History Main / EnemyDetectingRadar

22nd Aug '17 5:22:12 PM sabremeister
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* Aircraft have something referred to as "IFF", the International Friend-or-Foe system. By transmitting certain signals, aircraft can be identified as "friendly", "hostile", "civilian/neutral" or "unknown". This is a way that pilots can quickly identify which aircraft belong to their allies to avoid blowing them out of the sky.

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* Aircraft have something referred to as "IFF", the International Identification Friend-or-Foe system. By transmitting certain signals, aircraft can be identified as "friendly", "hostile", "civilian/neutral" or "unknown". This is a way that pilots can quickly identify which aircraft belong to their allies to avoid blowing them out of the sky.
14th Aug '17 12:28:17 AM SonicGamer07
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** ''VideoGame/MetalGearSolidPeaceWalker'' did not feature one traditionally, being set just 10 years after ''Snake Eater''. However, you can acquire specs to build your own [[AnachronismStew battery-powered Soliton Radar]], continuity be damned, which functions identically to its appearance in previous games. Unfortunately, the battery consumption means that it's all but AwesomeButImpractical until the very last upgrade, whereupon it stops consuming battery.
12th May '17 4:24:42 AM Cryoclaste
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* ''VideoGame/KingdomOfLoathing'' has a radar function in the ''[[{{Metroid}} Meteoid]]'' subgame. It doesn't begin detecting enemies until it's been upgraded, though.

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* ''VideoGame/KingdomOfLoathing'' has a radar function in the ''[[{{Metroid}} ''[[Franchise/{{Metroid}} Meteoid]]'' subgame. It doesn't begin detecting enemies until it's been upgraded, though.
16th Apr '17 10:40:34 AM Malady
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It may be part of a LevelMapDisplay.
4th Mar '17 8:26:55 PM Strafe2409
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** Using tools/perks like UAV Jammer, Camouflage, Cold Blooded, [[VideoGame/CallOfDutyBlackOps Gh]][[VideoGame/CallOfDutyBlackOps2 o]][[VideoGame/CallOfDutyBlackOps3 st]], Assassin, [[VideoGame/CallOfDutyAdvancedWarfare Low Profile]] or even simply shooting the UAV down will hide you from this sort of detection.

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** Using tools/perks like UAV Jammer, Camouflage, Cold Blooded, [[VideoGame/CallOfDutyBlackOps Gh]][[VideoGame/CallOfDutyBlackOps2 o]][[VideoGame/CallOfDutyBlackOps3 st]], s]][[VideoGame/CallOfDutyInfiniteWarfare t]], Assassin, [[VideoGame/CallOfDutyGhosts Off the Grid]], [[VideoGame/CallOfDutyAdvancedWarfare Low Profile]] or even simply shooting the UAV down will hide you from this sort of detection.
20th Jan '17 10:21:24 AM Saber15
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* In ''Videogame/PlanetSide 2'', your map will report the position of enemies firing non-silenced weapons. Spotting an enemy tags them on radar, allowing all your allies to see real-time aim and position tracking on their map for a few seconds. Devices like Scout Radar on vehicles, and the infiltrator's Motion Spotter and Recon Darts allow you to expand radar capability.
4th Jan '17 10:31:04 AM Marilla
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!!Non Video Game Examples:

[[AC: Films]]
* One of the most famous occurrences of this is the motion tracker from ''Film/{{Aliens}}'', used by the Colonial Marines both to look for survivors of Hadley's Hope and hunt for the titular Xenomorphs. However, it doesn't discriminate between friend and foe, as shown when the very first thing detected was some hamsters in their habitat; Newt is nearly shot when her appearance on the tracker prompts the Marines to prep their weapons.
* Utterly averted in ''Film/TheGiantBehemoth'', because (for some reason) the Paleosaurus is invisible to radar.
* ''Film/CodeRedTheRubiconConspiracy'' has a tracking device which initially is being used to track the remaining survivor, but then inexplicably also tracks both types of aliens.

[[AC: Literature]]
* ''Literature/HarryPotter'' has both the Marauder's Map (a real-time map of people and where they are on school grounds) and the Sneakoscope. Though the Sneakoscope only indicates if someone nearby is untrustworthy, whether it's due to a little prank they're playing or something much more serious, with no distinction between the two.
* ''[[Literature/DarkFuture Krokodil Teares]]''. Smug Californian Op Bronson Manolo's mobile command centre has a readout showing him exactly how many living people there are in the town of Dead Rat [[ColorCodedForYourConvenience with enemies in red and friendlies in blue]].

[[AC:{{Pinball}}]]
* "Locate the Joker" in Creator/SternPinball's ''[[Pinball/BatmanStern Batman]]'' shows Batman using a hand-held sensor to track the Joker as he runs around.

[[AC: Real Life]]
* As mentioned above, this is TruthInTelevision: There is also a widely-used military system called a Radar Warning Receiver, which (in many, but not all cases) identifies the type of radar emissions (i.e. SPY-1, "High Lark", Agave) and can determine the likely threat of them. A general hint -- [[SensorSuspense a repeating tone]] indicates that an enemy radar emitter has locked on to you and may be getting ready to fire.
** Want a real life Motion tracker? The closest you'll get in the civilian market is the T-Cube sensor. 500 metre maximum range, with an SOS function, encryption and real time motion detection, the only catch is that you can only see friendlies on your screen. And that it's $500 for two. [[http://www.redwolfairsoft.com/redwolf/airsoft/Combat_Gear_Electronic_Positioning_Devices_T_Cube_Motion_Tracker_Unit_Dual_Pack.htm Take a look.]]
* Aircraft have something referred to as "IFF", the International Friend-or-Foe system. By transmitting certain signals, aircraft can be identified as "friendly", "hostile", "civilian/neutral" or "unknown". This is a way that pilots can quickly identify which aircraft belong to their allies to avoid blowing them out of the sky.

[[AC:TabletopGames]]
* In most if not all ''TabletopGame/DungeonsAndDragons'' game mechanics (and probably a lot of Tabletop [=RPGs=] in general) there are spells to detect the presence, location, and relative strength of a variety of creatures, usually in the form of Detect [Alignment], for creatures matching a particular type of alignment, and Detect Magic, for magical creatures and items.





[[AC:Unsorted]]






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\n\n[[AC:Unsorted]]\n\n\n\n\n\n!!Non Video Game Examples:

[[AC: Films]]
* One of the most famous occurrences of this is the motion tracker from ''Film/{{Aliens}}'', used by the Colonial Marines both to look for survivors of Hadley's Hope and hunt for the titular Xenomorphs. However, it doesn't discriminate between friend and foe, as shown when the very first thing detected was some hamsters in their habitat; Newt is nearly shot when her appearance on the tracker prompts the Marines to prep their weapons.
* Utterly averted in ''Film/TheGiantBehemoth'', because (for some reason) the Paleosaurus is invisible to radar.
* ''Film/CodeRedTheRubiconConspiracy'' has a tracking device which initially is being used to track the remaining survivor, but then inexplicably also tracks both types of aliens.

[[AC: Literature]]
* ''Literature/HarryPotter'' has both the Marauder's Map (a real-time map of people and where they are on school grounds) and the Sneakoscope. Though the Sneakoscope only indicates if someone nearby is untrustworthy, whether it's due to a little prank they're playing or something much more serious, with no distinction between the two.
* ''[[Literature/DarkFuture Krokodil Teares]]''. Smug Californian Op Bronson Manolo's mobile command centre has a readout showing him exactly how many living people there are in the town of Dead Rat [[ColorCodedForYourConvenience with enemies in red and friendlies in blue]].

[[AC:{{Pinball}}]]
* "Locate the Joker" in Creator/SternPinball's ''[[Pinball/BatmanStern Batman]]'' shows Batman using a hand-held sensor to track the Joker as he runs around.

