History Main / SoundCodedForYourConvenience

18th Aug '16 9:40:04 PM CamelCase
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* ''VideoGame/LittleBigPlanet'': Collecting new Prize Bubbles, as in the ones that still have a prize in them. For example, Music Items have an opera lady singing, Sound Objects have a Horn Honking, and Stickers make a splat sound.
4th Aug '16 12:49:03 PM Morgenthaler
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* ''GeometryWars'' has this as well - each enemy type has a distinct noise when it first spawns.

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* ''GeometryWars'' ''VideoGame/GeometryWars'' has this as well - each enemy type has a distinct noise when it first spawns.
23rd Jul '16 2:08:10 PM Morgenthaler
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* In the ''TetrisTheGrandMaster'' series, each piece has a distinct sound effect that plays whenever it is the next piece that will spawn. This becomes especially useful at higher speeds, when pieces lock sooner leaving you with less time to concentrate and glance up at the top of the screen. Additionally, whenever you are close to a level that will significantly impact the game's speed, the music will cut out and go silent until you reach that level.

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* In the ''TetrisTheGrandMaster'' ''VideoGame/TetrisTheGrandMaster'' series, each piece has a distinct sound effect that plays whenever it is the next piece that will spawn. This becomes especially useful at higher speeds, when pieces lock sooner leaving you with less time to concentrate and glance up at the top of the screen. Additionally, whenever you are close to a level that will significantly impact the game's speed, the music will cut out and go silent until you reach that level.



* In the arcade version of ''{{Klax}}'', each colour of tile produced their own unique sound effect as they tumbled down the play area. For example, green tiles produced a woodblock sound, yellows a cowbell sound and oranges a low "splat" sound.

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* In the arcade version of ''{{Klax}}'', ''VideoGame/{{Klax}}'', each colour of tile produced their own unique sound effect as they tumbled down the play area. For example, green tiles produced a woodblock sound, yellows a cowbell sound and oranges a low "splat" sound.
17th Jul '16 9:16:57 AM Vindicar
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* [[VideoGame/XComEnemyUnknown X-COM: Enemy Unknown]] and it's DLC Enemy Within there are sound cues to tell you what enemies are on the map. Most [[OhCrap recognizable]] are screeching calls of [[DemonicSpiders Chryssalids]] and booming footsteps of [[WalkingTank Sectopods]]. In the DLC, Meld Canister sound also becomes more 'frantic' as its timer approaches zero.

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* In [[VideoGame/XComEnemyUnknown X-COM: Enemy Unknown]] and it's DLC Enemy Within there are sound cues to tell you what enemies are on the map. Most [[OhCrap recognizable]] are screeching calls of [[DemonicSpiders Chryssalids]] and booming footsteps of [[WalkingTank Sectopods]]. In the DLC, Meld Canister sound also becomes more 'frantic' as its timer approaches zero.
17th Jul '16 9:10:47 AM Vindicar
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* [[VideoGame/XComEnemyUnknown X-COM: Enemy Unknown]] and it's DLC Enemy Within there are sound cues to tell you what enemies are on the map. Most [[OhCrap recognizable]] are screeching calls of [[DemonicSpiders Chryssalids]] and booming footsteps of [[WalkingTank Sectopods]]. In the DLC, Meld Canister sound also becomes more 'frantic' as its timer approaches zero.
12th Jul '16 5:54:17 AM longWriter
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* ''VideoGame/KnightsInTheNightmare'' has this ''out the freaking wazoo'', almost to StopHelpingMe levels. Pretty much everything that happens on screen is commented on by the knights ("The sword attached. The duelist activated. Enemy attack!"), and given the pace of the action, this becomes a constant stream of commentary.

