* ''[=AV8B=] Harrier Assault'' lets the player explore the decks of an amphibious assault ship. Since the game is a combination [=RTS/flight simulator=], the player transitions between the roles of Harrier pilot and task force commander by moving from the pilots' briefing room/flight deck and the command center or vice versa. Additionally, rather than simply display information such as numbers of available aircraft, ground units, and supplies on an in-game computer screen, the player can check on this themselves by visiting the appropriate deck.
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* ''[=AV8B=] ''[[VideoGame/AV8BHarrierAssault AV8B Harrier Assault'' Assault]]'' lets the player explore the decks of an amphibious assault ship. Since the game is a combination [=RTS/flight simulator=], the player transitions between the roles of Harrier pilot and task force commander by moving from the pilots' briefing room/flight deck and the command center or vice versa. Additionally, rather than simply display information such as numbers of available aircraft, ground units, and supplies on an in-game computer screen, the player can check on this themselves by visiting the appropriate deck.
* ''Captain Blood'' represents the degenerative disease the main character quests to cure with an increasingly jittery mouse cursor.
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* ''Captain Blood'' ''VideoGame/CaptainBlood'' represents the degenerative disease the main character quests to cure with an increasingly jittery mouse cursor.cursor.
* ''VideoGame/ChicoryAColorfulTale'': Not literally given that there are magic brushes, but the characters use different fonts and speech bubble colors to express themselves, with some words shaking for emphasis. However, this can be toggled in Settings for better readability.
* ''VideoGame/TheDeadlyTowerOfMonsters'' purports to be a cheesy sci-fi B-movie from the early 1970's, with bad effects. At one point you acquire a pair of scissors and use them to cut the strings that monsters are suspended by.
* ''VideoGame/TheDeadlyTowerOfMonsters'' purports to be a cheesy sci-fi B-movie from the early 1970's, with bad effects. At one point you acquire a pair of scissors and use them to cut the strings that monsters are suspended by.
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* ''VideoGame/TheDeadlyTowerOfMonsters'' purports to be a cheesy sci-fi B-movie from ''VideoGame/{{Deltarune}}'': UI elements in the early 1970's, Light World are stylized identically to how they were in ''VideoGame/{{Undertale}}'', whereas their Dark World counterparts are more lavishly-designed, tying into the recurring emphasis on the Light World's familiar mundanity and each Dark World's unique vibrancy:
** In the Light World, text boxes are black with bad effects. At one point you acquire a pair of scissors plain white borders, and use them to cut menus once again take after the strings that monsters ones in ''VideoGame/EarthBound1994'', being segmented into multiple of these text boxes. In the Dark World, a more advanced menu divided into drop-down tabs is used, and text boxes have a fancy silver border.
** Lightners have monochrome portraits like in ''Undertale'', while Darkner portraits are suspended by.in full color.
* In the iOS game ''The Heist'', you regularly receive phone calls from the PC's partner in crime. During said calls, the game actually mimics the iPhone "incoming call" interface to give the illusion that you're receiving an actual phone call. The final call even has the partner using Facetime. However, this has the drawback of looking silly when you're playing on an iPod touch...
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* In the iOS game ''The Heist'', ''VideoGame/TheHeist'', you regularly receive phone calls from the PC's partner in crime. During said calls, the game actually mimics the iPhone "incoming call" interface to give the illusion that you're receiving an actual phone call. The final call even has the partner using Facetime. However, this has the drawback of looking silly when you're playing on an iPod touch...
* ''Jetfighter III'' has a whole aircraft carrier for the player to explore. You can choose and arm your plane, read your in-game mail, paint your squad emblem, and launch your plane by getting into the right room.
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* ''Jetfighter ''VideoGame/{{Jetfighter}} III'' has a whole aircraft carrier for the player to explore. You can choose and arm your plane, read your in-game mail, paint your squad emblem, and launch your plane by getting into the right room.
* ''VideoGame/TheLegendOfHeroesTrailsOfColdSteel:'' The font size in text boxes becomes much larger when characters are shouting.
