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1%% Please Alphabetise all examples by title.
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5[[quoteright:256:[[VideoGame/{{Plok}} https://static.tvtropes.org/pmwiki/pub/images/plokontinue.png]]]]
6[[caption-width-right:256:The benefits of getting all the letters are [[{{Pun}} spelled out]] for you.]]
7%%
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10%%
11->''"Keep your eyes open for those [=KONG=] Letters, they might be worth something!"''
12-->-- '''Cranky Kong''', ''VideoGame/DonkeyKongCountryReturns''
13
14A type of PowerUp that rewards you for collecting a number of letters to spell a word. Typically the letters do not have to be obtained in order, but will automatically move to their correct places on the [[StatusLine status bar]].
15
16This trope goes back to the "spot letter" targets found on many {{pinball}} games. Spelling a sequence of letters (such as A-B-C-D-E) or key words (such as T-R-O-P-E) yielded various bonuses.
17
18Compare ChargedAttack, Every10000Points, SetBonus. Non-game media may invoke BogglesTheMind instead.
19
20----
21!!E-X-A-M-P-L-E-S:
22[[foldercontrol]]
23
24[[folder:G-A-M-E-B-O-O-K-S]]
25* Inverted in the ''Literature/FightingFantasy'' book ''Literature/TempleOfTerror''. Your objective is to find five artifacts hidden within the titular temple; however, the BigBad sends an assassin known only as the Messenger of Death after you. The Messenger hides each letter of the word "DEATH" in random locations throughout the temple; if you see all five letters, then you die instantly (each individual letter also has a penalty to your SKILL and STAMINA scores if you see it).
26[[/folder]]
27
28[[folder:P-I-N-B-A-L-L]]
29* In Sierra's ''VideoGame/ThreeDUltraPinballCreepNight'', there are four tables with six letters on each table.
30** Spelling G-O-B-L-I-N on the Castle Tower, M-O-N-S-T-E-R on the Tower Table and O-U-T-L-A-W on the Dungeon Table will light the Ball Locks in preparation for a 3-Ball Multiball session. In addition some of these letters adds additional points to the End of Ball Bonus.
31** The Final Castle Table gives the G-O-B-L-I-N letters an additional function at the final challenge...
32
33* ''Pinball/{{ACDC}}'': The three drop target banks spell A-C-/-D-C, T-N-T, and R-O-C-K. Lighting the cannon to fire it requiers spelling F-I-R-E.
34* ''Pinball/TheAddamsFamily'': Spelling G-R-E-E-D opens the Bookcase to the Vault, spelling T-H-I-N-G gives a bonus and gets Thing to come out of his box (if you get one or two stars you get more bonus points), and spelling G-R-A-V-E ups the value of the Graveyard Bumpers.
35* ''Pinball/{{Aerosmith}}'': A-E-R-O-S-M-I-T-H lights a [[ScoreMultiplier shot multiplier]] and a Mystery award.
36* ''Pinball/AirborneAvenger'' has A-I-R-B-O-R-N-E-A-V-E-N-G-E-R award an extra ball. Creator/SteveRitchie regrets it in retrospect.
37* Creator/{{Stern}}'s ''Pinball/{{Ali}}'' pin increases the value of the center saucer for spelling A-L-I, while A-L-I and G-R-E-A-T-E-S-T lights the Extra Ball and Specials.
38* ''Pinball/Alien2017'': Spelling A-P-C lights the hypersleep lock (which eventually starts Hypersleep Multiball). During the "APC" mode, it instead awards a lit shot to progress through the mode and increases the next one's point value; Spelling D-R-O-P-S-H-I-P [[ScoreMultiplier temporarily doubles all scoring]].
39* ''Pinball/AmericasMostHaunted'': O-R-B increases the bonus multiplier, G-L-I-R enables Ghost Photos, and W-I-K-I, T-E-C-H, or P-S-Y-C-H-I-C makes the Spirit Guide available.
40* Spelling [[ProgressiveJackpot B-L-A-S-T-O-F-F]] in ''Pinball/{{Apollo 13}}'' starts the infamous Blastoff Multiball, and D-O-C-K lights Mystery.
41* Not surprisingly, ''Pinball/TheAtarians'' has you spell A-T-A-R-I (via five saucers at the top of the playfield) to double the bonus, while E-X-T-R-A-B-A-L-L [[CaptainObvious lights the extra ball target.]]
42* ''Pinball/AustinPowers'' has two -- S-H-A-G starts Shag [=HurryUp=], while M-O-J-O enables Mojo Multiball.
43* ''Pinball/{{Avatar}}'': R-D-A increases the bonus multiplier; N-A-V-I enables Na'vi Scoring for Na'vi Multiball; A-M-P starts AMP Multiball; and B-A-N-S-H-E-E starts Banshee Multiball.
44
45* ''Pinball/BabyPacMan'' requires spelling P-A-C-M-A-N to earn each power pellet. The outer loops also spell F-R-U-I-T-S and T-U-N-N-E-L, but the player is rewarded even for partial spelling.
46** ''Pinball/MrAndMrsPacManPinball'' also has the player spelling P-A-C-M-A-N to get an extra life for the maze game.
47* ''Pinball/BackToTheFuture'': M-C-F-L-Y increases the casino spinner value, D-O-C increases the [[ScoreMultiplier bonus multiplier]], D-M-C lights the multiball lock, and D-E-L-O-R-E-A-N starts the Million round.
48* ''Pinball/{{Barracora}}'' has B-A-RR-A-C-O-R-A,[[note]]the double "R's" count as one[[/note]] which must be spelled in order. Failure causes all the targets to reset.
49* A variation occurs in Creator/DataEast's ''[[Pinball/BatmanDataEast Batman]]'' pinball; the front of the Flugelheim Museum is a single large target, and opening it requires hitting it multiple times to spell B-A-T-M-A-N.
50** Played straight in Creator/SternPinball's ''[[Pinball/BatmanStern Batman]]'', where B-A-T-M-A-N starts the various "Bat Mission" modes.
51** ''Pinball/BatmanForever'' uses B-A-T to increase the bonus multiplier, while the "Brain Drain" mode requires spelling C-A-V-E in order.
52** ''Pinball/Batman66'': G-A-D-G-E-T earns a [[SmartBomb gadget]], J-O-K-E-R lights the Joker's mode, and C-A-T (spelled twice by making shots to both ramps) starts Catwoman's mode.
53* ''Pinball/{{Baywatch}}'': S-P-F raises the bonus multiplier; S-H-A-R-K to activate the Shark Fin Flipper; I-R-O-N-M-A-N enables the Ironman VideoMode; and G-U-A-R-D starts the first sub-Wizard Mode.
54* ''Pinball/TheBeatles'': B-E-A-T-L-E-M-A-N-I-A gives one of a series of awards (including doubling the spinner's value); F-A-B and F-O-U-R light modes when completed together.
55* ''Pinball/BigBangBar'' uses B-A-R to increase the bonus multiplier, while B-R-A-W-L enables Multibrawl Multiball.
56* ''Pinball/TheBigLebowski'' features the names of its characters -- T-H-E-D-U-D-E, D-O-N-N-Y, W-A-L-T-E-R, M-A-U-D-E, and J-E-S-U-S. Also, Z-E-R-O appears on the outlanes.
57* ''Pinball/BlackHole'' has the B-L-A-C-K-H-O-L-E drop targets, which light the g-force accelerators to activate a ScoreMultiplier.
58* ''Pinball/BlackKnight 2000'' has The King's R-A-N-S-O-M.
59* ''Pinball/BlackRose'': S-I-N-K-S-H-I-P lets you make the Broadside shot, and L-O-C-K lights the lock.
60* ''Pinball/BramStokersDracula'': Spell D-R-A-C-U-L-A during Coffin Multiball to light the jackpot, and spelling V-I-D-E-O lights Video Mode.
61
62* C-A-V-E in ''Pinball/{{Caveman}}'' lights the extra ball.
