Damn You, Muscle Memory!: Difference between revisions

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{{quote|"What bothers me about this game is just one simple problem: They swapped the buttons! ''B'' is Jump and ''A'' throws shells! How did they fuck up the controls for a ''Mario'' game?! Why change what we grew up with? Why change what's been firmly planted in our brains since childhood?!"|'''[[The Angry Video Game Nerd]]''', on ''[[Super Mario|Mario Clash]]''}}
 
There are many, many Video Games out there. With so many video games, it stands to reason that most will be somewhat similar, and have similar control schemes.
 
But then, if they're merely similar, it also stands to reason that they're somewhat... different. And maybe this difference is what completely throws you off your game.
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{{examples}}
== Video game Examples: ==
 
=== Action ===
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* ''[[Super Metroid]]'' is especially problematic - the default control scheme uses A to jump and ''X'' to shoot. (X is located in the top corner of the SNES controller.) Thankfully, ''Super Metroid'' is also one of the first games to allow you to remap every button on the controller to your liking and save your preferences for later.
** How about going from a 2D ''Metroid'' (A to jump, B to shoot) to one of the ''[[Metroid Prime]]'' games (A to shoot, B to jump)?
** It at least makes some sense: On the [[Game Cube]] controller, A is a much larger button than B, and much better placed for rapid mashing -- somethingmashing—something necessary for a game primarily about shooting. Still, first time you pick it up...
** At least Prime 3 allowed you to reverse the buttons. But because the B button is a trigger on the Wii remote, you'd think it'd be the ''default'' fire button. It isn't.
*** Unfortunately, the switch buttons option is broken - it makes A jump and B shoot, but only in regular mode. In morphball form, A reverts to dropping bombs, which makes a confusing mess. Maybe they'll fix it for ''[[Updated Rerelease|Metroid Prime Trilogy]]''?
** In ''Super Metroid'', L aims downward diagonally, and R aims upwards diagonally. In ''Metroid Fusion'', L aims diagonally (both up and down, controlled by the D-pad) and R selects missiles. Get ready to waste a few missiles by mistake early on.
* Go from ''[[Metroid Prime]]'' to any other [[First-Person Shooter]] on the [[Game Cube]]. Not only for buttons or (most of the times) lack of auto-aim, but also because you have to use both analogs to walk properly.
** This Troper's [https://web.archive.org/web/20120508092905/http://www.metroid-database.com/forum/viewtopic.php?f=2&t=5376 review] of Metroid Prime drives this point home.
* ''[[Ninja Gaiden]] [[Compilation Rerelease|Trilogy]]'', a compilation of all three NES games in the series released for the SNES, had the attack and jump buttons assigned to B and A, just like on the 8-bit NES. However, the button layout of the SNES controller is a bit different from the NES, and since the X and Y are used as alternate buttons to perform the same functions, this results in a counter-intuitive control scheme since most SNES action games used Y for attacks and B for jumping.
* Go from playing ''[[Viewtiful Joe]]'' to ''[[Super Smash Bros.]] Melee''. Attack goes to Jump, Jump goes to Attack.
** Go from playing ''[[Tales of Symphonia]]'' to ''[[Super Smash Bros.]] Melee''. Block goes to Jump, Switch Target goes to Block.
* Go from a ''[[Super Smash Bros.]].'' game to any other fighter. Smash Attacks are a fine strategy... in ''Smash Bros. only''. And what do you mean holding the triggers doesn't block like they do in ''[[Mortal Kombat]]''?
** Hell, only going between the three different ''[[Super Smash Bros.]]'' games themselves is hard! Just try to go back and play the original game after getting used to ''Brawl'' and then realize that the original ''has no side-B special move''. Even playing as the same character in all three games, there's very noticeable differences between move sets, timing, and hit boxes between the different installments.
*** Forget side special, the original has no up/down throw, no airdodging, and ''no C-stick!!''
* ''[[The Legend of Zelda: Oracle of Seasons and Oracle of Ages|The Legend of Zelda Oracle Games]]'' do this, because their graphics are so similar to those of the earlier ''[[The Legend of Zelda: Link's Awakening|The Legend of Zelda Links Awakening]]'', but your sword starts out on the opposite button from that of ''Link's Awakening''. The real problem, though, is that the button combination used to save in ''Link's Awakening'' is used to ''reset the game'' in the Oracle games. A player who started playing the Oracles immediately after just finishing a run of ''Link's Awakening'' could end up losing quite a bit of progress...
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*** Another major difference between ''[[The Legend of Zelda: Twilight Princess|The Legend of Zelda Twilight Princess]]'' and the other GC Zelda games (counting the ''[[The Legend of Zelda: Ocarina of Time|The Legend of Zelda Ocarina of Time]]'' remake) is that instead of having all of the menu components simply under the Start Button, it was spilt into two: the D-Pad was used for switching equipment and the Start Button only went to a basic menu that allowed for viewing collectables/stats, saving and changing outfits/sheilds. In ''Wind Waker'' and ''Ocarina Of Time'' the D-Pad was used for controlling the mini-map.
** Then there's ''[[The Legend of Zelda: The Minish Cap|The Legend of Zelda the Minish Cap]]'', which used the R button for lift/throw, which had been A in ''[[The Legend of Zelda: A Link to the Past|The Legend of Zelda a Link To T He Past]]'', and wasted the L button on the game's fusion function.
** There is also the port of ''A Link To The Past'' to the GBA, which awkwardly had the inventory mapped to the Select button and the save dialog to the Start button -- thebutton—the inverse of the SNES version.
*** The inverse of ''most'' games, in fact, and definitely more than most Zelda games. It's very hard to go from playing this port and then playing the [[Game Boy]] Zelda games.
** In ''[[The Legend of Zelda: Skyward Sword|The Legend of Zelda Skyward Sword]]'' the A-button is not for [[Player Tic|rolling]], but instead for running. Shaking the Nunchuk ''while'' running triggers rolling. Almost the same result, but still... Good thing running is more efficient than rolling, once the player has gotten used to it.
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*** Which isn't a completely huge problem, since the Z button does not require much force to press down compared to the other Nintendo controller shoulder buttons. The huge pain comes when they forced it on Ocarina of Time 3D as well, a game that was originally designed with a switch targeting system, and is now on a clunky portable system. Even worse is that often, you have to hold both the L and R shoulder buttons on the 3DS because holding up your shield is a common technique against enemies.
* ''[[Assassin's Creed (video game)|Assassin's Creed I]]'' has the exact same problem with its camera stick, being the opposite of what is expected on the X-axis. Adding insult to injury, you can only invert the axises in the "look" mode. They too fixed the problem in the [[Assassin's Creed II|sequel]], though it means that once you've started playing the sequel, you can never go back to the first game, not just for the controls, but also for all the fixes that you'll be missing.
** ''[[Assassin's Creed: Revelations|Revelations]]'' compounds the issue by changing the "head" button (previously toggling Eagle Vision, taunting in combat or speaking to NPCs) to the projectile-shooting button (projectiles previously were used with the attack button), the renamed Eagle Sense moved to a left-stick click, and the formerly "off-hand" button (pushing, shoving, dropping or grabbing) also serves as the button for Ezio's new hookblade weapon/tool... which is mounted on his weapon hand.
* ''[[Grand Theft Auto IV]]'' presents a doubly-frustrating example: on foot, if you've grown acclimated to typical FPS/TPS controls a la Call of Duty, your instincts will get you killed. (Jump! Nope, that's a melee attack. Reload! Oh, hang on, that's jump. Fire, goddamn it, fire! Oops, that's ''take cover.'') Then, to compound the aggravation, the driving controls place the handbrake in a very counterintuitive spot for anyone who's grown used to ''[[Burnout]]''-or-''[[Need for Speed]]''-style controls; get ready to fail a lot of car chase missions and police escapes. And there are a whopping ''two'' controller layout options, both equally unimpressive. What the hell happened to letting players assign button layouts?
*** On PC, this is even worse as ''GTA IV'' no long allows to customize the controls like you could in <s>GTA III, VC and SA</s> [[Porting Disaster|every PC game of the post-DOS era and many before it]].
*** And when GTA came out for the Xbox, first in the double pack with [[Grand Theft Auto III|III]], [[Grand Theft Auto Vice City|Vice City]] and then [[Grand Theft Auto: San Andreas|San Andreas]] separately they had completely different controls. When driving, what was attack in San Andreas was now handbrake in III/Vice City... so imagine coming up on a motorbike at top speed, about to fire your Uzi and instead hitting the handbrake and spinning out of control.
** GTA IV on [[PlayStationPlay Station 3]] also causes major problems for players weaned on GTA III-era games (especially San Andreas) on the [[Play StationPlayStation 2]]. Primarily, the driving controls are completely different and use the [[PlayStationPlay Station 3]] controller's triggers for acceleration and braking (as opposed to the buttons in the earlier games). Which pretty much guarantees you'll run someone over and get the police after you the first time you attempt to do a chase. Or you'll find yourself shooting out the window when you don't want to. Or bailing from the vehicle...
** ''[[Saints Row]] 2'' has closer controls to the PS2 ''GTA'' games, except moving around the controls for attacking, weapon switching, running, looking behind, handbrake, and entering missions is the same button as entering/leaving vehicles. It's not so bad, but it does make for confusion, and frustration for the final placement.
*** ''[[Just Cause (video game)|Just Cause 2]]'' is an equal offender. The driving controls are pretty much identical to Grand Theft Auto IV, with one difference. The button or key for the handbrake in ''GTA IV'' is the same as the command to deploy the player's parachute in ''Just Cause 2'', which can be problematic when you are driving someone somewhere and instead of stylishy doing a handbrake turn you jump out of the car and watch it spiral into a wall.
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** Well technically you are sheathing the weapon into an enemy... or a wall.
* Variation in ''[[Bionic Commando]] Rearmed'' after just about any other 2D platform game. You ''will'' instinctively try to jump, despite the complete lack of a jump button.
** Same for the original ''Bionic Commando''. Much of the challenge of the game is derived from that very inability to jump, which ''Rearmed 2'' finally does away with.
* Play ''[[Resident Evil 2]]'' or '[[Resident Evil 3: Nemesis]]'' on the PS1. Now, play ''[[Resident Evil Code Veronica X]]'' on the PS2. Just so you know, that button you are hitting to open the inventory does the same as the X button. It's Start now, so the only way your are not going to be disoriented is if you JUST came off [[Resident Evil 1|the very first game]].
* Play ''[[Resident Evil 4]]'' a lot using the sniper rifle. Notice how you zoom in using the c-stick and use the y-button to open up your inventory. Now play ''[[Killer 7Killer7]]'' and use the sniper pistol. The y-button is used to zoom in a pre-set distance, but that's no problem. Unfortunately the c-stick is used to ''reload'', which is a fairly lengthy process. Not fun when you're in a tough fight.
* In the remake of the original ''[[Resident Evil]]'', the player can move Jill at "walk" speed or "run" speed. However, in most games with such an option, "walk" speed is rather slow, so a player will almost always use "run" speed. In one part of this game however, Jill has to restore power to the lab, which requires getting a canister of "nitro compound" (known to most folks as nitro glycerin, also know to be a volatile explosive) and place it in the generator. Now, the inventory even warns you ''never'' to run while carrying this item, but a lot of players are tempted to do so, which often leads to [[Ludicrous Gibs| one of the most embarrassing death scenes in the game.]]
* The original ''[[Metal Gear Solid]]'' has the circle button to confirm decisions and the X button to cancel. This remained true for the sequels until ''[[Metal Gear Solid 4: Guns of the Patriots]]'', where X became the confirm button and circle was now cancel. This is made worse in the HD versions of ''[[Metal Gear Solid 2: Sons of Liberty]]'' and ''[[Metal Gear Solid 3: Snake Eater]]''. Players of the original PS2 versions are likely going to have a hard time for a few minutes adjusting to that, even if they've played ''MGS4''.
** ''Metal Gear Solid: The Twin Snakes'' is a remake of the first game built on the engine of the second. However, since ''MGS2'' was originally on the PS2 and ''Twin Snakes'' is a GameCube game, the controls were changed to compensate for the GameCube controller's lack of analog buttons. For example, the player has to press the Y button while holding the A button in order to let go of their character's aim in ''Twin Snakes'', whereas in ''MGS2'' this was done by gently releasing the square button.
** In ''[[Metal Gear Solid 4: Guns of the Patriots]]'', there's a brief dream sequence at the beginning of Act 4 where the player is thrown into the Heliport from ''MGS1'', with the same graphics, engine, controls and everything, and the this can get the player killed if he's not careful.
** The Windows port of ''[[MGS 2]]'' has a totally different keyboard layout from the port of the original... and the key customization doesn't quite work.
* ''[[Max Payne (series)|Max Payne]] 1 & 2'' on the Xbox: All the same actions, entirely different button layout. The third game, despite more closely resembling ''[[Gears of War]]''-style cover shooters, has NO [[Regenerating Health]]. Until you get this into your head, expect to have much trouble due to being over-reliant on that mechanic.
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** Even going from ''Assassin's Creed 1'' to ''Assassin's Creed 2'' can be a bit annoying; despite how similar their controls are. One difference that comes to mind is the legs button(A). Remember how pressing the legs button would make you slow down to a halt, pretend to be a(heavily armed) scholar, and allow you to brush past paranoid guards? In AC2, trying to pull that move off will end up with you pick-pocketing said guard.
** ''Infamous'' has a parkour system based on jumping- press the jump button to jump up and grab, or to push yourself up a wall. You'll automatically grab any handholds and balance on any ledges you come across. This is a jarring contrast with Prototype's wall running.
* Some [[Driver|Driv3r]] players found it difficult switching over to [[Grand Theft Auto: San Andreas]] as in Driv3r pressing the triangle button applied the breaks, but in San Andreas it made you enter/exit the car.
* In ''[[Prototype (video game)|Prototype]]'', if you wanted to do a Stealth Consume on someone, you needed to hold the right shoulder button and press B (on the 360 controller). In ''[[Prototype 2]]'', they now just have you do the same motion that you would for an in-battle consume, and pressing the right shoulder button results in dropping your disguise and using your shield. If you're used to the first game's stealth consume mechanic too much, be prepared to accidentally cause a few alerts as you demonstrate powers in front of military personnel in the sequel. Also, P2 uses Back/Select for the menu and Start for the map whereas many other games do the opposite.
* In ''[[Castlevania: Rondo of Blood]]'', try playing as Maria for a while, and then switch to Richter. It can really throw you off, since pressing the jump button in midair makes Maria do a [[Double Jump]], while Richter does a backflip. You will send yourself back into enemies/[[Bottomless Pit|Bottomless Pits]]s many times before you'll get used to it.
* ''[[Double Dragon|Double Dragon II: The Revenge]]'' features directional-based attack buttons where one button causes the player to attack to the left and the other to the right. Thus, one button does a standard punch combo, while the other button does a back-kick, depending on the player's direction. This is a huge contrast from the first game, which featured a more conventional "punch or kick" system. As a result, many players who were used to the controls of the first game and then jumped straight to the sequel had difficulty adjusting to the new control scheme, since the buttons for punching and kicking are switched whenever their character change directions. Technos also used a similar system in their older beat-'em-up ''Renegade''.
 
