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* Starting with the "Mark II" armor, the suits built and worn by Tony Stark in all the three ''Film/IronMan'' films and ''Film/TheAvengers''. It starts to flicker and fail when he takes damage. It completely disappears when faced with the icing problem in the first film and when it's travels into space in ''The Avengers''.

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* Starting with the "Mark II" armor, the suits built and worn by Tony Stark in all the three ''Film/IronMan'' films and ''Film/TheAvengers''. There are both POV shots of it and shots inside the helmet where it's projected in front of Tony. It starts to flicker and fail when he takes damage. It completely disappears when faced with the icing problem in the first film and when it's travels into space in ''The Avengers''.
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* Starting with the "Mark II" armor, the suits built and worn by Tony Stark in all the three ''Film/IronMan'' films and ''Film/TheAvengers''. It starts to flicker and fail when he takes damage. It completely disappears when faced with the icing problem in the first film and when it's too deep into space in ''The Avengers''.

to:

* Starting with the "Mark II" armor, the suits built and worn by Tony Stark in all the three ''Film/IronMan'' films and ''Film/TheAvengers''. It starts to flicker and fail when he takes damage. It completely disappears when faced with the icing problem in the first film and when it's too deep travels into space in ''The Avengers''.
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* Starting with the "Mark II" armor, the suits built and worn by Tony Stark in all the three ''[[Film/IronMan]]'' films and ''[[Film/TheAvengers]]''. It starts to flicker and fail when he takes damage. It completely disappears when faced with the icing problem in the first film and when it's too deep into space in ''The Avengers''.

to:

* Starting with the "Mark II" armor, the suits built and worn by Tony Stark in all the three ''[[Film/IronMan]]'' ''Film/IronMan'' films and ''[[Film/TheAvengers]]''.''Film/TheAvengers''. It starts to flicker and fail when he takes damage. It completely disappears when faced with the icing problem in the first film and when it's too deep into space in ''The Avengers''.
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The iron man suit was one of these in Film/IronMan. Which starts to flicker and fail as he takes damage. It completely disappears when faced with the icing problem.

to:

The iron man suit was one of these * Starting with the "Mark II" armor, the suits built and worn by Tony Stark in Film/IronMan. Which all the three ''[[Film/IronMan]]'' films and ''[[Film/TheAvengers]]''. It starts to flicker and fail as when he takes damage. It completely disappears when faced with the icing problem.problem in the first film and when it's too deep into space in ''The Avengers''.
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[[folder:western animation]]

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[[folder:western animation]][[folder:Western Animation]]
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* Modern teleprompters project a speech into the speechmaker's eyes. During a speech by the president of the USA or similar official, an angled piece of clear plastic is seen near them, that is for the teleprompter.
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*** Another ''Star Wars'' example is in ''LegacyOfTheForce'', where Karen Traviss is more than a little obsessed with the HUD inside Boba Fett's helmet. Unsurprisingly, she's the one responsible for those awesome guys from Republic Commando being more than just one-off characters.

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*** Another ''Star Wars'' example is in ''LegacyOfTheForce'', ''Literature/LegacyOfTheForce'', where Karen Traviss is more than a little obsessed with the HUD inside Boba Fett's helmet. Unsurprisingly, she's the one responsible for those awesome guys from Republic Commando being more than just one-off characters.

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starting to add folders


[[foldercontrol]]

[[folder: Anime and Manga]]
* In ''CodeGeass'', the [[http://codegeass.wikia.com/wiki/Factsphere_Sensor Factsphere Sensor]] (which is essentially an advanced thermo-camera) works this way, providing extra information to the pilot's cockpit screens. A miniaturized version is used by Britannian soldiers in their helmets (as seen with Suzaku's helmet display in episode 1), and is compared to a HUD in the wiki article.
[[/folder]]

[[folder:Film]]
The iron man suit was one of these in Film/IronMan. Which starts to flicker and fail as he takes damage. It completely disappears when faced with the icing problem.
* In ''Film/TheLivingDaylights'', Film/JamesBond's WeaponizedCar has these for aiming its missiles.
[[/folder]]

[[folder:Video Games]]



* After ''KimPossible's'' mission outfit got ruined in "Clothes Minded", she tried a series of replacements, including a spacesuit-like contraption built by her dad. Unfortunately, when he installed the heads-up display Kimmunicator in the faceplate, he overlooked that "must under no circumstances interfere with the operator's view beyond the panel" thing. Even more unfortunately, Wade called while [[KindaBusyHere Kim was in the middle of fighting Shego]].



