Challenge 1: Rapid Game-Camera Switching — Solution Walkthrough The best fit: Cut. Why, per this chapter's own material: Cut is genuinely instant, zero duration, with no visual effect at all — exactly appropriate when speed and responsiveness matter more than smoothness, which this chapter names directly as rapid-fire game-camera switching as its own specific example. Any added delay during a fast-paced moment would feel sluggish and out of sync with the action. Why Fade would be a worse choice here: Per this chapter's own material, Fade cross-dissolves between outgoing and incoming Scenes over an adjustable duration — even a short Fade introduces some visible delay and blending between the two camera angles, which during genuinely rapid switching would feel sluggish and could blur together fast-moving action during the exact moments viewers need clarity most. WHY THIS WORKS AS AN ANSWER ------------------------------ This exercise is a direct, practical application of this chapter's own Cut-vs-Fade distinction to the exact scenario the chapter names as Cut's own ideal use case.