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* Done skillfully in the BL VisualNovel ''VisualNovel/DRAMAticalMurder'', wherein Aoba's headaches can almost be felt by the audience due to the abrupt assault of red cracks on a darkening scene, in conjunction with an eerie, pulsing ambiance.
** A similar visual effect is used in the visual novel ''KatawaShoujo'' to represent Hisao's heart trauma.
** A similar visual effect is used in the visual novel ''KatawaShoujo'' to represent Hisao's heart trauma.
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[[folder:Visual Novels]]
* Done skillfully in the BL VisualNovel ''VisualNovel/DramaticalMurder'', wherein Aoba's headaches can almost be felt by the audience due to the abrupt assault of red cracks on a darkening scene, in conjunction with an eerie, pulsing ambiance.
* A similar visual effect is used in the visual novel ''VisualNovel/KatawaShoujo'' to represent Hisao's heart trauma.
[[/folder]]
* Done skillfully in the BL VisualNovel ''VisualNovel/DramaticalMurder'', wherein Aoba's headaches can almost be felt by the audience due to the abrupt assault of red cracks on a darkening scene, in conjunction with an eerie, pulsing ambiance.
* A similar visual effect is used in the visual novel ''VisualNovel/KatawaShoujo'' to represent Hisao's heart trauma.
[[/folder]]
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Namespace move. Please don\'t create new work or creator pages in Main/
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* Averted by ''{{Polyester}}'', in which audience members were given "Smell-O-Rama" scratch and sniff cards.
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* Averted by ''{{Polyester}}'', ''Film/{{Polyester}}'', in which audience members were given "Smell-O-Rama" scratch and sniff cards.
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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'' does this. See also InterfaceScrew.
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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'' ''VideoGame/MassEffect2'' does this. See also InterfaceScrew.
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* Played with in a Demetri Martin sketch on lines... he drew a cup of coffee with wavy lines. "That means this coffee is hot". He flips to another sheet with a drawing of a coffee cup but with the wavy lines straightened out. "Now it's loud."
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* Played with in a Demetri Martin sketch on lines... he drew a cup of coffee with wavy lines. "That means this coffee is hot". He flips to another sheet with a drawing of a coffee cup but with the wavy lines straightened out. "Now it's loud."" Then he placed the lines to one side. [[MotionLines "Now it's fast."]]
-->'''Demetri''': If you hear hot coffee coming at you, you better move.
-->'''Demetri''': If you hear hot coffee coming at you, you better move.
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* In ''{{Texhnolyze}}'' excessive pain from mutilation is depicted with the entire picture going purple monochrome, and all the sounds except the gasps of pain getting muted. In a scene where [[GroinAttack a man is shot in the genitals]] its taken even further with rapidly expanding disortion of both the visual and audio tracks.
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* In ''{{Texhnolyze}}'' ''Anime/{{Texhnolyze}}'' excessive pain from mutilation is depicted with the entire picture going purple monochrome, and all the sounds except the gasps of pain getting muted. In a scene where [[GroinAttack a man is shot in the genitals]] its taken even further with rapidly expanding disortion of both the visual and audio tracks.
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* Happens in the first episode of ''NeonGenesisEvangelion'', when Sachiel breaks Unit 01's (and, by extension, Shinji's) arm. The sensation of pain is rendered with a still outline of Shinji panning against a bright-red, almost psychedelic background.
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* Happens in the first episode of ''NeonGenesisEvangelion'', ''Anime/NeonGenesisEvangelion'', when Sachiel breaks Unit 01's (and, by extension, Shinji's) arm. The sensation of pain is rendered with a still outline of Shinji panning against a bright-red, almost psychedelic background.
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Changed line(s) 118 (click to see context) from:
* Done masterfully in the BL VisualNovel ''DramaticalMurder'', wherein Aoba's headaches can almost be felt by the audience due to the abrupt assault of red cracks on a darkening scene, in conjunction with an eerie, pulsing ambiance.