* In ''CodeGeass'', the [[http://codegeass.wikia.com/wiki/Factsphere_Sensor Factsphere Sensor]] (which is essentially an advanced thermo-camera) works this way, providing extra information to the pilot's cockpit screens. A miniaturized version is used by Britannian soldiers in their helmets (as seen with Suzaku's helmet display in episode 1), and is compared to a HUD in the wiki article.
* A number of Apple applications (the most common being Xcode and iMovie) use [=HUDs=] in lieu of right-click popup menus for certain functions. Implementing them in non-Apple apps, however, is a somewhat ad hoc process...



* In ''Film/TheLivingDaylights'', Film/JamesBond's WeaponizedCar has these for aiming its missiles.

to:

[[/folder]]

[[folder:western animation]]
* In ''Film/TheLivingDaylights'', Film/JamesBond's WeaponizedCar has these After ''KimPossible's'' mission outfit got ruined in "Clothes Minded", she tried a series of replacements, including a spacesuit-like contraption built by her dad. Unfortunately, when he installed the heads-up display Kimmunicator in the faceplate, he overlooked that "must under no circumstances interfere with the operator's view beyond the panel" thing. Even more unfortunately, Wade called while [[KindaBusyHere Kim was in the middle of fighting Shego]].
[[/folder]]


[[folder:Real life]]
* A number of Apple applications (the most common being Xcode and iMovie) use [=HUDs=] in lieu of right-click popup menus
for aiming its missiles.certain functions. Implementing them in non-Apple apps, however, is a somewhat ad hoc process...


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[[/folder]]
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* ''MechWarrior 3''[='s=] HUD would get more fuzzy as your ;Mech took more damage.
** On the same note, ''Mechwarrior 4''[='s=] HUD got fuzzy when the 'Mech was overheating, would turn off if the 'Mech shut down, and went into {{Interface Screw}} mode and became nearly useless if you mech suffered a blow to the cockpit.

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* ''MechWarrior 3''[='s=] HUD would get more fuzzy as your ;Mech 'Mech' took more damage.
** On the same note, ''Mechwarrior 4''[='s=] HUD got fuzzy when the 'Mech 'Mech' was overheating, would turn off if the 'Mech 'Mech' shut down, and went into {{Interface Screw}} mode and became nearly useless if you mech suffered a blow to the cockpit.
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** ''[[{{Metroid}} Metroid Prime]]'''s display is meant to be the HUD inside Samus's helmet. This is reinforced by the fact that the edges of the helmet's visor are visible around the borders of the screen, water or steam occasionally accumulates on the display, and certain flashes of light can actually cause the player character's reflection to become momentarily visible in the screen, making Samus one of the few FPS heroes to have reaction shots. ''Metroid Prime 2: Echoes'' even includes an enemy that can crash Samus's computer systems, causing screen updates to become jerky, random letters to scroll up the screen, and weapons to be disabled until you "reboot" with a button command.

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** ''[[{{Metroid}} Metroid Prime]]'''s ''VideoGame/MetroidPrime'''s display is meant to be the HUD inside Samus's helmet. This is reinforced by the fact that the edges of the helmet's visor are visible around the borders of the screen, water or steam occasionally accumulates on the display, and certain flashes of light can actually cause the player character's reflection to become momentarily visible in the screen, making Samus one of the few FPS heroes to have reaction shots. ''Metroid Prime 2: Echoes'' even includes an enemy that can crash Samus's computer systems, causing screen updates to become jerky, random letters to scroll up the screen, and weapons to be disabled until you "reboot" with a button command.



** ''StarWars Republic Commando'' also has the HUD as the electronic display inside the player's helmet. EMP grenades can disrupt this or cover the screen with noise. Most awesomely, the front of the helmet has some sort of energy ''windshield wiper'' that cleans your HUD of obstructions - usually splattered blood from an enemy after a punch-dagger to the face. It's also probably one of the only HUDs where you can actually see the inside of your helmet.