[[AC: Real Life]]
* As mentioned above, this is TruthInTelevision: There is also a widely-used military system called a Radar Warning Receiver, which (in many, but not all cases) identifies the type of radar emissions (i.e. SPY-1, "High Lark", Agave) and can determine the likely threat of them. A general hint -- [[SensorSuspense a repeating tone]] indicates that an enemy radar emitter has locked on to you and may be getting ready to fire.
** Want a real life Motion tracker? The closest you'll get in the civilian market is the T-Cube sensor. 500 metre maximum range, with an SOS function, encryption and real time motion detection, the only catch is that you can only see friendlies on your screen. And that it's $500 for two. [[http://www.redwolfairsoft.com/redwolf/airsoft/Combat_Gear_Electronic_Positioning_Devices_T_Cube_Motion_Tracker_Unit_Dual_Pack.htm Take a look.]]
* Aircraft have something referred to as "IFF", the International Friend-or-Foe system. By transmitting certain signals, aircraft can be identified as "friendly", "hostile", "civilian/neutral" or "unknown". This is a way that pilots can quickly identify which aircraft belong to their allies to avoid blowing them out of the sky.

[[AC:TabletopGames]]
* In most if not all ''TabletopGame/DungeonsAndDragons'' game mechanics (and probably a lot of Tabletop [=RPGs=] in general) there are spells to detect the presence, location, and relative strength of a variety of creatures, usually in the form of Detect [Alignment], for creatures matching a particular type of alignment, and Detect Magic, for magical creatures and items.
4th Jan '17 10:28:48 AM Marilla
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!!Examples:

to:

!!Examples:
!!Non Video Game Examples:



[[AC: Video Games]]
* ''VideoGame/The7thSaga'' gives you a crystal ball that allows you to detect enemies, among other things. This functionality seems present mostly for the game to taunt you, as it's nearly impossible to avoid running into them.
* The ''VideoGame/AceCombat'' series has a radar system that varies a little between games. In some games, the color of a target indicates either its point value (''VideoGame/AceCombat04ShatteredSkies'') or whether it's critical to the mission (''VideoGame/AceCombatZeroTheBelkanWar''), in others it indicates its current health (''VideoGame/AceCombat5TheUnsungWar''). Stealth planes generally fade in and out, making it difficult to keep track of them, and aircraft equipped with ECM systems would block portions of the radar or display false targets when close by.
* In the [[SideView side-scrolling]] RealTimeStrategy ''VideoGame/ArmorAlley'', your radar displays everything on the length of the battlefield...unless your HeroUnit strays near an enemy signal-jamming van, which will cause the radar display to flicker blank.
* ''VideoGame/ArmoredCore'' has this in almost every game, often [[ColorCodedForYourConvenience color coded]], but in a bit of a different way; The colors of enemies on radar change depending on their vertical alignment with you (blue for higher, yellow for lower). Starting with Armored Core 4, this system is abolished in favor of a 3D radar, but target enemies show up in red while everything else is white.
** Noteworthy in that the radar actually has a scan interval between updates. Equipping a rapid-scan radar makes it a lot easier to perform a HighSpeedMissileDodge, since you can trace the missile trajectories even when they circle behind you, but very often there's a tradeoff between fast scan times and longer radar ranges.
* The ''VideoGame/AlienVsPredator'' motion detector is of course from the original ''Film/{{Alien}}'' movie, and as a result is in absolutely every game based on the franchise, too.
** And, unlike many such systems, the readout only shows movement in an arc in front of you. That means you don't see what's behind you, you don't see enemies who are standing still, and ''anything'' moving will set it off including elevators and loading hooks swaying in the wind.
** The ''VideoGame/AlienIsolation'' radar (pictured) can detect any moving thing in front of you, be it human, droid, or alien. It also has lights to tell you if something is to your side or behind you, but not how far away it is. However, it cannot tell you if it's on the same level as you, and the beeping might alert other things to your presence.
* The radar in the 1980 coin-op arcade classic ''VideoGame/{{BattleZone|1980}}'' (with wire-frame monochrome graphics.) May make this OlderThanTheyThink.
* Vehicles and the spacesuit in both ''Videogame/BattleZone1998'' and its sequel have a circular radar display, which shows the terrain in 3-dimensional wireframe, with friendly and enemy contacts displayed on top of the wireframe terrain. Different vehicles have different radar ranges, radar pulse rates, and inherent stealth abilities, the latter of which can be augmented by the RED Field generator or the Scion's Jammer building, which completely hides a vehicle from radar.

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[[AC: Video Games]]
[[AC:TabletopGames]]
* ''VideoGame/The7thSaga'' gives you In most if not all ''TabletopGame/DungeonsAndDragons'' game mechanics (and probably a crystal ball that allows you lot of Tabletop [=RPGs=] in general) there are spells to detect enemies, among other things. This functionality seems present mostly for the game to taunt you, as it's nearly impossible to avoid running into them.
* The ''VideoGame/AceCombat'' series has a radar system that varies a little between games. In some games, the color
presence, location, and relative strength of a target indicates either its point value (''VideoGame/AceCombat04ShatteredSkies'') or whether it's critical to the mission (''VideoGame/AceCombatZeroTheBelkanWar''), in others it indicates its current health (''VideoGame/AceCombat5TheUnsungWar''). Stealth planes generally fade in and out, making it difficult to keep track variety of them, and aircraft equipped with ECM systems would block portions of the radar or display false targets when close by.
* In the [[SideView side-scrolling]] RealTimeStrategy ''VideoGame/ArmorAlley'', your radar displays everything on the length of the battlefield...unless your HeroUnit strays near an enemy signal-jamming van, which will cause the radar display to flicker blank.
* ''VideoGame/ArmoredCore'' has this in almost every game, often [[ColorCodedForYourConvenience color coded]], but in a bit of a different way; The colors of enemies on radar change depending on their vertical alignment with you (blue for higher, yellow for lower). Starting with Armored Core 4, this system is abolished in favor of a 3D radar, but target enemies show up in red while everything else is white.
** Noteworthy in that the radar actually has a scan interval between updates. Equipping a rapid-scan radar makes it a lot easier to perform a HighSpeedMissileDodge, since you can trace the missile trajectories even when they circle behind you, but very often there's a tradeoff between fast scan times and longer radar ranges.
* The ''VideoGame/AlienVsPredator'' motion detector is of course from the original ''Film/{{Alien}}'' movie, and as a result is in absolutely every game based on the franchise, too.
** And, unlike many such systems, the readout only shows movement in an arc in front of you. That means you don't see what's behind you, you don't see enemies who are standing still, and ''anything'' moving will set it off including elevators and loading hooks swaying
creatures, usually in the wind.
** The ''VideoGame/AlienIsolation'' radar (pictured) can detect any moving thing in front
form of you, be it human, droid, or alien. It also has lights to tell you if something is to your side or behind you, but not how far away it is. However, it cannot tell you if it's on the same level as you, Detect [Alignment], for creatures matching a particular type of alignment, and the beeping might alert other things to your presence.
* The radar in the 1980 coin-op arcade classic ''VideoGame/{{BattleZone|1980}}'' (with wire-frame monochrome graphics.) May make this OlderThanTheyThink.
* Vehicles
Detect Magic, for magical creatures and the spacesuit in both ''Videogame/BattleZone1998'' and its sequel have a circular radar display, which shows the terrain in 3-dimensional wireframe, with friendly and enemy contacts displayed on top of the wireframe terrain. Different vehicles have different radar ranges, radar pulse rates, and inherent stealth abilities, the latter of which can be augmented by the RED Field generator or the Scion's Jammer building, which completely hides a vehicle from radar.items.