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* Done masterfully skillfully in the BL VisualNovel ''DramaticalMurder'', ''VisualNovel/DRAMAticalMurder'', wherein Aoba's headaches can almost be felt by the audience due to the abrupt assault of red cracks on a darkening scene, in conjunction with an eerie, pulsing ambiance.
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Changed line(s) 118 (click to see context) from:
* Done masterfully in the BL VisualNovel ''DramaticalMurder'', wherein Aoba's headaches can almost be felt by the audience due to the abrupt assault of red cracks on a darkening scene, in conjunction with an eerie, pulsing ambiance.
to:
* Done masterfully in the BL VisualNovel ''DramaticalMurder'', wherein Aoba's headaches can almost be felt by the audience due to the abrupt assault of red cracks on a darkening scene, in conjunction with an eerie, pulsing ambiance. ambiance.
** A similar visual effect is used in the visual novel ''KatawaShoujo'' to represent Hisao's heart trauma.
** A similar visual effect is used in the visual novel ''KatawaShoujo'' to represent Hisao's heart trauma.
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Changed line(s) 38 (click to see context) from:
* In ''{{Ratatouille}}'', there are scenes where taste is represented by abstract shapes dancing to jazz.
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* In ''{{Ratatouille}}'', ''WesternAnimation/{{Ratatouille}}'', there are scenes where taste is represented by abstract shapes dancing to jazz.
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* Done masterfully in the BL VisualNovel ''DramaticalMurder'', wherein Aoba's headaches can almost be felt by the audience due to the abrupt assault of red cracks on a darkening scene, in conjunction with an eerie, pulsing ambiance.
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Changed line(s) 37 (click to see context) from:
* In Disney's ''{{Fantasia}}'', every scene is a representation of the images that the music invokes in the artists' minds. These range from abstract shapes to complicated animated sequences like Mickey's famous performance as the Sorcerer's Apprentice.
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* In Disney's ''{{Fantasia}}'', every scene is a representation of the images that the music invokes in the artists' minds. These range from The segment that is the purest example of Editorial Synaesthesia is the one of "The Soundtrack", as abstract shapes to complicated animated sequences like Mickey's famous performance as forms flowing into each other. Other segments are full stories that the Sorcerer's Apprentice.music evoked for the artists.
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Changed line(s) 40 (click to see context) from:
* 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 peach slices falling into cream appear on the screen.
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* In the film version of AnonymousRex ''Literature/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 peach slices falling into cream appear on the screen.
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* In ''Children of God'' by Creator/MaryDoriaRussell, an alien who has a far better sense of smell than a human is tracking a missing friend. She "sees" his scent as points of light along the trail ("like firespore"--presumably a bioluminescent fungus.)
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* In ''Children of God'' ''Literature/ChildrenOfGod'' by Creator/MaryDoriaRussell, an alien who has a far better sense of smell than a human is tracking a missing friend. She "sees" his scent as points of light along the trail ("like firespore"--presumably a bioluminescent fungus.)
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Changed line(s) 48 (click to see context) from:
* In ''Children of God'' by [[TheSparrow Mary Doria Russell]], an alien who has a far better sense of smell than a human is tracking a missing friend. She "sees" his scent as points of light along the trail ("like firespore"--presumably a bioluminescent fungus.)
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* In ''Children of God'' by [[TheSparrow Mary Doria Russell]], Creator/MaryDoriaRussell, an alien who has a far better sense of smell than a human is tracking a missing friend. She "sees" his scent as points of light along the trail ("like firespore"--presumably a bioluminescent fungus.)
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* In ''Children of God'' by [[TheSparrow Mary Doria Russell]], an alien who has a far better sense of smell than a human is tracking a missing friend. She "sees" his scent as points of light along the trail ("like firespore"--presumably a bioluminescent fungus.)
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* In WesternAnimation/TheTransformers episode ''Starscream's Ghost'', a visible stench from alien food wafts towards Octane's nose and he audibly sniffs it.