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* The two most prominent [[Mixed Martial Arts]] games available, [[Electronic Arts]]' ''MMA'' and THQ's ''UFC Undisputed 2010'' use completely different control schemes that, oddly, both feel intuitive once you "get" them. The start of the animation to shoot for a takedown looks ''exactly'' the same in both games. You'll be flicking the right analog stick backwards futilely in an attempt to stop takedowns for hours, should you make the transition from UFC to EA.
* Try playing Mortal Kombat on the PS Vita. Now go back to Midway Arcade Classics on the original PSP and play any of the Mortal Kombats. Watch as you do a crouching highkick everytime you try to uppercut someone.
* ''[[Super Smash Bros.]]. Brawl'' can do this just within itself. Try playing the Boss Rush mode on Intense so many times in a row that you become an expert at it, then switch over to any easier setting, even Very Hard. All those bosses that can't hit you on Intense will get a lot more hits in.
* ''[[Samurai Shodown]] 2'' on the Wii Virtual Console played on the Classic Controller. It wouldn't be so bad if one could remap the buttons from those old games, but here ''[[Samurai Shodown 2]]'' shows two problems. One was the original ''[[Street Fighter]]''-like attacks. Six levels, but four buttons - so if you want the heavy shot, you hit both slash or both kick. Well, that's true to the original. But then the kick and punch buttons were reversed, causing..issues.
* You spent years learning how to play as Voldo in ''[[Soul Series|Soul Calibur]]''? You perfected his move set in ''Soul Calibur 2''? Well, good luck with ''3'' and ''4'': he's got almost all the same moves, but for [[Executive Meddling|no good reason]] all the inputs are changed.
** They did the same thing with Ivy!
** Talim is much [[They Changed It, Now It Sucks|slower]], and her moves have been reassigned.
** Taki's original ground spark move change a couple of times. In [[SC 1]]SC1, the move made the opponent fall behind her. In [[SC 2]]SC2, the opponent fell in front of her for more combo opportunities. In [[SC 1]]SC1 and 2, the moticn was back+B+K. From [[SC 3]] and on, the motion became back+A+B.
* Done intentionally with the ''[[Punch -Out!!]]'' series. All your opponents are right handed save Soda Popinski. As such he marks the point in the games where you need to start relying less on instinct and more on strategy.
* A number of fighting games have similar control schemes but radically different systems and methods. There's no way in which you can suck at ''[[Guilty Gear]]'' that cannot be aggravated by having spent a long time playing ''[[Bleach]]: Blade of Fate''.
** Going from ''[[Melty Blood]]'''s four or five button setup to other, similar games can have similar results, from the merely annoying (''[[Arcana Heart]]'', with extremely different non-attack buttons) to the aggravating (''[[Fate/stay night|Fate/Unlimited Codes]]'', where the combo system tends to leave one open to counterattack).
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** Also try playing any of the ''[[Street Fighter III|SF3]]'' series or the P-Groove in ''[[Capcom vs. Whatever|Capcom vs SNK 2]]''. Then try playing ''[[Street Fighter II|SF2]]'', ''[[Street Fighter IV|SF4]]'' or another Groove in ''Capcom vs SNK 2''. With no parry (done by tapping forward in time with enemy attacks) to counter the enemy, the character will actually ''drop their guard and walk forward into attacks''!
* ''[[Guilty Gear]]'': Pressing all the face buttons at once sets up for an Instant Kill attack.
** ''[[Blaz BlueBlazBlue]]'': The system is similar to ''[[Guilty Gear]]'', but now pressing all face buttons at once performs a Barrier Burst, which in ''Calamity Trigger'' cripples your defense for the remainder of the round. Also, some moves' inputs were changed between ''Calamity Trigger'' and ''Continuum Shift''; for example, Tager's Astral Heat is now 720+ D rather than the bizarre hold A+ B+ C and mash D it used to be.
* In ''[[Capcom vs. Whatever]]'' games, the Shinkuu Hadouken is performed with Hadouken motion + two Punch buttons. In ''[[Street Fighter]]'' titles, it's done with two Hadouken motions + one Punch button. Going between the two series can be confusing.
* ''[[Dragonball Z]]'' games have this between the ''Budokai'' and ''Budokai Tenkaichi'' series on the [[Play StationPlayStation 2]]. In ''Budokai'', square is punch, triangle is kick, circle is [[Ki Attack]], X blocks/dodges, and 'double tap in a direction' is for dashes. In ''Budokai Tenkaichi'', which is a fully 3D arena fighter unlike ''Budokai'', keeps square as punch, but also adds kicks and other moves in combos, swaps triangle for [[Ki Attack]], circle for blocking, and X is now dash. Many times, you will find yourself getting punched repeatedly in the face as you forgot how to [[Team Four Star|DOOOOODGE!]]
* In the [[King of Fighters]] series, the LP+LK command has changed a few times. In 94 and 95, it was a standing sidestep. In the rest of the series, it became the more popular rolling mechanic. The trope really comes into play in 99 and [[Capcom vs. Whatever|Capcom Vs SNK]] series. In 99, backwards rolling popped you forward straight afterward, while accidentally press a button during forward roll brings you back into the line of fire. In the [[Cv S]] series, there was no backwards rolling whatsoever, so KOF veterans got messed up by this.
* [[Smackdown vs. Raw|WWE '12]] Revamped the controls from the previous games, moving grapples from the right stick to the X([[PlayStationPlay Station 3]]) button, run from L1 to L2 and action from X to L1 while the right stick was re-purposed for manipulating the enemy position.
 
 
=== Platformers ===
* ''[[Meat Boy|Super Meat Boy]]'' is a game dedicated to deconstruct this and [[Player Tic|Player Tics]]s by killing you whenever you fall into this.
* ''[[Super Mario Galaxy]]'' players reflexively use their Spin Attack to get an extra jump. ''[[Super Mario Galaxy 2]]'' exploits this in several galaxies where doing this will cause you to plummet to your death.
* In ''[[Sonic Unleashed]]'', the Homing Attack was changed from the A button to the X button (going by 360 controls).
** The X button is also the Boost button. With the Air Boost Shoes you need to be careful executing Homing Attacks, especially if you're traversing over bottomless pits.
** To add insult to the injury, there´s the stomp move. In both versions of Unleashed, you can use it to quickly cancel jumps and land on grind rails, in order to save time. However, the Wii version of Sonic Colors makes you FALL THROUGH THE RAILS should you stomp on them, so, by instinct, you´re gonna try to stomp on them and therefore falling to your doom. This is excusable in the DS version, since being a mostly 2D game, sometimes you actually need to get through a rail to go down.
* In ''[[Sonic Adventure 2]]'', shoulder buttons had controlled the camera. In ''[[Shadow the Hedgehog]]'', the C-stick took over this function and the R button allowed the useless function of strafing. Grr... Cosmic Fall.
** Try playing the ''[[Sonic Advance]]'' titles after playing ''[[Sonic Rush Series]]'' or ''Sonic Rush Adventure''...and NOT continue to attempt trick actions.
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** ''Yoshi's Island'' is pretty much under this as well, the original (at least the GBA port) used A to jump, B to eat enemies, R to throw eggs, and L to lock the aim. The DS sequel, keeping with SNES controls, uses B to jump, A to throw eggs, Y to eat enemies, and X to lock the aim. Particularly problematic if the player forgets and picks a tough level to randomly play in either of said games. However, the player can change ''Yoshi's Island DS'' controls to the GBA remake's layout.
** The exclusion of the long jump in ''[[Super Mario Sunshine]]'' annoyed many gamers who had to go through the retro stages without the aid of FLUDD.
** If you know what's good for your DS, you won't play ''[[New Super Mario Bros.]]'' '''after''' the Wii version. Hint: what gimmick are Wii games famous for? <ref> shaking the controller.</ref> Not only that, but it often saves your life, so you'll be in the habit of doing it after almost every jump.
** Old-school gamers may remember when ''[[Super Mario World (video game)|Super Mario World]]'' first came out. In all the [[NES]] Mario games, A was jump and B was run/shoot fireball/etc., but here A became spin-jump, B became normal jump, and Y became run/shoot fireball/etc. (probably changed because of the way one's hand sits on the SNES controller). Many gamers would reflexively spin-jump everywhere, or accidentally jump because they wanted to start running, causing a lot of deaths because Mario wouldn't jump high enough, or jump into an enemy. Avoiding this trope was the major reason why ''Super Mario All-Stars'' for the [[SNES]] let you switch between two control methods, where you could have B and A be jump and Y and X be run/pick up, or have B and A for run and jump, simulating the old [[NES]] style, with Y and X both used to run. This was also later used in ''[[New Super Mario Bros.]]'' for the [[Nintendo DS]], though X would be a secondary jump instead of run.
* Many people, after having played ''[[Cave Story]]'', will frequently press Z to jump in other games. For example, in ''[[Maple Story]]'', Z is the letter for picking up items.
* An infamous example is the [[Game Cube]] release of ''[[Mega Man (video game)|Mega Man]] Anniversary Collection'', a compilation of ten classic games from the ''Mega Man'' series, all of which had the jump and shoot button positions switched from their original release.
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** Similarly, ''X'' has the dash button in the same place as ''ZX'''s OIS System.
* Any number of JAMMA platform games, where you have a button for jump and one for fire. Swapping between the two control layouts is frustrating.
* The C button of the [[Sega Genesis]] controller was used as jump button for just about every Genesis platformer. However, every ''[[The Simpsons (animation)|Simpsons]]'' game on the system awkwardly used the B button to jump, and none let you change the button assignments.
* Try swapping between ''[[Jak and Daxter]]'' and ''[[Ratchet and Clank]]'' games without tinkering with the controls. It'll cost you a fair amount of ''Ratchet'' ammo, because you'll be using the ''Jak'' punch button to shoot, and you'll crouch every time you try to fire with R1 if you're up to ''Jak II''.
** Even within the ''[[Ratchet and Clank]]'' games. The later ones had optional, or sometimes default, lock-strafe mode. Then you go back to the first one, and that option no longer exists.
** Ratchet is an interesting case though. After getting used to the rather unusual "lock-strafe mode" that became the default in ''Deadlocked'', you realize it is actually far more adapted for combat: since the shoot and jump buttons are not under the same finger as the right analog stick you can move and aim a lot more freely while shooting. And thus you will likely start to use it back in the second and third game, where it was optional but you wouldn't use it before because it was too disorienting.
** Using the Plasma Striker in ''A Crack In Time'' takes a little getting used to for those used to the previous games' sniper rifles. In 2 and 3, R1 zooms in, R2 zooms out, the right stick aims and O fires. In Crack, the right stick zooms, the left stick aims and R1 ''fires''. Be prepared to waste a lot of ammo trying to zoom.
** In the classic series, R1 has always been a secondary fire button, but most players used O instead. In ''All 4 One'', R1 is the ''only'' fire button, and O is now mapped to the Vac-U. [[Hilarity Ensues]] if playing multiplayer and you keep sucking up your teammates when trying to fire.
* ''[[Spyro the Dragon]]''. It used to be that Square was Charge and Circle was Breath ability. They change it almost every game. In ''Legend of Spyro'', R1 is charge, Square is breath and Circle is Melee combat.
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** Although no immediate examples come to mind, several of the controls swap between ''Legend'' and ''Underworld''.
*** On PC, the default Jump key changed between right-click, and the Space bar.
* If you have a [[Game Cube]], and you enjoy action-adventure games of a persuasion similar to ''The Legend Of Zelda,'' heed this advice: playing ''[[Star Fox (series)|Star FoxFOX]] Adventures'' and then going straight to playing ''[[Beyond Good & Evil (video game)|Beyond Good and Evil]]'' (or vice versa) is ''very'' unwise. Why?
** Both games feature staff-based combat. However, the "Attack" button (as well as the "break [[Crate Expectations|crates]]" button) in ''Beyond Good and Evil'' is "A." It's "B" in ''Star Fox Adventures.'' The "dodge" command is similarly swapped. Also, both games use ''entirely'' different styles of combos.
** The action-adventure-game-standard forward roll is X in ''SFA.'' In ''BG&E,'' X is mapped to item use, and B is a forward roll.
** The Z-button enters first-person view in both games. However, to fire a projectile attack in first-person, you press B in ''BG&E.'' In ''SFA,'' you press Y.
** In ''BG&E,'' R is "run." In ''SFA,'' R is "stop dead in your tracks (to shield)."
** You select items and change the one you have set with the C stick in ''SFA.'' In BG&E, you use the D-pad.
** Finally? In ''SFA,'' your NPC partner controls are mapped to a menu. In ''BG&E,'' they're hard-coded to the Y button and context-sensitive. While you can set ''a'' partner command to the Y button in SFA, it remains the same, regardless of context. The Y button in ''SFA'' can also be used for items (which are always set to X in ''BG&E'').
*** So do yourself a favor--eitherfavor—either put some time between each of these games, or don't play the 'Cube version of ''BG&E'' if you've been playing ''SFA,'' or else your fingers will hate you.
** Many cross-platform platformers are this. A classic example would be the the movie tie-in game ''[[The Lion King (Video Game)|The Lion King]]''. On the Genesis, Roar is mapped to the A button, which is the leftmost button on the controller. Jump is mapped to C which is the rightmost button. On the SNES, Roar is also mapped to A... which happens to be the rightmost button instead. And there is no C- jump is mapped to B instead. On the Genesis, B performs a paw swipe, which is mapped to Y (which so happens to be the leftmost button on an SNES controller) on an SNES. Switching from one platform to another [[Hilarity Ensues|results in hilarity]], and perhaps copious amounts of the name of this trope being dropped. And you're ''completely'' messed over if you're playing the PC version with a keyboard. Yes, the controls can be reconfigured (and in the PC's case, a Gravis 4-button pad can be added, which makes the control no different from the SNES version instead), but most people jump straight into the game, thinking "I can handle change!", only to have this trope served to them.
* ''[[Alex Kidd]] in Miracle World'', a [[Master System]] platformer released to [[Follow the Leader|cash-in on the success]] of ''[[Super Mario Bros.]]'', had the Jump and Attack buttons switched from the order they're laid out in Nintendo's legendary platformer. This was done on purpose by the ''Miracle World''{{'}}s designer, Ossale Kohta, in a misguided attempt to set his game apart from Nintendo's. ''Zillion'', another game he designed, also used the same button layout.
* When underwater in ''[[The Legendary Starfy]]'', Y is spin and B is dash, but when out of water, Y is both spin and dash, while B is jump.
* ''[[Maze of Galious]]'' and ''[[Castlevania|Vampire Killer]]'' on the [[MSX]] used up to jump (and climb ladders/stairs), which might surprise players used to consoles like the NES; indeed, the NES counterparts of those two games used A to jump.
 
