Sound-Coded for Your Convenience: Difference between revisions
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* In ''[[The Legend of Zelda: A Link to the Past|The Legend of Zelda a Link To T He Past]]'', you'd hear a distinctive ringing noise whenever a "soldier" enemy noticed your presence. Holding out your sword and walking into walls let you "tap" them, and bombable walls would make a low, hollow sound to let you know. The "secret revealed!" jingle is practically iconic.
** And don't forget ''[[The Legend of Zelda: Link's Awakening|The Legend of Zelda Links Awakening]]'': "This compass has a new feature: a tone will tell you if a key is hidden in a room when you enter!"
** From ''[[The Legend of Zelda: Ocarina of Time|The Legend of Zelda Ocarina of Time]]'' onwards, the music changes whenever an enemy approaches. In ''[[The Legend of Zelda: Twilight Princess|The Legend of Zelda Twilight Princess]]'' this is taken an extra
** In ''[[The Legend of Zelda: Phantom Hourglass|The Legend of Zelda Phantom Hourglass]]'' and ''[[The Legend of Zelda: Spirit Tracks|The Legend of Zelda Spirit Tracks]]'' the music will change if you are spotted by a phantom, and won't fade away until you make it to a safe zone and they stop looking for you.
*** ...If a Phantom spots you ''and'' if you managed to make your [[Tsundere]] [[Exposition Fairy]], who is [[Demonic Possession|possessing one]] [[Video Game Cruelty Punishment|snap]].
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* ''[[Arcanum]]'''s flawed combat system does not pause when an enemy spots you, so you have to listen for the combat music to cue you in with its distinctive strings intro.
* ''[[Knights in The Nightmare]]'' has this ''out the freaking wazoo'', almost to [[Stop Helping Me!]] levels. Pretty much everything that happens on screen is commented on by the knights ("The sword attached. The duelist activated. Enemy attack!"), and given the pace of the action, this becomes a constant stream of commentary.
* ''[[Pokémon]]'' has three sound effects to tell if a move has [[Scratch Damage|little (1/4 or 1/2 normal damage) effect]], normal effect, or [[For Massive Damage|great (2x or 4x normal damage) effect]].<ref>
** The above mentioned example of Ben Underwood, blind since age 3 and still being able to play ''Pokémon'' games, is actually not too [[Incredibly Lame Pun|far-fetched]]. Each Pokémon has a unique cry when sent out (save for a few from the first generation that share cries due to sound limitations). Sufficiently experienced players can recognize the most common Pokémon by only their cry. Presumably, he learned to play once a sighted friend explained what the sound effects mean.
** There's also a particular [[Critical Annoyance|disconcerting]] [http://www.youtube.com/watch?v=JWTJRLW6uRM beeping noise] that lets the player know when his/her active Pokémon in battle have a low amount of [[Hit Points]] remaining.
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** Not to mention the distinctive noises creatures make in later levels.
*** The wheezing, oh god the wheezing
* ''[[Eternal Darkness]]: Sanity's Requiem'' had sound-coding to distinguish between different kinds of monsters, and the Bonethief enemies made a distinctive sound when hit/killed. This sound-coding did not distinguish between enemy alignment,
* ''[[Haunting Ground]]'' uses this, although it's more Sound Coded For Your Terror. When an enemy is near the music stops and your AI dog will start to growl. However, what you don't know is what direction they will come from, which can lead to your opening a door only to find the psychopath behind it.
* [[Preexisting Encounters]] and [[Scripted Event
** Then there's the Carpenters from the third game. The same song is used for all of them, despite there being three different kinds of Carpenters (the weaponless Man in White, the Man in White that has the spear, and the Engraved Man).
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