Quake began as id Software's fast first person shooter in 1996, and its later arena focused entries helped make short announcer prompts a familiar part of multiplayer matches. Lines that warn players, start rounds or announce events became easy to lift for videos, much like enemy spotted and bomb has been planted in other shooters. As soundboards and short form edits spread, the prepare cue survived outside the game because it is instantly understood, needs no context, and works as a universal signal that the next few seconds will matter.