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http://static.tvtropes.org/pmwiki/pub/images/danger_of_death.gif
[[caption-width:150:[[RulesOfTheRoad Jagged arrow attack!]]]]

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[[caption-width-right:150:[[RulesOfTheRoad
Jagged arrow attack!]]]]



SubTropes include:

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SubTropes {{Sub Trope}}s include:

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Due to the limited nature of most electronic entertainment (only sound and vision) other senses have to be represented audibly or visually. This is more common in printed media because they are limited further to visuals alone.

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Due to the limited nature of fact that most electronic entertainment (only sound is experienced exclusively through vision and vision) sound, anything that a fictional character perceives by other senses have means (such as smell) cannot be conveyed directly; when it's important for the audience to be represented audibly or visually. sense it, the artist must find a way to visually portray whatever it is the character is sensing.

This is more especially common in printed media because they are limited further to such as comics, which (unlike television and video games) must rely on their visuals alone.
exclusively.

SubTropes include:
* AuraVision
* UnsoundEffect
* WrittenSoundEffect



See also RuleOfPerception, AuraVision, WrittenSoundEffect and UnsoundEffect.

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See also RuleOfPerception, AuraVision, WrittenSoundEffect and UnsoundEffect.
RuleOfPerception.
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** The most famous example is the illustrations on bathroom hand dryers. Also known as [[http://thacant.com/wp-content/uploads/fb35ad04796f447f3a865e2a4cb0b22b.png Press Button, Receive Bacon.]]

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* Many if not most recent gen first person games introduce various synaesthesia when your character is close to death. Popular tropes used to represent near death include [[DeliberatelyMonochrome your visuals turning black and white or bleaching of color]], the [[HeartbeatSoundtrack sound of your heart in your ears]], visuals fading red or black at the edges of your screen, and either more dramatic music playing or the game music fading entirely.

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* Many if not most recent gen first person games introduce various synaesthesia when your character is close to death. Popular tropes used to represent near death include [[DeliberatelyMonochrome your visuals turning black and white or bleaching of color]], the [[HeartbeatSoundtrack sound of your heart in your ears]], visuals fading red or black at the edges of your screen, and either more dramatic music playing or the game music fading entirely. Some games use the vibration function to communicate near-death status to the player.


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* Third person action games too.
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** In anime the're often yellow, for some reason.

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** In anime the're they're often yellow, for some reason.
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** In anime the're often yellow, for some reason.
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!!''All I see and hear is pain'' (Visual and audible representations of pain)

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!!''All I see and hear is pain'' (Visual and audible representations of pain)!!''Pain''

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!!''Visual smell/Taste''- possible sister trope to AudibleSharpness

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!!''Visual smell/Taste''- possible smell/Taste'' (possible sister trope to AudibleSharpnessAudibleSharpness)



* If a video game will allow you to drink outside of a cut scene, it will often portray drunkenness by either continuously skewing your view, or by changing the configuration of your movement slightly, so by going forwards normally you end up tilting your character slightly to the left or right. MassEffect2 does this.

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* If a video game will allow you to drink outside of a cut scene, it will often portray drunkenness by either continuously skewing your view, or by changing the configuration of your movement slightly, so by going forwards normally you end up tilting your character slightly to the left or right. MassEffect2 ''MassEffect2'' does this.this. See also InterfaceScrew.



!!''All I see and hear is pain''- Visual and audible representations of pain.

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!!''All I see and hear is pain''- Visual pain'' (Visual and audible representations of pain.
pain)



* Receiving a powerful shock or hit, or experiencing earth shaking explosions (etc) will cause the player "camera" to violently shake in many titles... even 2D ones... and often even an overlaid control GUI will rattle around in sync just to rub in how much you - or the game world - have/has been shook by the force of that blast/impact.

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* Receiving a powerful shock or hit, or experiencing earth shaking explosions (etc) will cause the player "camera" to violently shake in many titles... even 2D ones... and often even an overlaid control GUI will rattle around in sync just to rub in how much you - or the game world - have/has been shook by the force of that blast/impact. See also ScreenShake.