63* ''Pinball/TheChampionPub'': Fisticuffs Multiball is activated by spelling F-I-S-T-I-C-U-F-F-S.
64* ''Pinball/{{Checkpoint}}'': F-A-S-T enables Fast Mode; L-A-P advances the player's RPM and adds to FAST; and C-A-R-R-E-R-A scores 50,000 points, increases the RPM value, and advances the jackpot.
65* ''Pinball/CirqusVoltaire'' has the player spell W-O-W to challenge a Ringmaster to a duel, S-P-I-N to complete the Spin Marvel, R-I-N-G to increase the bonus multiplier. and V-O-L-T activiates the Boom! Balloon. The first part of "Join the Cirqus" also requires spelling C-I-R-Q-U-S.
66* ''Pinball/{{Congo}}'': Z-I-N-J enables the Mystery Saucer, A-M-Y increases the bonus multiplier and enable Amy Mode, H-I-P-P-O enables the VideoMode, G-R-A-Y starts Gray Attack, and C-O-N-G-O collects the lower playfield reward.
67* ''Pinball/{{Corvette}}'' has R-A-U-C-O-U-S, awarding 5 million points per letter and an additional 8 million for completing it.
68* Starting multiball in ''Pinball/CreatureFromTheBlackLagoon'' requires spelling F-I-L-M. This involves several subtasks, including spelling K-I-S-S (for an extra ball) and P-A-I-D (to increase the bonus multiplier).
69* ''Pinball/CueBallWizard'' has P-O-O-L to enable the Video Modes and the Sweet Spot, W-I-Z-A-R-D to light the No Way target, and D-O-U-B-L-E to double all subsequent scores.
70
71* ''Pinball/DemolitionMan'': spell M-T-L to increase the bonus multiplier and light the Cryo-Claw.
72* ''Disco Fever'' by Creator/WilliamsElectronics: A couple of the bullseye spots light letters of D-I-S-C-O, which awards 5000 points and bonus multipliers. Spelling F-E-V-E-R with the drop targets lights the 1-4 sequence, which gives extra ball and special bonuses.
73* ''Pinball/DoctorWho'': W-H-O lets you earn extra balls, R-E-P-A-I-R enables Unlimited Millions, and E-S-C-A-P-E lights the TARDIS for VideoMode.
74
75* After sinking seven balls and the eight ball in ''Pinball/EightBall Deluxe,'' the player can spell D-E-L-U-X-E for a shot at the Super Bonus
76** ''Pinball/EightBall Champ:'' Spell C-H-A-M-P to increase the score of the left outer orbit. Spell E-I-G-H-T to light the letters in B-A-L-L, which gives extra points or an extra ball.
77* ''Pinball/ElDoradoCityOfGold'' has C-I-T-Y-O-F-G-O-L-D on the top drop target bank.
78** ''Canada Dry'' (a rethemed version of ''Pinball/ElDorado'') uses D-R-I-N-K and C-A-N-A-D-A-[space]-D-R-Y for its drop target banks.
79* ''Pinball/ElviraAndThePartyMonsters'' lights a three-million-point shot for spelling E-L-V-I-R-A. The lights [[ProgressiveJackpot carry over from player to player and game to game]].
80* ''Pinball/{{Embryon}}'' has E-M-B-R-Y-O-N to enable the ball lock.
81* ''Pinball/EvelKnievel'' has S-U-P-E-R for the double Specials, and C-Y-C-L-E to raise the value of the center bumper.
82
83* ''Pinball/F14Tomcat'' uses T-O-M-C-A-T to light the ball locks and start multiball. There's also 1-2-3-4-5-6 to increase the Flyby Bonus multiplier.
84* Creator/SternPinball's ''Pinball/FamilyGuy'':
85** The main playfield has F-A-R-T, which starts Fart Multiball, while spelling P-I-N-B-A-L-L enables Stewie's pinball machine.
86** Stewie's miniature pinball table has the names of his family members -- B-R-I-A-N, M-E-G, P-E-T-E-R, L-O-I-S, and C-H-R-I-S.
87** ''Pinball/{{Shrek}}'' used the same playfield and ruleset, but changed the bonuses accordingly: B-A-B-Y starts Baby Multiball, while the miniature pinball table has F-I-O-N-A, M-A-N (for Gingerbread Man), S-H-R-E-K, P-U-S-S, and C-H-A-R-M (for Prince Charming).
88* In Creator/{{Zaccaria}}'s ''Pinball/{{Farfalla}}'', spelling L-O-V-E advances the bonus multiplier.
89* Played with in ''Pinball/{{Firepower}}''; F-I-R-E is spelled with the top rollovers, but POWER is a set of three targets.
90* Spelling L-I-E in ''Pinball/FishTales'' increases your bonus multiplier up to 7x.
91* ''Pinball/{{Flight 2000}}'' requires the player spell B-L-A-S-T-O-F-F twice to lock the first two balls, then hit 5-4-3-2-1 (in order) to enable multiball.
92* ''Pinball/TheFlintstones'': D-I-G increases the bonus multiplier; 1-2-3 starts one of the four main game modes; B-E-D and R-O-C-K add a letter to CONCRETE; while C-O-N-C-R-E-T-E starts Concrete Multiball.
93* ''Pinball/FooFighters2023'': Spelling V-A-N allows the player to start a Van Mode.
94
95* The ''[[Pinball/GilligansIsland Gilligan's Island]]'' pinball gives a random reward for spelling L-A-G-O-O-N and then making the Lagoon Shot.
96* ''Pinball/{{Ghostbusters}}'': Spelling G-H-O-S-T will cause Slimer to drop down in order to battle him to light your modes.
97* Creator/{{Gottlieb}}'s ''Pinball/{{Gladiators}}'' starts a two-ball multiball for spelling the M-U-L-T-I lights. Above the playfield, W-E-A-P-O-N lets the player choose a bonus and D-O-U-B-L-E provides double scores.* ''Pinball/GodzillaSega'':
98** Spelling T-A-X-I both starts and finishes Taxi Multiball.
99** The goal of "[[WizardMode Save New York]]" is to spell N-E-W-Y-O-R-K for a massive amount of points.
100* ''Pinball/GodzillaStern'': Spelling R-A-M-P-A-G-E lights the Monster Rampage mode.
101* Creator/SegaPinball's unreleased ''Pinball/GoldenCue'' required players to spell G-O-L-D-E-N and V-O-D-K-A as two of the conditions for winning (and ending) the game.
102** The released game, ''Pinball/SharkeysShootout'', has P-O-O-L to relight the Mystery Ball, C-U-E to increase the bonus mulitiplier and start Bumper Pool, and P-A-Y-O-F-F to award the current prize value.
103* ''Pinball/GoldenEye'' uses 0-0-7 to increase the bonus multiplier, while spelling G-O-L-D-E-N-E-Y-E is one of the requirements for the WizardMode.
104* ''VideoGame/GoldenLogres'' has numerous spelling bonuses across its three tables, such as M-E-R-L-I-N and M-A-G-I-C in "Camelot"; D-R-A-G-O-N and E-R-R-A-N-T-R-Y in "Land's End"; and L-O-N-G-I-N-U-S, B-E-A-S-T, and H-O-L-Y-G-R-A-I-L on "Fisher King".
105* ''Pinball/GunsNRosesDataEast'': J-A-M increases the bonus multipliers; S-N-A-K-E enables the left-hand Rose plunger; D-U-F-F collects the Duff Jackpot; R-O-C-K starts the Rock Hurry-Up; and G-U-N-S-N-R-O-S-E-S starts a countdown bonus mode.
106* ''Pinball/GunsNRosesJerseyJack'': A-X-L lights Axl (one of the steps needed to start a song mode); J-A-M lights the Jam target, which counts towards collecting any missing band members; A-M-P lights Turn it Up! Multiball; G-N-R rewards a patch (and a gameplay benefit alongside it).
107
108* ''Pinball/HarleyDavidson'':
109** In the first game from [[Creator/WilliamsElectronics Bally,]] H-A-R-L-E-Y advances the Harley Bonus, while D-A-V-I-D-S-O-N lights the Speed Bonus. U-S-A advances the bonus multiplier, while B-I-K-E advances a city.