=== Rhythm ===
 
=== Rhythm ===
* The ''[[Guitar Hero]]'' series and ''[[Rock Band]]'' have similar "guitars", but totally different timing. In particular, ''Guitar Hero III'' has a larger timing window and a completely different hammer-on system than ''Rock Band''. In GH3, there was no limit to how early you could hit a hammer-on or pull-off as long as it came after the previous note.
** There's also different timing windows between the various ''[[Guitar Hero]]'' games themselves. Switching from ''[[Guitar Hero]] III'', with its relatively large timing window, back to GH2 or forward to one of the more recent titles can cause some frustration.
** That's just the guitar parts. The drum controllers for ''[[Rock Band]]'' and ''[[Guitar Hero]]'' have different layouts for the pads (''Rock Band'' has 4 pads, ''Guitar Hero'' 3 pads and 2 raised cymbals), so switching between them can be a lot of trouble.
*** In ''Rock Band'' while drumming, the noteboard shakes every time you successfully hit a bass kick. In ''Guitar Hero'', the noteboard shaking means that you ''missed'' a beat. That can ''really'' mess you up.
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* Another ''[[Guitar Hero]]'' example: After getting decent at riffs of songs like "Cliffs of Dover" on Expert, it becomes impossible to play them on Hard.
* The version of "The Spirit of Radio" in ''Guitar Hero 5'' is in a different key than the album version. Lots of luck singing it right the first time.
* ''[[Dance Dance Revolution]]'' and ''[[Pump It Up]]'' are two [[Rhythm Game|Rhythm Games]]s which are played by stepping in arrows, but the disposition and quantity of arrows in each one for songs of seemingly similar levels can be very different. And ''[[Pump It Up]]'' introduces mines and hand plays much earlier.
** ''[[Pump It Up]]'''s’s arrows are on the dance-pad equivalent locations of the 1-3-5-7-9 keys of a standard keypad. ''[[Dance Dance Revolution]]'''s’s arrows are where the 2, 4, 6, and 8 would be.
** Making things even worse, sometimes a song is used on multiple games between different game series. These songs can be essentially the same but have drastically different steps. Sometimes this happens even with the same song in a series as the company "tinkers" with the song steps to make things harder or easier. Orion.78, for example, has totally different timing in later ''[[Dance Dance Revolution]]'' games than it did in earlier versions.
* ''[[Dance Dance Revolution]]'' in particular has multiple menu control schemes for different platforms. For examples:
** Arcade (''SuperNOVA 2'' and older): Left triangular button to go up or left, right button to go down or right, square button to confirm. Hold both left and right buttons then press square button to sort songs (some versions only require left + right) or go back at options menu. Down arrow twice to increase difficulty, up arrow twice to decrease difficulty. Right arrow twice to switch to edit data for currently highlighted song, left arrow twice to back out of edit data selection. To access options menu, hold square button when confirming a song selection; exiting the options menu starts the song.
*** ''DDR X'' now has a new cabinet with added vertical triangular buttons for menus, meaning Left+ Right+ Start is still sort at the song selection menu, but no longer works for the options menu because it's been replaced by the up button.
** [[Play StationPlayStation 2]] (Japan, ''DDR EXTREME'' and older): Left to go up or left, right to go down or right, O or Start to confirm, X to go back or toggle in and out of edit data selection, hold X to quit. Up twice to decrease difficulty, down twice to increase difficulty. Hold O or Start when confirming song to access options menu, and exiting the options menu starts the song.
** [[Play StationPlayStation 2]] (Japan, ''DDR SuperNOVA'' and newer): Same as above, but to access the options menu, move difficulty selection past the bottom of the list and hit confirm while difficulty is on "Options". Exiting the options menu kicks you back to the Song Select menu. Edit data is usually in its own folder.
** [[Play StationPlayStation 2]] (US): Same as [[Play StationPlayStation 2]], Japan, ''SuperNOVA'' and newer, except X or Start to confirm, triangle to go back.
* ''[[DJMAX]] Portable 2'' is a rhythm game; in 4 button mode, the middle columns use the 'upmost' buttons on both sides of the PSP, and in 6 button mode the middle columns use the right button on the d-pad and the left button on the right. Moving from 4 to 6 was annoying because when I swapped from one middle column to the other I kept trying to hit the up button instead of the central one, and if it went one column outward again I'd be hitting the outer button. I drilled it into my head eventually, though.
* A typical ''[[Beatmania]] IIDX'' cabinet has the turntable on the left side of the keys for player 1, and on the right for player 2. Now, play on one side for a few weeks, then try playing on the other.
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** Similarly, in ''[[Elite Beat Agents]]'', one of the levels is the song "Rock This Town". What can catch a player off-guard is that it's [[Cover Version|based on]] the Brian Setzer Orchestra version of the song, ''not'' the original Stray Cats version. The two have similar rhythms, [[Captain Obvious|being the same song]], but the former is swing and the latter is rock, making them ''just'' different enough to wreck you if you get confused.
 
=== Racing ===
 
=== Racing ===
* For the ''[[Gran Turismo]]'' series specifically, the fact that reversing in the GT series requires you to hold square to brake until you stop, then hold triangle to actually reverse, in contrast to just about every other driving game '''ever''', where you just hold square.
** Keep in mind, that is a sim. Remember the first license test that involves braking? Using a "hold square to reverse" scheme wouldn't be a good idea.
* The [[Play StationPlayStation]] installments of the [[Wipeout]] series seems to change it's mind over control layout ''between games''. It's egenrally accepted that X is accelerate but beyond that the remaining buttons move about ''a lot''. ''Fusion'' was the worse, when it took fire from one of the face buttons (it's traditional place) to a shoulder button for some reason.
* Although not messing with the interface, ''[[Mario Kart]]'' takes full advantage of this by including "Mirror Mode". It's the hardest difficulty level, and the only difference between it and the next one down is that all the tracks are flipped horizontally; forcing the player to relearn the courses and make left turns where they previously took rights, and vice-versa.
** Try this: Play ''[[Mario Kart]] Wii'' with a [[Game Cube]] controller. Once you're used to it, play ''[[Mario Kart]] Double Dash'' with a [[Game Cube]] controller, or vice versa. "[[Hilarity Ensues|Hey, I wanted to look behind! I'm sure I pulled a stunt off that ramp... What happened to the mini-turbo?]]" are but a few of the questions you'll ask yourself.
*** Somewhat lesser known is that if you press down on the D-Pad on the 3DS version, you switch to "tilt" mode where you turn the 3DS to steer. Simple enough but the Trick command is still mapped to the shoulder Jump button - in ''[[Mario Kart]] Wii'' you jerked the Wii Remote up to do the same thing. Wheel Users in Wii found their 3DS screens flying off if they do this too much with their more fragile handheld.
* Speaking of kart racers, try and play ''[[Sonic and Sega All Stars Racing]]'' on the PC, [[Xbox 360]], or [[PlayStationPlay Station 3]]. It's a faithful ''[[Mario Kart]]'' clone with a completely different button layout <ref>right shoulder button to accelerate, left shoulder button to drift, A button to shoot items</ref> and no option to change the settings ([[Idiot Programming (Darth Wiki)|even when playing with a keyboard on the PC]]). The [[Wii]] version averts this, though: its button layout is identical to ''Mario Kart Wii'''s.
* An example within a game: ''[[Track Mania]] United Forever'' has 7 environments with 7 cars with ''completely'' different handling. Most ''Trackmania'' servers have a playlist of tracks on all environments in random order. Going from Desert to Stadium or from Snow to Bay ''will'' cause you to overshoot the first turn. Going from Coast (100 kph average speed) to Island (many tracks are pegged at 999 kph all the way) is worse.
** [[It Gets Worse]]: today there exist hex edited tracks that have the cars from one environment in another environment, and even if you get the speed intuitively right, the ''gravity'' is different between car types. Cue repeatedly faceplanting the landing ramp of 'easy' jumps with a Snow car in Stadium because it dropped like a brick - before the server switches over to another Stadium track, this time featuring the Coast car and its moon gravity.
** The track editor in ''[[Track Mania]]'' has two distinct modes. The one where you place track pieces, which uses the arrow keys or mouse to move around, [[Pg Up]] and [[Pg Down]] to change the elevation of your cursor, right click to rotate the piece and the scroll wheel zooms in and out. And the one where you place ''SFX'' blocks ("Mediatracker"), which uses the arrow keys to move and strafe in some sort of primitive flight sim approximation (+ and - control movement speed), right click and hold to rotate the camera, and the scroll wheel changes the elevation of your cursor. Yet in both modes you do the exact same thing: select a location in three-dimensional space and place something there. ''GRRRRRRR.''
* Play some kind of arcadey racer with drifting and whatnot, and then try to play a very realistic sim racer like ''[[Forza Motorsport]]'' or ''[[Gran Turismo]]''.
 
 
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* In ''[[Dragon Quest V]]'', the X will do many things, including talk to people, open doors, and searching; it's convenient compared to the menu, so you'll probably use it a lot. ''[[Dragon Quest VI]]'' remaps this to the Y button; you'll accidentally be remembering a lot of conversations instead if you're used to the X button.
* Going from ''[[Monster Hunter]] Freedom Unite'' to any other third person game on the PSP will cause much confusion. The camera is controled with the D-pad, the shoulders control running and camera reset, and the joystick controls movement. This a setup unique to the one game, and attempting to play ''[[Renegade Squadron]]'' or ''[[Valkyria Chronicles II]]'' afterwards is very confusing.
** Going from the ''Monster Hunter Freedom'' games on the PSP to ''Monster Hunter Tri'' on the Wii or backwards can be very frustrating at first. While the actual controls in battle are more or less exactly the same, the confirm (A on Wii, X on PSP) and cancel (B on Wii, Circle on PSP) are shifted around. Also, bringing up the menu (done by pressing the Start button on the PSP) is done on the Wii by hitting the Minus button. The Plus button is another attack button.
* In ''[[Star Ocean]] 3'', the [[Item Creation]] system was completely changed. Instead of consuming special items and waiting a few seconds for the result, in this game you instead pile in several people to make the items. The muscle memory comes in with a vengeance when you realize that certain items can only be created with a certain creator at a certain price range, sometimes single digit differences between what you want and something else.
* The US release of ''[[Final Fantasy Tactics]]'' uses O for confirm and X for cancel, while the other [[Play StationPlayStation]] ''[[Final Fantasy]]'' games use the reverse (in Japan, they all work like ''Tactics''). This is more or less endemic; most US games default to X to confirm and O to cancel, and most Japanese games do the reverse.
** The PSP remake of the original game reversed the reversal, making X confirm and O cancel leading to some problems for fans of the original since actions can not be canceled after being selected.
** ''[[Final Fantasy VII]]'' had the same problem as Tactics, making the set controls the Japanese version. Unfortunately, though you can change the control scheme, the chocobo menu wasn't coded properly for the changed controls, meaning that you can't navigate it if you switched X and O as a fan of a later ''[[Final Fantasy]]'' would almost certainly do.
* In 99% of [[Play StationPlayStation 2]] games, the right joystick controls the camera. This is almost true in ''[[Final Fantasy XII]]'', where it controls the view. In other words, to pan the view to the right, you push the joystick to the right. Sounds intuitive to you? WRONG! In many third person action games, pushing the joystick to the right moves the ''camera'' to the right, thus the field of view is expanded on the left. Same goes for up/down controls.
** The same complaint goes to ''[[Skies of Arcadia]]'', at least the [[Game Cube]] port.
** Fortunately, many, MANY games now allow players to select how they want that axis to function. Which is really standard and which is really inverted, however, is yet to be decided, leading to guessing before starting a game.
* In ''[[Final Fantasy X]]'', Triangle causes you to guard. In ''[[Persona 4]]'', Triangle puts your party in Rush Mode (an auto-[[Attack! Attack! Attack!]] mode). This is even [[Sarcasm Mode|bet]][[Yet Another Stupid Death|ter]] if you're playing P4 on Expert difficulty.
* For years, Start in the ''[[Pokémon]]'' games opened the menu, and an inventory item could be assigned to the Select button as a shortcut. ''[[Pokémon Diamond and Pearl|Diamond and Pearl]]'' changed this completely; Start and Select are not used, the X button opens the menu, and the Y is the shortcut button. [[Damn You, Muscle Memory!]] will inevitably occur when switching between ''Diamond and Pearl'' and any previous-generation Pokémon game on a Nintendo DS.
** There is at least an option to reenable Start as a menu button...but not in ''[[Pokémon Black and White]]''. Although there, the menu is always on the bottom screen, so it's not so much of an issue.
** Worse still, [[Pokémon Conquest]] reverted to using Start for the menu... and X '''ends your turn!''' (fortunately it asks for confirmation first, but still...)
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* The most irritating thing about the PSP game ''Legend of Heroes IV: A Tear of Vermillion'' is saving. The confirm button in-game is the cancel button when saving, and vice versa.
** This problem crops up a lot in PSP games, as they use a standard save/load API built into the firmware- if the game and XMB disagree over which button is accept and which is cancel, the controls will normally switch here.
* Moving between [[Roguelike|Roguelikes]]s is always a harrowing experience because all the monsters and classes are different, but this trope makes it even worse. As an example, some of the more crippling differences between ''[{[ADOM}}]]'' and ''[[Nethack]]'', two of the more popular roguelikes:
** In ''Nethack'', you can use yuhjklbn to move. In ''ADOM'', you have to use the numpad.
** In ''ADOM'', all equipment management is done on the [i]nventory screen. In Nethack, you have to [W]ear and [T]ake off armor, [P]ut on and [R]emove jewelry, and [w]ield weapons. But in, ADOM, T changes tactics, P, W, and R display different kinds of statistics, and w turns a subsequent move into a long walk.
** Perhaps the worst: In Nethack, you can to [Q]uiver your missiles to make shooting them easier...but in ADOM, Q is Quit.
** Both in ''Nethack'' and ''ADOM'' is the possibility to reprogram the keybindings, though, so you can make them similar.
* A few RPGs between the late 90's, early 2000, decided to be different and totally screw up the button mapping for no real reason. Examples:
** ''[[Final Fantasy VIII]]'''s default mapping was as follows: X - Accept, O - Menu, Triangle - Cancel/Run. Funny when it's predecessor used the Japanese default controls and the successor used the US default controls.
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** Nevermind the differences between ''[[Fable II]]'' and the predecessor. Sprint became magic, and one button got at least three more functionalities, depending on context (which are easy to miss...how many times did you accidentally jump over, jump off, or dive into something?)
* Switching between normal and arcade modes on ''[[Dissidia Final Fantasy]]'' can invoke this ''within the same game'', since the characters available in arcade mode have fixed moves and button placements while normally both of these are available for customization. Protip: Either don't use the same character for each mode or match your moveset to the fixed one ahead of time and practice with it.
* Most games use the X button to confirm, the O button to back out of a given screen; ''[[Xenosaga]]'' flips the two, resulting not only in moments of confusion while playing but also similarly irritating mixups while playing ''other'' games. Also, the Save Points and Menu? Reached with the Triangle button.
** The fact that this particular problem (the standard functions of X and O are swapped in the East and West) is mentioned four times on this page should tell you something about how annoying it is.
* ''[[Jade Empire]]'''s controls reset whenever the player runs the game. This is incredibly annoying since any custom scheme has to be remapped every time, and because the game is so old, it will never be patched.
* ''[[Kingdom Hearts]]'' manages to use three different camera control schemes in all three [[Play StationPlayStation 2]] games that have been released to date, as well as three different battle schemes (although KH1 and KH2's are relatively similar).
** The final boss of ''[[Kingdom Hearts II]]'' has a final attack you must alternate pressing X and Triangle to defend against. Everything else in the game uses Triangle.
** On top of that, when ''[[Kingdom Hearts (video game)|Kingdom Hearts]]'' came out, the only other real Squaresoft action-RPG (not counting the RPG minigame in ''[[Ehrgeiz]]'') was ''[[Vagrant Story]]''. The movement controls are the same. The camera controls are exactly flipped.
** Not to mention using "X" to attack and "O" to jump is exactly opposite of...nearly every other [[Play StationPlayStation 2]] game with a jump function.
** 358/2 Days manages to switch the attack and jump button from its console counterparts. Cue frustration and deaths. Then, after mastering Days and feeling proud, try going back to the console games. Go on.
** ''[[Kingdom Hearts: Birth By Sleep]]'' has controls pretty similar to KH2's yet everything that was done with the Triangle button, opening chests, activating [[Save Points]] and talking to [[NC Ps]], is now relegated to the X button, with triangle being what you use commands in your command deck, making it really easy to waste a potion.
*** And then ''Re: [[Kingdom Hearts coded|coded]]'' came along, using a variant of Birth By Sleep's Command Deck system. The DS use 4 buttons on its right side, arranged in a cross, much like the PSP. However, Birth By Sleep uses X (the bottom button) to perform basic attacks, and Circle (the right button) to jump. coded uses A (the right button) to jump, and B (the bottom button) to attack, inverting this, which can trip up people coming directly from Birth By Sleep. Also, the Air Dash has changed from hitting "dodge" in the air to hitting "jump" in the air.
* The controls in the PC port of ''[[Mass Effect]]'' were as follows: E activates objects, L-Shift lets you sprint (or "Storm," as it is called in game), and holding Space brings up the power wheel. ''Mass Effect 2'' completely reverses this, making the leap from 1 to 2 quite jarring: Space is now both the activate and sprint key, while holding L-Shift brings up the power wheel. E is then used to command one of your squad members. Fortunately, the keys are re-mappable.
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* Heck, ''Dragon Age'' does this between its own games. While the controls remain mostly the same, the radial menu that handles most tactics has had its layout strongly altered between games. Strangely, most of the 8 items haven't changed, but only ''one'' of them (Talents/spells) is in the same place in both games. Most irritatingly, "Quick Heal's" spot in ''Origins'' is "Quick Mana/Stamina" in the sequel, so you may wind up burning your Lyrium potions/Stamina draughts as you die messily.
* A series that can do this within itself is the ''[[Mario & Luigi]]'' series. In the first game, the Start button switches leaders from Mario to Luigi, and Select opens the menu. In the second game, you can't switch leaders, and Start merely pauses the game - however, you can separate from the babies, and you switch between them by pressing one of their buttons (A or B for the adults, X or Y for the babies). I guarantee you you will try to switch from babies to adults or vice versa by pressing Start. In the third game, Start switches leaders between Mario and Luigi again, and you switch to and from Bowser the same way that you do the babies in the second game. The second game also has the added confusion of having the hammer in battle mapped to X and Y, rather than A and B like all the other games. Even worse, later on in the third game Bowser gains the ability to jump... by pressing Y.
** Enemies can do it too. Just get used to dodging attacks from endgame enemies, which usually require inhuman reflexes, and then try to fight ordinary Goombas. You will try to dodge MUCH earlier than you actually need to.
* ''[[Dwarf Fortress]]'' did this to itself. In versions 40D and previous, Space pauses and unpauses. Space exits most menus. F9 exits menus with text entry. In versions 31.X (the numbering scheme was changed after 40d) Space pauses/unpauses, Escape exits all menus. The idea was to simplify the interface and allow menus to stay up while you toggle pause. It was recieved poorly.
* ''[[Eternal Sonata]]'' attempts to do this within itself. For most of the game, using the [[Xbox 360]] controls, B is for [[Action Commands|defense when attacked]], A is for attacking, as well as counterattacking in special defense circumstances, and Y is for Special Attacks. Achieve Party Level 6 and opt to use it, however, and these three buttons are subject to what's known as the Moving Command: every time you use a Special Attack, including at each point in a Harmony Chain, the functions are randomly reassigned. (All other buttons, including X for item use, retain their functions.) Why would you put yourself through Party Level 6? Well, that gives you the ability to chain 6 Special Attacks (usually both attacks for the appropriate light level for each character) together, as opposed to only 3. Players are thereby encouraged to check the onscreen control scheme each time they activate one.
** Gaining the ability to (for [[Xbox 360]]) press A to counterattack after training your thumb to press B to block for over two-thirds of the game can be frustrating.
* The original ''[[Mount and& Blade]]'' default controls used 1 to select everyone, 2 for infantry, 3 for archers", 4 for cavalry and 5 for "Others", i.e. those who aren't selected at that moment. The expansions added depth and changed the tactical interface, and thus, the controls: 1 is to selct Group 1 (normally, infantry), 2 for Group 2 (archers), 3 for Group 3 (cavalry), etc., with 4-9 being customizable groups, which means that when you would have wanted your archers to hold ground while cavalry and infantry charged, your archers and an empty group are charging, your cavalry is holding ground and your infantry is given no new orders. Of course, it is editable, but still.
* The vast majority of [[MMORPGMassively Multiplayer Online Role Playing Game|MMORPGsMMORPG]]s use a fairly standard control scheme, with WASD reserved for normal movement while Q and E are for strafing. For reasons unknown, ''[[City of Heroes]]'' uses a default scheme wherein Q and E 'turn' rather than strafe, thus leading to infinite frustration if you're accustomed to other MMO schemes. It doesn't help that the game's right-click mouselook locks the camera into place after you release the key.
* Play any modern first person games, then go back in time to [[Ultima Underworld]]. W is run forward, A is turn left, D is turn right, so far so good. S is ''walk'' forward, X is walk backward, E and Q are fly up and down, and ''J'' is Jump. Conventions hadn't really solidified yet at the point that this was released, and now it can be really difficult to get the hang of.
* ''[[Tales of Symphonia]]'' has a couple, one with a contemporary game, one with a later game on a different system:
** The battle system in Symphonia handles very similarly to ''[[Super Smash Bros Melee]]'' in the most basic respects: you angle the control stick and press A for normal attacks, B for special attacks. But in Symphonia, guard is mapped to X by default, while in Melee, X causes you to jump, and guard is mapped to the right shoulder button...which in Symphonia causes you to switch targets. Going from one to the other becomes frustrating very quickly.
** In ''[[Tales of the Abyss]]'', which is on [[Play StationPlayStation 2]] instead of [[Game Cube]], the special button is O, while the guard button is the square. The positioning of these buttons on the controller is more or less exactly reversed from the [[Game Cube]] controller's B (special) and X (guard) buttons. Fortunately, they can be swapped around by the player.
 