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** ''StarWars Republic Commando'' ''VideoGame/StarWarsRepublicCommando'' also has the HUD as the electronic display inside the player's helmet. EMP grenades can disrupt this or cover the screen with noise. Most awesomely, the front of the helmet has some sort of energy ''windshield wiper'' that cleans your HUD of obstructions - usually splattered blood from an enemy after a punch-dagger to the face. It's also probably one of the only HUDs where you can actually see the inside of your helmet.
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* In ''[[VideoGame/MarvelVsCapcom3 Marvel Vs. Capcom 3]]'', the HUD is [[BreakingTheFourthWall used as an offensive weapon]] by {{Deadpool}}, [[NoFourthwall natch]].

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* In ''[[VideoGame/MarvelVsCapcom3 Marvel Vs. Capcom 3]]'', the HUD is [[BreakingTheFourthWall used as an offensive weapon]] by {{Deadpool}}, [[NoFourthwall natch]].naturally]].
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* Various military-grade deployable UGVs use these.
* Google Glass is a Google project to make this trope a commercial product.

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* Various military-grade deployable UGVs [=UGV=]s use these.
* Google Glass is a Google project to make makes this trope a commercial product.
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* Various military-grade deployable UGVs use these.
* Google Glass is a Google project to make this trope a commercial product.
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*** Another ''Star Wars'' example is in ''LegacyOfTheForce'', where Karen Traviss is more than a little obsessed with the HUD inside Boba Fett's helmet.

to:

*** Another ''Star Wars'' example is in ''LegacyOfTheForce'', where Karen Traviss is more than a little obsessed with the HUD inside Boba Fett's helmet. Unsurprisingly, she's the one responsible for those awesome guys from Republic Commando being more than just one-off characters.
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None


* In ''TheLivingDaylights'', JamesBond's WeaponizedCar has these for aiming its missiles.

to:

* In ''TheLivingDaylights'', JamesBond's ''Film/TheLivingDaylights'', Film/JamesBond's WeaponizedCar has these for aiming its missiles.
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** ''DeadSpace'' is an unusual third-person example with no HUD at all. The health meter is represented by the lights along the back of the character's suit, remaining ammo in a gun is shown through a display on the gun itself, and the inventory display is actually projected by the character's suit, with the protagonist looking at the various item boxes and physically pointing to the item he wants to use. The point of the latter is debatable, since the items are kept in HammerSpace.

to:

** ''DeadSpace'' ''Franchise/DeadSpace'' is an unusual third-person example with no HUD at all. The health meter is represented by the lights along the back of the character's suit, remaining ammo in a gun is shown through a display on the gun itself, and the inventory display is actually projected by the character's suit, with the protagonist looking at the various item boxes and physically pointing to the item he wants to use. The point of the latter is debatable, since the items are kept in HammerSpace.
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None


** In ''{{Crysis}}'', the player's entire view is apparently electronic, and is distorted by close proximity to aliens or a near miss with a gauss rifle. The HUD itself has a loading screen that is shown when the suit is activated. It can also be disabled by a disruption grenade in multiplayer, removing all of its functionality.

to:

** In ''{{Crysis}}'', ''VideoGame/{{Crysis}}'', the player's entire view is apparently electronic, and is distorted by close proximity to aliens or a near miss with a gauss rifle. The HUD itself has a loading screen that is shown when the suit is activated. It can also be disabled by a disruption grenade in multiplayer, removing all of its functionality.
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None


* In the remade ''{{Battlezone}}'' games, which have more in common with ''CommandAndConquer'' than the old vector-graphics ''Battlezone'', all commands and build orders are given through HUD sidebars, much as using pre-made text/voice responses in modern-day {{FPS}}es like ''VideoGame/UnrealTournament''. They ARE a little more action-y than the standard RTS hybrid, so this is to be expected. (though you can give orders you are also fighting on the field, and randomly snagging enemy craft when the mood hits you.)

to:

* In the remade ''{{Battlezone}}'' ''VideoGame/{{Battlezone|1998}}'' games, which have more in common with ''CommandAndConquer'' than the old vector-graphics ''Battlezone'', all commands and build orders are given through HUD sidebars, much as using pre-made text/voice responses in modern-day {{FPS}}es like ''VideoGame/UnrealTournament''. They ARE a little more action-y than the standard RTS hybrid, so this is to be expected. (though you can give orders you are also fighting on the field, and randomly snagging enemy craft when the mood hits you.)
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** ''DeusExHumanRevolution'' does away with the elliptical shape, but is still very much [[DiegeticInterface diegetic]] as one of the protagonist's numerous augmentations. The HUD even flickers at first until you get Pritchard to fix it.