110** In the subsequent games from Creator/SternPinball, spelling R-I-D-E or L-I-V-E lights Next City, while H-A-R-L-E-Y pops a wheelie to enable Motorcycle Multiball.
111* Creator/WilliamsElectronics' not-quite-a-pinball ShootEmUp ''Pinball/{{Hyperball}}'' has a variation; in addition to shooting down the various enemies, players could also score huge bonuses by hitting the lettered targets around the playfield (in order) to spell out a word currently shown on the display.
112
113* A lot of them in ''Pinball/IndianaJonesStern'': M-A-P lights the bonus multiplier, and I-N-D-Y-J-O-N-E-S awards a bonus. An odd use of this trope is employed when spelling out "[[Film/RaidersOfTheLostArk RAIDERS OF THE LOST ARK]]", as the letters are sometimes awarded in groups.
114* ''Pinball/IndianaJonesThePinballAdventure'' uses I-N-D-Y to increase the bonus multiplier and collect friends, while A-D-V-E-N-T-U-R-E enables the tilting Path of Adventure playfield.
115* ''Pinball/{{Indianapolis 500}}'' has several:
116** Spelling P-I-T increases the bonus multiplier and lights the Pit Stop.
117** Spell I-N-D-Y to collect letters for S-O-U-V-E-N-I-R.
118** For "Go for the Pole", spell P-O-L-E for the Pole Jackpot.
119** Hit the spanner targets to spell various four-letter words (INDY, RACE, CARS, FAST, LAPS, TIRE, etc.) for an ever-increasing Spanner bonus.
120* Creator/{{Stern}}'s ''Pinball/IronMaiden'' is centered around spelling I-R-O-N-M-A-I-D-E-N to enable the three-ball multiball.
121* ''Pinball/IronMaidenLegacyOfTheBeast'': E-D-D-I-E lights a Battle mode; R-E-V-I-V-E lights an outlane ball save with the same name; M-U-M-M-Y progresses towards and starts Mummy Multiball.
122
123* ''Pinball/JamesBond007Stern'':
124** In the cornerstone models:
125*** Spelling M-I-6 via the topmost lanes adds a multiplier to the end-of-ball bonus.
126*** Lighting all the letters in S-P-E-C-T-R-E increases the jackpot in Bird One Multiball and lights a SPECTRE Weapon mode.
127*** Each of the in- and outlanes represents a letter in B-O-N-D. Every other time the player gets them all, they light "High Stakes" (a mystery award).
128** The 60th Anniversary Limited Edition has two sets of drop targets that each spell something:
129*** B-O-N-D can either light one of the Bonds for collection or allow the player to collect a gadget by shooting the Oddjob disc.
130*** Spelling M-I-6 once lets the player begin choosing a Villain Mode, while spelling it again afterward will start it.
131* ''VideoGame/JinniZeala'' has O-C-E-A-N to collect items for the Felucca Bonus Stage, while J-I-N-N-I starts the Zeala Bonus Stage.
132
133* ''Pinball/JohnnyMnemonic'': The left loop spots a letter in J-O-H-N-N-Y, and the right one does likewise for M-N-E-M-O-N-I-C. Getting all the letters starts a 20-second frenzy where every switch is worth 15 million points.
134* ''Pinball/JudgeDredd'' has J-U-D-G-E, though the letters have to be collected in order.
135* ''Pinball/JurassicParkDataEast'': T-R-E-X starts T-Rex Triball, and C-H-A-O-S starts another mode.
136** This is a lot more common in its sequel, ''Pinball/TheLostWorldJurassicPark'': S-I-T-E-B activates the "Site B" mode, T-R-E-X starts "Mobile Lab", and R-A-P-T-O-R starts Raptor Multiball.
137* ''Pinball/JurassicParkStern'': M-A-P allows the player to advance to the next paddock; T-R-E-X lights a T-Rex mode; C-H-A-O-S lights Chaos Multiball. Notably, each letter is invariably lit in sequence.
138
139* Creator/{{Capcom}}'s unreleased ''Pinball/{{Kingpin}}'' has K-I-D to advance the bonus multiplier. Spelling either K-I-N-G or P-I-N lights the ball locks, while KINGPIN advances the Gunwheel and is used to defeat the Kingpin in the Final Boss fight.
140* Creator/{{Bally}}'s ''[[Pinball/KissBally KISS]]'' makes this a key mechanic, as spelling K-I-S-S four times is needed for higher scores.
141** Creator/{{Stern}}'s ''[[Pinball/KissStern KISS]]'' requires spelling K-I-S-S and A-R-M-Y to enable the Hurry-Up bonuses on the outer orbits, while S-T-A-R enables the Love Gun Multiball mode.
142
143* ''Pinball/LastActionHero'': C-R-A-N-E enables the ball lock on the crane, R-I-P-P-E-R collects the Ripper Bounty, and LAST-ACTION-HERO starts the six-ball Hero Round.
144* ''Pinball/LedZeppelin'': R-O-L-L increases the bonus multiplier; R-O-C-K, L-E-D, and Z-E-P increase three of the four primary {{Score Multiplier}}s.
145** In the Premium and Limited editions, spelling L-E-D-Z-E-P is a necessary prerequisite for starting Electric Magic Multiball.
146* ''[[Pinball/LexyLightspeed Lexy Lightspeed - Escape from Earth]]'': L-I-T-E-L-O-C-K enables the ball lock; L-E-X-Y increases the bonus multiplier.
147* ''VideoGame/LoonyLabyrinth'': S-T-O-N-E collects the Galopetra Stones; L-O-O-N-Y starts Loony Multiball; while L-A-B-Y-R-I-N-T-H is used to start Labyrinth Multiball and rescue the sacrifices.
148** The sequel ''VideoGame/MadDaedalus'' uses M-A-D to spot a letter in D-A-E-D-A-L-U-S, while A-R-I-A-D-N-E enables an award at the Ariadne Shrine.
149* ''Pinball/TheLordOfTheRings'': O-R-C increases the bonus multiplier, while K-E-E-P lights a lock for Two Towers Multiball.
150
151* ''Pinball/MagicGirl'' includes W-I-Z-A-R-D, H-E-X, M-Y-T-H, M-A-G-I-C, P-O-T-I-O-N, P-O-W-E-R, L-O-C-K, and V-O-L-T-A.
152* ''Franchise/{{Marvel}}'' pinball:
153** Several in Creator/ZenStudios' ''[[VideoGame/TheAvengersZenStudios The Avengers]]'': T-R-I-C-K-A-R-R-O-W lights the kickback; S-H-I-E-L-D lights the SHIELD target; and completing A-S-S-E-M-B-L-E starts the WizardMode.
154** Even more in Creator/SternPinball's ''[[Pinball/TheAvengersStern The Avengers]]'', as nearly every superhero gets in on the act: T-H-O-R, L-O-K-I, H-U-L-K, I-R-O-N-M-A-N, H-A-W-K-E-Y-E, B-L-A-C-K-W-I-D-O-W, and even C-O-S-M-I-C.
155** ''Pinball/AvengersInfinityQuest'': I-R-O-N collects Iron Man; S-T-R-A-N-G-E lights a Gem Quest; T-H-O-R starts Thor Multiball.
156** The ''Captain America'' board from Creator/ZenStudios requires you to spell S-O-L-D-I-E-R-S-Y-M-B-O-L-S-A-V-I-O-U-R-F-R-I-E-N-D to activate Super Jets. Thank goodness you do it via the bumpers rather than any other kind of shot.
157** ''Pinball/{{Deadpool|2018}}'': B-O-O-M lights the [[SmartBomb boom button]]; D-E-A-D-P-O-O-L lights various awards on repeated completions. There are two separate target banks for each half of the word, and both of them provide different bonuses on their own: D-E-A-D lights a Battle mode and P-O-O-L lights a Ninja Multiball lock.
