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	<title>Control Bindings Display - Revision history</title>
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	<updated>2026-05-05T15:13:40Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://gameontology.com/index.php?title=Control_Bindings_Display&amp;diff=124&amp;oldid=prev</id>
		<title>*&gt;Jp: 3 revision(s)</title>
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		<updated>2008-12-18T21:03:57Z</updated>

		<summary type="html">&lt;p&gt;3 revision(s)&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;[[Category:Ontology]][[Category:Interface]]&lt;br /&gt;
Some games allow the bindings of their input controls to change according to context (ie, when monsters are about the &amp;quot;a&amp;quot; button means attack, when friendly people are about, &amp;quot;a&amp;quot; means talk). Games that allow buttons&amp;#039; meanings to change according to context sometimes provide information in the head up display to clarify what the controller buttons do at that moment in the game.&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
====Strong example====&lt;br /&gt;
In The Legend of Zelda: Ocarina of Time [Nintendo, 1998], the meaning of the &amp;quot;a&amp;quot; and &amp;quot;b&amp;quot; buttons varies according to the player character&amp;#039;s surroundings. In order to make clear to players what these buttons do at any given moment, the game provides a graphical representation of the game pad with text overlays indicating what these buttons will do given the current circumstances.&lt;br /&gt;
&lt;br /&gt;
==Relations with other elements of the Ontology==&lt;br /&gt;
====Part-Of====&lt;br /&gt;
*[[Head Up Display]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
Nintendo, developer (1998). The Legend of Zelda: Ocarina of Time. Nintendo, nintendo 64 edition.&lt;/div&gt;</summary>
		<author><name>*&gt;Jp</name></author>
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