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* ''VideoGame/KnightsInTheNightmare'' has this ''out the freaking wazoo'', almost to StopHelpingMe AnnoyingVideoGameHelper levels. Pretty much everything that happens on screen is commented on by the knights ("The sword attached. The duelist activated. Enemy attack!"), and given the pace of the action, this becomes a constant stream of commentary.
30th May '16 12:04:49 PM wolftickets1969
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** In ''VideoGame/{{Fallout 4}}'', the bombs carried by [[ActionBomb Super Mutant Suiciders]] beep when they are alerted and charging towards you. Also, mini-nukes launched from the Fat Man now have a BombWhistle sound; if you happen to be on the receiving end, you can only duck, cover, and [[OneHitKill kiss your ass goodbye]].
22nd May '16 12:23:09 AM ZombieAladdin
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* In ''VideoGame/{{Splatoon}}'', every weapon type has a different sound (although some have very similar sounds, like the Squiffers and the Bamboozlers). When played in surround sound or with headphones, the game also plays sounds coming from other participants in their specific direction, so an observant player can react accordingly. Every action a player makes also has a unique sound effect, such as shooting when out of ink or when his or her [[LimitBreak special weapon]] is ready for use, so they can be fully aware of their status without needing to look at the HUD.
29th Jan '16 4:58:27 PM nombretomado
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* The SuperSmashBrothers series has these too. There's the distinctive "Ping!" sound of the Home-Run Bat and certain moves if they hit a sweet spot, indicating powerful attacks, the crackling sound of someone's shield breaking, the crowd cheering for a character that does well and the announcer popping in to announce that a player has been knocked out of the game if there's more than two players.

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* The SuperSmashBrothers ''VideoGame/SuperSmashBros'' series has these too. There's the distinctive "Ping!" sound of the Home-Run Bat and certain moves if they hit a sweet spot, indicating powerful attacks, the crackling sound of someone's shield breaking, the crowd cheering for a character that does well and the announcer popping in to announce that a player has been knocked out of the game if there's more than two players.
23rd Dec '15 6:46:38 AM crazysamaritan
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* One of the best strategies in ''VideoGame/FiveNightsAtFreddys'' is to listen for the animatronics' distinctive sounds: Freddy's laughter warns you he's on the move, soft groaning noises mean Bonnie or Chica is in the room with you and will kill you as soon as you lower your monitor, et cetera. This becomes even more crucial in the second game, when you can hear scraping when an animatronic is in one of the vents, radio static when the Mangle is clinging to the ceiling, and Balloon Boy's cheerful "Hi!" when he moves. Most of these overlap with HellIsThatSound.

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* One of the best strategies in ''VideoGame/FiveNightsAtFreddys'' is to listen for the animatronics' distinctive sounds: Freddy's laughter warns you he's on the move, soft groaning noises mean Bonnie or Chica is in the room with you and will kill you as soon as you lower your monitor, et cetera. This becomes even more crucial in the second game, when you can hear scraping when an animatronic is in one of the vents, radio static when the Mangle is clinging to the ceiling, and Balloon Boy's cheerful "Hi!" when he moves. Most of these overlap with HellIsThatSound.



* In ''VideoGame/MassEffect3'', there are distinctive sounds for when your projectiles are landing on armored plating (no damage until destroyed) or armor (meaning the target's shields are down).
** Not to mention the [[HellIsThatNoise shriek]] of a [[DemonicSpiders Banshee]] or the growl of a [[GiantMook Brute]] entering the battlefield. Or the Reaper Horn that alerts you to the fact that the Reapers have located you in the Galaxy Map.

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* In ''VideoGame/MassEffect3'', there are distinctive sounds for when your projectiles are landing on armored plating (no damage until destroyed) or armor (meaning the target's shields are down).
**
down). Not to mention the [[HellIsThatNoise shriek]] shriek of a [[DemonicSpiders Banshee]] or the growl of a [[GiantMook Brute]] [[TheCrocIsTicking entering the battlefield. battlefield.]] Or the Reaper Horn that alerts you to the fact that the Reapers have located you in the Galaxy Map.
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