158** Zen Studios' ''Fantastic Four'' goes nuts with what can be spelled: F-A-N-T-A-S-T-I-C (lights Fantastic Four-Ball lock), F-O-U-R (increases the end-of-ball bonus multiplier), I-N-V-I-S-I-B-L-E (allows a shot up the Human Torch ramp for a lot of points), T-O-R-C-H (lights Ball Igniter), T-H-I-N-G (activates Thing Multiball), F-O-R-C-E F-I-E-L-D (enables the left & right kickbacks), and B-A-X-T-E-R (starts Skrull Invasion once the ball is shot into the Baxter Building). The upper half of the playfield is covered in inserts for these things to spell.
159** ''Pinball/GuardiansOfTheGalaxy2017'': G-U-A-R-D-I-A-N-S lights Mystery and advances the end-of-ball bonus multiplier; R-A-M-P-A-G-E doubles all scoring for 30 seconds.
160** Stern's ''[[Pinball/IronManStern Iron Man]]'' plays it straight with Iron Monger, as spelling M-O-N-G-E-R enables the Iron Monger Multiball mode. It's played with, however, for Iron Man himself; spelling I-R-O-N-M-A-N starts various timed Score Multiplier modes, but the letters only appear on the dot-matrix display. The playfield targets are instead labeled with pictures of Iron Man, as Marvel refused to allow "IRON" and "MAN" to appear on separate sides of the playfield.
161** Creator/ZenStudios' ''[[VideoGame/SpiderManZenStudios Spider-Man]]'' pinball lights the kickbacks and ball saver for spelling T-H-W-I-P, while S-P-I-D-E-Y awards an extra ball (with a convoluted case of FunWithAcronyms).
162** ''World War Hulk'' is just ridiculous with the words. It contains H-U-L-K (lights SAVE targets and awards points), G-A-M-M-A (2x playfield), S-A-K-A-A-R & S-H-I-P (lights Sakaar Multiball lock), A-R-E-N-A (lights the Great Arena mini-playfield), W-A-R-B-O-U-N-D (awards points), and S-A-V-E (activates the ball saver).
163
164* Creator/SegaPinball's ''Pinball/MaryShelleysFrankenstein'': F-R-A-N-K-E-N-S-T-E-I-N starts a Creation Scene, and shooting the scoop spells G-E-N-E-V-A for Geneva Multiball.
165** During the "Creature Feature" scene, shooting the ramp spells C-R-E-A-T-U-R-E.
166** C-R-E-A-T-I-O-N itself is spelled by passing a score threshold for each Scene.
167* ''Pinball/{{Metallica}}'': Spelling F-U-E-L qualifies the Fuel target for temporary double scoring, and spelling M-E-T-A-L-L-I-C-A starts "And Justice for All..." for cumulative increasing scores.
168* Spelling M-E-T-E-O-R in ''Pinball/{{Meteor}}'' increases the bonus multiplier.
169* ''Pinball/{{Monopoly}}'': Getting the A-B-C lanes scores a bonus, and B-A-N-K starts Cash Grab.
170* ''Pinball/MonsterBash'': D-I-G increases the bonus multiplier; P-H-A-N-T-O-M enables the Phantom Flip; and D-R-A-C-U-L-A starts "Drac Attack" mode.
171* ''Pinball/MousinAround'': C-H-E-E-S-E lights a Cheezy Bonus and an opportunity to increase your current jackpot value; M-O-U-S-E-T-R-A-P lights the "traps" for multiball; P-O-W opens up the "Big Cheese" loop shot; M-I-L-L-I-O-N grants the player an opportunity to score a million points by shooting the Mouse Hole.
172* ''Pinball/TheMunsters'': L-I-L-Y starts Lily's frenzy mode; S-P-O-T starts Spot's mode; D-R-A-G-U-L-A increases the Dragula lane's value.
173* On Creator/SternPinball's ''[[Pinball/MustangStern Mustang]]'', spell G-E-A-R-S to start Gears Multiball, and M-U-S-T-A-N-G to start Mustang Multiball.
174
175* ''Pinball/{{NASCAR}}'' has R-A-C-E to light the locks for Race Multiball, while C-H-A-M-P-#1 enables the Champion Challenge WizardMode.
176* ''Pinball/NBAFastbreak'': 3-P-T lights the 3-point shot ramps and S-H-O-O-T both starts and completes Shoot Around multiball.
177* ''VideoGame/{{Necronomicon}}'': All three tables use M-A-Z-E to award million-point bonuses.
178** "Dreamlands" spells W-I-S-D-O-M for a bonus up to 10 million.
179** "Arkham Asylum" and "Dreamlands" use M-A-D-N-E-S-S to start the sub-WizardMode.
180** "Cult of the Bloody Tongue" requires the player to spell A-W-A-K-E-T-H-E-M-A-C-H-I-N-E for the sub-WizardMode.
181* ''Pinball/NoFearDangerousSports'' requires spelling N-O-F-E-A-R to start the Major Challenges.
182
183* Used in several tables on ''VideoGame/ObsessionPinball'' -- S-E-A and D-I-V-E-R for "Aquatic Adventure;" W-A-R, L-I-F-E and D-E-A-T-H in "X-ile Zone;" and O-I-L in "Desert Run."
184
185* Unsurprisingly, ''Pinball/{{Paragon}}'' has P-A-R-A-G-O-N, which enables the Paragon Tower saucer for a 25,000-point reward.
186* ''Pinball/ThePhantomOfTheOpera'': P-H-A-N-T-O-M lights the Catwalk for unlimited million shots, while O-N-E and T-W-O activates the Organ.
187* The Platform/ZXSpectrum game ''Pinball Wizard'' had S-A-G-I-T-T-A-R-I-A-N, a reference to its programmers.
188* Spell P-I-N-K in the ''Pinball/PinkPanther'' pinball to enable the extra ball.
189* ''Pinball/PiratesOfTheCaribbeanJerseyJack'': P-I-R-A-T-E can award many different things, depending on what's selected with the action button beforehand; G-O-L-D makes some gold available for the player to collect; M-A-P lights the Map Award.
190* ''Pinball/PiratesOfTheCaribbeanStern'': P-A-R-L-A-Y enables the ball saver, J-A-C-K completes Jack the Monkey, and K-E-Y opens the Dead Man's Chest. With the chest open, H-E-A-R-T enables Heart Multiball and collects the Heart Jackpot.
191* ''VideoGame/PlantsVsZombiesPinball'' has S-U-N (activates Sun Frenzy), C-R-A-Z-Y (gets Crazy Dave to drive his car onto the playfield), M-A-I-L (lights Mail Multiball lock), R-I-P (lights the center scoop for 50k), and B-R-A-I-N-Z (lights Brainz Main Missions).
192* For Creator/DataEast's ''[[Pinball/Playboy35thAnniversary Playboy 35th Anniversary]]'' pinball, P-L-A-Y-B-O-Y enables the Special, M-A-N-S-I-O-N awards the Mansion Million Countdown, P-I-N-B-A-L-L enables the Extra Ball, and H-M-H (Hugh Hefner's initials) increases the bonus multiplier.
193* ''Pinball/PoliceForce'': G-U-N increases the bonus multiplier, while P-O-L-I-C-E enables the Top Cop bonus.
194* ''Pinball/PopeyeSavesTheEarth'': O-Y-L raises the bonus multiplier, while P-O-P-E-Y-E lights a can of spinach.
195* ''VideoGame/ProPinballBigRaceUSA'': T-R-U-N-K lights the "Open the Trunk" saucer.
196* ''VideoGame/ProPinballTimeshock'' uses S-C-A-N for the time scanner, W-A-R-P to light Time Warp Frenzy, and M-A-G-N-E-T to turn on the [=MagnoSave=].
197* ''VideoGame/ProPinballFantasticJourney'': Spelling L-U-C-K enables a random award and the [=MagnoGrab=], while G-A-T-H-E-R enables the ball rescue and start an Ultra Round.
