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# Making the item [[EverythingsBetterWithSparkles sparkle]].
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* In ''RuleOfRose'' all important items glisten with white light, but most don't become visible until your dog sniffs them out. A major exception are the ornamental knives held by some enemies that are needed to gain a secret weapon late in the game; there's absolutely no indication of what they are unless you look closely and see that they are gold-coloured, until the enemy drops them and they become ordinary items. [[GuideDangIt Finding them is almost impossible without a guide]], as they only appear during times you are normally supposed to ''avoid'' enemies instead of fighting them.
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* In the various LEGO games, any objects that can be collected, destroyed, or otherwise interacted with are appropriately made of LEGO pieces, while the rest of the background is a standard non-LEGO environment.
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# Making the [[PowerGlows item]] [[AttackItsWeakPoint glow]].

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# Making the [[PowerGlows item]] [[AttackItsWeakPoint [[ShinySense glow]].

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* ''SlyCooper'' puts blue sparkles on any items Sly can interact with. When playing as other characters, the sparkles change to their personal color - usually the same as the main color of their skin or costume.

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* ''SlyCooper'' puts blue sparkles on any items Sly can interact with. When playing as other characters, the sparkles change to their personal color - usually the same as the main color of their skin or costume. Justified by Bentley saying this is how Sly perceives his thiefly instincts at work. Other NoticeThis markers are stated to be part of a HUD on the characters' goggles/masks.
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* The fundamental reason for the cartoony art style of ''TeamFortress2'' is to make the classes, teams and weapons as distinctive from each other (and from the background) as possible. Is a realistic game, like say, Counter-Strike, you can't easily distinguish one soldier from the other, because soldiers wear uniforms and uniforms are well... uniforms. The cartoony style gives TF2 the freedom to do whatever they want to let you know about important events and objects at a glance. It also lets them get away with outrageous humour and politically incorrect characters.

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* The fundamental reason for the cartoony art style of ''TeamFortress2'' is to make the classes, teams and weapons as distinctive from each other (and from the background) as possible. Is a realistic game, like say, Counter-Strike, ''Counter-Strike'', you can't easily distinguish one soldier from the other, because soldiers wear uniforms and uniforms are well... uniforms. The cartoony style gives TF2 [=TF2=] the freedom to do whatever they want to let you know about important events and objects at a glance. It also lets them get away with outrageous humour and politically incorrect characters.
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*** The sequels modify Eagle Vision the player can use it while moving, and during trailing missions the target leaves a golden trail that makes it that much easier.
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[[caption-width-right:350:Now where could they possibly be hiding that mission-critical PlotCoupon?]]

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[[caption-width-right:350:Now where could they possibly be hiding that mission-critical PlotCoupon?]]
PlotCoupon?[[hottip:*:But seriously, I bet it's behind the wall to the left.]]]]
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** A semi-recent update added a glowing team-coloured (usually blue) outline around the Payload Cart that also can be seen through any obstacle, so now, no matter where you are on the map, you know exactly where the Cart is.
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** ''FalloutNewVegas'' has companions provide you with a perk while they are in your service. Boone's "Spotter" perk will highlight enemies in a red glow when you zoom in with your weapon. Rex's "Search and Mark" perk highlights containers/corpses that have weapons, ammo, chems, or caps when you zoom in with your weapon.
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--> '''SonicColors'''

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--> -->-- ''[[SonicTheHedgehog Sonic]]'', '''SonicColors'''
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* ''{{Knights of the Old Republic}}'', ''{{Jade Empire}}'' and ''{{Mass Effect}}'' all put floating icons over items, NPCs and enemies.

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* ''{{Knights of the Old Republic}}'', ''{{Jade Empire}}'' and ''{{Mass Effect}}'' all put floating icons over items, NPCs [=NPCs=] and enemies.



* WorldOfWarcraft uses sparkles to indicate slain enemies that still have items on them. The same sparkles were added to many quest item pickups to make them easier to see, aswell as herbs and veins if you are able to gather these. In addition, all characters are able to track most vital NPCs, seeing them indicated on the minimap. In some cases with larger view distances, large red arrows are also used.