 
=== First-Person Shooters ===
* The vast majority of shooters on the Xbox 360 use either X or the right bumper to reload. While this makes switching between [[Gears of War]]/Halo and [[Call of Duty]] minorly irritating, it doesn't compare with the handful of games ([[Red Dead Redemption]], [[Left 4 Dead]]) that insist on making ''B'' the reload button. Worse yet, the games that use B typically lack a control scheme option that puts reload on X or RB.
* Also, shooters on the Xbox and [[PlayStationPlay Station 3]] tend to use completely different control schemes. The Xbox uses the trigger buttons for shooting/punching and the shoulder buttons for secondary actions, which on the [[PlayStationPlay Station 3]] it's the other way around. The "standard" settings for the four pad buttons (reload, use, jump, grenade) are also different positions between the Xbox and [[PlayStationPlay Station 3]].
* A particularly infuriating example is ''[[BioshockBioShock (series)]] 2''; in the first game, when dealing with one of the game's Little Sisters you could choose to either save (for a good ending) or harvest (for a bad ending) her, which was done by hitting one of two buttons. The feature returns in the sequel, but for an inexplicable reason, the buttons are switched...
** The [[BioshockBioShock (series)]] series in general uses a completely reversed control scheme compared to 90% of other console shooters. The use button and jump button and swapped, etc.
* Start up ''[[Half Life]]'' (on the [[Play StationPlayStation 2]]) for the first time (ever) after playing any other game in history. If you've just been playing 360 nonstop for the past few days, remembering that the Left-Stick and the Keypad are in ''completely different places'' can be tricky, but you'll get used to it. But the fucking ''jump'' button? It's L1 (or as the 360 people call it, "LB"). ''What the heck kind of configuration?!'' Hope you like re-mapping it (thank God you can!) or just flailing about confusedly as you run about, since Gordon apparently lacks the ability to walk.
* In a lot of [[First-Person Shooter|First Person Shooters]] (all [[Valve]] shooters, for example), on the PC, the Q key switches weapons between the current weapon and the last weapon used. In ''[[Far Cry]] 2'', the Q button throws a grenade. In all ''[[Call of Duty]]'' games, the Q button makes you lean to the left (except later ''[[Modern Warfare]]'' games, where it instead throws a special grenade).
** On the same note, players who play ''[[Garry's Mod|Garrys Mod]]'' may find themselves bringing up the spawn menu when they wanted their previous weapon.
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** In addition, ''Vengeance'' and ''Ascend'' have dedicated skiing keys and merged jump and jet key options, while skiing in ''Tribes 1'' and ''Tribes 2'' consists solely of holding down the jump key. This is partly because the skiing mechanic is an [[Ascended Glitch]], one that was just [[All There in the Manual|mentioned in the manual]] in ''Tribes 2'' before becoming a more distinct mechanic in later games.
** Playing the ''Starsiege Tribes'' series and then playing its spiritual succesor ''Fallen Empire: Legions'' can screw you up indefinitely.
*** First of all, ''Legions'' has omnidirectional jetting and jetting on the ground. In ''Tribes'', you can only jet upwards. Combine this with the faster gamplay, different button controls, and downjetting, and you get a totally confusing experience.
* A common problem with console FPS, in particular in relation to aiming and inverted controls. The "normal" controls are generally tilting the the joystick up to aim up and to aim down you tilt the stick down, simple right? Well turn on the "inverted" option and suddenly up becomes down and down becomes up. While it comes down to personal preference which set-up is the "better" option, it can become jarring when the game doesn't give you the chance to choose between the two.
** Even worse is switching back and forth between two people who play with opposite controls. Prepare to spend the first 30 seconds every time your turn comes up navigating menus to switch everything back to your play style.
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** In addition, ''Call of Duty: [[Modern Warfare]] 2'' on the PC moved "melee attack" from V to E. When pounced on by a dog in either game, there is a quicktime-like event where the player must hit the melee attack key with a specific timing to prevent death. It's very easy to hit V, miss the window, and get one's throat torn out. ([[Demonic Spiders|Not that the dogs ever played fair with the timing anyway.]])
** And now we have ''[[Halo]]: Reach'''s default controls, which are quite a bit different from the default controls in any other ''Halo'' game. While the default controls place reload/action on X like it was in ''Halo 1 & 2'', which can be easy to adjust to if you still play those two regularly, the biggest change is the placement of melee on RB and grenade toggle on B. Melee had previously always been on B by default, while RB was the default reload/action button in ''Halo 3''. If you've been playing Halo 3 exclusively, you might find yourself meleeing when trying to reload or switching between grenade types when trying to melee. Fortunately, there's the "Recon" control layout, which is very close to Halo 3's default layout, with RB being reload/action and B being melee. However, even it differs from Halo 3's default controls, as grenade type toggle is on X instead of LB, while LB now activates armor abilities (in ''Halo 3'', LB toggled grenades while X deployed equipment). Confused yet?
*** Not to mention if, while playing Reach, you get used to being able to zoom in with a pistol, or use night-vision--becausevision—because you may find yourself stupidly trying to activate the latter in Halo 3, or wondering "where's the little crosshairs?" for the former. And don't even start with the differences between Reach's and any ''other'' ''Halo'''s Assault Rifle. What is this box-like thing I'm wielding?! (However, in its defense, the ''H3'' pistol is ''insanely'' powerful.)
** Also, ''[[Resistance]]: Fall of Man''. Resistance was already hard. Stop making me go back over a section because you put 'throw grenade' where 'whack enemy across face until dead' used to be!
*** Especially aggravating because the player has seconds to sit and realize just how badly they screwed up before the grenade goes off. In an ironic twist, Resistance's grenades have decent and realistic splash damage as compared to other games' 'bunny fart' grenades. There's no way in hell you're getting away in time even with the three second delay.
**** Even worse with ''[[Killzone]] 2'', where ''Resistance's'' grenade button becomes 'use'.
* ''The Orange Box'' includes ''[[Portal (series)|Portal]]'' and ''[[Half-Life 2]]'', where pressing E picks up objects and opens doors, and ''[[Team Fortress 2]]'', where it calls for a medic. Though, to be fair, TF2 doesn't have pick-uppable objects or non-automatic doors, and the other two games don't have medics.
** Also, in ''The Orange Box on consoles'', Snipers have a Medic addiction--becauseaddiction—because clicking the right stick calls for Medic rather than scoping in.
** Try playing ''[[Portal (series)|Portal]]'', where both mouse buttons fire different portals, and then try playing the Flash game, in which Q and E fire one color each of the portals, the left mouse button fires alternating portals, and right click opens the useless Flash menu (which to be fair, can't be deactivated from within a Flash application).
** Or go from ''HL2'' to the first ''[[Half-Life (video game)|Half-Life 1]]'' (even the rehashed Source version). You're being machine gunned, you want to sprint into shotgun range, you press shift... and start walking very slowly.
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*** Try shoving your opponent in ''[[Team Fortress 2]]'' as a sniper. [[Shmuck Bait|You'll be very surprised]].
** [[Portal 2]]'s controls include zooming in (on PC/Mac, it's set to the mouse wheel), something that doesn't exist in the first one.
* The ''[[Metal Slug]]'' titles use the 'Fire' button to confirm all selections on menus. In the [[Play StationPlayStation 2]] ports, this is the 'Square' button. Nearly ''every other game'' on the system uses the X.
* The Xbox Live Arcade version of ''[[Ikaruga]]'' alters some enemy placements and bullet patterns. Not a big deal if you're just casually romping through the game, but when you're trying to go for those S++ ranks...
* The 3rd Person Shooter ''[[Dirge of Cerberus]]'' decided to invert the camera control. When you push the right joystick right, the camera pans left and you get a view of the right, this is the exact opposite of the majority of TPS and is one of the main complaints of the game.
* NES [[Shoot'Em Up|Shoot Em Ups]] ''Sky Shark'' and ''1943''. The former uses B for bomb and A for fire, and the latter flips them around.
* Try playing [https://web.archive.org/web/20131005182054/http://www.kongregate.com/games/mike_id/doom-1 this Flash version of Doom] if you've ever played the original. I promise you, you'll be shooting at doors and trying to open enemies...''repeatedly''.
* ''[[Battlefield (series)|Battlefield]]'' is rife with this.
** ''Battlefield 1942'', ''Battlefield: Vietnam'', and ''Battlefield 2'' have the parachute on a separate key from jump. ''Battlefield 2142'' onward merge jump and parachute into one bind.
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*** You didn't put your left thumb on the D-Pad and the right on the analog stick with that control scheme? Problem solved if you can't get used to southpaw controls. Sure, it's a bit of a reach to the B and A buttons, but nothing too unmanageable.
* More of a 'Damn you ingrained response' situation, but it turns out going straight from ''[[SWAT 4]]'' to ''[[Call of Duty]] 4'' is a bad idea, regardless of the identical numbering. Having your default response to a hostile be 'Shout compliance, shoot to scare' rather than 'kill em' doesn't work too well when F is now use and enemies don't surrender.
** Similarly: ''Call of Duty 4'' does not give civilians a weaponless running animation. Hence, in the mission "Death From Above" where you see everything as a thermal image, there's a pair of civilians the SAS team carjacks who on your first play through you'll probably end up shooting and getting sent back to the last checkpoint, simply because you were expected to realize that a pair of featureless white/black humanoid shapes running as though they have assault rifles without the SAS team's IR strobes ''are not actually enemies''.<ref>If there's any indication at all in-game, it's that they run ''away'' from the SAS rather than ''towards'' them.</ref>.
* Between two of the ''[[Splinter Cell]]'' games, they decided to change the "hanging from a pipe" controls. Everywhere else, jump was still jump and crouch was still crouch. When hanging from a pipe, where you once had to press crouch to jump ''down'', or jump to pull your legs ''up'', you now had the choices to crouch ''against the pipe'' or jump'' off''... to your inevitable doom, as you shout "Don't jump in the sea! ''[[Video Game Cruelty Potential|Why would I want you to]] [[Super Drowning Skills|jump in the sea]]!?''"
* For a devoted player of [[Time Splitters]] 1 and 2, picking up [[Mercenaries]] 1 or 2 is especially painful. Timesplitters uses R2 for main fire, while Mercenaries uses R1 to fire and R2 is change weapon. Timesplitters is an [[FPS]], and Mercenaries is a [[TPS]], so there's no problem... Until the first sniper mission, because ''using the rifle switches to a first-person camera''.
** Let's not forget ''Timesplitters 2'' and ''Timesplitters: Future Perfect'' for the [[Game Cube]], in which Future Perfect decided to swap many of the controls in the map editor, even though they function nearly exactly the same, feature-wise. They really didn't even add any new controls, just moved them around.
*** They also removed the secondary fire button (making you actually have to switch to secondary mode on weapons) and replaced it with grenade throw...
**** It's hell for anyone who picked up TSFP first, and then tried to play [[TS 2]]TS2. The C-Stick is used to aim, sure, but it won't stop moving back to the center of the screen! The option for a crosshair doesn't normally have a zoom-in feature, and melee just isn't possible (which made those damn zombies a hell of a lot harder to kill while reloading).
* [[Fallout]] 3 especially, for it runs on the same engine as Oblivion (and the rest of the controls are the same, except for the buttons for taking out your weapon and going into third person mode are also reversed by default).
* Hopefully you didn't play through ''[[Resident Evil 4]]'' just before ''[[Resident Evil 5|5]]'' came out. Your shoot and reload keys have been swapped.
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* ''[[Dead Space 2]]'' has several differences to ''[[Dead Space (video game)|Dead Space]]'': Reloading is now X instead of Lt+A, Quick Heal is now B instead of X, Stasis is now Lt+Y instead of Lt+X and the inventory is now accessed by pressing Back instead of Y. This can lead to situations where the player tries to stasis an enemy, only to reload his weapon while said enemy proceeds to chew off his face. The layout can not be changed either.
* ''Bodycount'': R1/RB is throw grenade. L1/LB is lay mines. Melee isn't R3 like pretty much every other current FPS, it's O/B. R3 is Crouch.
* ''[[Fur Fighters]]'': the [[Play StationPlayStation 2]] version had a control scheme that flew in the face of most if not all other shooters on the platform.
* [[Xbox 360]] shooters use Left Trigger and Right Trigger, the analog shoulder buttons. [[PlayStationPlay Station 3]] shooters default to L1 and R1, the digital shoulder buttons. [[Red Dead Redemption]] used the 360 defaults, even on the [[PlayStationPlay Station 3]], and Rockstar later released a patch to allow players to use L1 and R1. Also, X is jump, B is reload, A is run/sprint. You can see why this might be a problem.
* In ''[[Deus Ex: Human Revolution|Deus Ex Human Revolution]]'', the B / Circle button is the hand-to-hand takedown button. The problem is that it is also the "Back out of a conversation" button in nearly every other game in existence. So, a common occurrence is for a player to totalk to an NPC they didn't intend to, hit B to back out, and wind up accidentally cold-cocking the poor sap.
* ''[[Call of Duty]]: World at War'''s tank controls. In the earlier games, the tank controlled like, well, a tank (strafe keys turned the tank's body, turret would turn with the body). In ''World at War'', the tank controls were overhauled to work more like the on-foot controls (strafe only turns the tank until the body faces the direction you're holding, at which point it moves forward, and the turret stays oriented where you're aiming regardless of what direction you drive).
* ''[[Serious Sam]] 3: BFE'' has an achievement for completing the campaign once through without sprinting, aiming down iron sights or [[One Bullet Clips|manually reloading.]] Problem is, if you've played pretty much any recent shooter, you might easily slip up.
* Not so much in the actual video game of [[Half-Life (series)|Half Life]], but when watching the Machinima ''[[FreemansFreeman's Mind]]'' the creator is using a character with a large amount of health, so it can be jarring to a person who has their own system of play when he skips medpacks, batteries and even weapons.
* Players trying to interact with the environment in ''[[Rage (video game)|Rage]]'' may find themselves inadvertently reloading, since "use" and "reload" are assigned to different buttons. It doesn't help that the "use" button, X/A, is normally used for jumping, which in turn is mapped to Triangle/Y, normally used for switching weapons.
* The remake of ''[[Syndicate]]'' has enough similarities with fellow EA-published ''[[Crysis (series)|Crysis]]'', including the sprint-into-slide and automatic ledgegrabbing, that you might be confused when it isn't. L1/LB is Breach, not Maximum Armour; R1/RB is DART Overlay rather than Cloak. The real kicker, though, is when you double-tap Y/Triangle to get your 'nades out and wonder why they don't show up. It's hold Y/Triangle here.
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=== Sports Games ===
* Several straight iterations of the [[Play StationPlayStation]] 2 and 3 versions of [[The Beautiful Game|football]] games ''[[FIFA]]'' and ''[[Winning Eleven]]'' have had identical default control schemes...EXCEPT that the "shoot" and "cross" buttons are reversed. Cue a patient 20-pass move to get your player through on goal, and then facepalm when he crosses instead of shooting.
** ''[[FIFA]] 12'' takes this to whole new extremes by ''completely changing the style in which you have to defend''. So players, having used the same simple button set for years, have to learn (what might be) new ''terminology'' just to avoid conceding.
* Very confusing for the Gretzky NHL (2005) port on the PSP at least, in which in-game menu navigation uses X for enter and triangle for back, while the system menus (which do pop up in-game when loading or saving stuff) are X and O.
* A fairly annoying occurrence in [[Madden NFL|Madden '05]] for the [[Play StationPlayStation 2|PS2]] when the R1 and L1 buttons that were traditionally used for jukes were changed to the right analog stick. At first you were allowed to revert to the old system, in '06 however. They removed being able to change it to pre '05.
** Also another occurrence from a few years later in Madden '09 would be replacing the kicking meter that used to work by pressing X 3 times in succession, to a brand new one that, yep, used the right analog stick again. Leading players to bring up the help screen whenever they pressed X. While fairly less annoying or damaging than the above example. It still took a while to get used to.
* Who here has played Yooyuball on [[Neopets]] for any of the past five Altador Cups? Of those people, who are scoring a lot less this year than those past years?
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=== Strategy ===
* In general either left mouse moves your units and right mouse selects/deselects, however in older games, like the early [[Command and& Conquer]] games, it is the exact opposite. For example: playing [[Supreme Commander]] then finding [[Command and& Conquer]] at a thrift store and playing it then loosing your [[Mighty Glacier|Mammoth Mk. II]] because you were trying to tell it to attack the enemy and instead selected a group of light infantry.
* The ''[[Total War]]'' series never settled on one set of controls for all of its games. Most aggravating are the camera controls, which for some God-forsaken reason in ''Napoleon'' (the newest one) went from the standard commands in ''Medieval II'' and ''Empire'' to ''Rome'''s (the earliest 3D game.)