198* ''VideoGame/PsychoPinball'' has numerous spelling bonuses among its four tables, such as C-A-T, S-P-O-O-K, and G-H-O-U-L for "Trick or Treat", R-E-W-A-R-D, G-U-N, and E-N-G-I-N-E on "Wild West", and W-R-E-C-K, L-A-V-A, and T-A-I-L in "The Abyss".
199* ''Pinball/PulpFiction'': P-U-L-P F-I-C-T-I-O-N lights Pulp Fiction Frenzy.
200* ''[[Pinball/{{Rescue911}} Rescue 911]]'': E-K-G temporarily increases the scores for the bumpers, while R-E-S-C-U-E lights the ramp for Player's Choice.
201* ''Pinball/RickAndMorty'': S-L-A-M lights the Slam Save; The mode "Pirates of the Pancreas" requires the player to spell out the entire title.
202---> '''Rick:''' C'mon, Morty, hit the shot, spell the thing. This is Pinball 101 stuff.
203
204* ''Pinball/RoboCop'': 2-0-9 advances the bonus multiplier, while R-O-B-O-C-O-P lights the extra ball.
205* Creator/{{Zaccaria}}'s ''Pinball/{{Robot}}'': Hitting the pop-up robot targets advance the corresponding indicator lights to spell R-O-B-O-T and enable the Red Special.
206* Creator/{{Gottlieb}}'s pinball game ''Rock'' has you hit targets and go through the switches with the light (which can be resetted by hitting the ball into a bullseye target) to spell R-O-C-K and-R-O-L-L-L-I-V-E-S-! which then has you go through the loop for an extra ball. At some points, the letters remain lit after a certain number is lit, but if you drain the ball prior to getting the extra ball, you will have to spell it again for another shot.
207* On the bonus screen of the NES version of ''VideoGame/RollerBall'', the player must spell S-K-Y-H-I-G-H to turn the rollovers into bumpers, then hit them all to either get an extra ball or increase the bonus multiplier.
208* ''Pinball/{{Rollergames}}'': J-E-T increases the bonus multiplier; W-A-R lights the locks; A-B-C relights the Atomic Whip (kickback); S-K-A-T-E relights the Magna-Flip and advances W-I-L-L-I-A-M-S; W-I-L-L-I-A-M-S starts the Scoring Cycle hurry-up bonus, which scores up to four million points, and is carried over from game-to-game.
209* ''Pinball/Rush2022'': Hitting all of the R-U-S-H targets starts a hurry-up mode.
210
211* Spelling V-A-U-L-T in ''Pinball/SafeCracker'' starts Token Multiball.
212* ''Pinball/TheShadow'': Spelling M-O-N-G-O-L starts Mongol Hurry Up, while K-H-A-N increases the bonus multiplier and lights the side saucer for Khan Multiball.
213* ''Pinball/ShaqAttaq'': One way to start Slammin' Jammin' is to spell S-H-A-Q-U-I-L-L-E.
214* ''Pinball/SilverballMania'': Spelling S-I-L-V-E-R-B-A-L-L-M-A-N-I-A enables the Wizard Bonus, Supreme Wizard Bonus, and then a Special. Also, each time it's spelled lights one letter in "SILVERBALL" on the backglass; completing it earns ''four'' free games.
215* Spelling M-I-L-L-I-O-N-S and riding the ramp in ''Pinball/TheSimpsonsDataEast'' awards a million points
216* A certain shot in ''Pinball/TheSimpsonsPinballParty'' spots a letter in S-I-M-P-S-O-N-S, and getting them all unlocks D'oh Frenzy.
217* ''Pinball/TheSixMillionDollarMan'': Spelling 5-0-0-0-0 enables the Bionic Power Score bonus and to open the right outlane gate.
218* Hitting the lettered bumpers in ''Pinball/SlickChick'' is required to light the five rollover buttons to enable the Special.
219
220* ''Pinball/TheSopranos'': Spelling R-I-P on the top rollover tombstones pays respect to one of the fallen and advances the bonus multiplier. Unlike most pinball games, this can advance the multiplier by 1x, 2x, or 3x depending on the subject.
221* Creator/WilliamsElectronics' ''Pinball/{{Sorcerer}}'' has the player spell S-O-R-C-E-R-E-R to "cast spells" (and enable various bonuses).
222* ''South Park: Super Sweet Pinball'' contains C-H-E-F (begins the Chef mode), M-A-N-B-E-A-R-P-I-G (lights the center orbit to begin the Treasure mode), S-C-H-O-O-L-B-U-S (lights the lock for Road Trip Multiball), C-A-R-T-M-A-N (begins the Probe mode), S-A-R-C-A-S-T-A-B-A-L-L (lights the Field Goal Jackpot), L-A-D-D-E-R (collects the Ladder Jackpot), K-E-N-N-Y (begins the Kenny mode), R-A-N-D-Y (begins the Bat-Dad mode), J-I-M-M-Y (lights a Kickback), S-T-A-N (begins a hurry-up), K-Y-L-E (lights the lock for Mr. Hankey Multiball), and S-O-U-T-H-P-A-R-K (lights the Wizard Mode).
223* ''Pinball/SpaceJam'': S-P-A-C-E-J-A-M enables the Superjam mode, 2-3 enables the Wabbit Hole, F-I-R-E temporarily makes all baskets worth 10 points, and S-L-A-M raises the bonus multiplier.
224** For its SpiritualSuccessor ''Pinball/{{NBA}},'' N-B-A starts NBA Multiball, F-I-R-E enables Fire Mode, H-O-O-P advances the bonus multiplier, A-L-L-S-T-A-R starts an All Star Challenge, H-O-R-S-E plays the Horse challenge, and M-V-P doubles all scores for 20 seconds.
225* ''Pinball/SpaceShuttle'': U-S-A increases the bonus multiplier up to 7X, and S-H-U-T-T-L-E rewards the current Liftoff value.
226* ''Pinball/SpiritOf76'' does this with ''numbers''. Specifically, the 1-7-7-6 and 1-9-7-6 drop targets.
227* ''Spring Break'' by Creator/{{Gottlieb}}: Spelling V-A-C-A-T-I-O-N lights the extra ball.
228* ''Pinball/SpyHunter'': S-H-O-T collects the current Hunter reward, while A-G-E-N-T-G-K gives an increasing bonus and doubles or triples all scores.
229** Bell Games' conversion kit ''Saturn 2'' uses F-I-R-E to give a 5,000 point bonus, while S-A-T-U-R-N-2 gives an increasing bonus and doubles or triples scores.
230* Creator/SegaPinball's ''Pinball/StarshipTroopers'': B-U-G raises the bonus multiplier, while shooting the ramps spells S-T-A-R-S-H-I-P and T-R-O-O-P-E-R-S to raise the Recon level.
231* Oddly enough, [[Creator/MidwayGames Bally's]] ''[[Pinball/StarTrekBally Star Trek]]'' pinball has only one -- B-A-L-L-Y.
232** Fixed in Creator/DataEast's ''[[Pinball/StarTrekDataEast Star Trek]]'' pinball, which uses S-T-A-R-T-R-E-K .
233
234* ''Franchise/StarWars'' pinball:
235** ''The Empire Strikes Back'' has the following bonuses: L-A-N-D-O (light ramps for activate magnetic shield), T-I-E (lights Imperial Multiball lock), C-3-P-0 (collects C-3PO Bonus), R-2-D-2 (activates Astro Jets), E-M-P-I-R-E (lights Mystery), J-E-D-I & S-I-T-H (activates Jedi / Sith multiballs), T-R-A-I-N-I-N-G (lights video mode), Y-O-D-A (lights Yoda's Hideout), S-K-Y-W-A-L-K-E-R (advances Bonus X and lights AT-AT Attack), H-Y-P-E-R-S-P-A-C-E (enables Hyperspace Multiball), and F-O-R-C-E (starts a Force Hurry-Up).
236** ''Pinball/StarWarsDataEast'' uses S-T-A-R-W-A-R-S, of course.
237** ''Pinball/StarWarsTrilogy'' has F-O-R-C-E and F-A-L-C-O-N.
