Is there an issue? Send a MessageReason:
None
Added DiffLines:
** The ''Rogue Squadron'' series also features comm lines from friendly ships during escort missions, who will call you CONSTANTLY to let you know just how badly they're doing against the Imperial fighters.
Is there an issue? Send a MessageReason:
Fixed a work link.
Changed line(s) 288 (click to see context) from:
* ''VideoGame/TeenageMutantNinjaTurtles1988'' has an alarm clock-style health warning beep.
to:
* ''VideoGame/TeenageMutantNinjaTurtles1988'' ''VideoGame/TeenageMutantNinjaTurtles1989'' has an alarm clock-style health warning beep.
Is there an issue? Send a MessageReason:
None
Added DiffLines:
* ''VideoGame/{{Astronite}}'' has sparks emit from the player character when on their last hit point, and if using a controller, will periodically rumble.
Added DiffLines:
* ''VideoGame/HyperLightDrifter'' uses visual rather than audio cues. When the Drifter is on his last two health points, he'll periodically drip blood, and his drone will constantly display a health cross symbol to remind the player to use their health packs.
Is there an issue? Send a MessageReason:
Crosswicking
Added DiffLines:
* ''VideoGame/LEGOLegendsOfChimaOnline'': When the player's health drops to sufficiently low levels, the game makes a few chirp-like beeping sounds to draw attention to this fact.
Is there an issue? Send a MessageReason:
None
Changed line(s) 51 (click to see context) from:
* ''VideoGame/AxiomVerge'' has the stereotypical "doot doot doot" beeping when Trace is on low health. The "annoyance" part, however, is cleverly averted because the beeping is actually always on beat with the music. So, instead of being annoying and taking the player out of the game, it only serves to heighten the tension, especially in a boss fight. The volume also starts out loud to let the player know that Trace is on low health, but gets quieter the longer he stays that way.
to:
* ''VideoGame/AxiomVerge'' has and its sequel have the stereotypical "doot doot doot" "heart monitor" beeping when Trace is on low health. The "annoyance" part, however, is cleverly averted because the beeping is actually always on beat with the music. So, instead of being annoying and taking the player out of the game, it only serves to heighten the tension, especially in a boss fight. The volume also starts out loud to let the player know that Trace is on they're low on health, but gets quieter the longer he stays that way.over time.
* ''Franchise/{{Doom}}'':
** In the first two games, Doomguy's HUD portrait would [[ShowsDamage look increasingly more bloody and mangled]], barely able to keep his eyes open while under 25 health. The screen also turns red when taking damage, with bigger impacts (such as Revenant rockets) leaving the player blind for about a second or so.
** In ''VideoGame/Doom2016'' and ''VideoGame/DoomEternal'', the screen gets a red border and a "LOW HEALTH" warning appears when the Doom Slayer is at 25 health or lower, accompanied by a shrill beep when taking damage.
** In the first two games, Doomguy's HUD portrait would [[ShowsDamage look increasingly more bloody and mangled]], barely able to keep his eyes open while under 25 health. The screen also turns red when taking damage, with bigger impacts (such as Revenant rockets) leaving the player blind for about a second or so.
** In ''VideoGame/Doom2016'' and ''VideoGame/DoomEternal'', the screen gets a red border and a "LOW HEALTH" warning appears when the Doom Slayer is at 25 health or lower, accompanied by a shrill beep when taking damage.
* ''VideoGame/{{Iji}}'' has a subtle variant where Iji will exclaim "Hhh, dammit..." when her health falls either under a certain threshold (depending on her max health) or to 1.
Changed line(s) 194 (click to see context) from:
** Then ''VideoGame/SuperMetroid'' brought it down to 30 before starting the same sound from the first one again. It's also what makes the Baby Metroid recognize her.
to:
** Then ''VideoGame/SuperMetroid'' brought it down to 30 before starting the same sound from the first one again. It's [[spoiler:The suit's alarm is also what makes reminds the mutated Baby Metroid recognize her.that the thing whose energy it's siphoning is actually Samus]].