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* WorldOfWarcraft uses sparkles to indicate slain enemies that still have items on them. The same sparkles were added to many quest item pickups to make them easier to see, aswell as herbs and veins if you are able to gather these. In addition, all characters are able to track most vital NPCs, [=NPCs=], seeing them indicated on the minimap. In some cases with larger view distances, large red arrows are also used.
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-->'''Carmen:''' Well, there it is. \\
'''Juni:''' How do you know? \\
'''Carmen:''' 'Cause it's big, and weird, and in the middle of the room.\\
'''Juni:''' Good point.\\
--''SpyKids 2''

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-->'''Carmen:''' Well, there it is. \\
'''Juni:''' How do you know? \\
'''Carmen:''' 'Cause it's big, and weird, and in the middle of the room.\\
'''Juni:''' Good point.\\
--''SpyKids 2''
->''"Experience has taught me to investigate anything that glows."''
--> '''SonicColors'''
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* In PS2 games ''Clock Tower 3'' and ''HauntingGround'' items appear as shining objects, much like the Resident Evil series.
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* In DeadSpace ammo and pickup items pop up an impossible to miss hologram when you get near them. Important item also glow at a distance.
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<<|VideoGameTropes|>>

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* In DeadSpace ''DeadSpace'' ammo and pickup items pop up an impossible to miss hologram when you get near them. Important item also glow at a distance.
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<<|VideoGameTropes|>>
* In ''{{Odium}}'', markers pop up over interactive objects and exits when your characters get close to them, and important items flicker in and out.
----
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** And if you're on one of those "[[strike: kill]] defeat everything" missions, the final group of enemies will appear on the mission map. This was initiated because players would have to search every nook and cranny for the final few {{Mooks}}, which could get infuriating at times.
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* In ''FUEL'', whose whole premise was its huge open world, interesting objects like car wrecks were often many kilometres away behind the horizon. How does the game point them out? With smoke signals where possible, with a ''giant red laser beam from the sky'' where not.
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* In DeadSpace ammo and pickup items pop up an impossible to miss hologram when you get near them. Important item also glow at a distance.

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* Every {{Sierra}} adventure game ever. The most memorable example being: at the beginning of ''KingsQuest VI,'' you can see Alexander's tiny signet ring in the sand only because it's '''really''' sparkly and animated.
** The ''PoliceQuest'' series is less forgiving, requiring you to (for example) figure out that that mess of pixels is actually a ''footprint'' and act accordingly.
** ''King's Quest I'' requires using the "LOOK" command a lot to figure out what is usable and what is not.
** ''King's Quest V'' uses the "sparkly" method several times (a coin on the street, a locket in a giant bird's nest etc.). It's one of the incredibly few times the game is somewhat forgiving (of course, missing them anyway will ultimately result in you being stuck forever and the game being Unwinnable).



* Every {{Sierra}} adventure game ever. The most memorable example being: at the beginning of ''KingsQuest VI,'' you can see Alexander's tiny signet ring in the sand only because it's '''really''' sparkly and animated.
** The ''PoliceQuest'' series is less forgiving, requiring you to (for example) figure out that that mess of pixels is actually a ''footprint'' and act accordingly.
** ''King's Quest I'' requires using the "LOOK" command a lot to figure out what is usable and what is not.
** ''King's Quest V'' uses the "sparkly" method several times (a coin on the street, a locket in a giant bird's nest etc.). It's one of the incredibly few times the game is somewhat forgiving (of course, missing them anyway will ultimately result in you being stuck forever and the game being Unwinnable).



** LotRO does things similarly, with quest objects having their own (overly obvious) sparkle as well.

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** LotRO does things similarly, with quest objects having their own (overly obvious) sparkle as well.
well.
* Pressing the tab key in ''NeverwinterNights'' causes every interactive object onscreen to glow and display its name. This is very handy when you walk into a storage room and want to know which crates might be holding useful items and which crates are just window dressing. Also, the toolset contains a lot of visual effects -- sparkles, beams of light, and so on -- that can be superimposed over any object you want to be conspicuous in your module.
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[[quoteright:350:[[NeverwinterNights http://static.tvtropes.org/pmwiki/pub/images/conspicuous_9225.jpg]]]]
[[caption-width-right:350:Now where could they possibly be hiding that mission-critical PlotCoupon?]]
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* In ''TheGodfather'' game, stuff like dropped guns, {{Health Potion}}s and accessible doors glow.