-->Octane: Sheesh, what have you been eating?"
-->Octane: Sheesh, what have you been eating?"
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Changed line(s) 125 (click to see context) from:
* In WesternAnimation/MyLittlePonyFriendshipIsMagic, pain is indicated by a faint pinging noise, similar to that of the tweeting of CirclingBirdies, and accompanied by quickly flashing stars that fly from lines connected to the injury.
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* In WesternAnimation/MyLittlePonyFriendshipIsMagic, ''WesternAnimation/MyLittlePonyFriendshipIsMagic'', pain is indicated by a faint pinging noise, similar to that of the tweeting of CirclingBirdies, and accompanied by quickly flashing stars that fly from lines connected to the injury.
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* TheSims2 uses green particle effects to visually show smelly things, like rotten food, stinky clothes, and odorous sims.
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* TheSims2 ''TheSims2'' uses green particle effects to visually show smelly things, like rotten food, stinky clothes, and odorous sims.
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Changed line(s) 38 (click to see context) from:
** Anton's little 'memory' of his childhood when he eats the titular dish counts as well. It doesn't display the taste itself, but it certainly shows the ''feeling'' the taste evoked.
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** Anton's little 'memory' of his childhood when he eats the titular dish ratatouille counts as well. It doesn't display the taste itself, but it certainly shows the ''feeling'' the taste evoked.
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Changed line(s) 159 (click to see context) from:
->'''Statler:''' Man, that music smells terrible\\
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->'''Statler:''' Man, that music smells terrible\\terrible!\\
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'''Waldorf:''' And those costumes taste ridiculous.\\
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'''Waldorf:''' And those costumes taste ridiculous.\\ridiculous!\\
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Changed line(s) 158 (click to see context) from:
----
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->'''Statler:''' Man, that music smells terrible\\
'''Both:''' Heheh.\\
'''Waldorf:''' And those costumes taste ridiculous.\\
'''Both:''' Hehehehe.\\
'''Statler:''' And don't get me started on how ugly the scenery feels!\\
'''Both:''' Do-ho-ho-ho-hoh!
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** Anton's little 'memory' of his childhood when he eats the titular dish counts as well. It doesn't display the taste itself, but it certainly shows the ''feeling'' the taste evoked.
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* In ''{{Bioshock}}'' [[spoiler:your heart stopping for a moment in response to the 'code yellow' trigger phrase]] is shown as blue mesh across your vision, similar to seeing the blood vessels in your eyes. Your character also stumbles in pain.
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* In ''{{Bioshock}}'' ''VideoGame/{{BioShock|1}}'' [[spoiler:your heart stopping for a moment in response to the 'code yellow' trigger phrase]] is shown as blue mesh across your vision, similar to seeing the blood vessels in your eyes. Your character also stumbles in pain.
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* TheSims2 uses green particle effects to visually show smelly things, like rotten food, stinky clothes, and odorous sims.
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* Stink lines are ubiquitous in any visual medium, and are invariably green, except in anime, where they're often yellow.
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* Stink lines are ubiquitous in any visual medium, and are invariably green, except in anime, where they're often yellow.
yellow, or somewhere in-between.
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Changed line(s) 105 (click to see context) from:
* 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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* Many if not most recent gen first generation first/third 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 MyLittlePony:FriendshipisMagic, pain is indicated by a faint pinging noise, similar to that of the tweeting of CirclingBirdies, and accompanied by quickly flashing stars that fly from lines connected to the injury.
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* In MyLittlePony:FriendshipisMagic, WesternAnimation/MyLittlePonyFriendshipIsMagic, pain is indicated by a faint pinging noise, similar to that of the tweeting of CirclingBirdies, and accompanied by quickly flashing stars that fly from lines connected to the injury.
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*In MyLittlePony:FriendshipisMagic, pain is indicated by a faint pinging noise, similar to that of the tweeting of CirclingBirdies, and accompanied by quickly flashing stars that fly from lines connected to the injury.