suck" to start syphoning fuel.siphoning fuel. The developers had the foresight to include responses from Ben if the player chose unusual combinations of object and action, for example, right-clicking on a counter top and selecting the mouth icon.
--> "I'm not putting my mouth on that."
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Complaining


** ''VideoGame/TheLegendOfZeldaTheMinishCap'' utilizes the Right Shoulder/R Button for most non-combat actions. Most times context sensitive buttons are meant to free up other buttons for other actions that are used more frequently (like attack or defend). This is especially true on portable games like the UsefulNotes/GameBoyAdvance, which only has four buttons besides the D-Pad that can be used.

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** ''VideoGame/TheLegendOfZeldaTheMinishCap'' utilizes the Right Shoulder/R Button for most non-combat actions. Most times context sensitive context-sensitive buttons are meant to free up other buttons for other actions that are used more frequently (like attack or defend). This is especially true on portable games like the UsefulNotes/GameBoyAdvance, which only has four buttons besides the D-Pad that can be used.



* Both ''VideoGame/Doom3'' and ''VideoGame/QuakeIV'' has one known instance. The button that normally fires your weapon becomes an "activate" command when you are near an active panel and your aiming reticule is inside it.

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* Both ''VideoGame/Doom3'' and ''VideoGame/QuakeIV'' has have one known instance. The button that normally fires your weapon becomes an "activate" command when you are near an active panel and your aiming reticule is inside it.



* ''VideoGame/TheElderScrollsVSkyrim'' has a particularly annoying example of this. The control to place an item in a container is the same as to pick up EVERYTHING in the container, depending on whether your are taking or adding things.

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* ''VideoGame/TheElderScrollsVSkyrim'' has a particularly annoying example of this. ''VideoGame/TheElderScrollsVSkyrim'': The control to place an item in a container is the same as to pick up EVERYTHING in the container, depending on whether your you are taking or adding things.
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* ''Franchise/FinalFantasy'' series. In contrast to the early ''Franchise/DragonQuest'' games which required bringing up a menu to talk with people or interact with objects, the original ''VideoGame/FinalFantasy'' replaced this with a context-sensitive button that can be used to talk or interact.

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* ''Franchise/FinalFantasy'' series. series: In contrast to the early ''Franchise/DragonQuest'' games which required bringing up a menu to talk with people or interact with objects, the original ''VideoGame/FinalFantasy'' replaced this with a context-sensitive button that can be used to talk or interact.
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* ''Franchise/FinalFantasy'' series. In contrast to the early ''Franchise/DragonQuest'' games which required bringing up a menu to talk with people or interact with objects, the original ''VideoGame/FinalFantasy'' replaced this with a context-sensitive button that can be used to talk or interact.
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* ''VideoGame/WarioLand3'' has a context-sensitive help feature. On the pause screen, you can access an Action Help section which includes short demonstrations of Wario's currently available abilities. In most situations, this gives you demonstrations of Wario's basic moves and the abilities given to him by whatever powerups you've currently obtained, but under specific circumstances (like holding onto a zipline, or when transformed into a vampire), you get unique videos showing the controls for that specific situation.
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[[folder: Action]]

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[[folder: Action]][[folder:Action]]



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[[folder: Action [[folder:Action Adventure]]



[[folder: Adventure Game]]

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[[folder: Adventure [[folder:Adventure Game]]



[[folder: First Person Shooter]]

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[[folder: First Person [[folder:First-Person Shooter]]



* ''VideoGame/{{Portal 2}}'' uses the same all-purpose use/grab key, but the tutorial has a subversion: when Wheatley asks Chell to speak, the game prompts the player with "Press [jump button] to speak". But when you do, all she does is jump.

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* ''VideoGame/{{Portal 2}}'' ''VideoGame/Portal2'' uses the same all-purpose use/grab key, but the tutorial has a subversion: when Wheatley asks Chell to speak, the game prompts the player with "Press [jump button] to speak". But when you do, all she does is jump.



[[folder: Pinball]]

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[[folder: Pinball]][[folder:Pinball]]



[[folder: Platform Game]]

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[[folder: Platform [[folder:Platform Game]]



[[folder: Puzzle Game]]

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[[folder: Puzzle [[folder:Puzzle Game]]



[[folder: Role Playing Game]]

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[[folder: Role Playing [[folder:Role-Playing Game]]



[[folder: Sports Game]]

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[[folder: Sports [[folder:Sports Game]]



[[folder: Stealth Based Game]]

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[[folder: Stealth Based [[folder:Stealth-Based Game]]



[[folder: Third-Person Shooter]]
* The "A" button in ''VideoGame/{{Gears of War}}'' is a catch-all button for the gameplay's duck and cover system. You slide into cover, switch pillars with a swat turn, jump over barriers, roadie run, anything you can think of. This system has been [[FollowTheLeader widely copied by other third person shooters]]. In fact, it's ''so'' frequently used that players and critics have complained about the button causing the wrong thing to happen because the context changed slightly just before they pushed it.