to:

** ''DeusExHumanRevolution'' ''VideoGame/DeusExHumanRevolution'' does away with the elliptical shape, but is still very much [[DiegeticInterface diegetic]] as one of the protagonist's numerous augmentations. The HUD even flickers at first until you get Pritchard to fix it.
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* Just about any game with PoweredArmor will have a [[DiegeticInterface diegetic]] HUD. Following examples include:
** ''{{Halo}}'' [[JustifiedTrope justifies]] the HUD by saying that it is [[DiegeticInterface part of the helmet.]]

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* Just about any game with PoweredArmor will have a [[DiegeticInterface diegetic]] HUD.HUD [[JustifiedTrope justified]] by being overlaid on a helmet visor. Following examples include:
** ''{{Halo}}'' [[JustifiedTrope justifies]] ''{{Halo}}''. Especially notable in that from ''Halo 3'' onward, the HUD by saying that it is [[DiegeticInterface part of loses its curvature when the helmet.]]camera goes third-person.

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Though very different technologically, the term is frequently used in the context of video games to describe a style of user interface where supplemental data is overlaid directly onto the MainWindow rather than being separated into a different display panel. This allows the MainWindow to occupy the entire viewport of the game. The name probably originated with the fact that the earliest uses of this design were in flight simulators, where an actual HUD was being emulated. A video game HUD may be diegetic, meaning that it is actually part of the in-game world and visibile to the character (more common in sci-fi), or just for the player's benefit.

to:

Though very different technologically, the term is frequently used in the context of video games to describe a style of user interface where supplemental data is overlaid directly onto the MainWindow rather than being separated into a different display panel. This allows the MainWindow to occupy the entire viewport of the game. The name probably originated with the fact that the earliest uses of this design were in flight simulators, where an actual HUD was being emulated. A video game HUD may be diegetic, [[DiegeticInterface diegetic]], meaning that it is actually part of the in-game world and visibile to the character (more common in sci-fi), or just for the player's benefit.
benefit.



If it's the first person view of a robot, or otherwise mechanical being, then you're looking at RoboCam.

to:

If it's the first person view of a robot, or otherwise mechanical being, then you're looking at RoboCam. When it's actually part of the game environment, it's a DiegeticInterface.



* ''{{Halo}}'' justifies the HUD by saying that it is part of the helmet



* ''[[{{Metroid}} Metroid Prime]]'''s display is meant to be the HUD inside Samus's helmet. This is reinforced by the fact that the edges of the helmet's visor are visible around the borders of the screen, water or steam occasionally accumulates on the display, and certain flashes of light can actually cause the player character's reflection to become momentarily visible in the screen, making Samus one of the few FPS heroes to have reaction shots. ''Metroid Prime 2: Echoes'' even includes an enemy that can crash Samus's computer systems, causing screen updates to become jerky, random letters to scroll up the screen, and weapons to be disabled until you "reboot" with a button command.
** ''Metroid Prime 3'' also had occasions where the visor can become distorted, which can either be temporary or is solved by switching to a different visor mode. And some enemies can latch onto Samus' helmet, obscuring her view.
** The helmet even has a slight delay before turning with the player to simulate being a distinct object from the player's head. Apparently this causes motion sickness in some; you can disable the effect by toggling the "HUD Lag" option in the menu.
* The computer games in the CommandAndConquer series is supposed to take place on a computer controlled by a remote commander. Allies, hero units, fellow commanders, and enemies will often contact the player by video and be displayed to a portion of the screen (often the area containing the map - which is only available when the radar is working.)
* In ''{{Crysis}}'', the player's entire view is apparently electronic, and is distorted by close proximity to aliens or a near miss with a gauss rifle. The HUD itself has a loading screen that is shown when the suit is activated. It can also be disabled by a disruption grenade in multiplayer, removing all of its functionality.
* The game ''DeadSpace'' is a third-person shooter with no HUD at all. The health meter is represented by the lights along the back of the character's suit, remaining ammo in a gun is shown through a display on the gun itself, and the inventory display is actually projected by the character's suit, with the protagonist looking at the various item boxes and physically pointing to the item he wants to use. The point of the latter is debatable, since the items are kept in HammerSpace.