Changed line(s) 214 (click to see context) from:
* ''VideoGame/{{Psychonauts}}'' has a loud, irritating heartbeat noise when your Mental Health runs down. Given that DeathIsASlapOnTheWrist it's enough to drive a player to suicide.
to:
* ''VideoGame/{{Psychonauts}}'' has a loud, irritating heartbeat noise when your Mental Health runs down. Given that DeathIsASlapOnTheWrist it's enough to drive a player to suicide. ''VideoGame/Psychonauts2'' instead uses a red overlay, mostly concentrated on one side of the screen, when Raz is on low health.
Changed line(s) 275 (click to see context) from:
* From ''VideoGame/TeamFortress2'':
to:
* From ''VideoGame/TeamFortress2'': ''VideoGame/TeamFortress2'':
** The HUD will display a blinking red cross around the health meter when the player's health is under half their maximum, and gets larger the closer they are to death. The game also has an inversion, where the same effect (albeit solid white) will appear when overhealed.
** The HUD will display a blinking red cross around the health meter when the player's health is under half their maximum, and gets larger the closer they are to death. The game also has an inversion, where the same effect (albeit solid white) will appear when overhealed.
Changed line(s) 278 (click to see context) from:
** In Mann versus Machine, the various "[Class] is dead!" responses can be this if your team gets overrun.
to:
** In Mann versus Versus Machine, the various "[Class] is dead!" responses can be this if your team gets overrun.
Is there an issue? Send a MessageReason:
Spelling/grammar fix
Changed line(s) 241 (click to see context) from:
* When ''Franchise/SonicTheHedgehog'' is about to drown, the music changes to another theme. The drowning music gets louder and more frantic as time goes on until he dies, gets a bubble or resurfaces. This is usually accompanied by numbers appearing over his head to indicate how much time he has left. And given his SuperDrowningSkills, the drowning music always plays for a short [[HellIsThatNoise and disturbing]] time until air is gotten. 'Ding' noises are hears at intervals before this happens, which is useful because Sonic's OxygenMeter isn't actually visible.
to:
* When ''Franchise/SonicTheHedgehog'' is about to drown, the music changes to another theme. The drowning music gets louder and more frantic as time goes on until he dies, gets a bubble or resurfaces. This is usually accompanied by numbers appearing over his head to indicate how much time he has left. And given his SuperDrowningSkills, the drowning music always plays for a short [[HellIsThatNoise and disturbing]] time until air is gotten. 'Ding' noises are hears heard at intervals before this happens, which is useful because Sonic's OxygenMeter isn't actually visible.
Is there an issue? Send a MessageReason:
None
Changed line(s) 73 (click to see context) from:
* ''VideoGame/CarmenSandiegoJuniorDetectiveEdition'' has DeeJay's "Red alert! My power is running low. Please make an arrest soon."
to:
* ''VideoGame/CarmenSandiegoJuniorDetectiveEdition'' has DeeJay's Dee Jay's "Red alert! My power is running low. Please make an arrest soon."
Is there an issue? Send a MessageReason:
None
Added DiffLines:
* ''VideoGame/CarmenSandiegoJuniorDetectiveEdition'' has DeeJay's "Red alert! My power is running low. Please make an arrest soon."
Is there an issue? Send a MessageReason:
None
Changed line(s) 198 (click to see context) from:
* ''VideoGame/MysteryQuest'' for the UsefulNotes/NintendoEntertainmentSystem beeps constantly when the player character runs low on health.
to:
* ''VideoGame/MysteryQuest'' for the UsefulNotes/NintendoEntertainmentSystem Platform/NintendoEntertainmentSystem beeps constantly when the player character runs low on health.
Changed line(s) 286 (click to see context) from:
* In the early UsefulNotes/AmstradCPC game ''VideoGame/{{Tubaruba}}'', when your energy bar depleted enough, the constant background music became rather wonky and unsettling...
to:
* In the early UsefulNotes/AmstradCPC Platform/AmstradCPC game ''VideoGame/{{Tubaruba}}'', when your energy bar depleted enough, the constant background music became rather wonky and unsettling...