!!Video Game Examples
[[AC:ActionAdventure]]



* The ''VideoGame/CallOfDuty'' series plays with this. In just about every game, there's a map in the top left corner of the screen which shows your squadmates as green chevrons and red dots representing enemy fire - in both UsefulNotes/WorldWarII and Modern settings. This map could be disabled or enhanced in many ways:
** Calling a UAV or Recon Plane (depending on the setting) will periodically give you all enemy positions every few seconds. Oddly enough, even if said enemies are inside concrete bunkers with no windows. ''Modern Warfare 3'' includes an "Advanced UAV" that updates more often, while the ''[[VideoGame/CallOfDutyBlackOps Black Ops]]'' games include, respectively, an SR-71 Blackbird, an [[VideoGame/CallOfDutyBlackOps2 "Orbital VSAT"]], and a [[VideoGame/CallOfDutyBlackOps3 "High Altitude Telemetry Reconnaissance"]] vehicle that show the positions of enemies in real-time (marking them as red chevrons) and, except for the H.A.T.R., can't be shot down like the standard UAV.
** Using tools/perks like UAV Jammer, Camouflage, Cold Blooded, [[VideoGame/CallOfDutyBlackOps Gh]][[VideoGame/CallOfDutyBlackOps2 o]][[VideoGame/CallOfDutyBlackOps3 st]], Assassin, [[VideoGame/CallOfDutyAdvancedWarfare Low Profile]] or even simply shooting the UAV down will hide you from this sort of detection.
** As well, these maps can be defeated by using suppressed weapons - firing one wouldn't have you show up on enemy radar.
** In ''VideoGame/ModernWarfare 2'', a Counter-UAV will completely disable enemy radar - it replaces the map, friendly positions, and enemy positions with static.
** The Scrambler perk also makes enemy radar more static-filled the closer to enemy personnel you get. Unfortunately, this can also act as an early-warning system to said enemies.
** ''Modern Warfare 2'' and ''3'' also have heartbeat sensors available for certain weapons - and these can, for some reason, distinguish between friendly and enemy heartbeats. However, these can also be defeated by the 'Ninja' perk, which makes you invisible to such sensors.
** Finally, all enemy electronics can be disabled by using an EMP, which makes the only method of detection the Mark One Eyeball. Oddly enough, this only affects the enemy team - not yours. This is, however, averted in Hardcore mode where an EMP will disable ''all'' electronics.
* Downplayed in ''VideoGame/PlanetSide'' 2. Enemies do show up on the minimap, but not magically - another player has to see them and "spot" them. Being spotted lasts a few seconds; an attentive spot can ruin an ambush or win a rematch. The infiltrator, with its unique ability to cloak, is the only class that can shed being spotted at will. Infiltrators, however, also carry motion detectors that play this trope straight for a limited time. They in turn can be countered by standing still, equipping the Sensor Shield implant, or shooting/EMPing the deployed motion detector.
* ''[[VideoGame/CatacombFantasyTrilogy Catacomb Abyss]]'' and its sequels have you collect crystals throughout the game; each crystal allows you to see one specific type of enemy on your crystal ball (like a radar, it shows enemies at some distance all around you, though it isn't an automap)
* ''VideoGame/CommandAndConquerRenegade'' had a radar that shown the position of enemies, and was jammed by enemy communications centers. In multiplayer mode, it only showed allies (in the default settings, anyway).
** In the original ''VideoGame/CommandAndConquer'' games, you didn't have a minimap unless you built a Radar Dome, which would then show off the entire map (though areas covered by the shroud would appear as black space). Additionally, the later games added ways of detecting stealth units (typically, light vehicles might have sensors which would revealed their location, meaning that players would be well advised to keep a few stealth detecting units around to avoid being ambushed).
** Though there were a few missions in the series that gave you the minimap even without a Communications Center (though those missions usually were the ones before you could build a Comm. Center, or those with no base at all).
* ''VideoGame/CommandAndConquerGenerals'': The USA can use a satellite scan (and have radar access) right off the bat as long as they have Command Centers, an ability that can eventually be researched by the GLA for their Radar Vans. The Chinese don't get it, instead having to rely on the detection capabilities of their troop crawlers.
* In ''VideoGame/CompanyOfHeroes'', the British can use such a special ability, when choosing the ''Royal Commandos'' Commander Tree (the Brits actually invented Radar in real UsefulNotes/WW2). You'll receive 3 Radar positions, which you can place randomly on the quadrangular map. This forms a triange between the three stations (see BermudaTriangle), a FogOfWar - free zone, where you can spot ''any'' enemy movments. This method can only supervise up to 50% of the map though (a triangle may fit twice into a quadrangle - Duh!), so you better concentrate all your scouts on the other halve...
* ''VideoGame/CounterStrike'' has one of these.
* The ''VideoGame/DarkCloud'' games feature a "Magic Crystal" on each dungeon floor which will reveal the locations of any remaining enemies and treasure chests.
* ''VideoGame/DawnOfMana'' has one that's even ColorCodedForYourConvenience: blue enemies drop items, red ones are just there for you to kill and abuse the RagdollPhysics with their bodies, and yellow indicates the direction in which you need to go.
* The scanner in ''VideoGame/{{Defender}}'', which is also used in ''VideoGame/ChopperCommand'' and ''VideoGame/StarWarsTheEmpireStrikesBackAtari2600''.
* The top-down automaps in ''VideoGame/{{Doom}}'' and ''VideoGame/{{Doom}} II'' allow you to see enemies (and other objects) with the proper cheat codes on.
** ''VideoGame/{{Strife}}'', another Doom-engine game, adds this function as an item as well. Unfortunately you have to use it on a level filled out by an automap powerup, and only a few levels in Strife have map pickups.
* ''VideoGame/DragonAgeOrigins'' has a Survival skill, and as you gain levels in it, more detail about enemies and higher level enemies will show up. [[VideoGame/DragonAgeII The sequel]] had all enemies visible on the minimap, but only after you encounter them.
* ''VideoGame/DuneII'' had the Outpost building, which gave you a radar screen that tracked your enemies (including SandWorms).
* In most if not all ''TabletopGame/DungeonsAndDragons'' game mechanics (and probably a lot of Tabletop [=RPGs=] in general) there are spells to detect the presence, location, and relative strength of a variety of creatures, usually in the form of Detect [Alignment], for creatures matching a particular type of alignment, and Detect Magic, for magical creatures and items.