to:

* Just about any game with PoweredArmor will have a [[DiegeticInterface diegetic]] HUD. Following examples include:
** ''{{Halo}}'' [[JustifiedTrope justifies]] the HUD by saying that it is [[DiegeticInterface part of the helmet.]]
**
''[[{{Metroid}} Metroid Prime]]'''s display is meant to be the HUD inside Samus's helmet. This is reinforced by the fact that the edges of the helmet's visor are visible around the borders of the screen, water or steam occasionally accumulates on the display, and certain flashes of light can actually cause the player character's reflection to become momentarily visible in the screen, making Samus one of the few FPS heroes to have reaction shots. ''Metroid Prime 2: Echoes'' even includes an enemy that can crash Samus's computer systems, causing screen updates to become jerky, random letters to scroll up the screen, and weapons to be disabled until you "reboot" with a button command.
** *** ''Metroid Prime 3'' also had occasions where the visor can become distorted, which can either be temporary or is solved by switching to a different visor mode. And some enemies can latch onto Samus' helmet, obscuring her view.
** *** The helmet even has a slight delay before turning with the player to simulate being a distinct object from the player's head. Apparently this causes motion sickness in some; you can disable the effect by toggling the "HUD Lag" option in the menu.
* The computer games in the CommandAndConquer series is supposed to take place on a computer controlled by a remote commander. Allies, hero units, fellow commanders, and enemies will often contact the player by video and be displayed to a portion of the screen (often the area containing the map - which is only available when the radar is working.)
*
** In ''{{Crysis}}'', the player's entire view is apparently electronic, and is distorted by close proximity to aliens or a near miss with a gauss rifle. The HUD itself has a loading screen that is shown when the suit is activated. It can also be disabled by a disruption grenade in multiplayer, removing all of its functionality.
* The game ** ''AzraelsTear'' also outfits the PlayerCharacter with a nifty suit of PoweredArmor, and the HUD will even visibly list off its attempts to resuscitate its wearer in the event of death.
** ''StarWars Republic Commando'' also has the HUD as the electronic display inside the player's helmet. EMP grenades can disrupt this or cover the screen with noise. Most awesomely, the front of the helmet has some sort of energy ''windshield wiper'' that cleans your HUD of obstructions - usually splattered blood from an enemy after a punch-dagger to the face. It's also probably one of the only HUDs where you can actually see the inside of your helmet.
*** Another ''Star Wars'' example is in ''LegacyOfTheForce'', where Karen Traviss is more than a little obsessed with the HUD inside Boba Fett's helmet.
**
''DeadSpace'' is a an unusual third-person shooter example with no HUD at all. The health meter is represented by the lights along the back of the character's suit, remaining ammo in a gun is shown through a display on the gun itself, and the inventory display is actually projected by the character's suit, with the protagonist looking at the various item boxes and physically pointing to the item he wants to use. The point of the latter is debatable, since the items are kept in HammerSpace.HammerSpace.
* The computer games in the ''CommandAndConquer'' series are supposed to take place on a computer controlled by a remote commander. Allies, hero units, fellow commanders, and enemies will often contact the player by video and be displayed to a portion of the screen (often the area containing the map - which is only available when the radar is working.)



* ''VideoGame/DeusExInvisibleWar'' had a somewhat eyeball-shaped elliptical HUD, so that it would seem more like it was "projected over the agent's vision." Due to clunky design, the gimmick went over poorly with players of the last game.
* ''MechWarrior 3'''s HUD would get more fuzzy as your Mech took more damage.
* On the same note, ''Mechwarrior 4'''s HUD got fuzzy when the mech was overheating, would turn off if the mech shut down, and went into {{Interface Screw}} mode and became nearly useless if you mech suffered a blow to the cockpit.
* ''{{Echelon}}'''s HUD would partially disappear when entering enemy disabling fields.
* ''{{FEAR}}'''s interface would flicker in response to supernatural happenings.
** In ''{{FEAR}} 2'' the HUD is part of the players combat eye wear and vanishes when they are removed.
* ''StarWars Republic Commando'' also has the HUD as the electronic display inside the player's helmet. EMP grenades can disrupt this or cover the screen with noise. Most awesomely, the front of the helmet has some sort of energy ''windshield wiper'' that cleans your HUD of obstructions - usually splattered blood from an enemy after a punch-dagger to the face. It's also probably one of the only HUDs where you can actually see the inside of your helmet.
** Another ''Star Wars'' example is in ''LegacyOfTheForce'', where Karen Traviss is more than a little obsessed with the HUD inside Boba Fett's helmet.