Is there an issue? Send a MessageReason:
None
Changed line(s) 122,123 (click to see context) from:
* In the original ''VideoGame/FZero'', you need to be above a particular rank as you cross the finish line, with the required rank getting higher with every lap (starting at 15 for the first lap and topping off at 3 for the final one). If you're at the minimum rank or lower, regardless of what lap you're on, a warning beep starts to play, and if you aren't at the minimum rank or higher as you cross the finish line, or if you fall to 20th place, you die.
** In ''F-Zero X'' and ''GX'', a similar klaxon sound is played when your energy is running low, and gets faster as your energy gets lower.
** In ''F-Zero X'' and ''GX'', a similar klaxon sound is played when your energy is running low, and gets faster as your energy gets lower.
to:
* ''VideoGame/FZero'':
** In the original''VideoGame/FZero'', ''VideoGame/FZero1990'', you need to be above a particular rank as you cross the finish line, with the required rank getting higher with every lap (starting at 15 for the first lap and topping off at 3 for the final one). If you're at the minimum rank or lower, regardless of what lap you're on, a warning beep starts to play, and if you aren't at the minimum rank or higher as you cross the finish line, or if you fall to 20th place, you die.
** In''F-Zero X'' ''VideoGame/FZeroX'' and ''GX'', ''VideoGame/FZeroGX'', a similar klaxon sound is played when your energy is running low, and gets faster as your energy gets lower.
** In the original
** In
Is there an issue? Send a MessageReason:
None
Changed line(s) 192 (click to see context) from:
** Then ''VideoGame/SuperMetroid'' brought it down to 30 before starting the same sound from the first one again.
to:
** Then ''VideoGame/SuperMetroid'' brought it down to 30 before starting the same sound from the first one again. It's also what makes the Baby Metroid recognize her.
Is there an issue? Send a MessageReason:
None
Added DiffLines:
** The pinging noise that plays if you're playing Medic and enabled the option for teammates to auto-call for healing also applies, alongside said teammates ''manually'' calling for you to heal them.
Is there an issue? Send a MessageReason:
Misalphabetized.
Changed line(s) 149 (click to see context) from:
** The earlier ''Franchise/{{Kirby}}'' games have a quick beeping sound when you drop to one health point. The later ones use this when the health bar gets low. The beep only occurs once per "room", though; if you go through a door with your vitality still low, the beep plays again once the new room fades in.
to:
** The earlier ''Franchise/{{Kirby}}'' ''Kirby'' games have a quick beeping sound when you drop to one health point. The later ones use this when the health bar gets low. The beep only occurs once per "room", though; if you go through a door with your vitality still low, the beep plays again once the new room fades in.
* In ''VideoGame/KlonoaHeroesDensetsuNoStarMedal'', on low health, the player's portrait will glow red and a booping sound will repeatedly play.
Changed line(s) 238 (click to see context) from:
* When ''VideoGame/SonicTheHedgehog'' is about to drown, the music changes to another theme. The drowning music gets louder and more frantic as time goes on until he dies, gets a bubble or resurfaces. This is usually accompanied by numbers appearing over his head to indicate how much time he has left. And given his SuperDrowningSkills, the drowning music always plays for a short [[HellIsThatNoise and disturbing]] time until air is gotten. 'Ding' noises are hears at intervals before this happens, which is useful because Sonic's OxygenMeter isn't actually visible.
to:
* When ''VideoGame/SonicTheHedgehog'' ''Franchise/SonicTheHedgehog'' is about to drown, the music changes to another theme. The drowning music gets louder and more frantic as time goes on until he dies, gets a bubble or resurfaces. This is usually accompanied by numbers appearing over his head to indicate how much time he has left. And given his SuperDrowningSkills, the drowning music always plays for a short [[HellIsThatNoise and disturbing]] time until air is gotten. 'Ding' noises are hears at intervals before this happens, which is useful because Sonic's OxygenMeter isn't actually visible.
Deleted line(s) 308 (click to see context) :
* In ''VideoGame/KlonoaHeroesDensetsuNoStarMedal'', on low health, the player's portrait will glow red and a booping sound will repeatedly play.
Is there an issue? Send a MessageReason:
Crosswicking.
Added DiffLines:
* In ''VideoGame/KlonoaHeroesDensetsuNoStarMedal'', on low health, the player's portrait will glow red and a booping sound will repeatedly play.