* In ''[[Famicom Wars]] / [[Advance Wars]]'', you hit the primary key on an empty square to get the end-turn menu, because the series started on button-limited consoles (NES). ''[[Disgaea]]'', on the other hand, started on the PlayStation, so it has a dedicated menu button. Going from playing ''Advance Wars: Dual Strike'' on the DS to playing ''Disgaea'' on the PSP is nice and confusing. Thankfully, they're both [[Turn-Based Strategy|turn-based games]], so you don't get killed because you're hitting the wrong button.
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* As another Strategy example, after playing [[X-COM]], much difficulty will be had in other games of similar design, like ''Rebel Star'' and ''UFO: Alien Invasion'' due to the similar weapons names, differences in stats and AI, and the subtly different controls and mechanics involved. Expect much cursing as a soldier who'd normally survive in ''X-Com'' somehow gets picked off in ''UFO''.
* Most RTS games have a technique that lets you save a selected group of units with Ctrl-1 (etc.) and then just hit 1 to call them up again. ''[[Total Annihilation]]'' had this, except that you have to hit ''Alt''-1 to call them up again, which is an awkward and scarcely used combination. So many people complained about pressing numbers out of habit and getting nothing that Cavedog changed it in the last patch before the company went bust.
** ''TA'' uses Left Mouse Button= Move, attack, reclaim, what have you. Right Mouse Button= Deselect current unit or group. ''[[Spring]]'', the 3D remake, reverses this.
*** Similarly, ''[[Command and& Conquer]]'' games traditionally used the first scheme and Blizzard's (''[[Warcraft]]'' and ''[[StarcraftStarCraft]]'') used the second...until ''Tiberium Wars'', when EA inexplicably switched to something reminiscent of the Blizzard scheme...with some small differences like the "attack in this zone" command. Thankfully, starting in ''Kane's Wrath'' and ''[[Command and& Conquer: Red Alert 3]]'', there is an option for ''classic C&C controls''. [[The Dev Team Thinks of Everything|Glorious!]]
* The first two ''[[Age of Empires]]'' could be played with one mouse button (''[[Command and& Conquer|C&C]]'' Style), or two (''[[Warcraft]]''/''[[StarcraftStarCraft]]'' style). ''[[Age of Mythology]]'' had only the two-button option.
* Compare trying to make units do something in ''Starcraft/Warcraft'' and ''Age of Empires'' to accidentally deselecting them in ''C&C Red Alert 2'' -- the—the left mouse button and right mouse button got switched.
** [https://web.archive.org/web/20130908075023/http://thatguywiththeglasses.com/videolinks/linkara/at4w/11409-blacknight The game demo of the PC version of Youngblood] has the same problem.
* The changes between ''[[Homeworld]]'' and ''Homeworld 2'' can be very irritating. ''Homeworld'' uses the left mouse button for selection and actions. ''Homeworld 2'' uses left for selection and right for commands. It's also frustrating to forget that you can't pan in ''Homeworld'', where you could in ''Homeworld 2''.
** Not to mention starting to play ''Homeworld 1'' after being used to ''2''. In the second game, the "S" key orders your currently selected ships to stop, while Shift+Ctrl+X orders them to scuttle (instantly destroying the selected ships). In the first game, the S key..... issues a scuttle order. Cue my entire combat fleet self-destructing during mission 1. [[Captain Obvious|Not good.]]
* In ''[[Command and& Conquer]]'', the "S" key is "Stop". In the first two ''[[Homeworld]]'' games, double-tapping the "S" key is "[[Self-Destruct Mechanism|Scuttle]]".
* ''[[Civilization]] 4'' has an annoying example. In earlier versions of the game, if a unit in a city was active, the "enter" key would open the city screen. This was changed to the little-used "insert" key, which is not very convenient to reach, whether playing with both hands on the keyboard or with one on the mouse.
** Civilization 5 has one before getting into the game. In Civilization 4, "Play Now" was used to set-up a standard game; you would choose the map type, size, difficulty, etc. In Civilization 5, a single click of "Play Now" starts a new game with the last options picked, into a long loading screen which cannot be cancelled out of.
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* In most PC games, pressing the "Esc" key will pause and pressing it again will un-pause. In ''[[Cave Story]]'', pressing "Esc" once will pause and pressing it again will ''exit the game.''
** That's nothing. Earlier versions of MAME (the original one, not any of the spinoffs) ''quit immediately'' if you hit escape, unless you're in a tab menu. In that case, it goes back one menu. On the main tab menu, it closes the menu. Careful not to hit that key too many times, especially because most arcade games do not have any form of game saving aside from save states and high scores, so you're SOL if you quit without making a save state. For those curious, the P key pauses, but it's not absolutely clear without checking the default binds.
** Even worse combination: From the pause menu, ''[[Cave Story]]'' uses F1 to go back to the main game and Esc to quit. ''[[Spelunky]]'' uses Esc to go back to the main game and uses F1 for the SUICIDE COMMAND.
** A lot of Japanese PC games do this. So if you ever play a Japanese PC game, '''never''' press the Esc key unless you intend to quit!
* In the Independently developed 'Ace of Spades' where ''[[Minecraft]]'' [[X Meets Y|meets]] [[WWI]]. The 'Exit Game' function is the ESC key, which, in almost every other pc game '''ever''' brings up the ''menu screen''. Often times resulting in accidental quitting.
* First of all, we all know the pause button is the Start button, right? Well, some games have pause on the '''Select''' button, like ''[[Teenage Mutant Ninja Turtles Turtles in Time|Turtles in Time]]'' on the SNES and any [[Neo Geo]] game in home mode.
* The [[Sega Saturn]] has a light variation. A and C are always "accept/confirm" buttons, while B is always "back". The problem is that games don't always agree on whether A or C should be the confirm button. ''[[Guardian Heroes]]'' is one particularly notorious case; A works fine in the menus, as does C, but scrolling through dialogue ONLY reacts to C. And if you use an Action Replay 4M Plus cart, only A accepts, never C. Hitting C on the Start Game screen sends you to the CD player menu instead.
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**** The default controls though, were insanely hard to adjust to, requiring uncomfortable thumb-twisting and finger maneuvering.
*** The ''[[Donkey Kong Country]]'' series is basically impossible to play without a Classic Controller; the configuration on a [[Game Cube]] controller goes beyond muscle memory and into sheer insanity. Y rolls and runs, B jumps, and the giant button in between them switches characters and gets off animal buddies.
* In Japan, the standard for Playstation game menus is O to select or confirm, and X to go back or cancel. In North America, the standard is X for select/confirm and O (or triangle in older games) for back/cancel. Even some games like ''[[Sonic Heroes]]'' got released here with the menu scheme. Makes sense when these symbols have a meaning in Japanese culture. O (maru) means yes and X (batsu) means no.
** Just try to play Japanese version of ''any'' Playstation game, and then switch to English version of exact same game. You'll be screwed.
** On the [[PlayStationPlay Station 3]], the circle button is now the back button, and the triangle is extra options (in the XMB).
* [[Simulation Game|Space sims]] don't all use the "like an airplane {{smallcapssmall-caps|In Space}}" model of ''[[Wing Commander (video game)|Wing Commander]]'', ''[[XStar Wars: X-Wing]]'', and the like. In more realistic games that have at least make a passing nod to [[Real Life]] physics. For those who use both methods, depending on the game, it can be confusing to attempt a maneuver in one [[Game Engine]] physics model, while actually using the other model.
** A particularly good example is ''[[Free Space]] 2'', specifically the fan-built Source Code Project engine upgrade. One release implemented Newtonian physics as an option, essentially just to prove they could (It's since been used by a couple of mods). Switching this on in the main campaign would result in hilarity, as the AI pilots no longer had any idea how to fly their ships.
* Switching between ''[[Animal Crossing]]: Wild World'' and the DS game ''Magician's Quest: Mysterious Times'' can cause some serious awkwardness in the [[An Interior Designer Is You]] segments. In ''[[Animal Crossing]],'' the A button moves and flips furniture, as well as activates certain items. Others (like chairs and beds) can be used simply by walking into them. The B button picks up furniture. In ''Magician's Quest,'' though, the A button ''picks up'' furniture, while the B button is the one used to move and flip it. To make it more confusing, the Y button is used to activate it (such as opening dressers), ''and'' to sit in chairs or lie down on beds.
* A good way to start an argument on an indie game design forum is to put the jump/shoot functions on 'Z' and 'X' "backwards". Which way is considered backwards? ''Whichever way you're using.'' Do yourself a favor and just make the controls remappable.
* You can edit the control scheme for the original [[PS 1]] version of ''[[Tales of Destiny]]'', but its default setting has O as select/attack and X as cancel/special skill- the opposite of every other [[Tales (series)|Tales]] game released in America on a Sony console.
* The ''[[X BoxXbox]]'' controllers have two buttons, black and white, and every controller has them in radically different places. My personal favourite was they were over the triggers, on either side. For this reason, someone using this will use triggers with their middle fingers, and use their index fingers for the black and white buttons. However, on other controller designs, they can be on the lower left, lower right, upper right, or possibly elsewhere.
** Many fighting games with six attack buttons were obviously designed with the original (giant) [[wikipedia:File:XboxOriginalController.jpg|Duke]] controllers in mind. Quite a nuisance on other controllers, where you have to reach all over the place for those extra two attack keys.
* This was endemic enough among the DOS [[Side Scroller|Side Scrollers]]s that games assigned jump to up, space, Z, X, control, and shift, and shoot to any of those except up.
* This trope can cause ''[[Fatal Frame]]'' players to panic when switching from the first game to the second (or vice-versa), especially when the ghosts manage to come right up to you as you try to figure out just which button is for raising the camera.
** Additionally, the developers also screwed players for the sequels, since they removed the "quick-turn" function while in viewfinder mode. The function disappeared completely [[Fake Difficulty|for some reason]] and the button for it is used for whatever it's mapped for in subsequent games.
* Besides the points above, the [[Nintendo DS]] is almost a whole game system that's guilty of this trope. Again, the system has the exact button layout as the SNES. However, most Nintendo-published games for the system have elected to make the A button the main/jump button for each game, even though back in the SNES era, B button was your main/jump button and Y was your second most used action button. Nintendo has a bad habit of not giving you any way to remap the controls, either, since [[Viewers are Morons]]. It's most glaring in the above mentioned ''[[Kirby]]'' examples, especially in ''Super Star Ultra'', which is an [[Updated Rerelease]] of an SNES game that use the B/Y controller style and forcing you to use Nintendo's now preferred A/B style. It's also very annoying when you play a Game Boy Advance game on the system, since they have to saddle you with the A/B style since some players might get confused if they had the option to remap the controls to B and Y, so it's partially justified.
** Not to mention the trouble switching from GBA to the DS Phat layout. On the GBA, you can mash the D-Pad's "Up" button with wild abandon (tends to be when walking/running somewhere in a game). Move your finger a little too high on the DS Phat, and congratulations! You've just shut your DS off! (often times, without saving what you just did). At least this is rectified on the DS Lite model, where the Power button is now conveniently moved to the side as a switch instead.
** Note, however, that third-party titles tend to avert this, as their developers are either clearly fans of the old SNES B/Y style, have options to remap your controls, or both; such as the DS [[Castlevania|Castlevanias]]s or the ''[[Mega Man ZX]]'' games.
*** Unfortunately, the ability to remap your controls in ''[[Castlevania: Chronicles of Sorrow|Castlevania: Dawn of Sorrow]]'' only works during the regular gameplay. When playing in [[Another Side, Another Story|Julius Mode]] your controls cannot be changed. This is annoying when you've played through the original twice with the controls in a particular way, then you decide to play as Julius.
* The Looking Glass Studios sneak-em-up games ''[[Thief]]: The Dark Project'' and its sequel ''The Metal Age'' allowed the player to save their key bindings under a specific name. It also came with several popular sets already pre-installed. These had names such as "[[Quake]]" and "[[Half Life]]", mimicking the controls in those games.
* ''Any'' PC game that assigned particular meanings to CTRL and ALT (such as many FPS including ''[[Wolfenstein 3D]]'' and ''[[Doom]]'' using them for "fire" and "strafe") was subject to this when the "Windows" key first appeared between CTRL and ALT on new keyboards. Depending on what OS you were running, accidentally hitting the Windows key instead of CTRL or ALT would at best do nothing, and at worst switch you out of the game entirely (such as when running a DOS-based game under Windows 95).
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** ''Tetris: The Grand Master 4'' is slated to replace the third rotation button, used by some players to achieve a quick 180-degree rotation, with an instant autoshift button. [[This Is Gonna Suck]].
* Shooting games, notably [[First-Person Shooter|First Person Shooters]], tend to mush up button assignments for commonly used actions.
** Between [[PlayStationPlay Station 3]] games and [[Xbox 360]] games, the button to shoot is typically on the same side, but swapped. On [[Play StationPlayStation]] 3, it's normally the shoulder button that shoots. On the Xbox 360, it's normally the trigger button that shoots. There are some [[Play StationPlayStation]] 3 games that use the trigger to shoot though.
** Similarly, grenades and secondary firing.
** As a video game specific example, the ''[[Uncharted]]'' series uses the R2 button to reload. Most [[First-Person Shooter|First Person Shooters]] use Square.
* Switching from ''[[Final Fantasy Crystal Chronicles]]: The Crystal Bearers'' to ''Onechanbara: Bikini Zombie Slayers'' leads to some confusion. They're both 3rd person adventure games, but the position of the camera adjust and the menu have changed. The camera adjust is the d-pad in FFCC (which serve as taunts and other things) while it's -/+ in BZS. Menu is 1 in FFCC (special in BZS) while it's 2 in BZS (which is the camera function in FFCC). I'm sure most people probably don't have that issue since BZS is a pretty obscure game, and all the reviewers have a thing against it...
* Try switching from an RPG on the [[Nintendo DS]], where the confirm button is on the right and the cancel button is on the bottom, to one on the PSP, where confirm is on the bottom and cancel is on the right. Or, better yet, don't.
* [[Visual Novel|Visual Novels]]s vary in keyboard controls. The most common control scheme has down advance to the next line, up scrolls back to the previous line, and spacebar hides/shows the dialogue window. However, some games ([[Type Moon]] games in particular) use spacebar to advance to the next line, and only use down to scroll down through the lines you've previously read. Whether page up and page down function the same as the up and down arrows or have their own unique function also varies from game to game.
* The [[Nintendo Wii]]'s Classic Controller. Unlike the [[Game Cube]] controller (with the analog stick in the upper left and the D-pad below it and to the right), it has the D-pad in the upper left and the analog stick below it and to the right.
** One other issue, if you try to switch between the Classic Controller and a [[Game Cube]] controller, is that the Z button is in front of the R button on the [[Game Cube]] controller, but the Z button(s) is to the left of the R button on the classic, and at the middle. As an example, even if the other button placement issues are worked around, someone experienced with using the [[Game Cube]] controller in ''Super Smash Bros. Brawl'' will continually block when trying to throw and vice-versa. There is a Classic Controller Plus, however, which is slightly bigger and easier to hold, and moves the Z buttons to be more like the left & right bumper/L1 and R1 on the other consoles' controllers.
** Also, the way the Classic Controller's handles angle out instead being in a straight line like ''every other freaking Nintendo controller in existence''! It's not much of difference, but it's just of enough of a change to make you have to relearn how to move the control stick for classic games.
* Don't download any Super Nintendo games on the Wii Virtual Console unless you're prepared to buy a Classic Controller, because the button configuration on the [[Game Cube]] controller is so different that the controls may as well have been given a triple swap. For example, it's nearly impossible to jump and run at the same time in the ''[[Donkey Kong Country]]'' games. It's tempting to save the money and just tough it out, but seriously, it's not worth it.
* Who here wants to bet that, at least once, they'll shut their 3DS down instead of pressing 'start'? Putting the power button where 'start' and 'select' used to be might not have been such a great idea...
** Not even a bet. To make matters worse, it takes you to a screen where you have the option of either shutting it off or putting it into Sleep Mode. Since it then instructs you to do what most people do when they want to enter Sleep mode (for example, ''closing the system'') this is not only redundant, but unlike closing the system, you're booted out of the game with no way to get back but to restart it.
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* Bullet-Proof Software's version of ''[[Tetris]]'' for the Famicom used the down button to rotate (counterclockwise rotation only, of course). A dubious choice, even considering that this was the first console version of ''Tetris'' ever.
* ''[[Bomberman]]'' usually isn't too bad with this, but try going from ''Bomberman 64'' or ''The Second Attack!'', where double-tapping A drops a bomb and then Bomb Kicks it from a stationary position, without having to move off of the bomb and back into it, to ''Saturn Bomberman'' or ''Bomberman Generation'''s Battle Mode, where that does Line Bomb instead! (And speaking of ''Saturn Bomberman'', all control configurations use C as the bomb button, not A.)
 