to:

* ''VideoGame/DeusExInvisibleWar'' had a somewhat eyeball-shaped elliptical HUD, so that it would seem more like it was "projected [[DiegeticInterface projected over the agent's vision." ]] Due to clunky design, the gimmick went over poorly with players of [[VideoGame/DeusEx the last game.
game.]]
** ''DeusExHumanRevolution'' does away with the elliptical shape, but is still very much [[DiegeticInterface diegetic]] as one of the protagonist's numerous augmentations. The HUD even flickers at first until you get Pritchard to fix it.
* ''MechWarrior 3'''s 3''[='s=] HUD would get more fuzzy as your Mech ;Mech took more damage.
* ** On the same note, ''Mechwarrior 4'''s 4''[='s=] HUD got fuzzy when the mech 'Mech was overheating, would turn off if the mech 'Mech shut down, and went into {{Interface Screw}} mode and became nearly useless if you mech suffered a blow to the cockpit.
** This also extends to Virtual World ''{{Battletech}}'' in the arcades, with the various [=MFDs=] actually losing vertical hold (they're CRT-based) after a heavy hit.
* ''{{Echelon}}'''s ''{{Echelon}}''[='s=] HUD would partially disappear when entering enemy disabling fields.
* ''{{FEAR}}'''s ''{{FEAR}}''[='s=] interface would flicker in response to supernatural happenings.
** In ''{{FEAR}} 2'' 2'', the HUD is part of the players combat eye wear and vanishes when they are removed.
* ''StarWars Republic Commando'' also has the HUD as the electronic display inside the player's helmet. EMP grenades can disrupt this or cover the screen with noise. Most awesomely, the front of the helmet has some sort of energy ''windshield wiper'' that cleans your HUD of obstructions - usually splattered blood from an enemy after a punch-dagger to the face. It's also probably one of the only HUDs where you can actually see the inside of your helmet.
** Another ''Star Wars'' example is in ''LegacyOfTheForce'', where Karen Traviss is more than a little obsessed with the HUD inside Boba Fett's helmet.
removed.



* ''TheLivingDaylights''. JamesBond's WeaponizedCar has these for aiming its missiles.
----

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* ''TheLivingDaylights''. In ''TheLivingDaylights'', JamesBond's WeaponizedCar has these for aiming its missiles.
----
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[[caption-width-right:284:As commonly used by an AcePilot.]]

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[[caption-width-right:284:As commonly used by an AcePilot.]]
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[[quoteright:284:http://static.tvtropes.org/pmwiki/pub/images/rsz_hud_7778.jpg]]
[[caption-width-right:284:As commonly used by an AcePilot.]]
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* In the remade ''{{Battlezone}}'' games, which have more in common with ''CommandAndConquer'' than the old vector-graphics ''Battlezone'', all commands and build orders are given through HUD sidebars, much as using pre-made text/voice responses in modern-day {{FPS}}es like ''UnrealTournament''. They ARE a little more action-y than the standard RTS hybrid, so this is to be expected. (though you can give orders you are also fighting on the field, and randomly snagging enemy craft when the mood hits you.)

to:

* In the remade ''{{Battlezone}}'' games, which have more in common with ''CommandAndConquer'' than the old vector-graphics ''Battlezone'', all commands and build orders are given through HUD sidebars, much as using pre-made text/voice responses in modern-day {{FPS}}es like ''UnrealTournament''.''VideoGame/UnrealTournament''. They ARE a little more action-y than the standard RTS hybrid, so this is to be expected. (though you can give orders you are also fighting on the field, and randomly snagging enemy craft when the mood hits you.)
Is there an issue? Send a MessageReason:
None


* ''DeusEx 2'' had a somewhat eyeball-shaped elliptical HUD, so that it would seem more like it was "projected over the agent's vision." Due to clunky design, the gimmick went over poorly with players of the last game.

to:

* ''DeusEx 2'' ''VideoGame/DeusExInvisibleWar'' had a somewhat eyeball-shaped elliptical HUD, so that it would seem more like it was "projected over the agent's vision." Due to clunky design, the gimmick went over poorly with players of the last game.
Is there an issue? Send a MessageReason:
Adjust the link.