* Available in ''VideoGame/TheElderScrollsIIIMorrowind'' and ''VideoGame/TheElderScrollsIVOblivion'' although both required a spell to have the monsters show up. Also available were magic detection (which showed magical items) and key detection ([[MundaneUtility presumably the result of a mage losing his tower key once too often]]).
** ''VideoGame/TheElderScrollsVSkyrim'' has two spells, Detect Living and Detect Dead, which do what they sound like, letting you determine where people are located. The latter is a must-have for draugr ruins to spot where those sneaky undead might be hiding. There's also a [[MakeMeWannaShout Dragon Shout]] called Aura Whisper that detects ''everything'' that can move, living or undead, and has a very wide range and fast cooldown. Once you've got Aura Whisper, you will ''never'' fall into an ambush again.
* ''VideoGame/EnemyZero''. Picture this: you're on a spaceship out in the middle of nowhere, and a bunch of nasty aliens have come aboard and murdered everyone save you and a few others. Problem is, the aliens are '''completely invisible''', and you get to roam the corridors of the ship, completely unable to see them. Your only way of knowing they're around is a sonar-ish device that starts pulsing louder and faster depending on how close the aliens are, all of which is absolutely nerve-wracking. The slightest peep will have you spooked, to say nothing when the aliens can be heard growling close by. BringMyBrownPants, please.
* ''VideoGame/EscapeVelocity'' has a radar screen. Buying an IFF Decoder will give it colors: non-hostile ships are blue, enemy ships are red, disabled ships are gray, launched fighters and mission escorts are green.
* The [=PIPBoy=] has a motion tracker option in ''VideoGame/{{Fallout 1}}'' & ''VideoGame/{{Fallout 2}}'', which will display all living entities on the minimap scanner when it's switched on.
** In ''VideoGame/{{Fallout 3}}'', enemies are shown on your compass as red ticks, with the range governed by your Perception stat.
** ''VideoGame/FalloutNewVegas'''s ''Lonesome Road'' DLC has areas where the high radiation levels [[InterfaceScrew interfere with your motion tracker]].
* In ''VideoGame/FarCry'' the player character finds a set of binoculars near the beginning of the game which allows him to isolate the tracking beacons of targetted enemies, putting them on the radar. So, once the enemies have been spotted once, they show up on the radar. This returns in ''VideoGame/FarCry3'', ''[[VideoGame/FarCry3BloodDragon Blood Dragon]]'' and ''[[VideoGame/FarCry4 4]]'' by way of marking enemies through your camera or cyber-eye depending on the game.
* ''FatalFrame'' has two: the Camera Obscura's filament, and the main character's heartbeat. The filament glows when a ghost is nearby, and glows brighter if you're facing the ghost and/or getting closer to it. The character's heartbeat also speeds up the closer a ghost is. This is quite handy, because it is a common situation that ghost can be near you and you can't ''see'' it, either because it's in a wall or it's invisible at the time.
* ''VideoGame/FinalFantasyXI'' possesses two radar systems. The first can be used by all the classes in the game and is part of the normal HUD, but actual targets you can attack will only show up if you have the Beastmaster, Ninja, Thief, Ranger, Summoner, or Blue Mage jobs either as your main or subjob. Beastmasters and Rangers(and anyone who subs them) can use Wide Scan, which essentially uses the map of the area as a radar for [=NPCs=] and monsters. You can even select one to "track", which allows you to hunt it down by pointing towards it on the normal radar.
** ''VideoGame/FinalFantasyXII'' uses a similar system. A mini-map is shown at all times in the corner of the screen. Green dots were [=NPCs=], blue dots were either your allies or a neutral character in the battlefield, red dots were foes, and huge red dots were bosses.
* The video game adaptation of ''[[VideoGame/GoldenEye1997 GoldenEye]]'' has one, explained as the function of one of Bond's gadgets. SpiritualSuccessor series ''VideoGame/PerfectDark'' also has one.
** Oddly enough you had to unlock a cheat code to ''turn the radar off''. The most common reason for bothering unlocking this cheat was when you had a friend who was so good at the game in multiplayer you had to do ''something'' to make things harder for them to hunt everyone down.
* The 3D ''VideoGame/GrandTheftAuto'' games has a minimap (sometimes called a radar) in-game. At times, it will show a mission objective or a moving enemy.
** The LetsPlay/FreelanceAstronauts made fun of this in their LetsPlay of ''VideoGame/GrandTheftAutoViceCity, coming to the conclusion that most missions involve "Killing the pink dot on the radar."
* In ''VideoGame/GunsOfIcarus'', this feature is absolutely vital for tracking the position of enemies, since your vision will be obscured by clouds and weather conditions, and you'll be attacked from all sides--enemies will retreat out of your vision range and circle around to the other side of your ship--so if you don't watch the radar, expect to die.
* ''Franchise/{{Halo}}'' puts one on the player's {{HUD}} in both single-player and multiplayer modes. The one in ''VideoGame/{{Halo 4}}'' can even indicate vehicle type (e.g. if an enemy is driving a Wraith, they'll appear in the shape of a Wraith on your motion tracker). That said, the tracker can be foiled by either crouch-walking or just moving ''really'' slowly.
* You don't have this in radar form, but the map of the area you get in every mission in the ''VideoGame/{{Hitman}}'' games is insanely accurate, even displaying which way doors open, where the fusebox is, and tracking the movement of every person on the premises, Agent 47 included.
** On the higher difficulty levels, details are removed. On the hardest level, only 47 himself is shown on the map, making the "look through keyhole" action quite handy.
* The NES game ''VideoGame/{{Jaws}}'' includes a radar (unlockable with some seashells) to detect the proximity of the shark.
** The "Jaws: The Ride" minigame in ''UniversalStudiosThemeParkAdventure'' has this as a mechanic to tell you where he is in relation to the ''Orca''. Even in "Hard" mode he gives you enough time to grab a barrel and head towards that section of the boat.
* ''VideoGame/KingdomOfLoathing'' has a radar function in the ''[[{{Metroid}} Meteoid]]'' subgame. It doesn't begin detecting enemies until it's been upgraded, though.



* ''VideoGame/{{Mafia}}'' despite being set in the 1930s before UsefulNotes/WorldWarII and the invention of Radar had one for detecting vehicles in the top left of the screen that showed civilian cars as white, Police as blue and enemies as red blips.
* ''VideoGame/{{MAG}}'' has different uniforms for different factions, but allied players always show up as blue on the minimap and enemy players show up as red. This has led to expressions like "hey blue dot, heal me" and "fighting some red dot when..."
* The ''Alien'' one was dutifully cloned by ''VideoGame/{{Marathon}}'''s motion tracker, and has since followed Bungie through the ''Franchise/{{Halo}}'' series as well. In ''Marathon'' humans and defense drones appear as green squares, aliens as red triangles, and hostile players during net play as yellow squares.
** We have recently sensors that can detect someone's heartbeat and therefore determine how many people are in a vehicle, room, etc. Assuming that your enemies have different heartbeats than humans, this technology probably will be used in the sensors of the future.
* ''Franchise/MassEffect'' features both EnemyDetectingRadar and Radar-Jamming Enemies, specifically geth. But the geth radar-jamming is more of a nuisance than anything else: its range is short enough that they only jam you when they're about to attack (meaning they can't really ambush an attentive player), and their flashlight heads are kind of a giveaway as to their location, even in thick fog.
* In the ''VideoGame/MechWarrior'' series, radar is a staple of practically every game and is extremely useful in tracking enemies and their damage. 2 and 3 offered the 'satellite uplink' mode, which was more like a bird's eye view of the field. Each game has had some kind of mission restriction or equipment to enhance or mess with the radar, including lots of false-positive decoy pods, electronic jammers, and range enhancing probes.
* A staple of ''Franchise/MetalGear'' games;
** ''VideoGame/MetalGear2SolidSnake'' was the first to use a radar, allowing the player to see enemies on the surrounding screens. It showed both the guards positions and their vision cones to indicate when you could be seen.
** ''VideoGame/MetalGearSolid'' and ''VideoGame/MetalGearSolid2SonsOfLiberty'' both used Soliton radar, which had been invented by Mei Ling. Apparently "It employs the [[TechnoBabble KdV equation]] to detect the electromagnetic waves resulting from biological reactions." It could detect when people yawned, when they closed their eyes, which way they were looking, and how far they could see. Triggering an alarm would result in the radar being jammed, as would using chaff grenades, and the radar wouldn't work in enclosed spaces.
** As a prequel, ''VideoGame/MetalGearSolid3SnakeEater'' didn't feature the radar, as it was set before it was invented (and many argued that the radar made the stealth too easy). There were a number of more primitive alternatives that could be found through the game, all of which needed battery power. The Motion Sensor would only show moving guards and animals, so a stationary guard wouldn't be shown. The Sonar would indicate everything, but had to be manually triggered and the 'ping' could alert guards. The AP sensor would vibrate when guards were near.
** ''VideoGame/MetalGearSolidPortableOps'' had a Surround Indicator that would mark the direction and proximity of guards according to how much noise they made, as well as how noisy the player was.
** ''VideoGame/MetalGearSolid4GunsOfThePatriots'' used a similar Threat Ring, this time surrounding the player in 3D when they crouched rather than in a radar screen. The Solid Eye also gives a radar when worn that worked similarly, which showed the position of the player and nearby characters, as well as a second circle around the player that expands or shrinks to indicate how large of a presence they're making themselves through sound and the like - running full-tilt would nearly fill the radar screen, while laying down and blending in with [=OctoCamo=] would make the circle only ''just'' barely larger than the one indicating their position. The camo index (indicating how effective your camouflage is against your current background) was also worked into the Solid Eye's radar, and would turn blue or red if you're currently harder or easier to notice amidst things like gunfire and mortar shells exploding nearby.