Is there an issue? Send a MessageReason:
Crosswicking
Added DiffLines:
* In ''VideoGame/DevilMayCry5'', the background music is muffled if you only have one vitality bar or a fraction of it remaining.
Is there an issue? Send a MessageReason:
None
Deleted line(s) 67 (click to see context) :
* ''VideoGame/{{Robotica}}'' sees your robot's alarm going off and beeping constantly once your armor hits below 20%. It gets even louder once you reach 10%, and if you're unfortunate enough to hit 5% it ''depletes'' itself.
Added DiffLines:
* ''VideoGame/{{Robotica}}'' sees your robot's alarm going off and beeping constantly once your armor hits below 20%. It gets even louder once you reach 10%, and if you're unfortunate enough to hit 5% it ''depletes'' itself.
Is there an issue? Send a MessageReason:
None
Changed line(s) 15,16 (click to see context) from:
''(For the proper experience, run the "music" from [[https://www.youtube.com/watch?v=JWTJRLW6uRM this video]] while reading this page.)''
to:
Is there an issue? Send a MessageReason:
None
Changed line(s) 224 (click to see context) from:
* ''VideoGame/RetroCityRampage''uses the ''VideoGame/TeenageMutantNinjaTurtles'' low health beep, though not continuously.
to:
* ''VideoGame/RetroCityRampage''uses the ''VideoGame/TeenageMutantNinjaTurtles'' ''VideoGame/TeenageMutantNinjaTurtles1989'' low health beep, though not continuously.
Changed line(s) 275 (click to see context) from:
* ''VideoGame/TeenageMutantNinjaTurtles'' (The Original NES game) has an alarm clock-style health warning beep.
to:
* ''VideoGame/TeenageMutantNinjaTurtles'' (The Original NES game) ''VideoGame/TeenageMutantNinjaTurtles1988'' has an alarm clock-style health warning beep.
Is there an issue? Send a MessageReason:
index wick
Changed line(s) 311 (click to see context) from:
* The English dub of ''Manga/{{Chobits}}'', with Sumomo's [[CatchPhrase frequent]] high-pitched "WARNING! WARNING! WARNING!", almost always indicating an extremely trivial threat. It's amazing no one ever smashes her with a hammer to get that noise to stop.
to:
* The English dub of ''Manga/{{Chobits}}'', with Sumomo's [[CatchPhrase frequent]] frequent high-pitched "WARNING! WARNING! WARNING!", almost always indicating an extremely trivial threat. It's amazing no one ever smashes her with a hammer to get that noise to stop.
Is there an issue? Send a MessageReason:
False information
Deleted line(s) 274 (click to see context) :
** When calling for a medic, characters will sound increasingly desperate and insistent as their health drops.
Is there an issue? Send a MessageReason:
None
Changed line(s) 80 (click to see context) from:
* In earlier ''VideoGame/DanceDanceRevolution'' titles, bringing your LifeMeter down to critical levels causes some sort of "Danger!" screen to flash in the background. ''Dance Dance Revolution Extreme'' is particularly bad with this, with a terrifying clip of a shark jumping out at you.
to:
* In earlier ''VideoGame/DanceDanceRevolution'' titles, bringing your LifeMeter [[LifeMeter dance meter]] down to critical levels causes some sort of "Danger!" screen to flash in the background. ''Dance Dance Revolution Extreme'' is particularly bad with this, with a terrifying clip of a shark jumping out at you. Later games have more benign warning signs that don't interfere with your concentration, such as by coloring your dance meter red, or darkening your playing lane.
Is there an issue? Send a MessageReason:
None
Added DiffLines:
* ''VideoGame/CyClones'' will let out a blinking red "DAMAGE CRITICAL" onscreen when your health rating is too low. It disappears if you found a medi-kit or die.
Is there an issue? Send a MessageReason:
None
Added DiffLines:
* ''VideoGame/{{Robotica}}'' sees your robot's alarm going off and beeping constantly once your armor hits below 20%. It gets even louder once you reach 10%, and if you're unfortunate enough to hit 5% it ''depletes'' itself.