* In ''[[MarvelVsCapcom Marvel Vs. Capcom 3]]'', the HUD is [[BreakingTheFourthWall used as an offensive weapon]] by {{Deadpool}}, [[NoFourthwall natch]].

to:

* In ''[[MarvelVsCapcom ''[[VideoGame/MarvelVsCapcom3 Marvel Vs. Capcom 3]]'', the HUD is [[BreakingTheFourthWall used as an offensive weapon]] by {{Deadpool}}, [[NoFourthwall natch]].

Changed: 176

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Though very different technologically, the term is frequently used in the context of video games to describe a style of user interface where supplemental data is overlaid directly onto the MainWindow rather than being separated into a different display panel. This allows the MainWindow to occupy the entire viewport of the game. The name probably originated with the fact that the earliest uses of this design were in flight simulators, where an actual HUD was being emulated.

to:

Though very different technologically, the term is frequently used in the context of video games to describe a style of user interface where supplemental data is overlaid directly onto the MainWindow rather than being separated into a different display panel. This allows the MainWindow to occupy the entire viewport of the game. The name probably originated with the fact that the earliest uses of this design were in flight simulators, where an actual HUD was being emulated. \n A video game HUD may be diegetic, meaning that it is actually part of the in-game world and visibile to the character (more common in sci-fi), or just for the player's benefit.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''TheLivingDaylights''. JamesBond's WeaponizedCar has these for aiming its missiles.

Changed: 31

Removed: 36

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** The AceCombat series models [=HUDs=] for military fighter planes on the actual fighter planes. However, the ability overreaches, as the player is able to see targeting boxes around enemy targets at any point in the cockpit, not just through the HUD. This include third person perspectives.

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** The AceCombat ''AceCombat'' series models [=HUDs=] for military fighter planes on the actual fighter planes. However, the ability overreaches, as the player is able to see targeting boxes around enemy targets at any point in the cockpit, not just through the HUD. This include third person perspectives.



* In {{Crysis}}, the player's entire view is apparently electronic, and is distorted by close proximity to aliens or a near miss with a gauss rifle. The HUD itself has a loading screen that is shown when the suit is activated. It can also be disabled by a disruption grenade in multiplayer, removing all of its functionality.

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* In {{Crysis}}, ''{{Crysis}}'', the player's entire view is apparently electronic, and is distorted by close proximity to aliens or a near miss with a gauss rifle. The HUD itself has a loading screen that is shown when the suit is activated. It can also be disabled by a disruption grenade in multiplayer, removing all of its functionality.



** Another ''StarWars'' example would be in ''LegacyOfTheForce'', where Karen Traviss is more than a little obsessed with the HUD inside Boba Fett's helmet.

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** Another ''StarWars'' ''Star Wars'' example would be is in ''LegacyOfTheForce'', where Karen Traviss is more than a little obsessed with the HUD inside Boba Fett's helmet.



* A number of Apple applications (the most common being Xcode and iMovie) use HUDs in lieu of right-click popup menus for certain functions. Implementing them in non-Apple apps, however, is a somewhat ad hoc process...
* In [[MarvelVsCapcom Marvel Vs. Capcom 3]], the HUD is [[BreakingTheFourthWall used as an offensive weapon]] by {{Deadpool}}, [[NoFourthwall natch]].

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* A number of Apple applications (the most common being Xcode and iMovie) use HUDs [=HUDs=] in lieu of right-click popup menus for certain functions. Implementing them in non-Apple apps, however, is a somewhat ad hoc process...
* In [[MarvelVsCapcom ''[[MarvelVsCapcom Marvel Vs. Capcom 3]], 3]]'', the HUD is [[BreakingTheFourthWall used as an offensive weapon]] by {{Deadpool}}, [[NoFourthwall natch]].