* ''VideoGame/MightAndMagic 6'' introduced the "new and improved" automap, which, when combined with the first Air magic spell "Wizard Eye", functioned as an Life Detecting Radar - Green is Neutral, Red is Hostile, Blue is Loose Item, and Yellow is Lootable Body.
** Strictly speaking Blue is 'Point of Interest'. Most of the time that either means a chest or a loose item. Sometimes it is a map-object you can interact with (a fountain that regenerates health, a floor that moves, etc).
* The ''VideoGame/MonsterHunter'' series had the Paintball item, which allowed a hunter to see where his/her mark is located on the onscreen map.
* The ''VideoGame/NavalOps'' series uses this trope quite heavily since trying to spot enemy ships visually is a bit of a pain. Upgrading your ship increases the radar range. Sonar is required to spot submarines. You have a minimap radar in one corner of the screen and a close-range radar as part of your HUD. Stealth enemies may not show up on the minimap, but they'll appear on the HUD.
* ''VideoGame/NeverwinterNights2'' has the Track ability, which pinpoints enemies on the minimap at a distance dependent on your Survival skill. You can toggle it on at the cost of movement speed, or you can take the Improved Tracking feat (free to rangers), which changes it to always-on and allows you to move at full speed.
* The [[OurAngelsAreDifferent Divine Herald]] from ''[[NexusWar Nexus Clash]]'' can detect when there are demons in the area. Unlike some examples of this trope, the Herald can only find out how many demons are nearby this way and not quite exactly where they are, and it may take a few pings of the radar to triangulate the location of their target.
* The HUD minimap in ''VideoGame/Nitemare3D'' has an optional overlay that shows enemies in red.
* ''VideoGame/NoMoreHeroes'' requires you to earn the "Memory of White", a minimap with the enemies in purple and the treasures in yellow, by collecting Lovikov balls. ''Desperate Struggle'' averts the BagOfSpilling by letting Travis keep it.
* ''VideoGame/NoOneLivesForever'' nicely made a gameplay element out of it: your radar ''doesn't'' show nearby enemies... unless you shoot them with a "tracking dart" (which takes some skill), after which they appear as red dots on it.
* A function of the mini-map in ''VideoGame/OdinSphere'' is to show enemy locations and even any projectiles they may be firing.
* ''VideoGame/ParasiteEve2'' has a radar system that shows how close enemies are to you, but only if you have the GPS item equipped or are wearing armor that has a GPS built in.
* ''VideoGame/{{Persona 3}}'' has a radar screen that shows enemies, treasures, and general geography while exploring Tartarus. In one section, the enemies [[ScrappyLevel tend to blend into the dark background]] and the radar becomes that much more useful.
* ''Franchise/{{Pokemon}}'':
** ''Pokémon'' has one of these for items, creatively called the "Item Finder." Over time it's evolved from a somewhat unhelpful noise maker if you were within 50 yards of something, to a "[=DowsingMCHN=]" that points out the ''EXACT'' location of a hidden item. It wasn't until ''Fire Red'' and ''Leaf Green'' that players got access to the "Vs. Seeker," which could detect trainers. That is, those who wanted to battle or have a rematch ''and'' were onscreen.
** The Pokeradar in Gen IV points you to hidden Pokemon via shaking grass. Trouble was it lasted a few steps and then needed 50 steps to recharge.



* The Heartbeat Sensor in the ''VideoGame/RainbowSix'' series functions like this.
* Many RealTimeStrategy games have a mini-map that shows enemy buildings and troops once the FogOfWar has been lifted.
** ''VideoGame/TotalAnnihilation'' even made a distinction between "radar" and "visual range". Radar buildings and units have a large radius and will show incoming enemy units as dots on the minimap, but don't uncover FogOfWar.
** ''VideoGame/StarCraftII'' has the Terran sensor tower, which shows enemies beyond visual range as a red exclamation mark symbol. In a twist, it also tells opponents where your tower's detection radius is.
** Jim Raynor has one built into his armor.
* ''RedFaction: Guerilla'' has an in-built radar that shows enemy vehicles. You can purchase an upgrade later on that allows you to see the location of enemy soldiers, too.
* The video game adaptation of ''VideoGame/RogueTrooper'' shows enemies on a radar at the bottom-left, available as long he is wearing Helm. It doesn't stop enemies from ambushing Rogue when he fires upon the hologram of the traitor general.
* ''VideoGame/SensoryOverload'' has the hidden Radar Display Chip, along with the Proximity Detector which beeps when enemies are nearby, and the Trap Detector which shows trap triggers on the radar. One of the McNinja enemies has an InvisibilityCloak that also prevents radar detection.
* The radio in ''Franchise/SilentHill'' serves as an audio version, emitting ominous-sounding static whenever a monster is lurking nearby, but all it ends up doing is provide ParanoiaFuel since it doesn't tell you how far away said monster is or how many there are. The VariableMix ambient music/noise also behaves similarly, which may be why they got rid of the radio altogether in the fourth game (except for the one [[spoiler: in your room so you can check if it's haunted]].



* ''VideoGame/{{Stalker}}'''s HUD is partly related to the lead character's PDA, which includes a map that marks the locations of other PDA-users and identifies whether they are friendly, hostile, or dead. However, enemies can "cloak" themselves, only appearing on the map when you can see them.
* A staple of the "All Range Mode" in ''VideoGame/StarFox''.
* The ''StarOcean'' games have a radar when battling the enemy to show the relative positions of your team and the enemy's.
* Long-range scanners in the ''VideoGame/StarTrekTextGame'', possibly the UrExample from 1971.



* ''VideoGame/TimeShift'': Your radar can detect enemies (Red), allies (Green) and usable vehicles (Yellow). It also helpfully tells you if they are above, below or on the same level as you.

to:


[[AC:{{Arcade}}]]
* ''VideoGame/TimeShift'': Your radar can The scanner in ''VideoGame/{{Defender}}'', which is also used in ''VideoGame/ChopperCommand'' and ''VideoGame/StarWarsTheEmpireStrikesBackAtari2600''.

[[AC:EasternRPG]]
* ''VideoGame/The7thSaga'' gives you a crystal ball that allows you to
detect enemies, among other things. This functionality seems present mostly for the game to taunt you, as it's nearly impossible to avoid running into them.
* The ''VideoGame/DarkCloud'' games feature a "Magic Crystal" on each dungeon floor which will reveal the locations of any remaining
enemies (Red), and treasure chests.
* ''VideoGame/DawnOfMana'' has one that's even ColorCodedForYourConvenience: blue enemies drop items, red ones are just there for you to kill and abuse the RagdollPhysics with their bodies, and yellow indicates the direction in which you need to go.
* ''VideoGame/FinalFantasyXII'' uses a similar system to ''VideoGame/FinalFantasyXI''. A mini-map is shown at all times in the corner of the screen. Green dots were [=NPCs=], blue dots were either your
allies (Green) or a neutral character in the battlefield, red dots were foes, and usable vehicles (Yellow). It also helpfully tells you if they are above, below or huge red dots were bosses.
* The ''VideoGame/MonsterHunter'' series had the Paintball item, which allowed a hunter to see where his/her mark is located
on the same level as you.onscreen map.
* A function of the mini-map in ''VideoGame/OdinSphere'' is to show enemy locations and even any projectiles they may be firing.
* ''VideoGame/ParasiteEve2'' has a radar system that shows how close enemies are to you, but only if you have the GPS item equipped or are wearing armor that has a GPS built in.
* ''VideoGame/{{Persona 3}}'' has a radar screen that shows enemies, treasures, and general geography while exploring Tartarus. In one section, the enemies [[ScrappyLevel tend to blend into the dark background]] and the radar becomes that much more useful.
* ''Franchise/{{Pokemon}}'':
** ''Pokémon'' has one of these for items, creatively called the "Item Finder." Over time it's evolved from a somewhat unhelpful noise maker if you were within 50 yards of something, to a "[=DowsingMCHN=]" that points out the ''EXACT'' location of a hidden item. It wasn't until ''Fire Red'' and ''Leaf Green'' that players got access to the "Vs. Seeker," which could detect trainers. That is, those who wanted to battle or have a rematch ''and'' were onscreen.
** The Pokeradar in Gen IV points you to hidden Pokemon via shaking grass. Trouble was it lasted a few steps and then needed 50 steps to recharge.
* The ''StarOcean'' games have a radar when battling the enemy to show the relative positions of your team and the enemy's.