=== Hardware-specific ===
* Any [[Game Boy Advance]] game when played on a [[Nintendo DS]], since the A and B buttons are laid out differently on the DS and the system's setting offers no choice for button config for GBA games.
* ''Q'bert'' (in common with many golden-age videogames) had several slightly-mutated clones on different platforms. The [[BBC Micro|BBC Master]] had ''Arthur'', who respawned in the same place he died. The [[ZX Spectrum]] had ''Pogo'', who respawned back at the top of the pyramid and had to jump within a few seconds to avoid the next falling ball. That subtle difference meant that a Pogo player who tried hir hand at Arthur would typically lose two lives each time (s)he died on the bottom row.
 
 
== In-UniverseReal life Examples: ==
{{examples|Examples from other Media:}}
 
=== Automobiles ===
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* Most vehicles with automatic transmissions have a brake pedal that's one-third-again to twice as wide as that provided on manual versions, with the extra width going well into the zone where the clutch pedal would be. Result? If you're used to [[Driving Stick]] but occasionally drive automatics, you ''will'' clip the brake pedal while going down for the clutch that isn't there, at least once.
** While we're in driving sticks, going from [[media:GearStick.png|"First on the upper left" to "Reverse on the upper left"]] can take some time to get used to.
* Anyone who has a regular, daily commute will, at least occasionally, get in the car to go somewhere in the evening or on the weekend -- andweekend—and automatically start ''going to work''.
** And one more - most cars have the indicator stalk on the side of the steering wheel opposite the gear lever (theoretically to share out the work of changing gears and indicating, although that's less of a problem with automatics). This isn't normally swapped when a car is changed to right or left-hand drive - with the result that most English and Japanese cars have indicators on the right, and American and European cars have them on the left. Cue starting one's windscreen wipers before changing lanes...
*** Australia has a similar problem, albeit worse when a model is initially designed in Europe and released with that setup, then converted to the English/Japanese layout for a couple of years, especially if its being manufactured in Australia, and then switched back because of a re-design by the original team, or the Australian plant is now producing primarily for export to those countries while reducing overall output of that model to make way for a new one...
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* Many automatic transmission trucks and vans with automatic transmissions have the emergency/parking brake as a foot pedal, small and close to the outside of the car. Sometimes, there is a release lever above the pedal, under and to the left of the steering wheel. Sometimes, the "release" is achieved by pressing on the pedal a second time. In the latter case, car engineers still like to stick a lever in the same place as the "parking brake release lever", but instead of releasing the brake, it instead pops the hood.
* Driving different cars may take some time to get used to. For example, driving a car with a brake pedal where the stopping power isn't as gradual, then driving a car where the stopping power is. Even after driving the first car for an hour or so, you may stop the second car with more push on the brakes than necessary.
* Buy a little sportscar after years of older, larger sedans and get ready for a month of close calls as the freakin' car changes lanes by itself every time you reach for the radio or look in the side mirror. Then, once you get used to the near-telepathic steering, rent a large U-Haul truck... more close calls as the behemoth stolidly insists on boring straight ahead into walls, fences, and the less-attentive children.
* There is an urban legend of a car insurance claim by a fighter pilot who crashed a car into another vehicle. The pilot stated, "I saw I was on a collision course, so I increased the throttle and pulled back on the stick."
 
 
=== Computers ===
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** If you're a fairly fast touch-typist, it's entirely possible to hit the central plastic divider-thing between the two halves of the keyboard hard enough to be physically painful when going for a 'g' or an 'h'.
* Some modern keyboards have three extra keys: "Wake Up, Sleep, and Power." The "Power" key is located ''right above the pause key.''
** Even worse example - these keys as a third row under Home, End, Delete, Page up, page down block.
** IBM (now Lenovo) [[Think Pad]] keyboards have an annoying Back key above the left arrow, and forward key above the right arrow. Imagine: You are playing a game on the Internet and want to hit the left arrow key. You accidentally hit the back key. Damn. Now you have to start all over. Even experienced [[Think Pad]] users get caught out by this one.
** Better yet: what about a tower case that has the reset switch on the upper right-hand side, ''right next to'' the optical drive eject switch?
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* Each keyboard has a different shape for the Enter (carriage return) key. The thing is, the [| \] key is placed in a different position depending on the Enter key's shape. The first two examples are shown [http://www.dancingmango.com/blog/2007/02/19/frustrations-with-a-smaller-enter-key/ here.]
** If the Enter key is rectangular, the [| \] key is a shorter rectangle key on top.
** If Enter is in an upside down (inverted) L shape, [| \] is a square key to the right of the [" '] key and under [{ [] and [[} ]].
** If Enter is in a backwards L shape, [| \] is a square key to the left of Backspace, shrinking it.
*** Unless it's to the right of the right shift key. [http://dl.dropbox.com/u/1355389/03231526.jpg Yes, this exists.]{{broken link}}
** Some IBM compatible keyboards from the late 80's had ''vertical'' ENTER keys.
* Speaking of the [| \] key, some keyboards have an extra [| \] key just to the left of the Z key, which unfortunately takes up half of where the left Shift key should be. As if one [| \] key wasn't enough. \try hitting the left \shift key on those keyboards and not accidentally typing like that.
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* And of course there is the original QWERTY design itself. It was designed by Christopher Sholes for the explicit reason of keeping people from typing too fast. Keys next to one another, if pressed together in succession, would jam together. This was solved by placing common letter pairs (such as "SH" or "TH" and separating them on the keyboard. This also had the side effect of slowing typists who were unfamiliar with the keyboard layout, also helping to hide the problem until better mechanisms were introduced.
* Some smart phones rearrange buttons slightly on different iterations. While the QWERTY layout was the same on both the Samsung Blackjack II and the later iteration, the Jack, which ones did which symbols when the Function key is hit changed. Most annoying when you're trying to unlock your phone (which requires hitting S on the Blackjack II, but Z on the Jack).
** Android phonephones's keyboards leave the little-used voice entry button right next to the end-of-every-sentence period.
** Samsung's smartphones swap the positions of the "back" and "multitasking" buttons when compared to stock Android devices.
** Samsung's 'phone web browser adds an extra key to the soft keyboard when the user is typing in its address/search bar. It makes room by shortening the space bar and moving the dot key one place to the left, so that [[Punctuated! For! Emphasis!|spaces.become.dots]] and periods become ".com".
* Some keyboard layouts group the F keys in sets of three instead of the usual four. This is usually an issue with those that use the F keys constantly and go by feel of the grouping. For example, accidentally pressing the F3 key when meaning F4 (because it's at the end of the first grouping), or F4 when meaning F5 (at the beginning of the second grouping).
* Perhaps the most horrendous problems is going from mechanical typewriter to electronic or, worse, straight to PC. It is entirely possible to hurt you finger by both thinking that keys on the upper lines should be substantially higher than those on the bottom lines combined with the force you would automatically hit the mechanical key with.
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* On versions of Windows with different languages for default the keyboard shortcuts are different. It's not uncommon to press Ctrl+A repeatedly trying to select all with no results, only to realize that in Portuguese "All" is "Tudo" and the shortcut is Ctrl+T.
* On Linux, and other Unix-like operating systems, Ctrl-D at a shell prompt will generally cause the shell to log out (generally closing the window if you're using a terminal emulator, or returning to a login prompt on a virtual console or serial line). On Windows, Ctrl-D at a command prompt just prints ^D.
** Ctrl-D stands for "end of transmission".
* Also, if you've gotten addicted to mouse gestures in Opera, using other browsers can invoke this trope.
* This troper is right-handed, but runs a mouse left-handed to free the more-dextrous hand for writing and numeric entry. After seven years of this, using a co-worker's computer is maddening! One can't rearrange others' workstations for a ten-minute operation, but it's like trying to throw a baseball left-handed while aiming in a mirror.
 