238** ''Pinball/TheMandalorian'': C-H-I-L-D lights one of many possible bonuses (such as a ball save or a ScoreMultiplier level).
239** ''Pinball/StarWarsEpisodeI'' requires the player to spell J-A-R-J-A-R and G-U-N-G-A-N at various times, while spelling J-E-D-I not only advances to the next Jedi Level, but will also activate the WizardMode.
240** ''Pinball/StarWarsStern'': F-O-R-C-E bestows one in a progression of awards (culminating in Lightsaber Duel, which must be completed to access the WizardMode).
241
242* ''Pinball/StrangerThings'':
243** D-E-M-O-D-O-G-S lights a Demodog mode.
244** The Demogorgon modes are accessed by repeatedly hitting the center bank of drop targets (unlabeled on the Pro version but given projected, context-sensitive labels on higher-tier editions). On the display, the player must spell various longer sentences ("WILL RUN!", "WILL LOOK OUT!", [[BreadEggsBreadedEggs "WILL LOOK OUT! RUN!"]]) this way.
245* ''Pinball/StrangeScience'': L-A-B increases the bonus multiplier, while S-T-R-A-N-G-E-S-C-I-E-N-C-E advances the Spark Bonus.
246* ''Pinball/StellarWars'': Spelling 1-2-3-4, S-T-E-L-L-A-R, or W-A-R-S increases the bonus multiplier. Getting S-T-E-L-L-A-R-W-A-R-S awards a 50,000 point bonus and a flashing light show on the Battlescope.
247* Creator/{{Gottlieb}}'s ''Pinball/StreetFighterII'' pinball has T-O-R-P-E-D-O (for E. Honda's "Torpedo Head Butt" attack), which starts Torpedo Multiball.
248* ''Pinball/StrikerXtreme'' has C-U-P to increase the bonus multiplier, and S-H-O-O-T-O-U-T to collect the Hurry Up bonus and take a free goal shot.
249** The Americanized remake, ''Pinball/{{NFL}},'' uses N-F-L and F-I-R-S-T-D-O-W-N instead. Yes, there's an extra letter required there.
250* ''Pinball/{{Superman}}'' has his name worth bonuses both separately and together: S-U-P-E-R lights the outlane Special, M-A-N lights the outlane Extra Ball, and S-U-P-E-R-M-A-N awards 30,000 points.
251* ''Pinball/SuperMarioBros'' has the player spell S-U-P-E-R to make Mario... well, ''super.''
252
253* ''Pinball/TalesFromTheCrypt'' has C-R-Y-P-T for Crypt Multiball (and the Monster Jackpot), while K-E-E-P-E-R lights the left outlane kickback.
254* ''Pinball/TalesOfTheArabianNights'' has G-E-N-I-E and B-A-Z-A-A-R, while the "Ali Baba" Tale has S-E-S-A-M-E.
255* ''[[Pinball/TeedOff Tee'd Off]]'': S-L-I-C-E starts a Slice Hurry-Up and lights the Extra Ball, S-K-I-N-S starts the Skins Game, and getting G-O-P-H-E-R on the Gopher Wheel enables the Go-Fore-Par-Tee three-ball multiball.
256* ''Pinball/TeenageMutantNinjaTurtlesStern'': L-A-I-R lights a Training Mode; A-P-R-I-L lights the left outlane ball save (or a hurry-up mode, if it's done again while the ball save is lit).
257* ''Pinball/TheatreOfMagic'': Shoot the ramps to spell M-A-G-I-C to light the center loop to lock balls 1 and 2 for multiball, and T-H-E-A-T-R-E for a [[TimedMission ten-second chance]] to collect the [[ProgressiveJackpot Theatre Bonus]]. Finally, [[WizardMode The Grand Finale]] requires spelling M-A-G-I-C-T-H-E-A-T-R-E in 90 seconds.
258* ''Pinball/TimeFantasy'': T-I-M-E starts Time Ball mode, while F-A-N-T-A-S-Y increases the bonus multiplier and adds five seconds to the Time Ball mode.
259* Creator/DataEast's ''[[Pinball/TimeMachineDataEast Time Machine]]'': Spelling S-T-A-R-W-A-R-P lights the million-point center spiral jackpot.
260* Spelling M-A-C-H-I-N-E in ''Pinball/TimeMachineZaccaria'' lights the Time Hole for a 1,000,000 point Machine Special bonus.
261* ''Pinball/TotalNuclearAnnihilation'': C-O-R-E increases the end-of-ball multiplier; R-A-D lights the Mystery Award; S-A-V-E re-lights the ball saver.
262* ''Pinball/ToyStory42022'': Hitting all the F-O-R-K-Y targets starts the mode "Forky Rescue"; Spelling A-L-I-E-N lights the Take a Chance Wheel for an award; Spelling G-A-B-B-Y-G-A-B-B-Y by hitting the namesake character enough times starts Gabby Gabby Multiball.
263* ''Pinball/{{Transformers}}'' has just one -- spell B-U-M-B-L-E-B-E-E to start a temporary Double Scoring frenzy mode.
264* ''Pinball/TronLegacy'': Spell Z-U-S-E to start a timed mode called "Fast Scoring", C-L-U starts the "Terminate Clu" mode, and T-R-O-N invokes various special features (Double Scoring, Super Pops, and Super Spinners respectively), they are among the many objectives needed to progress to activate [[WizardMode Portal Multiball]].
265
266* ''Pinball/VacationAmerica'': M-A-P increases the playfield multiplier, D-R-I-V-E goes to the next city, and V-A-C-A-T-I-O-N enables the extra ball.
267* ''Pinball/{{Victory}}'': F-I-N-I-S-H raises the ScoreMultiplier up to 8x, while F-U-E-L (which must be spelled in order) gives various rewards, up to an Extra Ball.
268
269* ''Pinball/TheWalkingDead'': P-R-I-S-O-N begins the Prison Mode, while W-E-L-L awakes the Well Walker and allows the player to start Well Walker Multiball.
270* ''Pinball/WeirdAlsMuseumOfNaturalHilarity'': According to This Week in Pinball's deep dive, spelling V-I-P raises the VIP Ticket Counter scoop to start a mode.
271* ''Pinball/WillyWonkaAndTheChocolateFactory'': G-U-M lights the kickback; W-O-N-K-A helps progress the Factory Tour; Perhaps the most extreme is "scrumdiddlyumptious", which is progressively spelled through {{combos}} and can be cashed in for points by hitting the Most Secret Machine. (Thankfully, partially spelling it works as well, though spelling the entire word causes the current and future combo value to spike.)
272* ''Pinball/TheWhosTommy'': Spelling T-O-M-M-Y enables Tommy Multiball, while during [[WizardMode "Pinball Wizard,"]] the player must spell W-I-Z-A-R-D.
273* There are oodles of them in Jersey Jack Pinball's ''Pinball/TheWizardOfOz'':
274** S-C-A-R-E-C-R-O-W, T-I-N-M-A-N, and L-I-O-N recruit Dorothy's companions and enable the multiball locks.
275** W-I-Z-A-R-D awards the Wizard's Throne Room bonus.
276** R-E-S-C-U-E opens the Castle Doors and rescues Dorothy from the Witch.
277** T-O-T-O allows Toto to escape.
278** B-A-L-L activates the Wicked Witch's Crystal Ball modes.
279** R-A-I-N-B-O-W enables access to the Munchkinland upper playfield.
280* Spelling S-T-R-I-K-E-R in ''Pinball/WorldCupSoccer'' lights the Striker scoop, allowing a random award to be collected.
281* ''Pinball/WWFRoyalRumble'': T-A-G gives various Tag Team awards, D-E-A-D raises the Undertaker, R-I-P rewards the RIP Jackpot, and M-A-C-H-O-M-A-N lights the top hole for Macho Madness.
282
283* ''Pinball/TheXFiles'': F-B-I lights the Episode scoop.