* After the introduction of ''MIND: Path to Thalamus'', [[spoiler:the PlayerCharacter notes that he can't feel or see his actual body. Neither can the player, despite being able to interact with the world, but that was probably chalked up to standard video game conventions until it was pointed out.]]
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* After the introduction of ''MIND: ''[[VideoGame/MINDPathToThalamus MIND: Path to Thalamus'', Thalamus]]'', [[spoiler:the PlayerCharacter notes that he can't feel or see his actual body. Neither can the player, despite being able to interact with the world, but that was probably chalked up to standard video game conventions until it was pointed out.]]
* In ''Monster Girl Quest! Paradox RPG'', the dialogue of characters related to Chaos often has some (occasionally all) of the letters replaced by white boxes.
* ''The Rats'', a 1985 Spectrum horror strategy, interspaced with scenes of text adventure (unfortunately written years before this concept became feasible), depicts the encroaching presence of rats by having teeth marks, claw marks and actual vermin appear on the screen, and being killed by a rat by having one [[AC:TEAR THROUGH THE TEXT WINDOW AND LUNGE AT YOU!]]
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* ''The Rats'', ''VideoGame/TheRats'', a 1985 Spectrum horror strategy, interspaced with scenes of text adventure (unfortunately written years before this concept became feasible), depicts the encroaching presence of rats by having teeth marks, claw marks and actual vermin appear on the screen, and being killed by a rat by having one [[AC:TEAR THROUGH THE TEXT WINDOW AND LUNGE AT YOU!]]
* The 1985 wargame ''Theatre Europe'' simulates WWIII. Accessing nuclear weapons requires a real-world phone call. Website/{{Wikipedia}}: "The telephone number connected the player to a recorded message, which started with the sound of air raid sirens and dramatically built up through various sounds of war to a huge explosion, followed by the sound of a crying baby. As this faded out, a voice stated "If this is really what you want... the code is 'Midnight Sun'"." Also, the global thermonuclear war option has no helpful uses and ends the game immediately with a score of 0%. The single strike option is answered in kind, until an unknown but low number of nukings triggers global thermonuclear war instead. The player can turn off their automatic response to head this off, but will then be in the hole if the enemy uses nukes. At the hardest difficulty level, it's impossible to win as the Warsaw Pact, reflecting NATO's first use policy.
* ''VideoGame/TrailsOfColdSteel:'' The font size in text boxes becomes much larger when characters are shouting.
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* The 1985 wargame ''Theatre Europe'' ''VideoGame/TheatreEurope'' simulates WWIII. Accessing nuclear weapons requires a real-world phone call. Website/{{Wikipedia}}: "The telephone number connected the player to a recorded message, which started with the sound of air raid sirens and dramatically built up through various sounds of war to a huge explosion, followed by the sound of a crying baby. As this faded out, a voice stated "If this is really what you want... the code is 'Midnight Sun'"." Also, the global thermonuclear war option has no helpful uses and ends the game immediately with a score of 0%. The single strike option is answered in kind, until an unknown but low number of nukings triggers global thermonuclear war instead. The player can turn off their automatic response to head this off, but will then be in the hole if the enemy uses nukes. At the hardest difficulty level, it's impossible to win as the Warsaw Pact, reflecting NATO's first use policy.
* ''VideoGame/TrailsOfColdSteel:'' The font size in text boxes becomes much larger when characters are shouting. policy.
* In ''VideoGame/{{Deltarune}}'', UI elements in the Light World are stylized identically to how they were in ''VideoGame/{{Undertale}}'', whereas their Dark World counterparts are more lavishly-designed, tying into the recurring emphasis on the Light World's familiar mundanity and each Dark World's unique vibrancy:
** In the Light World, text boxes are black with plain white borders, and menus once again take after the ones in ''VideoGame/EarthBound1994'', being segmented into multiple of these text boxes. In the Dark World, a more advanced menu divided into drop-down tabs is used, and text boxes have a fancy silver border.
** Lightners have monochrome portraits like in ''Undertale'', while Darkner portraits are in full color.
* In ''Monster Girl Quest! Paradox RPG'', the dialogue of characters related to Chaos often has some (occasionally all) of the letters replaced by white boxes.