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* In ''TheGodfather'' game, ''Game/TheGodfather: The Game'', stuff like dropped guns, {{Health {{Healing Potion}}s and accessible doors glow.
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** ''Portal'' includes many instances of this trope. Another example is the level where the player first acquires the Aperture Science Hand-Held Portal Device. Chell is forced to wait in front of a closed door next to a window through which the portal gun can be seen, to ensure that it's noticed. The excuse is that [=GLaDOS=] needs to acquaint Chell with the possible side-effects of the Aperture Science Material Emancipation Grill.

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** ''Portal'' includes many instances of this trope. Another example is the level where the player first acquires the Aperture Science Hand-Held Portal Device. Chell is forced to wait in front of a closed door next to a window through which the portal gun can be seen, seen (and heard via [[CutscenePowerToTheMax its self-charging noise]]), to ensure that it's noticed. The excuse is that [=GLaDOS=] needs to acquaint Chell with the possible side-effects of the Aperture Science Material Emancipation Grill.
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* In ''[[MegaMan Mega Man and Bass]]'', some of the [=CDs=] are hidden underground and must be uncovered with the Rush Search. If the player is playing as Mega Man and has the CD Finder item, stars will briefly appear to indicate where they are located.
** In ''Megaman 7'', using Rush Search may lead to him barking at seemingly nothing, indicating hidden items of great value or secret passages.

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* In ''[[MegaMan Mega Man ''Game/MegaMan and Bass]]'', Bass'', some of the [=CDs=] are hidden underground and must be uncovered with the Rush Search. If the player is playing as Mega Man and has the CD Finder item, stars will briefly appear to indicate where they are located.
** In ''Megaman 7'', ''7'', using Rush Search may lead to him barking at seemingly nothing, indicating hidden items of great value or secret passages.
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* It requires active purchase and equipping by the player (literal purchase, as it's only available as part of a DLC pack), but BrutalLegend features an item called the Oculus of the Lost, which swivels to stare at a collectible (Bound Serpent, Legend, Vista, Plug Jump) that the player missed when they get within a particular (fairly large) range.
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More on Deus Ex

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*** Any item you can pick up/use does get pointed out by your character's HUD if you get close enough, fortunately. It is also justified in-game, in that the character has an implant in his eye to give him a targeting reticle, among other things.
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*** 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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* In ''SilentHill'', the heroes will turn their heads to look at anything that's collectible or interactive.
** Unfortunately they also turn their heads to look at enemies and [[DeathTrap Death Traps]]. SoYeah.

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* In ''SilentHill'', the heroes will turn their heads to look at anything that's collectible or interactive.
** Unfortunately
interactive. Unfortunately, they also turn their heads to look at enemies and [[DeathTrap Death Traps]]. SoYeah.Traps]].
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** The commentary for Episode one mentions that play testers were not noticing a scripted scene in the Citadel which took place behind in the opposite direction the players were supposed to head. In order to draw attention to this, the devs added a small platform with a single soldier who would begin firing at you. The soldier was far enough away that he's essentially harmless, but players would turn around to fire at the soldier and then see the scripted event.

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** The commentary for Episode one mentions that play testers were not noticing a scripted scene in the Citadel which took place behind in the opposite direction the players were supposed to head. In order to draw attention to this, the devs added a small platform with a single soldier who would begin firing at you. The soldier was far enough away that he's essentially harmless, but players would turn around to fire at the soldier and then see the scripted event.
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* In ''CaveStory'', any item you can pick up but is not visible right away is marked with [[EverythingsBetterWithSparkles sparkles]].
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** The commentary for Episode one mentions that play testers were not noticing a scripted scene in the Citadel which took place behind in the opposite direction the players were supposed to head. In order to draw attention to this, the devs added a small platform with a single soldier who would begin firing at you. The soldier was far enough away that he's essentially harmless, but players would turn around to fire at the soldier and then see the scripted event.

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