284[[/folder]]
285
286[[folder:T-A-B-L-E-T-O-P G-A-M-E-S]]
287* ''TabletopGame/YuGiOh'':
288** When activated, "Destiny Board" remains on the field and [[OuijaBoard allows the player to place one "Spirit Message" card each turn]]. When all five Spell Card Zones are occupied, spelling out D-E-A-T-H (or [[NeverSayDie F-I-N-A-L]] in the English release), the player [[InstantWinCondition instantly wins the game]]. It's [[AwesomeButImpractical somewhat difficult to pull off]], both because the effect forces you to avoid using your Spell Card Zones for anything else, and because destroying one letter destroys all of them.
289** "Hero Flash!!" ([[DubInducedPlotHole formerly]] "HERO Flash!!") is an Elemental Hero support card activated by banishing four ''other'' Elemental Hero support cards from your Graveyard - "H - Heated Heart", "E - Emergency Call", "R - Righteous Justice" and "O - Oversoul".
290[[/folder]]
291
292[[folder:V-I-D-E-O G-A-M-E-S]]
293[[AC:FirstPersonShooter]]
294* ''VideoGame/CallOfDutyBlackOps'': In the First Strike map pack, one part of the Kassimir Mechanism sidequest requires using Lunar Landers to collect the letters L-U-N-A, in that specific order.
295
296[[AC:MazeGame]]
297* In the [[Creator/{{Tecmo}} Tehkan]] UsefulNotes/ArcadeGame ''Guzzler'', spelling G-U-Z-Z-L-E-R in green letters across the bottom of the screen awards a ScoreMultiplier.
298* ''Iggle Pop'' gives you an extra life for spelling I-G-G-L-E.
299* ''VideoGame/LadyBug'': Collecting E-X-T-R-A in yellow letters gets you an extra life and 500 points, and collecting S-P-E-C-I-A-L in red letters earns you a free game credit in the arcade original or the [[BonusStage Vegetable Harvest Bonus]] in the Platform/ColecoVision version.
300* In the UsefulNotes/ArcadeGame ''Mustache Boy'', collecting M-U-S-T-A-C-H-E gives an extra life and transports the player to a BonusStage.
301* ''Nasen Jack'' for the Platform/Atari8BitComputers: Collecting the letters E-X-T-R-A gives an extra life.
302* ''VideoGame/WreckingCrew'' rewards you with an extra life if you find the letters M-A-R-I-O (or L-U-I-G-I as the second player) in that exact order.
303
304[[AC:PlatformGame]]
305* In the original ''VideoGame/AchievementUnlocked'', there are six points, numbered 0-5. Visiting these areas in certain orders would unlock achievements based on the combination of numbers; for instance, visiting point 4 and then point 2 gives the achievement "[[Franchise/TheHitchHikersGuideToTheGalaxy Meaning of Life]]".
306* ''VideoGame/TheAngryVideoGameNerdIIAssimilation'': Each level after the first contains Platform/NintendoEntertainmentSystem cartridges labeled N-E-R-D. Collecting all of them in a world or in the game gives you [[BraggingRightsReward achievements]].
307* ''VideoGame/BubbleBobble'': If a player pops enough bubbles to spell E-X-T-E-N-D (there are two E's in different colors), they win an extra life and the game automatically advances to the next stage.
308** Other Taito games did this as well, most notably ''VideoGame/TheNewZealandStory'' (except in the Platform/NintendoEntertainmentSystem version, which had OneUp items instead). That one also gave you an extra life for ten of the same letter.
309** The NES version of ''VideoGame/RainbowIslands'' had a variation. The original arcade version displayed the actual rainbow gems that are collected in the game. The NES version turns it into this kind of bonus, with the word being "RAINBOW" (although the items themselves are still gems).
310* ''VideoGame/CaptainSilver'' gave an extra life for collecting all the letters in CAPTAIN SILVER. Other letters of the alphabet were available, but they did nothing except give a few hundred points. This feature was removed from the Famicom version.
311* ''VideoGame/CrystalCaves'' has eggs which can be collected for 1000 points each. When [[AttackablePickup shot]], an egg turns into a letter which gives only 100 points, but getting all five letters (B-O-N-U-S) gives several thousands of points.
312* ''VideoGame/DonkeyKongCountry'':
313** K-O-N-G appears in every level. Collect all four letters to win an extra life. In ''Donkey Kong Land'', collecting K-O-N-G instead saves the game.
314** ''VideoGame/DonkeyKongCountry1'': The level Misty Mine has an interesting take on this; All four K-O-N-G letters are in a single bonus area. Also, the secret bonus-area-within-a-bonus-area requires you to hit the spinning letters in "DONKEY" in the correct order for a 1-Up, then do the same with "KONG" for a 2-Up, and finally with "COUNTRY" for a 3-up.
315** ''VideoGame/DonkeyKongCountryReturns'': The K-O-N-G letters instead grant a token, and getting all the tokens from a single world opens up a BrutalBonusLevel.
316** In some bonus rooms, letters appear in a circle. You have to touch the letters as they blink in order to get the animal token, life balloon or other bonus.
317* ''VideoGame/DukeNukemI'': You can collect D-U-K-E for a lot of points (if you do it in order), or a few points if you don't. ''VideoGame/DukeNukemII'' did exactly the same for N-U-K-E-M.
318* ''Head Panic'': When you spell B-O-N-U-S, the stage immediately clears and you proceed to a BonusStage. The letters dropped by enemies rapidly and randomly cycle through the alphabet, and they're worth 500 points individually whether or not they contribute to the word.
319* ''Disney's VideoGame/{{Hercules}} Action Game'': Collecting H-E-R-C-U-L-E-S gives an extra continue.
320* ''VideoGame/JamesPond'' has B-O-N-U-S letters, which give you a bonus, as well as B-O-G-U-S letters, which don't.
321* ''Jerry Boy'': Spelling J-E-R-R-Y grants an extra life, or two extra lives if done in the correct order. The U.S. version uses the same letters, despite [[MarketBasedTitle changing the name of the game]] and doing away with the plot.
322* ''VideoGame/JerseyDevil'': Collecting tokens that spell K-N-A-R-F unlocks a Golden K door.
323* ''VideoGame/{{Lunistice}}'': Each act of each stage has the four letters of Hana's name scattered around it for her to collect. Collecting all four unlocks a secret bonus area near the goal, where the player can collect a key in the first act and a file in the second. This, of course, does not apply to guest characters and their bonus stages.
324* ''VideoGame/MegaManClassic''
325** Collecting the letters M-E-G-A-M-A-N-V from each stage in ''VideoGame/MegaMan5'' unlocked Beat as a weapon power.
326** Beat came back in ''VideoGame/MegaMan6'', where you needed to collect B-E-A-T from four stages, which you got by finding a hidden boss room and beating the level that way.
327** ''VideoGame/MegaMan7'': Collecting R-U-S-H in the first four Robot Masters' stages unlocks the Super Adapter, which allows a DoubleJump and RocketPunch, but disables sliding.
328* ''VideoGame/MonumentsOfMars'': Collecting M-A-R-S in order yields a point bonus.
329* ''VideoGame/{{Plok}}'': Beating a level without dying earns you one of four P-L-O-K letters. Getting all four earns you a continue. You can also collect a red checkmark token in a level to instantly get a letter.
330* ''VideoGame/PrehistorikMan'': Spelling B-O-N-U-S teleported you to a bonus stage.
331* In the Creator/{{Jaleco}} UsefulNotes/ArcadeGame ''Psychic 5'', collecting E-X-T-R-A awards an extra life.
332* ''VideoGame/RodLand'': If you collect all the flowers on a stage, enemies will start turning into letters when killed. Collecting E-X-T-R-A will instantly end the stage, winning an extra life and 10,000 points.
333* ''VideoGame/SecretAgent'' has the letters S-P-Y on every level, which give a bonus when collected in order.
334* ''VideoGame/TheSimpsonsBartVsTheSpaceMutants'': Successfully collecting the letters to spell the name of a Simpsons character will get you their assistance in the level's boss fight.
