History Main / NoticeThis

14th Jan '16 4:35:25 PM nombretomado
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** Also present in the DS titles of SquareEnix's other flagship series: ''VideoGame/DragonQuest''. Notable in that certain items hidden and marked in this way were originally marked on the NES or SNES by way of signs pointing to them or dogs guarding their spots; these original hints still remain in the DS versions.
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** Also present in the DS titles of SquareEnix's Creator/SquareEnix's other flagship series: ''VideoGame/DragonQuest''. Notable in that certain items hidden and marked in this way were originally marked on the NES or SNES by way of signs pointing to them or dogs guarding their spots; these original hints still remain in the DS versions.
8th Jan '16 2:24:35 PM Cifer
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* ''VideoGame/MadMax'' uses the colours yellow and (to a lesser degree) red. Climbable ladders are yellow, ledges you can balance on are marked with a yellow streak, doors that can be kicked open have a yellow frame and a small red spot in the center, doors that can be opened via an explosion have a larger red splash in the middle, exposed fuel tanks are always red and so on. In general, yellow means "Go there", while red is "destory this".
4th Jan '16 9:53:11 PM DragonQuestZ
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A SisterTrope to ModelingPoses (when one's stance is meant to make people notice a thing).
2nd Jan '16 9:53:36 AM nombretomado
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* ''{{Solatorobo}}'' marks the location of hidden rings and P-crystals with [[EverythingsBetterWithSparkles blue sparkles]].
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* ''{{Solatorobo}}'' ''VideoGame/{{Solatorobo}}'' marks the location of hidden rings and P-crystals with [[EverythingsBetterWithSparkles blue sparkles]].
18th Dec '15 10:51:46 PM nombretomado
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* The ''ShadowHearts'' games put an exclamation point over the main character's head when he's near an (otherwise invisible) item on the ground.
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* The ''ShadowHearts'' ''VideoGame/ShadowHearts'' games put an exclamation point over the main character's head when he's near an (otherwise invisible) item on the ground.
19th Nov '15 5:06:58 PM nombretomado
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* In the later ''RuneFactory'' games, any item, person or monster you can interact with will have an indicator hovering above it. Extremely useful when giving gifts, since the indicator shows who receives it (and none shows if you would drop the gift on the ground)
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* In the later ''RuneFactory'' ''VideoGame/RuneFactory'' games, any item, person or monster you can interact with will have an indicator hovering above it. Extremely useful when giving gifts, since the indicator shows who receives it (and none shows if you would drop the gift on the ground)
29th Oct '15 12:58:28 PM HeraldAlberich
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Note that usually, good game designers will always have a subtle kind of Notice This going on in their design -- it is beneficial to create distinct silhouettes, shapes, color schemes, movement patterns, sounds and so on so that the player can piece together what's going on more easily, especially important in parts that are fast-paced and require quick reaction times to clear. This trope is when the game designers cease to be subtle.
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Note that usually, good game designers will always have a subtle kind of Notice This going on in their design -- it design--it is beneficial to create distinct silhouettes, shapes, color schemes, movement patterns, sounds and so on so that the player can piece together what's going on more easily, especially important in parts that are fast-paced and require quick reaction times to clear. This trope is when the game designers cease to be subtle.

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Note that usually, good game designers ** The [[SavePoint weather vanes]] in ''[[VideoGame/TheLegendOfZeldaALinkBetweenWorlds A Link Between Worlds]]'' will always have a subtle kind of Notice This going on in their design -- it is beneficial to create distinct silhouettes, shapes, color schemes, movement patterns, sounds squawk and so on so that the player can piece together what's going on more easily, especially important in parts that are fast-paced and require quick reaction times spin around to clear. This trope is when the game designers cease remind you to be subtle. save if you've recently done something plot-important.
6th Sep '15 11:52:17 AM nombretomado
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* ''NeedForSpeed: Most Wanted'' flashes the screen and pans the camera towards the fuzz every time you're spotted. ''Carbon'' also has scout teammates that highlight the course's shortcuts by taking them while leaving glowing tire marks. And even if you miss THAT, the path is also marked on your minimap. But then again, that's the whole point of a scout teammate.
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* ''NeedForSpeed: Most Wanted'' ''VideoGame/NeedForSpeedMostWanted'' flashes the screen and pans the camera towards the fuzz every time you're spotted. ''Carbon'' also has scout teammates that highlight the course's shortcuts by taking them while leaving glowing tire marks. And even if you miss THAT, the path is also marked on your minimap. But then again, that's the whole point of a scout teammate.
20th Aug '15 9:55:06 AM HeraldAlberich
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couple more links
** Items and item expansions in the ''VideoGame/MetroidPrimeTrilogy'' make a mechanical humming noise; the hum gets louder as you approach. Also, in ''[[VideoGame/MetroidPrime2Echoes Echoes]]'' and ''[[VideoGame/MetroidPrime3Corruption Corruption]]'', if you use the Scan Visor, anything you can scan or otherwise interact with is highlighted in either red or blue (if you haven't scanned it; red denotes plot-importance) or green (if you have). (''VideoGame/MetroidPrime'' uses orange and red icons that serve the same purpose and turn semitransparent once scanned.) ** In ''VideoGame/MetroidPrime3Corruption'', objects that can be moved or torn away with the Grapple Lasso have a distinctive yellow shimmer to them; once scanned, the visor also superimposes a semitransparent grapple icon over them. Ledges that Samus will automatically pull herself up when she leaps at them similarly shimmer in green.
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** Items and item expansions in the ''VideoGame/MetroidPrimeTrilogy'' make a mechanical humming noise; the hum gets louder as you approach. Also, in ''[[VideoGame/MetroidPrime2Echoes Echoes]]'' and ''[[VideoGame/MetroidPrime3Corruption Corruption]]'', if you use the [[EnemyScan Scan Visor, Visor]], anything you can scan or otherwise interact with is highlighted in either red or blue (if you haven't scanned it; red denotes plot-importance) or green (if you have). (''VideoGame/MetroidPrime'' uses orange and red icons that serve the same purpose and turn semitransparent once scanned.) ** In ''VideoGame/MetroidPrime3Corruption'', objects that can be moved or torn away with the Grapple Lasso have a distinctive yellow shimmer to them; once scanned, the visor [[HeadsUpDisplay visor's HUD]] also superimposes a semitransparent grapple icon over them. Ledges that Samus will automatically pull herself up onto when she leaps at them similarly shimmer in green.
20th Aug '15 9:45:43 AM HeraldAlberich
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links for Metroid and Zelda; removed Zelda natter.
Note that usually, good game designers will always have a subtle kind of Notice This going on in their design--it is beneficial to create distinct silhouettes, shapes, color schemes, movement patterns, sounds and so on so that the player can piece together what's going on more easily, especially important in parts that are fast-paced and require quick reaction times to clear. This trope is when the game designers cease to be subtle.
to:
Note that usually, good game designers will always have a subtle kind of Notice This going on in their design--it design -- it is beneficial to create distinct silhouettes, shapes, color schemes, movement patterns, sounds and so on so that the player can piece together what's going on more easily, especially important in parts that are fast-paced and require quick reaction times to clear. This trope is when the game designers cease to be subtle.