[[folder:Western Animation]]

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[[folder:Western Animation]][[folder:WesternAnimation]]



!!''Heat, noise and Hazards''

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!!''Heat, noise and Hazards''
hazards''



!!''General sensation'' - e.g. touch

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!!''General sensation'' - e.(e.g. touch
touch)



* Though it barely flirts with the idea of character-POV or game-style 3rd person view (odd, considering the name and the story's central concepts, and missing a massive opportunity to go all Miyazaki on us during the dragon-ride sections), and otherwise plays an entirely straight camera view, {{Film/Avatar}} has a nice moment when (paraplegic) Jake first jacks into his Na'vi body and goes for an unscheduled run... curling his toes through the alien soil on coming to a halt as pretty much the only properly telegraphed SenseFreak moment in a movie that should have been full of them (the taste of fruit poisonous to humans? adapting to having a tail? cutting room floor). Feel-o-vision and Simstim may be a long way off, but damn if that piece of 3D motion picture didn't have you momentarily imagining the dirt beneath your feet and the simple joy of being able to walk and feel pressure, temperature and texture again.

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* Though it barely flirts with the idea of character-POV or game-style 3rd person view (odd, considering the name and the story's central concepts, and missing a massive opportunity to go all Miyazaki on us during the dragon-ride sections), and otherwise plays an entirely straight camera view, {{Film/Avatar}} ''{{Film/Avatar}}'' has a nice moment when (paraplegic) Jake first jacks into his Na'vi body and goes for an unscheduled run... curling his toes through the alien soil on coming to a halt as pretty much the only properly telegraphed SenseFreak moment in a movie that should have been full of them (the taste of fruit poisonous to humans? adapting to having a tail? cutting room floor). Feel-o-vision and Simstim may be a long way off, but damn if that piece of 3D motion picture didn't have you momentarily imagining the dirt beneath your feet and the simple joy of being able to walk and feel pressure, temperature and texture again.



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* Sveta's Track Psynergy in ''GoldenSunDarkDawn'' allows her to find scent trails, which appear as a streak of white vapor close to the ground. [[ThisLooksLikeAJobForAquaman This is used all of twice in the game.]]
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typo correction.


* In AnonymousRex scents carried by particular dinosaurs are often displayed by the main character talking about the scent as well as vivid visual depictions of the scent items. For example, one dinosaur smells of peaches and cream and, as the main character talks about it, images of brightly lit peaches slices falling into cream appear on the screen.

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* In the film version of AnonymousRex scents carried by particular dinosaurs are often displayed by the main character talking about the scent as well as vivid visual depictions of the scent items. For example, one dinosaur smells of peaches and cream and, as the main character talks about it, images of brightly lit peaches peach slices falling into cream appear on the screen.
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* In AnonymousRex scents carried by particular dinosaurs are often displayed by the main character talking about the scent as well as vivid visual depictions of the scent items. For example, one dinosaur smells of peaches and cream and, as the main character talks about it, images of brightly lit peaches slices falling into cream appear on the screen.
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* ''{{CSI}}'': Bloodhound-O-Vision - the visible world was shown in black and white smells were colourful spots on it. (Actually, dogs don't see in black and white but compared to us they have a reduced number of colours they can see, dogs have colour vision equivalent to red-green colour blindness in humans (deuteranopia). See discussion for further info.)

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* ''{{CSI}}'': Bloodhound-O-Vision - the visible world was shown in black and white smells were colourful spots on it. (Actually, Actually, dogs don't see in black and white but compared to us they have a reduced number of colours they can see, dogs have colour vision equivalent to red-green colour blindness in humans (deuteranopia). See discussion for further info.)
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*Wind is sometimes represented as moving white lines.
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[[caption-width:150:Jagged arrow attack!]]

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[[caption-width:150:Jagged [[caption-width:150:[[RulesOfTheRoad Jagged arrow attack!]]
attack!]]]]
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* In ''Anime/{{Pokemon}}'' bright flashes of light are used to indicate pain, especially from electricity or blunt force trauma.

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* In ''Anime/{{Pokemon}}'' ''[[{{Anime/Ptitlei015gc004kw4}} Pokémon]]'' bright flashes of light are used to indicate pain, especially from electricity or blunt force trauma.

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As the name suggests, Transformers: The Movie is a movie,


* Done slightly differently in ''TransformersTheMovie'', where Sludge (the Brontosaurus) is smacked down so hard at one point, his eyes get momentarily left behind before telescoping back into place. Ouch.



* In Pokemon bright flashes of light are used to indicate pain, especially from electricity or blunt force trauma.