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[[folder: Third-Person [[folder:Third-Person Shooter]]
* The "A" button in ''VideoGame/{{Gears of War}}'' ''VideoGame/GearsOfWar'' is a catch-all button for the gameplay's duck and cover system. You slide into cover, switch pillars with a swat turn, jump over barriers, roadie run, anything you can think of. This system has been [[FollowTheLeader widely copied by other third person shooters]]. In fact, it's ''so'' frequently used that players and critics have complained about the button causing the wrong thing to happen because the context changed slightly just before they pushed it.



[[folder: Wide Open Sandbox]]

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[[folder: Wide [[folder:Wide Open Sandbox]]



[[folder: Toys]]

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[[folder: Toys]][[folder:Toys]]



[[folder: Real Life]]

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[[folder: Real [[folder:Real Life]]
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Expanded an example


* The {{trope namer|s}}, ''VideoGame/ConkersBadFurDay'', actually has platforms that the game refers to as "Context Sensitive Buttons", which have the letter B on them. When B is pressed while standing on one, it does whatever the game requires at that point, from providing Conker with dynamite to getting him drunk.

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* The {{trope namer|s}}, ''VideoGame/ConkersBadFurDay'', actually has platforms that the game refers to as "Context Sensitive Buttons", which have the letter B on them. When B is pressed while standing on one, it does whatever the game requires at that point, from providing Conker with dynamite to getting him drunk. Also an example of PlatformActivatedAbility, since all the objects and gadgets Conker would theoretically use anywhere for having them already in his {{Hammerspace}} are off-limits without said platforms (though there are rare exceptions, which are indicated when the idea light bulb still appears above Conker's head even if he's not standing onto any pad, or isn't even touching the floor).
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* The ''VideoGame/{{Splatoon}}'' series uses the A button for actions that are specific to certain gameplay modes. For example, ''VideoGame/Splatoon2'''s Clam Blitz mode uses it to throw clams, and Salmon Run uses it to put the Golden Egg you're carrying into the egg basket.

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* The ''VideoGame/{{Splatoon}}'' ''Franchise/{{Splatoon}}'' series uses the A button for actions that are specific to certain gameplay modes. For example, ''VideoGame/Splatoon2'''s the Clam Blitz mode uses it to throw clams, and Salmon Run uses it to put the Golden Egg you're carrying into the egg basket.



* ''VideoGame/RedDeadRedemption2'' has very context sensitive buttons which has caused much frustration on some players, as some of those buttons are for harmless things such as reloading your gun, but also for punching people, causing players to accidentaly whack somebody unconscious with their gun in the middle of a town when they were only trying to reload their revolver. Most annoyingly however, is that the grapple button is the same as the mount horse button. You can already see where the problem is regarding that when it comes to mounting your horse while there's a person standing by it...

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* ''VideoGame/RedDeadRedemption2'' has very context sensitive buttons which has caused much frustration on some players, as some of those buttons are for harmless things such as reloading your gun, but also for punching people, causing players to accidentaly accidentally whack somebody unconscious with their gun in the middle of a town when they were only trying to reload their revolver. Most annoyingly however, is that the grapple button is the same as the mount horse button. You can already see where the problem is regarding that when it comes to mounting your horse while there's a person standing by it...
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Moved as there are two games called Earthbound on this wiki.


* ''VideoGame/EarthBound'' has a primitive version, with the L button being a shortcut for talking if you happen to be facing a person, and checking the environment otherwise. This was added as a more-convenient counterpart to the game's ''Dragon Quest'' style action menu, which was {{Retraux}} even then.

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* ''VideoGame/EarthBound'' ''VideoGame/EarthBound1994'' has a primitive version, with the L button being a shortcut for talking if you happen to be facing a person, and checking the environment otherwise. This was added as a more-convenient counterpart to the game's ''Dragon Quest'' style action menu, which was {{Retraux}} even then.
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* The {{trope namer|s}} ''VideoGame/ConkersBadFurDay'' actually has platforms that the game refers to as "Context Sensitive Buttons", which have the letter B on them. When B is pressed while standing on one, it does whatever the game requires at that point, from providing Conker with dynamite to getting him drunk.

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* The {{trope namer|s}} ''VideoGame/ConkersBadFurDay'' namer|s}}, ''VideoGame/ConkersBadFurDay'', actually has platforms that the game refers to as "Context Sensitive Buttons", which have the letter B on them. When B is pressed while standing on one, it does whatever the game requires at that point, from providing Conker with dynamite to getting him drunk.

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Made a Toys folder and moved the Tamagotchi example there, and added details.


[[folder: Simulation Game]]
* A VideoGame/{{Tamagotchi}} is a virtual pet that's controlled by only three context-sensitive buttons.
[[/folder]]


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[[folder: Toys]]
* All of the Toys/{{Tamagotchi}} [[VirtualPet virtual pet]] toys are controlled by three context-sensitive buttons labeled A, B, and C. In the menus, A usually scrolls through options, B is used to select an option, and C is used to back out of the menu. In the games, C is still used to cancel but A and B function differently based on the game, such as moving left or right, picking one of two options, or [[ButtonMashing being pushed as fast as possible to run faster]].
[[/folder]]
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Not to be confused with the AnalysisChannel ''WebVideo/ActionButton'', which is named after one of the common terms for this trope.