* All of the ''Warriors'' series (''VideoGame/DynastyWarriors'', ''VideoGame/SamuraiWarriors'', ''VideoGame/WarriorsOrochi'', the ''Franchise/{{Gundam}}'' spinoff) has an overworld map that [[ColorCodedForYourConvenience colors]] allied units blue, enemies red, and other factions yellow.


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[[AC:FirstPersonShooter]]
* The radar in the 1980 coin-op arcade classic ''VideoGame/{{BattleZone|1980}}'' (with wire-frame monochrome graphics.) May make this OlderThanTheyThink.
* Vehicles and the spacesuit in both ''Videogame/BattleZone1998'' and its sequel have a circular radar display, which shows the terrain in 3-dimensional wireframe, with friendly and enemy contacts displayed on top of the wireframe terrain. Different vehicles have different radar ranges, radar pulse rates, and inherent stealth abilities, the latter of which can be augmented by the RED Field generator or the Scion's Jammer building, which completely hides a vehicle from radar.
* The ''VideoGame/CallOfDuty'' series plays with this. In just about every game, there's a map in the top left corner of the screen which shows your squadmates as green chevrons and red dots representing enemy fire - in both UsefulNotes/WorldWarII and Modern settings. This map could be disabled or enhanced in many ways:
** Calling a UAV or Recon Plane (depending on the setting) will periodically give you all enemy positions every few seconds. Oddly enough, even if said enemies are inside concrete bunkers with no windows. ''Modern Warfare 3'' includes an "Advanced UAV" that updates more often, while the ''[[VideoGame/CallOfDutyBlackOps Black Ops]]'' games include, respectively, an SR-71 Blackbird, an [[VideoGame/CallOfDutyBlackOps2 "Orbital VSAT"]], and a [[VideoGame/CallOfDutyBlackOps3 "High Altitude Telemetry Reconnaissance"]] vehicle that show the positions of enemies in real-time (marking them as red chevrons) and, except for the H.A.T.R., can't be shot down like the standard UAV.
** Using tools/perks like UAV Jammer, Camouflage, Cold Blooded, [[VideoGame/CallOfDutyBlackOps Gh]][[VideoGame/CallOfDutyBlackOps2 o]][[VideoGame/CallOfDutyBlackOps3 st]], Assassin, [[VideoGame/CallOfDutyAdvancedWarfare Low Profile]] or even simply shooting the UAV down will hide you from this sort of detection.
** As well, these maps can be defeated by using suppressed weapons - firing one wouldn't have you show up on enemy radar.
** In ''VideoGame/ModernWarfare 2'', a Counter-UAV will completely disable enemy radar - it replaces the map, friendly positions, and enemy positions with static.
** The Scrambler perk also makes enemy radar more static-filled the closer to enemy personnel you get. Unfortunately, this can also act as an early-warning system to said enemies.
** ''Modern Warfare 2'' and ''3'' also have heartbeat sensors available for certain weapons - and these can, for some reason, distinguish between friendly and enemy heartbeats. However, these can also be defeated by the 'Ninja' perk, which makes you invisible to such sensors.
** Finally, all enemy electronics can be disabled by using an EMP, which makes the only method of detection the Mark One Eyeball. Oddly enough, this only affects the enemy team - not yours. This is, however, averted in Hardcore mode where an EMP will disable ''all'' electronics.
* ''[[VideoGame/CatacombFantasyTrilogy Catacomb Abyss]]'' and its sequels have you collect crystals throughout the game; each crystal allows you to see one specific type of enemy on your crystal ball (like a radar, it shows enemies at some distance all around you, though it isn't an automap)
* ''VideoGame/CommandAndConquerRenegade'' had a radar that shown the position of enemies, and was jammed by enemy communications centers. In multiplayer mode, it only showed allies (in the default settings, anyway).
** In the original ''VideoGame/CommandAndConquer'' games, you didn't have a minimap unless you built a Radar Dome, which would then show off the entire map (though areas covered by the shroud would appear as black space). Additionally, the later games added ways of detecting stealth units (typically, light vehicles might have sensors which would revealed their location, meaning that players would be well advised to keep a few stealth detecting units around to avoid being ambushed).
** Though there were a few missions in the series that gave you the minimap even without a Communications Center (though those missions usually were the ones before you could build a Comm. Center, or those with no base at all).
* ''VideoGame/CommandAndConquerGenerals'': The USA can use a satellite scan (and have radar access) right off the bat as long as they have Command Centers, an ability that can eventually be researched by the GLA for their Radar Vans. The Chinese don't get it, instead having to rely on the detection capabilities of their troop crawlers.
* ''VideoGame/CounterStrike'' has one of these.
* The top-down automaps in ''VideoGame/{{Doom}}'' and ''VideoGame/{{Doom}} II'' allow you to see enemies (and other objects) with the proper cheat codes on.
** ''VideoGame/{{Strife}}'', another Doom-engine game, adds this function as an item as well. Unfortunately you have to use it on a level filled out by an automap powerup, and only a few levels in Strife have map pickups.
* In ''VideoGame/FarCry'' the player character finds a set of binoculars near the beginning of the game which allows him to isolate the tracking beacons of targetted enemies, putting them on the radar. So, once the enemies have been spotted once, they show up on the radar. This returns in ''VideoGame/FarCry3'', ''[[VideoGame/FarCry3BloodDragon Blood Dragon]]'' and ''[[VideoGame/FarCry4 4]]'' by way of marking enemies through your camera or cyber-eye depending on the game.
* The video game adaptation of ''[[VideoGame/GoldenEye1997 GoldenEye]]'' has one, explained as the function of one of Bond's gadgets. SpiritualSuccessor series ''VideoGame/PerfectDark'' also has one.
** Oddly enough you had to unlock a cheat code to ''turn the radar off''. The most common reason for bothering unlocking this cheat was when you had a friend who was so good at the game in multiplayer you had to do ''something'' to make things harder for them to hunt everyone down.
* In ''VideoGame/GunsOfIcarus'', this feature is absolutely vital for tracking the position of enemies, since your vision will be obscured by clouds and weather conditions, and you'll be attacked from all sides--enemies will retreat out of your vision range and circle around to the other side of your ship--so if you don't watch the radar, expect to die.
* ''Franchise/{{Halo}}'' puts one on the player's {{HUD}} in both single-player and multiplayer modes. The one in ''VideoGame/{{Halo 4}}'' can even indicate vehicle type (e.g. if an enemy is driving a Wraith, they'll appear in the shape of a Wraith on your motion tracker). That said, the tracker can be foiled by either crouch-walking or just moving ''really'' slowly.
* ''VideoGame/{{MAG}}'' has different uniforms for different factions, but allied players always show up as blue on the minimap and enemy players show up as red. This has led to expressions like "hey blue dot, heal me" and "fighting some red dot when..."
* The ''Alien'' one was dutifully cloned by ''VideoGame/{{Marathon}}'''s motion tracker, and has since followed Bungie through the ''Franchise/{{Halo}}'' series as well. In ''Marathon'' humans and defense drones appear as green squares, aliens as red triangles, and hostile players during net play as yellow squares.
** We have recently sensors that can detect someone's heartbeat and therefore determine how many people are in a vehicle, room, etc. Assuming that your enemies have different heartbeats than humans, this technology probably will be used in the sensors of the future.
* The HUD minimap in ''VideoGame/Nitemare3D'' has an optional overlay that shows enemies in red.
* ''VideoGame/NoOneLivesForever'' nicely made a gameplay element out of it: your radar ''doesn't'' show nearby enemies... unless you shoot them with a "tracking dart" (which takes some skill), after which they appear as red dots on it.
* The Heartbeat Sensor in the ''VideoGame/RainbowSix'' series functions like this.
* ''VideoGame/RedFaction: Guerilla'' has an in-built radar that shows enemy vehicles. You can purchase an upgrade later on that allows you to see the location of enemy soldiers, too.
* ''VideoGame/SensoryOverload'' has the hidden Radar Display Chip, along with the Proximity Detector which beeps when enemies are nearby, and the Trap Detector which shows trap triggers on the radar. One of the McNinja enemies has an InvisibilityCloak that also prevents radar detection.
* ''VideoGame/{{Stalker}}'''s HUD is partly related to the lead character's PDA, which includes a map that marks the locations of other PDA-users and identifies whether they are friendly, hostile, or dead. However, enemies can "cloak" themselves, only appearing on the map when you can see them.
* ''VideoGame/TimeShift'': Your radar can detect enemies (Red), allies (Green) and usable vehicles (Yellow). It also helpfully tells you if they are above, below or on the same level as you.

