History Main / CallAHitpointASmeerp

5th Jul '16 4:43:58 PM nombretomado
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* As ''AmericanMcGeesAlice'' takes places inside Alice's mind, it has sanity and will for Health and Mana respectively. Main source of them are the enemies: killing makes her more sane.

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* As ''AmericanMcGeesAlice'' ''VideoGame/AmericanMcGeesAlice'' takes places inside Alice's mind, it has sanity and will for Health and Mana respectively. Main source of them are the enemies: killing makes her more sane.



* In ''AmericanMcGeesAlice's'' sequel, ''VideoGame/AliceMadnessReturns'', Alice's health is represented by roses. When wearing the DLC Hattress dress, her hitpoints are turned to the game's "currency", which is Teeth.

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* In ''AmericanMcGeesAlice's'' sequel, the sequel to ''American [=McGee's=], ''VideoGame/AliceMadnessReturns'', Alice's health is represented by roses. When wearing the DLC Hattress dress, her hitpoints are turned to the game's "currency", which is Teeth.
18th Jun '16 6:47:24 PM nombretomado
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Wizards of the Coast has trademarked the word "Tap" when it refers to turning a card sideways to signify that a once-per-turn effect has been used. Other Wizards games can use the word, but not those from other companies. ''LegendOfTheFiveRings'', meanwhile, though a Wizards game, has been using "bow/straighten" to mean "tap/untap" since before this was the case, and since it fits thematically, it hasn't changed. This has had the humorous effect of making a T-shirt sold by ''Penny Arcade'', stating "I'd (''World of Warcraft'' TCG symbol for "exhausting" a card) that," ''make no sense at face value,'' since the terminology is so embedded in the TCG community that no-one involved in the shirt's design ever even bothered to remember it's not called tapping in the ''[=WoW=]'' game.

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Wizards of the Coast has trademarked the word "Tap" when it refers to turning a card sideways to signify that a once-per-turn effect has been used. Other Wizards games can use the word, but not those from other companies. ''LegendOfTheFiveRings'', ''TabletopGame/LegendOfTheFiveRings'', meanwhile, though a Wizards game, has been using "bow/straighten" to mean "tap/untap" since before this was the case, and since it fits thematically, it hasn't changed. This has had the humorous effect of making a T-shirt sold by ''Penny Arcade'', stating "I'd (''World of Warcraft'' TCG symbol for "exhausting" a card) that," ''make no sense at face value,'' since the terminology is so embedded in the TCG community that no-one involved in the shirt's design ever even bothered to remember it's not called tapping in the ''[=WoW=]'' game.
16th Apr '16 6:22:38 AM FoolsEditAccount
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* In ''VideoGame/UncommonTime'', consumable items are named after musical notation -- {{Healing Potion}}s are "Sharps", mana potions are "Flats", and so on. Weirdly, they actually ''do'' seem to be literal potions, just given odd names.
29th Mar '16 8:17:37 PM CrazedClockwork
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* SepterraCore is a game that revolves both thematically and mechanically around what is called "Core Energy" - essentially a magical force that radiates from the "core" of the world and powers both magic and technology. "Core Energy" is the game's term for MP/SP as well, as it's consumed to both cast magic spells and use individual skills, but instead of each individual character maintaining their own Core Energy, each party member's base CE gets pooled together into a single value. In addition, the game uses a magic system where the player can combine what are known as "Fate Cards" together - one per character in battle, so up to three - to create a wide range of spells.



* SepterraCore is a game that revolves both thematically and mechanically around what is called "Core Energy" - essentially a magical force that radiates from the "core" of the world and powers both magic and technology. "Core Energy" is the game's term for MP/SP as well, as it's consumed to both cast magic spells and use individual skills, but instead of each individual character maintaining their own Core Energy, each party member's base CE gets pooled together into a single value. In addition, the game uses a magic system where the player can combine what are known as "Fate Cards" together - one per character in battle, so up to three - to create a wide range of spells.