 
=== Internet, software, and related ===
* The MediaWiki software used on [[Wikipedia]] and Wikia inherited much of [[wikipedia:Help:Wiki markup|its markup]] from [http://www.usemod.com/cgi-bin/wiki.pl?TextFormattingRules the markup] used on the UseMod wiki software, which is used on MeatballWiki and was used in the early years of Wikipedia. MediaWiki eventually became so all-pervasive that many editors automatically start using its formatting tags on Wikis using non-standard software... like [[TV Tropes (Wiki)]]. And we have [[Wikipedia Syntaxer|a trope for that]].
** And of course it works the other way around, if you've spent enough time on here.
*** And it only gets worse the more types of wiki-like software you use. TiddlyWiki, for instance, formats its [[Pothole|pot holes]] as <nowiki>[[text|page to send to]]</nowiki>, which is the exact opposite of most other Wikis. Even [[Everything 2Everything2]], which has been around for ages, put the target first.
** Then go the forums: Most forums use [[BB Code]], while the TV Tropes forum uses wiki markup.
* An ancient example: in the 80s, the prominent word processor was WordStar, which defined several standard controls that the present Windows editing controls are based on, such as WASD. Their scheme was based on control+ letter for functions, and interestingly was written before cursor arrows became prominent on keyboards. Then in the late 80s / early 90s, the up-and-coming text editor was WordPerfect. WP took advantage of the rapidly expanding computer market to push their own standard instead of supporting existing ones. The result is that anyone familiar with WS is completely incapable of handling WP, and vice versa. F1 for help? Nope, that's F3. ^Q for quit? No, better try F7. And so on and so forth. The scheme relies on control/alt/shift+ F1-F10 for literally everything. About a decade later, Microsoft pulled the same trick with expanding markets to push the Word standard, but at least that one is comprehensible to a novice.
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** ''Band-in-a-Box'', possibly because it originated on the Atari PC before key commands were standardized, is absolutely brutal with these. It's near-universal in audio/MIDI programs for the spacebar to activate the "Play/Pause" transport function, but this one uses "Ctrl-A" and "Esc" for these. It can be very awkward moving between Band-in-a-Box and other programs.
* ''[[Black and White]]'' features gesture recognition, including the ever useful ability to shake your mouse left and right to get rid of whatever special mode or spell you have attached to the cursor/hand of god. A decent number of people have tried to do the same thing to get out of zoom mode while using Microsoft Word.
** The majority of the game is controlled by combinations and gestures of the right and left mouse buttons. Imagine the frustrations caused when B&W2 switched the function of those two.
* GUI: Ctrl-C is copy-to-clipboard. Command line: Ctrl-C is ''terminate process''. Oops!
** Ctrl-C is terminate process at shell prompts in both Windows and Unix operating systems, and is copy-to-clipboard in GUI applications (at least most of the time in modern Unix applications). It's consistent between the two operating systems, but still well falls under this trope (just try copying from a Windows cmd shell, or worse; a UNIX ssh session running on a Windows desktop).
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*** In Finder Enter ''renames'' a file. Instead of opening it, which is ''obviously'' Cmd+ O.
* Windows Command Prompt ([[Older Than They Think|and earlier MS-DOS]]): ''dir'' to see the contents of a directory. Unix shell: ''ls'' to see the contents of a directory. This becomes very frustrating when using the command prompt to navigate files in Unix and then trying the same in Windows. It's made slightly better because some Unix distros humor Windows users by aliasing "dir" to "ls."
** Moreover, the default output for the commands is different. "ls" generally gives a list of just filenames in as many same-width columns as will fit onscreen, while "dir" puts one file on each line with detailed information like last-modified date and file size. You need to add an extra option--"dir /w" or "ls -l"--to—to get the version for the other system.
* Also, in Microsoft Word (or the Office software group), sometimes people may find that the text to the right of their cursor suddenly gets eaten up by whatever they're typing next. This is because the Overtype mode often comes on without them knowing they accidentally hit the Insert key, which is right next to the Backspace key. Good thing at least one keyboard type doesn't have an Insert key (except for zero when Num Lock is off).
** Word 2007 onwards avoids this by ignoring the Insert key unless it is deliberately enabled by a setting deep in the Options menus. This is, of course, annoying to anyone used to using said key, especially on multiple [[Perplexing Plurals|boxen]].
* Anyone that has ever got used to vim surely has filled lots of files opened in other editors with "jjjjjjjjjjjjjkkkkkkkkkkkkkk" trying to scroll down.
** Another sign that you're a vim user is typing either ":wq" or "ZZ" at the end of documents opened in other editors. (Both those keystroke sequences are ways to save-and-quit in vim).
** And for those gVim users out there? Don't get too used to using Ctrl+s to save your files, even though gvim gives you the option. Because one day, you'll be working in regular vim in a PuTTY session and you'll hit Ctrl+s to save all those awesome changes you've just made, and...[[Stock Scream|AUUUUUUGH]]! {{spoiler|Fortunately, Ctrl+q can get you out of that jam.}}
* Speaking of scroll bars: Windows has up and down buttons on each end of the scroll bar. Mac has both button at the bottom end of the bar. It's a good thing that in both cases, the bar itself can be dragged, and users can still click past the bar for a page up/down effect.
** Mac OS X provides an option, under System Preferences -> Appearance for scrollbar arrows to be located at the bottom end of the bar, or up and down buttons at each end. The former is the default setting, though. In 2011, OS X Lion took the arrows out back and shot them. [[PunA Worldwide Punomenon|With arrows]], presumably.
** Another example of a scrollbar is provided by Google Wave, where the arrows are located on the upper and the lower end of the bar. Clicking these will achieve a a page up/down effect indeed, instead of skipping lines. Moreover, you can't operate this thing carefully, because there is no line on which it would move, so you can't click past the bar. By dragging it, the scrolling delays until the shadow of the bar (?) catches up with the body of the bar, completely disorienting the user. You will end up dragging it randomly and ending up at the right place in the wave with a great deal of luck - the effect is simply ridiculous.
** There are times in which pressing the down arrow on a scroll bar does nothing, and the reader is expected to press up to scroll down and push the content up, and vice versa.
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* From Windows 95 to XP, choosing "Shut Down" or "Turn Off" from the Start menu would take you to a confirmation screen where you can choose to shut down, reboot, or cancel. In Windows Vista, the default button was changed to "Hibernate" (which looked like XP's "Shut Down" button but yellow), forcing you to open an extra menu to shut down without hibernating.
** Windows 7 changed the default to Shut Down, this time with a written label instead of the universal power symbol. And, unlike Vista, the action you set for the button ''does not appear in the menu.'' It also removed the separate lock button.
* Mozilla Firefox:
* In the Firefox browser,* Ctrl-N starts a new window. However, ifIf you happen to be using Hotmail, Ctrl-N starts a new email message.
** When you do a text search, Firefox puts the search bar in the lower-left, and Google Chrome puts it in the upper-right. And Internet Explorer puts it in the upper-left!
*** InAlso thefor Firefox 4 beta,Chrome: "Open new tab" is now the first option in the right-click context menu. CueFor Firefox and IE, it's the second. It was changed to first as well in Firefox 4 - cue thousands of Firefox users opening dozens of windows instead of new tabs.
** Ctrl+Shift+T in Mozilla Firefox brings back a closed tab, but in Yahoo! Mail it opens the SMS feature.
* Yet another Firefox example:* In version 3.6, new tabs open directly to the right of the one you're browsing rather than at the far right like they have previously.
** Ctrl+Shift+P to open private browsing, whereas Chrome uses Ctrl+Shift+N for incognito.
* [[Homestar Runner]] once had a link to the [[The Merch|Store]] to the front page of its website. The "Watch Intro" button was where "Come On In" was for over 5 years.
* When you open or save a file in some programmes, there is a sidebar with a number of default folder options; however, what exactly those options are and where can differ based on the application and operating system. Compare, say, Microsoft Word 2000's to Adobe Photoshop CS3's.
* With an earlier version of the FanFiction.Net website, clicking a button at the bottom-left of a page allowed you, by default, to post a review. A newer version moved the review button to the bottom-centre of the page, while the default setting for the button at the bottom-left adds the currently-being-read story to favourites. You can see how a veteran used to the older version of the website might trip over it.
* Switching between Internet Relay Chat (IRC) and ''[[RunescapeRuneScape]]'''s clan chat gets frustrating: To chat in IRC, it's just typing in letters and pressing enter. In ''Runescape'', you have to type a forward slash and then what you want to say. What does a forward slash do in IRC? [[Slash Command|Commands]]. This situation gets you having to trip over sentences because the client mistakes them for unknown commands, or accidentally typing what you wanted to say in clan chat out loud.
** Likewise, switching from a MUD to IRC results in lots of sentences starting with the word "say"
** Chat functions in video games. Enter-message-enter is a common one, but you may also find space-message-enter and one particular game had T-message-T.
** Actually, with IRC clients it can vary by client; some require space before each message, for example.
* When you do a text search, Firefox puts the search bar in the lower-left, and Google Chrome puts it in the upper-right.
** ... And Internet Explorer puts it in the upper-left!
** Also for Chrome: "Open new tab" is the first option in the right-click context menu. For Firefox and IE, it's the second.
*** In the Firefox 4 beta, "Open new tab" is now the first option in the context menu. Cue thousands of Firefox users opening dozens of windows instead of new tabs.
* Some browsers let you type a Google search string into the address bar, others have their own bar for this and produce an error if you don't put an url into the address bar. Gnarfbl.
* 3d Software is absolutely awful for this. There are at least a few programs which could be considered industry standard so just learning how to operate in ''only'' one is limiting. Given the time projects take and how many shortcut keys are needed this is ''extremely'' confusing. Plus since you probably use the same shortcut 100 times in an hour, enjoy going to other programs. There's been so many times I tried Alt + Click which is the pan camera control in Maya while using Photoshop only to bring up the eyedropper tool.
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* The newest version of Ubuntu (10.04 "Lucid Lynx") had the brilliant idea of moving the minimize, maximize, and close buttons from the right side of the window, where they are on Windows, to the left side of the window, where they are on Mac OS X. This was pretty much only done to show off the new gconf option that enables the user to move those buttons around at will, although you wouldn't know that reading the official statement on the matter, which cites it as a bold and innovative and [a bunch of meaningless buzzwords] idea that will help encourage creativity and [a bunch of other meaningless buzzwords] in users. Needless to say, nearly every user who doesn't also use a Mac has since moved them back to the right.
* Someone using both [[Vocaloid]] and its freeware derivative UTAU can get easily frustrated. The interfaces are similar, but the methods of drawing notes, doing pitch bends, creating vibrato, etc. are very different, causing a likelihood of extreme aggravation (especially when one tries to use the Vocaloid editor and click elsewhere to create a note from your current point to where the mouse is clicking, but instead starting a new note where the click is).
* In most computer programs, if you try to quit with unsaved work, it will ask you if you want to save before quitting. Saying Yes will save first, possibly pulling up a Save As dialog box. Saying No will quit immediately. But in Microsoft SQL Server Profiler, a [[Magical Database]] debugging tool, the equivalent question is if you ''really want to quit'' with an active trace still running. Saying Yes is the "quit immediately" option, while "No" sends you back to the program.
** And for keyboard users, Windows. Vista. In previous versions, you could answer "'''Y'''es" or "'''N'''o" to this question by pressing Y or N. Then someone had the bright idea to change this to "'''S'''ave" and "Do'''n''''t save". It's even worse in French, where the shortcut for "Ne pas en'''r'''egistrer" (yes, they seriously chose the "R" for that) doesn't match the one for "'''N'''on".
*** Except that in Windows Vista & 7 you can still hit the Y key to save, thus subverting this trope.
* Most console emulators have a speed up function (or rather, emulate as fast as you can function). This is handy because it can go through boring scenes really fast, and for disc-based platforms like the [[Play StationPlayStation]], it '''decreases load times''' without affecting anything. Cue going back to the real world with any software and trying to speed up the process by pressing the keys to activate it in the emulator.
** A related phenomenon may be the desire to hit the quick-save key any time you're about to do anything, even in real life.
** F4 - Repeat Command in some Office tools. Make your changes to one text box or shape, click on all of them in order and press F4 after each click. Cue that deflating feeling when you try it in pretty much any other program and it doesn't work.
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* The menu bar shared by various branches of Google is inexplicably different on Google Groups, with the link back to the regular Web search jumping from the far left to the middle (and ''vanishing completely'' when viewing Groups search results.) The other links are also randomly jumbled.
* Ever made a forum post only to find a garbled mess of the wrong-shaped brackets staring you in the face? Exacerbated by the fact that HTML and [[BB Code]] use a lot of the same tags, but ''those brackets''...
* killall in Solaris and HP/UX is not the same thing as killall in Linux. In Linux it means '[http://linux.die.net/man/1/killall kill processes by name]' In Solaris and HP/UX, it means '[http://docs.hp.com/en/B2355-90129/killall.1M.html kill all processes']'. Many sysadmins which are used to Linux only [[Oh Crap|realize it]] when it's too late.
* Ctrl+Shift+T in Mozilla Firefox brings back a closed tab, but in Yahoo! Mail it opens the SMS feature.
* On Mozilla Firefox, when right clicking on a link, the second menu option is "Open link in new tab" where as in Google Chrome, the first menu option is "Open link in new tab" and the second is "Open link in new ''window''", which makes a big difference on slower computers.
** Made even worse in Firefox 4 - it has "open in new tab" as a first option, like Chrome but unlike earlier Firefox versions, adding to the confusion. It's incredibly annoying.
* Yet another Firefox example: In version 3.6, new tabs open directly to the right of the one you're browsing rather than at the far right like they have previously.
* killall in Solaris and HP/UX is not the same thing as killall in Linux. In Linux it means '[http://linux.die.net/man/1/killall kill processes by name]' In Solaris and HP/UX, it means '[http://docs.hp.com/en/B2355-90129/killall.1M.html kill all processes']. Many sysadmins which are used to Linux only [[Oh Crap|realize it]] when it's too late.
* As of March 2011, when responding to posts on [[Facebook]], hitting the Enter key will complete your post, rather than line break (in which case you have to hit Shift+Enter).
* In Windows 95 to Vista, the "Show Desktop" button, which minimizes all windows, is an optional part of the Quick Launch toolbar, found on the lower-left corner of the screen next to the Start menu. On Windows 7, this button is fixed to the far lower-right, next to the date and time, and it's not even labeled. Once you start using it on one OS, juts try going to the other.
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* In Linux, you can copy and paste by selecting the text you want to copy, and middle-clicking where you want to paste. Attempting this on Windows results in nothing happening.
* If you're a shortkey fan, switching from Windows in English to Spanish or other languages or viceversa will severely cripple you the first few days or weeks, as most of them change according to the language. For instance, while CTRL+F is the command to find in the English version, it changes to CTRL+B in Spanish. CTRL+A is "Select All" in english, while in spanish it's the "Open File" command, as "Select All" is CTRL+E. It becomes increasingly unnerving if you use, for instance, Windows in English and Office in Spanish, as you have to switch back and forth between shortkey commands as you work.
** Also, try using MS Office in a localized version, then using [[Open Office]] (which does not localize shortcuts).
* [[wikipedia:FilterKeys|Filter Keys]] is an accessibility option in Microsoft Windows which is activated by holding down the SHIFT key for 8 seconds- this is especially frustrating because many people absent-mindedly keep the shift key held down as they think about their next sentence - because they know the first letter of which will be capitalized.
* So many sites have the top level domain ".com" that going to a site with a different one like ".org" or ".net" (including this one) can be annoying (unless you have it bookmarked).
* The Eclipse development environment has quite a few completely non-standard keyboard shortcuts. Want to search for the next occurrence of something you've already found? Nope, not Ctrl+G, the most common shortcut for that function in text editors. It's not F3, either, which is a common alternative in Windows apps. Nope, the shortcut to do that in Eclipse is Ctrl+K!
 