335* ''VideoGame/SnowBros'' gave players an extra life for collecting S-N-O-W. These letters could be obtained only from the special blue monsters.
336* ''VideoGame/SpongeBobSquarePantsRevengeOfTheFlyingDutchman'' has obtaining letter tiles to spell [=SpongeBob's=] name as the player's main goal in each level. Once all nine tiles in a stage have been collected, they are arranged into a sliding puzzle that, when solved, reveals the location of [[PlotCoupon the Flying Dutchman's treasure]] in that stage.
337* ''VideoGame/SubTerra'' has G-E-M-S letters, since the point of the game is to collect gems.
338* ''Switchblade'': Spelling E-X-T-R-A grants an extra life, and B-O-N-U-S a 10,000-point bonus.
339* ''VideoGame/SuperLuckysTale'': Each level has five letters that spell out "Lucky". Collecting all of them gives you an additional [[PlotCoupon page]].
340* ''VideoGame/{{Tarzan}}'': Collecting letters T-A-R-Z-A-N rewards the player with items.
341* ''VideoGame/TransformersConvoyNoNazo'': The alternate ending is unlocked by collecting the letters R-O-D-I-M-U-S, which are hidden in seven different stages.
342* ''VideoGame/TumblePop'' has alphabet letters scattered in some levels, and you need to complete the word TUMBLEPOP with them to gain access to the bonus stage.
343* ''VideoGame/{{Wolfchild}}'': Spelling E-X-T-R-A grants an extra life, and B-O-N-U-S a 20,000-point bonus.
344* ''VideoGame/WordRescue'': Predictably enough for an EdutainmentGame centered around teaching words and their meanings, gives a 500 point bonus for collecting the letters for one of that level's vocabulary words, which is randomly chosen at the start of the level, but only if collected in the correct order. Individual letters in the wrong order don't yield any more points than the generic book collectibles. It also has the added bonus of completely filling the slime meter, giving the player more ammunition against enemy Gruzzles who [[OneHitKill force players to restart the level from the beginning upon contact]].
345
346[[AC:PuzzleGame]]
347* ''VideoGame/HelterSkelter'': Spelling E-X-T-R-A grants an extra ball, though duplicate letters cancel each other out.
348* ''Jungo'': Spelling J-U-N-G-O gives you an extra life.
349* In ''Pop'n Bounce'' (a BreakingOut game for the Platform/NeoGeo), hitting all the A-T-T-A-C-K letters with the ball puts three balls in play and temporarily expands the paddle to nearly the width of the playfield.
350
351[[AC:RacingGame]]
352* The CTR mode from ''VideoGame/CrashTeamRacing'' requires you to collect the titular letters in order to earn a CTR token, used to unlock Gem Cups and earn 100% completion.
353* Completing specific words awards a new vehicle in each ''VideoGame/RCProAm'' game.
354** ''RC Pro-Am'' and Super RC Pro-Am require spelling N-I-N-T-E-N-D-O.[[note]]or C-H-A-M-P-I-O-N in the ''Rare Replay'' CompilationRerelease.[[/note]]
355** ''Championship Pro-Am'' requires spelling C-H-A-M-P-I-O-N.
356** ''RC Pro-Am II'' rewards a new car to any player who spells out PRO AM II. Unlike the other games in the series, ''Pro-Am II'' awards a new car on a player-by-player basis.
357
358[[AC:ShootEmUp]]
359* ''VideoGame/BlazingStar'' has panels in each stage spelling L-U-C-K-Y. Collecting them all will result in a big bonus being awarded at the end of the stage.
360* ''VideoGame/{{Carnival}}'': Hitting the letter targets that spell BONUS in order gives you whatever bonus points are left in the counter.
361* In the vector game based on ''Film/TheEmpireStrikesBack'', each of the four stages had a bonus goal (in addition to surviving the stage) which awarded a letter in J-E-D-I when completed. Completing the word awarded temporary invincibility at the start of the next stage. As each letter was specific to a stage, it could be worth it to deliberately avoid the bonus in the third stage the first time through so that, rather than waste the invincibility on the relatively easy first stage, it could instead be used on the punishingly difficult fourth stage of each level.
362* ''VideoGame/{{Phelios}}'': The titular SwordOfPlotAdvancement is unlocked when all seven letters are obtained.
363* Creator/DataEast's ''Wonder Planet'' has four five-letter bonuses:
364** E-X-T-R-A (blue letter tiles) gives an extra life.
365** M-O-N-E-Y (red letter tiles) gives a 10,000-point money bonus.
366** B-L-A-S-T (yellow letter tiles) powers up the ground bombs.
367** S-E-C-R-O (green letter tiles; spells "cyclone" in Engrish) gives a temporary corkscrew beam weapon.
368
369[[AC:SportsGame]]
370* ''Ballistix'' gives a 10,000 point bonus for spelling R-I-C-O-C-H-E-T.
371* ''VideoGame/TonyHawksProSkater'' has dozens of these, scattered across the games (mostly the early ones).
372** The first few games had you collect the letters S-K-A-T-E. Later games would include collecting the letters C-O-M-B-O, but you had to get them all in one trick combination, meaning that if you stopped doing tricks while getting the letters, you would have to try again.
373
374[[AC:Third-Person Shooter]]
375* One of the missions in ''VideoGame/{{Fortnite}}'' Battle Royale's fourth season was collecting floating letters that appeared on short-to-moderately tall surfaces to spell out "F-O-R-T-N-I-T-E".
376
377[[AC:Miscellaneous]]
378* ''VideoGame/AttackOfTheMutantPenguins'': Collecting letters from treasure chests to spell B-A-T or ''P-A-N will get Bernard or Rodney his main weapon.
379* In ''VideoGame/FallingFred'' and one of the sequels ''Super Falling Fred'' collecting F-R-E-D will restore your character's health. (Though not the body parts they may have lost.)
380* In the very early Namco UsefulNotes/ArcadeGame ''Gee Bee'' and its sequel ''Bomb Bee'', lighting all five N-A-M-C-O targets increases the bonus multiplier.
381* ''VideoGame/HungrySharkWorld'': The letters H-U-N-G-R-Y are placed in random locations on the level in each game. Collecting them temporarily [[MakeMyMonsterGrow super-sizes]] your shark, letting it eat anything as if a Mega Gold Rush was active. A new set of letters will appear in the level once the effect expires.
382* ''Impact'' gives an extra ball for hitting B-O-N-U-S bricks in that order.
383* Collecting S-A-M in ''VideoGame/JetpackJoyride'' activates a HumongousMecha.
384* ''VideoGame/MrDo'' and its sequels also had E-X-T-R-A to win an extra life. Usually, the player had to obtain each letter by picking up a special item and then defeating an "alpha-monster" bearing that letter.
385* ''Sergeant Seymour Robotcop'': Collecting R-O-B-O-T-C-O-P transports you to a BonusStage.
386* The Universal UsefulNotes/ArcadeGame ''Snap Jack'' gives an extra life and 1000 points for spelling E-X-T-R-A.
387* ''VideoGame/SuperMash'': This is a common aspect of the Platformer genre- collecting S-U-P-E-R or M-A-S-H will give an extra life. Given the premise, you'll occasionally find the letters in areas of different genres.
388
389[[/folder]]
390
391[[folder:N-O-N-G-A-M-E M-E-D-I-A]]
392* In ''[[http://archiveofourown.org/works/4294902/chapters/11616715 Black Diaries]]'' spelling S-H-O-R-T by touching the appropriate letters on a Hogwarts crest in the dungeons opens a secret passageway.
393* In ''Radio/TheBurkissWay'', the skit on ''Literature/{{Dracula}}'' has the innocent London lawyer Jonathan Harker receiving a mysterious series of letters from a possible client in Transylvania. The problem is that as he keeps meaning to install a bigger letter box but never quite gets round to it, he's literally receiving only one letter at a time. He and his wife try to decode them and decide they spell "Urgent documents to sing, Fats". They are initially put out that after all the effort, they've received mail meant for Fats Waller.
394
395[[/folder]]

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