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* Used for all its worth in the ''VideoGame/SlyCooper'' games, where practically any ability that lets you do a cool sneaking move is tutorialized as "Jump and press the Circle button", including sneaking on ledges, hanging from ropes and hooks, landing on a pin-point and starting a rail slide. It was so pervasive that when the main cast got together on a podcast and [[ItMakesSenseInContext improvised a break-in to steal KFC's 11 herbs and spices]], the actor for [[VoiceWithAnInternetConnection Bentley]] got the actor for [[GentlemanThief Sly]] to howl with laughter when Sly's instructions for breaking in were, in full, "Sly, you jump and press the Circle button".



* Used for all its worth in the ''VideoGame/SlyCooper'' games, where practically any ability that lets you do a cool sneaking move is tutorialized as "Jump and press the Circle button", including sneaking on ledges, hanging from ropes and hooks, landing on a pin-point and starting a rail slide. It was so pervasive that when the main cast got together on a podcast and [[ItMakesSenseInContext improvised a break-in to steal KFC's 11 herbs and spices]], the actor for [[VoiceWithAnInternetConnection Bentley]] got the actor for [[GentlemanThief Sly]] to howl with laughter when Sly's instructions for breaking in were, in full, "Sly, you jump and press the Circle button".
Is there an issue? Send a MessageReason:
None


* Used for all its worth in the ''VideoGame/SlyCooper'' games, where practically any ability that lets you do a cool sneaking move is tutorialized as "Jump and press the Circle button", including sneaking on ledges, hanging from ropes and hooks, landing on a pin-point and starting a rail slide. It was so pervasive that when the main cast got together on a podcast and [[ItMakesSenseInContext improvised a break-in to steal KFC's 11 herbs and spices]], the actor for [[VoiceWithAnInternetConnection Bentley]] got the actor for [[GentlemanThief Sly]] to howl with laughter when Sly's instructions for breaking in were, in full, "Jump and hit the Circle button".

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* Used for all its worth in the ''VideoGame/SlyCooper'' games, where practically any ability that lets you do a cool sneaking move is tutorialized as "Jump and press the Circle button", including sneaking on ledges, hanging from ropes and hooks, landing on a pin-point and starting a rail slide. It was so pervasive that when the main cast got together on a podcast and [[ItMakesSenseInContext improvised a break-in to steal KFC's 11 herbs and spices]], the actor for [[VoiceWithAnInternetConnection Bentley]] got the actor for [[GentlemanThief Sly]] to howl with laughter when Sly's instructions for breaking in were, in full, "Jump "Sly, you jump and hit press the Circle button".
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* In ''VideoGame/ChroniclesOfInotiaChildrenOfCarnia'', everything aside from movement, pausing, switching characters and skills gets bound to a single button. This includes both attacking and talking, so the game can become UnwinnableByMistake if you're cornered by monsters while standing close enough to converse with somebody; your attack button turns into Talk and there's no way to fight your way out.

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* In ''VideoGame/ChroniclesOfInotiaChildrenOfCarnia'', everything aside from movement, pausing, switching characters and skills gets bound to a single button. This includes both attacking and talking, so the game can become UnwinnableByMistake UnintentionallyUnwinnable if you're cornered by monsters while standing close enough to converse with somebody; your attack button turns into Talk and there's no way to fight your way out.
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Added Doug Tiger Handheld example. Feel free to move if it fits in a better genre.

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* The ''WesternAnimation/{{Doug}}'' handheld game from Tiger Electronics fits five distinct scenarios into its LCD screen, and the actions relevant to each scene (picking apples, paving a driveway, throwing newspapers, etc.) are all performed with the oddly labelled "Doug" button.

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* ''Pinball/TheMandalorian'': The action button activates one of the Mandalorian's weapons, but which one changes depending on what would be must useful in the player's current situation. For instance, one weapon which adds a ball is only available during multiball modes.



* The [[TropeNamer trope namer]] ''VideoGame/ConkersBadFurDay'' actually has platforms that the game refers to as "Context Sensitive Buttons", which have the letter B on them. When B is pressed while standing on one, it does whatever the game requires at that point, from providing Conker with dynamite to getting him drunk.

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* The [[TropeNamer trope namer]] {{trope namer|s}} ''VideoGame/ConkersBadFurDay'' actually has platforms that the game refers to as "Context Sensitive Buttons", which have the letter B on them. When B is pressed while standing on one, it does whatever the game requires at that point, from providing Conker with dynamite to getting him drunk.
Is there an issue? Send a MessageReason:
None

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[[folder:Game Maker Games]]
* In ''VideoGame/GameBuilderGarage'', ''any'' button on the Nintendo Switch controllers can be given any command via the Button Nodon and whatever setup the game creator can think up.
[[/folder]]

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