 
=== Music ===
* Often happens to pianists who switch between full sized pianos and small keyboards. Whilst the size of the keys may only differ slightly, it's enough to throw you off completely.
** Pianists also must deal with the differences between individual pianos. Using one piano while practicing at home and another for a performance is really hard without adapting to the new piano. Especially differences in ''resistance'' in the keys throws you off.
*** Differing resistances between pianos is nothing compared going from practicing on a full piano (with very resistant keys) to playing a keyboard (with unweighted keys.) The upside is that you can then play much faster on unweighted keys if you practice with weighted ones.
*** There's also a major difference in functionality between many electronic keyboards and traditional pianos: on traditional pianos, and electronic pianos made to emulate them, when you press a key the whole key goes down. On most electronic keyboards, however, only one end of the key moves down, in a swinging motion. This can easily result in skilled pianists whiffing notes if they start playing up in the black keys.
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* Handbells. Going from bass (F3-B3) to the bottom of the treble clef (D5-E5) mid-concert means that hand location for damping has moved about a foot backward, not to mention the care that must be taken to avoid tossing the bells across the room.
* Going from a bass trombone with dependent valves to one with independent valves can be tricky; there are techniques that you can use on one that will not work on the other.
** Also going from a tenor trombone without an F attachment to one with an F attachment or a bass with just an F attachment or one with two attachments.
* It can feel very strange playing bass for awhile and then changing to a guitar.
** Or switching between classical, steel-string acoustic, and electric guitar.
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=== Sports ===
* English-style riding (also known as classical or European style riding, and is the type seen at the Olympics) places a lot of emphasis on the rider looking like they're doing nothing at all. This isn't a factor in Western riding. So, to use a bending (weaving in and out of poles/around barrels) exercise as an example, an English-style rider will touch the horse's left flank very gently with their heel to get them to turn to the left, and increase the pressure depending on how much of a turn is required (pressing firmly with the calf will usually get a well-trained horse turning almost 90 degrees.) In Western style riding, all steering is done with the reins; touching your heels to a horse or applying pressure with your legs will only tell it to move faster.
** On a more basic level, every horse is an individual and even similarly trained horses will respond differently to the same set of cues: One does NOT cue a hot thoroughbred the same as a phlegmatic warmblood... not if you want to live, anyway.
* Speed skaters and roller derby players often find that they spend so long going anticlockwise around the track (the direction races and bouts go in) that they stumble over basic footwork when going clockwise. It's very frustrating.
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** This is also a tactic in cricket. Since by the rules of the game ''require'' the bowlers (roughly equivalent to a pitcher in baseball) to alternate between overs you can alternate between left and right handed bowlers to keep the batsmen from getting too comfortable.
*** Of course, the batsmen can do this as well if both a left and right-hander are in. By scoring single runs, they switch ends, not only forcing the bowler to adjust, but making the fielders change positions.
* Taking advantage of this is a crucial element of fencing. Most good fencers will attack, parry, and move reflexively, so variations in your technique will throw the other combatant off. The 1, 3, 7, and 8 parries are slightly more difficult to pull off than the 2, 4, 5 and 6, but the techniques to avoid them are different.
** This can also be a problem when switching from foil fencing to epee. The weapons vary in weights and length, but more importantly the target areas are different. New epee fencers will be frustrated by how often they get hit in the knee or arm.
** A similar problem occurs when switching between one of the other blades and sabre (or vice-versa), as the majority of attacks in sabre are delivered with the edge of the blade, instead of the point. Adjusting for the extra step (swing blade down from guard to cut as the arm extends) can take a little while. Added to that, the standard guard in sixte (for example) has a radically different angle of blade when used in sabre to either of the other weapons, so people tend to find they're using the wrong guard stance and leaving themselves open.
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=== Televisions and related ===
* TV and DVD player remotes can vary drastically between different brands -- notbrands—not just in layout, which is frustrating enough, but even in how correspondingly labeled buttons behave.
** What is the "'''Top''' menu" button anyway? How is that different from the plain Menu button which is more used? Or, sometimes, the regular menu button is above left of the arrow buttons, and sometimes it's on the above right.
*** The top menu is the main screen, where you have access to the usual options (play movie, select chapter/episode, set-up, and special features). It's confusing, because usually, the "plain" menu button will take you to the main menu if you're watching the movie or episode, but to a sub-menu if you're watching special features. Either way, you get yanked out of whatever you were watching. The newer Blu-ray high-definition format uses this in a much more logical manner, where the top menu button functions more or less identically, but the regular menu button merely brings up the usual options above, but as an overlay while the content continues playing with selections made on the fly. It's much easier to use when changing audio or subtitles, or finding a specific chapter or episode.
**** Unless the Blu-ray disk uses Java and has gotten creative with the buttons...
** This is especially when you switch from watching movies on DVD or Blu-ray on your Playstation 3. The menu and control configuration is different on almost all buttons.
** While on the [[PlayStationPlay Station 3]] manufacturer, if you own both a Sony [http://ecx.images-amazon.com/images/I/81DDym-WifS._AA1500_.jpg DVD] and [http://www3.pcmag.com/media/images/266998-sony-bdp-s380-remote.jpg BD-Player], watching a Blu-Ray might get you to the menu because you pressed "Stop" when you wanted "Pause".
* The standard TiVo remote control and the DirectTV-branded version are identical in all respects other than markings -- andmarkings—and the placement of two buttons. One of them turns your TV off.
* Not to mention most modern TV's no longer have buttons lined up on the front of the set, but rather a cluster of them on the side of the TV instead. This is supposedly for aesthetic reasons. Apparently the designers forgot the first rule of engineering and design: design for ease of use, not because it looks nice. Which is why you don't let artists design electronics or any home appliance for that matter.
** And the cluster will never be on the side that you try feeling first. Operating any unfamiliar TV always means having to give it a little pat down as you run your hands along the top and sides. Eventually, they're just going to put the buttons on the back of the TV.
** When the batteries on your remote have expired, you'll still point it at the screen and push buttons for a good ten seconds before realizing that swearing at the set (or [[Percussive Maintenance|smashing the remote against the wall]], for that matter) is not going to work, at which point you remember that you need to change the batteries.
 
=== Real LifeOthers ===
* Any RC modellers will experience this at least once. On an RC controller, left stick Y-axis is throttle, while X-axis is yaw. Right stick is roll/pitch on X/Y-axis, respectively. Enter the Playstation. ''Left'' stick is pitch/roll, and throttle/yaw are usually relegated to the shoulder triggers. This is especially detrimental when attempting to hover RC helicopters - which is far more difficult than flying at any speed in any direction, for those that have not tried it.
** The preferred/default stick layout also can vary between regions, with the above example layout (called mode 2) being common in North America, while European modelers will more commonly know mode 1 (left stick is yaw/pitch, right is roll/throttle). Other modes also exist. Add to that wildly inconsistent programming interfaces (even among the same manufacturer) and different styles of auxiliary switch arrangements.
** RC car modellers are slightly better off, in that most racing games have accelerate/brake mapped to the right stick as well as L2/R2. The reversed sticks still don't help.
* Anyone ever flushed the toilet while someone was in the shower due to this trope?
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** And even when you've got the motions for whatever weapon you carry down pat, if you ever get surprised or startled while ''not'' carrying it, expect to find yourself reaching for it anyway as part of your "startle/flinch" response.
** ...and the FN Five-seveN (Protip: safety is above the trigger, use your index finger)
** This troper's father has been shooting for almost sixty years -- hisyears—his revolver-trained hand NEVER remembers to unlock a safety on the draw, resulting in a useless yank or two on the locked trigger. "There's nothing safe about a little switch that gives a punk time to kill you!" he says.
* Getting used to a Tivo DVR means you use the 'jump back 6 seconds' button a fair amount. You find yourself trying to use it on everything electronic...
** Similarly, getting used to a PC media player like MPC or Zoomplayer will have you reaching for a keyboard to press the 'back 5 seconds' key combination on everything electronic.
*** Or worse, '''real''' conversations.
** Or when visiting someone who does not have a DVR-equipped TV set, confusedly mashing the fast-forward and rewind buttons to no avail.
* On a similar note, watching a VHS tape when you're used to DVD controls. DVD players allow changing the speed of rewind and fast-forward by tapping the button again, and you press Play to return to normal speed. Some VCRs have the same feature, especially if a tape is recorded in long play mode. But other VCRs just take you out of rewind or fast forward when you press the button again; you have to ''hold'' the button to make it go faster.
** Some DVD/VHS combos do both.
* Any txt-oholics who change phone brands suffer from this. Manufacturers sure like to use completely different keys for commands like "space". This happens especially with dumbphones but can also happen when Apple or Google rearranges the on-screen keys in an operating system update.
* Trained martial artists have gotten seriously hurt against knife-users because of reflexively trying to block the blade, which is [[Barehanded Blade Block|impossible for normal humans]]. It's slightly better if you were taught to parry at the wrist than outright block, but still no guarantee.
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* Spend all of your time drawing on a tablet. Switch to pencil and paper. Wonder why Ctrl+Z does nothing.
** Alternatively: Try and move your pencil over your sketchbook (or worse, your tablet!) in order to move the cursor on your computer. Again, wonder why it does nothing.
* The number pad on PCs (and pocket calculators) has "123" on the bottom row. The one on ATMs (and telephones and television sets) has "123" on the top ones.
* Rotary phones in the U.S., Canada, and Japan have the numbers going 1 through 0 in ascending order [httphttps://web.archive.org/web/20161204041711/https://en.wikipedia.org/wiki/File:Rotaryphone1.jpg\]. In most European countries, however, they go from 0 to 9 [httphttps://web.archive.org/web/20161124144700/https://en.wikipedia.org/wiki/File:Ericsson_bakelittelefon_1931.jpg\]. Even worse is that the numbers may be printed in ''reverse'' order, such as in New Zealand! [http://en.wikipedia.org/wiki/File:New_Zealand_Rotary_Telephone.jpg\]{{Dead link}}
* One this Troper discovered from her time cosplaying: Going from Chest Binding to Corsets during costume changes. See, the problem is how you breathe: with binding, the top half of your torso is constricted, so you find that the only way you can breathe is through your stomach (i.e. you puff out your belly to breathe) However, anyone who has worn a corset knows that it mostly constricts the lower half of you torso, and so you breath through your chest. Doing a quick swap between can lead to several moments of absolute panic as you stand around unable to understand why you can't breathe before you realise you're doing it wrong...
* Men's bathrooms in countries such as Britain and Germany use timed flush urinals instead of manual flush, where all the (handle-less) urinals are connected to one slowly refilling tank of water that eventually flushes all of them every few minutes. This can be very wasteful, but men in those countries are so used to the timed flush system that attempts to switch have failed since they forget to flush.
* Those who work in retail can attest to this: Ever went to the grocery store you work at to get some milk but you decided to punch in only to realize that you're not supposed to be working that day?
* Going from reading on a tablet like the iPad to any Kindle that doesn't have "Touch" in the name leads to you swiping your finger uselessly across the screen to turn pages, or pressing the sides when going Kindle-to-tablet.
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* Attempting to use the car radio's volume control to make human passengers louder.
* Completely losing your balance on non-moving escalators. Moving ones are fine. Stairs are fine. Escalators that ought to be moving but aren't are confusing.
* (Mandarin) Chinese ''hanzi'' and Japanese ''kanji'' use almost identical characters, but are pronounced differently and sometimes mean different things. Consider "大丈夫", which is pronounced "''da zhang fu''" and means "great man/husband" in Chinese, but is "''daijoubu''" and means "okay" in Japanese. This can trip up people fluent in one who try to learn the other. Sometimes the Japanese Language Proficiency Test exploits this by giving incorrect options for select-the-reading questions so as to trick Chinese users who are coasting by on their existing knowledge.
* In Japan, slurping noodles is acceptable and even seen as a sign of appreciation and enjoyment, but it is considered rude almost everywhere else. One wonders how many [[Japanese Tourist]]s inadvertently offended Italians by doing so.
 
=== HardwareIn-specificUniverse Examples ===
* Any [[Game Boy Advance]] game when played on a [[Nintendo DS]], since the A and B buttons are laid out differently on the DS and the system's setting offers no choice for button config for GBA games.
 
== In-Universe Examples: ==
 
=== Comicbooks and Manga ===
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*** It doesn't help that Japanese and Chinese can be correctly written left to right, going to the next line at the end of a row (like English) OR up to down, starting in the upper-right corner and moving left at the end of a column. Luckily you can usually tell pretty easily since up/down writing tend to be spaced in a rather distinctive way.
*** This is why some manga are published in a flipped format. Of course, if you just finished reading an unflipped series...
*** Other translated manga have an extra page at the left side of the book which says something like "STOP! You're about to spoil a great story! The beginning of this story is on the other side of the book!"
** Much worse when the manga artist deliberately flips the language for absolutely no reason at all.
** [[Manhwa]] are written left-to-right too. So unless you read them often ''and'' remember that it's not a [[Manga]] or [[Manhua]], you'll end up reading it the wrong way.
** Arabic writing is backwards to Latinic or "western" writing too.
* Shougo from ''[[Holyland]]'': Despite his time on the street, he was trained in karate first rather than street brawling. When he gets into trouble in a certain fight, he instinctively falls back on his karate base, which only makes things worse.
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=== Video Games ===
* In ''[[Metal Gear Solid 4: Guns of the Patriots]]'', this is used to explain why Snake suddenly knows how to use CQC (added to the series in ''[[Metal Gear Solid 3: Snake Eater]]'', a prequel). He apparently knew how to do it all along, but never felt comfortable using it, due to Big Boss' betrayal of FOXHOUND. However, Big Boss' files were declassified by the Pentagon, and his CQC techniques became widespread enough that practically every soldier in battle at least knows about it. Snake finds himself using it again because his first response to someone using it on him is to respond in kind.
 
=== Web Original ===
* [[MediaWiki]], see those buttons at the top of the page and the links down the side? Sometimes, during a site update, they get rearranged. Then you find yourself adding something to your watchlist when you want to see a trope's edit history.
** The keyboard commands are (normally, unless the administrator damages something) still the same though (use whatever key is used to access "accesskey" attributes in a HTML document; commonly ALT+SHIFT+letter; the letter can be "e" for edit, "t" for talk, "r" for recent changes, "x" for random, etc)
* [http://www.mangafox.com/ Manga Fox] for some reason switched places of Bookmark and Forum. So most of the times when trying to see if the manga you read has updated, you will accidentally send yourself to the forum.