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* SepterraCore is a game that revolves both thematically and mechanically around what is called "Core Energy" - essentially a magical force that radiates from the "core" of the world and powers both magic and technology. "Core Energy" is the game's term for MP/SP as well, as it's consumed to both cast magic spells and use individual skills, but instead of each individual character maintaining their own Core Energy, each party member's base CE gets pooled together into a single value. In addition, the game uses a magic system where the player can combine what are known as "Fate Cards" together - one per character in battle, so up to three - to create a wide range of spells.
28th Mar '16 4:14:57 AM wohdin
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* SepterraCore is a game that revolves both thematically and mechanically around what is called "Core Energy" - essentially a magical force that radiates from the "core" of the world and powers both magic and technology. "Core Energy" is the game's term for MP/SP as well, as it's consumed to both cast magic spells and use individual skills, but instead of each individual character maintaining their own Core Energy, each party member's base CE gets pooled together into a single value. In addition, the game uses a magic system where the player can combine what are known as "Fate Cards" together - one per character in battle, so up to three - to create a wide range of spells.
27th Mar '16 6:19:43 PM Kadorhal
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* ''VideoGame/AirCombat'' and ''VideoGame/AceCombat2'' have fuel meters that act as disguised timers; no matter how fast the player flies, the meters depleted at a steady rate, with missions that had more strict time limits starting you at half fuel or less instead of making it deplete faster. Later games switched to a traditional timer.


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* The first two ''VideoGame/SplinterCell'' games used enemy alarms as an analogue to lives: even outside of missions or sections where the player was absolutely required to stay undetected or immediately fail the mission, the mission would fail anyway if they got detected three times during the course of it. The only other difference between these and regular VideoGameLives was that guards would start wearing body armor after the first alarm. ''Chaos Theory'' and beyond did away with this.
18th Mar '16 1:59:44 PM KingGrimlock
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* Unlike the previous game, ''VideoGame/KillingFloor2'' replaced British Pounds with "dosh". Partly because it doesn't take place in Britain anymore (not that converting between Euros and Pounds is an issue for grey-market gun dealers, but whatever), and partly because [[AscendedMeme that's all the players called in in the first place]].

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* Unlike the previous game, ''VideoGame/KillingFloor2'' replaced British Pounds with "dosh". Partly because it doesn't take place in Britain anymore (not that converting between Euros and Pounds is an issue for grey-market gun dealers, but whatever), and partly because [[AscendedMeme that's all the players called in it in the first place]].
21st Feb '16 10:39:43 PM Pocketim
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* ''VideoGame/ViewtifulJoe'' refers to it's lives as "L.I.V."s, which stands for "Life is Viewtiful".
19th Feb '16 10:49:16 AM hamza678
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* In the beginning of ''VideoGame/{{Undertale}}'', you're told that you gather EXP by killing things to gain LV, which sounds ordinary enough, but instead of LV standing for Level, it stands for... LOVE. [[spoiler: It's later revealed that EXP in fact stands for Execution Points, which are to keep track of how many beings you've killed, and LOVE stands for Level of Violence, which goes up as you rack up EXP. If you've leveled up quite a bit, prepare to be punished.]]



* In {{VideoGame/Undertale}}, amassing EXP increases your LV. Sounds like normal video game terminology, except that LV is short for LOVE. Later in the game, it's revealed that [[spoiler: LOVE stands for "Level Of [=ViolencE=]"]] and that [[spoiler:EXP are "[=EXecution Points=]"]].

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* In {{VideoGame/Undertale}}, amassing EXP increases your LV. Sounds like normal video game terminology, except the beginning of ''VideoGame/{{Undertale}}'', you're told that you gather EXP by killing things to gain LV, which sounds ordinary enough, but instead of LV is short standing for Level, it stands for... LOVE. Later in the game, it's [[spoiler: It's later revealed that [[spoiler: EXP in fact stands for Execution Points, which are to keep track of how many beings you've killed, and LOVE stands for "Level Of [=ViolencE=]"]] and that [[spoiler:EXP are "[=EXecution Points=]"]].Level of Violence, which goes up as you rack up EXP. If you've leveled up quite a bit, prepare to be punished.]]
30th Jan '16 11:57:05 AM Morgenthaler
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* {{Netrunner}} plays this trope hard. Some of it is inevitable due to the asymmetric nature of the game, but it's also applied to the parts that aren't; draw, discard, and hand have six names between them.

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* {{Netrunner}} TabletopGame/{{Netrunner}} plays this trope hard. Some of it is inevitable due to the asymmetric nature of the game, but it's also applied to the parts that aren't; draw, discard, and hand have six names between them.
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