* Items and item expansions in the ''[[VideoGame/{{Metroid}} Metroid Prime]]'' series make a mechanical humming noise; the hum gets louder as you approach. Also, if you use the Scan Visor, anything you can scan or otherwise interact with is highlighted in either red or blue (if you haven't scanned it) or green (if you have). (The first game uses orange and red icons that serve the same purpose and turn semitransparent once scanned.) ** In ''VideoGame/MetroidPrime 3'', objects that can be moved or torn away with the Grapple Lasso have a distinctive shimmer to them; once scanned, the visor also superimposes a semitransparent grapple icon over them.
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* ''Franchise/{{Metroid}}'': ** Items and item expansions in the ''[[VideoGame/{{Metroid}} Metroid Prime]]'' series ''VideoGame/MetroidPrimeTrilogy'' make a mechanical humming noise; the hum gets louder as you approach. Also, in ''[[VideoGame/MetroidPrime2Echoes Echoes]]'' and ''[[VideoGame/MetroidPrime3Corruption Corruption]]'', if you use the Scan Visor, anything you can scan or otherwise interact with is highlighted in either red or blue (if you haven't scanned it) it; red denotes plot-importance) or green (if you have). (The first game (''VideoGame/MetroidPrime'' uses orange and red icons that serve the same purpose and turn semitransparent once scanned.) ** In ''VideoGame/MetroidPrime 3'', ''VideoGame/MetroidPrime3Corruption'', objects that can be moved or torn away with the Grapple Lasso have a distinctive yellow shimmer to them; once scanned, the visor also superimposes a semitransparent grapple icon over them.them. Ledges that Samus will automatically pull herself up when she leaps at them similarly shimmer in green.

* In the N64 ''Zelda'' games [[VideoGame/TheLegendOfZeldaOcarinaOfTime Navi]] / [[VideoGame/TheLegendOfZeldaMajorasMask Tatl]] will flit to any important area nearby, often turning a different color depending on what sort of item/action is required. For example, if she flits above you and turns green, it means you can summon a scarecrow to use as a hookshot anchor. ** The Zelda games will also occasionally take control of the camera to pan from you to the item you need to collect. ** Speaking of Navi, this trope can backfire. There are times Navi flits off to a location that the player KNOWS doesn't mean anything. No item or song in the game will make anything happen. *** That is an iffy one, a lot of quote "useless" unquote locations are very often either Scarecrow spots (Which require a custom song) or a randomized song (Most often Song of Storms) has to be played for a fairy fountain. ** In the later games, if the camera is to Link's face, he'll occasionally look at something to the side. Occasionally, there is an enemy hidden where he's looking. This can range from turning his head, to just simply moving his eyes in that direction.
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* ''Franchise/TheLegendOfZelda'': ** In the N64 ''Zelda'' games [[VideoGame/TheLegendOfZeldaOcarinaOfTime Navi]] / [[VideoGame/TheLegendOfZeldaMajorasMask ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'' and ''[[VideoGame/TheLegendOfZeldaMajorasMask Majora's Mask]]'', [[ExpositionFairy Navi or Tatl]] will flit to any important area nearby, often turning a different color depending on what sort of item/action is required. For example, if she flits above you and turns green, it means you can summon a scarecrow to use as a hookshot anchor. anchor. On a few occasions, though, she indicates nothing at all, usually because whatever was there was DummiedOut. ** The Zelda games will also occasionally take control of the camera to pan from you to the item you need to collect. ** Speaking of Navi, this trope can backfire. There are times Navi flits off to a location that the player KNOWS doesn't mean anything. No item collect, or song in the game will make anything happen. *** That is an iffy one, a lot of quote "useless" unquote locations are very often either Scarecrow spots (Which require a custom song) or a randomized song (Most often Song of Storms) has to be played for a fairy fountain. PuzzlePan. ** In the later games, Starting with ''[[VideoGame/TheLegendOfZeldaTheWindWaker Wind Waker]]'', if the camera is to Link's face, he'll occasionally look at something to the side. Occasionally, there is an enemy hidden where he's looking. This can range from turning his head, to just simply moving his eyes in that direction.
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