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* In Pokemon ''Anime/{{Pokemon}}'' bright flashes of light are used to indicate pain, especially from electricity or blunt force trauma.



* In Mad Max, when one of the bikers headbutts a guy they splice in a single frame of pure white. Maybe conveys "impact" more than "pain," but it's rad as hell in any case.

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* In Mad Max, ''MadMax'', when one of the bikers headbutts a guy they splice in a single frame of pure white. Maybe conveys "impact" more than "pain," but it's rad as hell in any case.case.
* Done slightly differently in ''TransformersTheMovie'', where Sludge (the Brontosaurus) is smacked down so hard at one point, his eyes get momentarily left behind before telescoping back into place. Ouch.
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* Stink lines are ubiquitous in any visual medium.

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* Stink lines are ubiquitous in any visual medium.
medium, and are invariably green.
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Due to the limited nature of most electronic entertainment (only sound and vision) other senses have to be represented by audio or visually. This is more common in printed media because they are limited to visuals.

to:

Due to the limited nature of most electronic entertainment (only sound and vision) other senses have to be represented by audio audibly or visually. This is more common in printed media because they are limited further to visuals.
visuals alone.
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assuming they're talking about Haninozuka, or "Honey"


* The character Hani in ''OuranHighSchoolHostClub'' always has floating flowers around him.

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* The character Hani 'Honey' in ''OuranHighSchoolHostClub'' always has floating flowers around him.
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rebuilt into an example

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* In Pokemon bright flashes of light are used to indicate pain, especially from electricity or blunt force trauma.
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not an example.


* Bright flashes of light are used to indicate pain, especially from electricity or blunt force trauma. Most infamously, an episode of ''{{Pokemon}}'' supposedly caused epileptic seizures in Japanese schoolchildren.
** Wasn't that the "Porygon" Pokemon's strobing attack animation, rather than pain flashes?
*** It was the result of Pikachu's attack detonating some "anti-virus" missiles.
* Some animators use said flashes to insert joke frames that can be only found via slow motion.

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[[quoteright:150:http://static.tvtropes.org/pmwiki/pub/images/danger_of_death.gif]]
[[caption-width-right:150:Jagged arrow attack!]]

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[[quoteright:150:http://static.http://static.tvtropes.org/pmwiki/pub/images/danger_of_death.gif]]
[[caption-width-right:150:Jagged
gif
[[caption-width:150:Jagged
arrow attack!]]
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[[folder:Newspaper Comics]]
* In RoseIsRose, garlic breath is represented by skulls surrounding the person with it, while flowers, rainbows, and smiling suns represents peppermint breath.
[[/folder]]

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http://static.tvtropes.org/pmwiki/pub/images/danger_of_death.gif
[[caption-width:150:Jagged arrow attack!]]

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http://static.[[quoteright:150:http://static.tvtropes.org/pmwiki/pub/images/danger_of_death.gif
[[caption-width:150:Jagged
gif]]
[[caption-width-right:150:Jagged
arrow attack!]]
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* The xenomorph from ''Alien VS Predator'' series of games see smell as a coloured aura around other players, even through walls.

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* The xenomorph from ''Alien VS Predator'' series of games see sees smell as a coloured aura around other players, even through walls.
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corrected Alien VS Predator entry


* The xenomorph from ''Alien VS Predator 2'' see smell as a coloured aura.

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* The xenomorph from ''Alien VS Predator 2'' Predator'' series of games see smell as a coloured aura.aura around other players, even through walls.
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Ten percent fruit

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[[folder:Commercials]]
* In the "Dancer" commercial for Kellogg's Pop-Tarts, the pastries in the toaster give off a visible vapor. Ten percent of the vapor is strawberries, representing the ten percent fruit in the filling.
[[/folder]]
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See also AuraVision, WrittenSoundEffect and UnsoundEffect.

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See also RuleOfPerception, AuraVision, WrittenSoundEffect and UnsoundEffect.
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* In "Camp Lazlo" other campers were unwilling to take a bath after getting extremely dirty. So they hide from Lazo behind a bush. Unfortunately for them, Lazlo saw their stink lines above the bush.
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[[folder:Commercials]]
* Commercials for painkillers and other pharmaceuticals typically illustrate pain as an animated red circle that fades out towards the edges. The growing and shrinking circle is reminiscent of the throbbing nature of some kinds of pain.
[[/folder]]

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