[[AC:HackAndSlash]]
* ''VideoGame/NoMoreHeroes'' requires you to earn the "Memory of White", a minimap with the enemies in purple and the treasures in yellow, by collecting Lovikov balls. ''Desperate Struggle'' averts the BagOfSpilling by letting Travis keep it.
* All of the ''Warriors'' series (''VideoGame/DynastyWarriors'', ''VideoGame/SamuraiWarriors'', ''VideoGame/WarriorsOrochi'', the ''Franchise/{{Gundam}}'' spinoff) has an overworld map that [[ColorCodedForYourConvenience colors]] allied units blue, enemies red, and other factions yellow.

[[AC:[[MassivelyMultiplayerOnlineRolePlayingGame MMORPG]]]]
* ''VideoGame/FinalFantasyXI'' possesses two radar systems. The first can be used by all the classes in the game and is part of the normal HUD, but actual targets you can attack will only show up if you have the Beastmaster, Ninja, Thief, Ranger, Summoner, or Blue Mage jobs either as your main or subjob. Beastmasters and Rangers(and anyone who subs them) can use Wide Scan, which essentially uses the map of the area as a radar for [=NPCs=] and monsters. You can even select one to "track", which allows you to hunt it down by pointing towards it on the normal radar.
* ''VideoGame/KingdomOfLoathing'' has a radar function in the ''[[{{Metroid}} Meteoid]]'' subgame. It doesn't begin detecting enemies until it's been upgraded, though.
* Downplayed in ''VideoGame/PlanetSide'' 2. Enemies do show up on the minimap, but not magically - another player has to see them and "spot" them. Being spotted lasts a few seconds; an attentive spot can ruin an ambush or win a rematch. The infiltrator, with its unique ability to cloak, is the only class that can shed being spotted at will. Infiltrators, however, also carry motion detectors that play this trope straight for a limited time. They in turn can be countered by standing still, equipping the Sensor Shield implant, or shooting/EMPing the deployed motion detector.
* The [[OurAngelsAreDifferent Divine Herald]] from ''[[NexusWar Nexus Clash]]'' can detect when there are demons in the area. Unlike some examples of this trope, the Herald can only find out how many demons are nearby this way and not quite exactly where they are, and it may take a few pings of the radar to triangulate the location of their target.


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[[AC:RealTimeStrategy]]
* Many RealTimeStrategy games have a mini-map that shows enemy buildings and troops once the FogOfWar has been lifted.
** ''VideoGame/TotalAnnihilation'' even made a distinction between "radar" and "visual range". Radar buildings and units have a large radius and will show incoming enemy units as dots on the minimap, but don't uncover FogOfWar.
** ''VideoGame/StarCraftII'' has the Terran sensor tower, which shows enemies beyond visual range as a red exclamation mark symbol. In a twist, it also tells opponents where your tower's detection radius is.
** Jim Raynor has one built into his armor.
* In the [[SideView side-scrolling]] RealTimeStrategy ''VideoGame/ArmorAlley'', your radar displays everything on the length of the battlefield...unless your HeroUnit strays near an enemy signal-jamming van, which will cause the radar display to flicker blank.
* In ''VideoGame/CompanyOfHeroes'', the British can use such a special ability, when choosing the ''Royal Commandos'' Commander Tree (the Brits actually invented Radar in real UsefulNotes/WW2). You'll receive 3 Radar positions, which you can place randomly on the quadrangular map. This forms a triange between the three stations (see BermudaTriangle), a FogOfWar - free zone, where you can spot ''any'' enemy movments. This method can only supervise up to 50% of the map though (a triangle may fit twice into a quadrangle - Duh!), so you better concentrate all your scouts on the other halve...
* ''VideoGame/DuneII'' had the Outpost building, which gave you a radar screen that tracked your enemies (including SandWorms).

[[AC:SimulationGame]]
* The ''VideoGame/AceCombat'' series has a radar system that varies a little between games. In some games, the color of a target indicates either its point value (''VideoGame/AceCombat04ShatteredSkies'') or whether it's critical to the mission (''VideoGame/AceCombatZeroTheBelkanWar''), in others it indicates its current health (''VideoGame/AceCombat5TheUnsungWar''). Stealth planes generally fade in and out, making it difficult to keep track of them, and aircraft equipped with ECM systems would block portions of the radar or display false targets when close by.
* ''VideoGame/EscapeVelocity'' has a radar screen. Buying an IFF Decoder will give it colors: non-hostile ships are blue, enemy ships are red, disabled ships are gray, launched fighters and mission escorts are green.
* In the ''VideoGame/MechWarrior'' series, radar is a staple of practically every game and is extremely useful in tracking enemies and their damage. 2 and 3 offered the 'satellite uplink' mode, which was more like a bird's eye view of the field. Each game has had some kind of mission restriction or equipment to enhance or mess with the radar, including lots of false-positive decoy pods, electronic jammers, and range enhancing probes.
* The ''VideoGame/NavalOps'' series uses this trope quite heavily since trying to spot enemy ships visually is a bit of a pain. Upgrading your ship increases the radar range. Sonar is required to spot submarines. You have a minimap radar in one corner of the screen and a close-range radar as part of your HUD. Stealth enemies may not show up on the minimap, but they'll appear on the HUD.


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[[AC:{{Stealth}}]]
* A staple of ''Franchise/MetalGear'' games;
** ''VideoGame/MetalGear2SolidSnake'' was the first to use a radar, allowing the player to see enemies on the surrounding screens. It showed both the guards positions and their vision cones to indicate when you could be seen.
** ''VideoGame/MetalGearSolid'' and ''VideoGame/MetalGearSolid2SonsOfLiberty'' both used Soliton radar, which had been invented by Mei Ling. Apparently "It employs the [[TechnoBabble KdV equation]] to detect the electromagnetic waves resulting from biological reactions." It could detect when people yawned, when they closed their eyes, which way they were looking, and how far they could see. Triggering an alarm would result in the radar being jammed, as would using chaff grenades, and the radar wouldn't work in enclosed spaces.
** As a prequel, ''VideoGame/MetalGearSolid3SnakeEater'' didn't feature the radar, as it was set before it was invented (and many argued that the radar made the stealth too easy). There were a number of more primitive alternatives that could be found through the game, all of which needed battery power. The Motion Sensor would only show moving guards and animals, so a stationary guard wouldn't be shown. The Sonar would indicate everything, but had to be manually triggered and the 'ping' could alert guards. The AP sensor would vibrate when guards were near.
** ''VideoGame/MetalGearSolidPortableOps'' had a Surround Indicator that would mark the direction and proximity of guards according to how much noise they made, as well as how noisy the player was.
** ''VideoGame/MetalGearSolid4GunsOfThePatriots'' used a similar Threat Ring, this time surrounding the player in 3D when they crouched rather than in a radar screen. The Solid Eye also gives a radar when worn that worked similarly, which showed the position of the player and nearby characters, as well as a second circle around the player that expands or shrinks to indicate how large of a presence they're making themselves through sound and the like - running full-tilt would nearly fill the radar screen, while laying down and blending in with [=OctoCamo=] would make the circle only ''just'' barely larger than the one indicating their position. The camo index (indicating how effective your camouflage is against your current background) was also worked into the Solid Eye's radar, and would turn blue or red if you're currently harder or easier to notice amidst things like gunfire and mortar shells exploding nearby.

[[AC:SurvivalHorror]]
* The ''VideoGame/AlienVsPredator'' motion detector is of course from the original ''Film/{{Alien}}'' movie, and as a result is in absolutely every game based on the franchise, too.
** And, unlike many such systems, the readout only shows movement in an arc in front of you. That means you don't see what's behind you, you don't see enemies who are standing still, and ''anything'' moving will set it off including elevators and loading hooks swaying in the wind.
** The ''VideoGame/AlienIsolation'' radar (pictured) can detect any moving thing in front of you, be it human, droid, or alien. It also has lights to tell you if something is to your side or behind you, but not how far away it is. However, it cannot tell you if it's on the same level as you, and the beeping might alert other things to your presence.
* ''VideoGame/EnemyZero''. Picture this: you're on a spaceship out in the middle of nowhere, and a bunch of nasty aliens have come aboard and murdered everyone save you and a few others. Problem is, the aliens are '''completely invisible''', and you get to roam the corridors of the ship, completely unable to see them. Your only way of knowing they're around is a sonar-ish device that starts pulsing louder and faster depending on how close the aliens are, all of which is absolutely nerve-wracking. The slightest peep will have you spooked, to say nothing when the aliens can be heard growling close by. BringMyBrownPants, please.
* ''FatalFrame'' has two: the Camera Obscura's filament, and the main character's heartbeat. The filament glows when a ghost is nearby, and glows brighter if you're facing the ghost and/or getting closer to it. The character's heartbeat also speeds up the closer a ghost is. This is quite handy, because it is a common situation that ghost can be near you and you can't ''see'' it, either because it's in a wall or it's invisible at the time.
* The NES game ''VideoGame/{{Jaws}}'' includes a radar (unlockable with some seashells) to detect the proximity of the shark.
** The "Jaws: The Ride" minigame in ''UniversalStudiosThemeParkAdventure'' has this as a mechanic to tell you where he is in relation to the ''Orca''. Even in "Hard" mode he gives you enough time to grab a barrel and head towards that section of the boat.
* The radio in ''Franchise/SilentHill'' serves as an audio version, emitting ominous-sounding static whenever a monster is lurking nearby, but all it ends up doing is provide ParanoiaFuel since it doesn't tell you how far away said monster is or how many there are. The VariableMix ambient music/noise also behaves similarly, which may be why they got rid of the radio altogether in the fourth game (except for the one [[spoiler: in your room so you can check if it's haunted]].

[[AC:ThirdPersonShooter]]
* ''VideoGame/ArmoredCore'' has this in almost every game, often [[ColorCodedForYourConvenience color coded]], but in a bit of a different way; The colors of enemies on radar change depending on their vertical alignment with you (blue for higher, yellow for lower). Starting with Armored Core 4, this system is abolished in favor of a 3D radar, but target enemies show up in red while everything else is white.
** Noteworthy in that the radar actually has a scan interval between updates. Equipping a rapid-scan radar makes it a lot easier to perform a HighSpeedMissileDodge, since you can trace the missile trajectories even when they circle behind you, but very often there's a tradeoff between fast scan times and longer radar ranges.
* The 3D ''VideoGame/GrandTheftAuto'' games has a minimap (sometimes called a radar) in-game. At times, it will show a mission objective or a moving enemy.
** The LetsPlay/FreelanceAstronauts made fun of this in their LetsPlay of ''VideoGame/GrandTheftAutoViceCity, coming to the conclusion that most missions involve "Killing the pink dot on the radar."
* You don't have this in radar form, but the map of the area you get in every mission in the ''VideoGame/{{Hitman}}'' games is insanely accurate, even displaying which way doors open, where the fusebox is, and tracking the movement of every person on the premises, Agent 47 included.
** On the higher difficulty levels, details are removed. On the hardest level, only 47 himself is shown on the map, making the "look through keyhole" action quite handy.
* ''VideoGame/{{Mafia}}'' despite being set in the 1930s before UsefulNotes/WorldWarII and the invention of Radar had one for detecting vehicles in the top left of the screen that showed civilian cars as white, Police as blue and enemies as red blips.
* The video game adaptation of ''VideoGame/RogueTrooper'' shows enemies on a radar at the bottom-left, available as long he is wearing Helm. It doesn't stop enemies from ambushing Rogue when he fires upon the hologram of the traitor general.
* A staple of the "All Range Mode" in ''VideoGame/StarFox''.

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* Long-range scanners in the ''VideoGame/StarTrekTextGame'', possibly the UrExample from 1971.


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* ''VideoGame/DragonAgeOrigins'' has a Survival skill, and as you gain levels in it, more detail about enemies and higher level enemies will show up. [[VideoGame/DragonAgeII The sequel]] had all enemies visible on the minimap, but only after you encounter them.
* Available in ''VideoGame/TheElderScrollsIIIMorrowind'' and ''VideoGame/TheElderScrollsIVOblivion'' although both required a spell to have the monsters show up. Also available were magic detection (which showed magical items) and key detection ([[MundaneUtility presumably the result of a mage losing his tower key once too often]]).
** ''VideoGame/TheElderScrollsVSkyrim'' has two spells, Detect Living and Detect Dead, which do what they sound like, letting you determine where people are located. The latter is a must-have for draugr ruins to spot where those sneaky undead might be hiding. There's also a [[MakeMeWannaShout Dragon Shout]] called Aura Whisper that detects ''everything'' that can move, living or undead, and has a very wide range and fast cooldown. Once you've got Aura Whisper, you will ''never'' fall into an ambush again.
* The [=PIPBoy=] has a motion tracker option in ''VideoGame/{{Fallout 1}}'' & ''VideoGame/{{Fallout 2}}'', which will display all living entities on the minimap scanner when it's switched on.
** In ''VideoGame/{{Fallout 3}}'', enemies are shown on your compass as red ticks, with the range governed by your Perception stat.
** ''VideoGame/FalloutNewVegas'''s ''Lonesome Road'' DLC has areas where the high radiation levels [[InterfaceScrew interfere with your motion tracker]].
* ''Franchise/MassEffect'' features both EnemyDetectingRadar and Radar-Jamming Enemies, specifically geth. But the geth radar-jamming is more of a nuisance than anything else: its range is short enough that they only jam you when they're about to attack (meaning they can't really ambush an attentive player), and their flashlight heads are kind of a giveaway as to their location, even in thick fog.
* ''VideoGame/MightAndMagic 6'' introduced the "new and improved" automap, which, when combined with the first Air magic spell "Wizard Eye", functioned as an Life Detecting Radar - Green is Neutral, Red is Hostile, Blue is Loose Item, and Yellow is Lootable Body.
** Strictly speaking Blue is 'Point of Interest'. Most of the time that either means a chest or a loose item. Sometimes it is a map-object you can interact with (a fountain that regenerates health, a floor that moves, etc).
* ''VideoGame/NeverwinterNights2'' has the Track ability, which pinpoints enemies on the minimap at a distance dependent on your Survival skill. You can toggle it on at the cost of movement speed, or you can take the Improved Tracking feat (free to rangers), which changes it to always-on and allows you to move at full speed.



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15th Dec '16 1:28:32 PM EspyPsyche
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* Aircraft have something referred to as "IFF", the International Friend-or-Foe system. By transmitting certain signals, aircraft can be identified as "friendly", "hostile", "civilian/neutral" or "unknown". This is a way that pilots can quickly identify which aircraft belong to their allies to avoid blowing them out of the sky.
25th Nov '16 8:55:51 AM Chabal2
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* ''VideoGame/CommandAndConquerGenerals'': The USA can use a satellite scan (and have radar access) right off the bat as long as they have Command Centers, an ability that can eventually be researched by the GLA for their Radar Vans. The Chinese don't get it, instead having to rely on the detection capabilities of their troop crawlers.
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