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natch]].
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[[redirect:{{HUD}}]]

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[[redirect:{{HUD}}]]Originally a military technology, a '''H'''eads-'''U'''p '''D'''isplay is a device which projects supplemental information onto the surface reflection of a transparent panel. This allows the user to view the projection, or view objects beyond the panel without moving his head. The system is a compromise between limiting the user's field of view and forcing him to look away from his primary display to view additional information. Fighter jets use these systems to show targeting information. Systems using this technology are sometimes called "AugmentedReality".

In the real world, most uses of this technology remain military, though some car manufacturers use these displays to show dashboard indicators. They're also becoming increasingly common on airliners and other civilian aircraft as well.

Though very different technologically, the term is frequently used in the context of video games to describe a style of user interface where supplemental data is overlaid directly onto the MainWindow rather than being separated into a different display panel. This allows the MainWindow to occupy the entire viewport of the game. The name probably originated with the fact that the earliest uses of this design were in flight simulators, where an actual HUD was being emulated.

A real-world HUD must under no circumstances interfere with the operator's view beyond the panel. In videogames this constraint is relaxed somewhat, since you can hardly display information outside of the monitor or TV screen (unless a [[NintendoDS second screen]] counts...).

You will be shocked to learn that HUD has nothing to do with the PaulNewman movie of the same name, which is about a ranching family. The United States' [[http://en.wikipedia.org/wiki/Housing_and_Urban_Development Department of Housing and Urban Development]] is ''right out''.

If it's the first person view of a robot, or otherwise mechanical being, then you're looking at RoboCam.

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!!Noteworthy Examples

* ''{{Halo}}'' justifies the HUD by saying that it is part of the helmet
* Most [[SimulationGame combat flight simulators]] will naturally at least try to emulate a real-life military-style HUD.
** The AceCombat series models [=HUDs=] for military fighter planes on the actual fighter planes. However, the ability overreaches, as the player is able to see targeting boxes around enemy targets at any point in the cockpit, not just through the HUD. This include third person perspectives.
** In ''Over G Fighters'', the [=HUD=] may be toggled (as a view mode) between ''Ace Combat'' style and a realistic HUD where all of the information ''is'' displayed on the transparent panel.
* ''[[{{Metroid}} Metroid Prime]]'''s display is meant to be the HUD inside Samus's helmet. This is reinforced by the fact that the edges of the helmet's visor are visible around the borders of the screen, water or steam occasionally accumulates on the display, and certain flashes of light can actually cause the player character's reflection to become momentarily visible in the screen, making Samus one of the few FPS heroes to have reaction shots. ''Metroid Prime 2: Echoes'' even includes an enemy that can crash Samus's computer systems, causing screen updates to become jerky, random letters to scroll up the screen, and weapons to be disabled until you "reboot" with a button command.
** ''Metroid Prime 3'' also had occasions where the visor can become distorted, which can either be temporary or is solved by switching to a different visor mode. And some enemies can latch onto Samus' helmet, obscuring her view.
** The helmet even has a slight delay before turning with the player to simulate being a distinct object from the player's head. Apparently this causes motion sickness in some; you can disable the effect by toggling the "HUD Lag" option in the menu.
* The computer games in the CommandAndConquer series is supposed to take place on a computer controlled by a remote commander. Allies, hero units, fellow commanders, and enemies will often contact the player by video and be displayed to a portion of the screen (often the area containing the map - which is only available when the radar is working.)
* In {{Crysis}}, the player's entire view is apparently electronic, and is distorted by close proximity to aliens or a near miss with a gauss rifle. The HUD itself has a loading screen that is shown when the suit is activated. It can also be disabled by a disruption grenade in multiplayer, removing all of its functionality.
* The game ''DeadSpace'' is a third-person shooter with no HUD at all. The health meter is represented by the lights along the back of the character's suit, remaining ammo in a gun is shown through a display on the gun itself, and the inventory display is actually projected by the character's suit, with the protagonist looking at the various item boxes and physically pointing to the item he wants to use. The point of the latter is debatable, since the items are kept in HammerSpace.
* In the remade ''{{Battlezone}}'' games, which have more in common with ''CommandAndConquer'' than the old vector-graphics ''Battlezone'', all commands and build orders are given through HUD sidebars, much as using pre-made text/voice responses in modern-day {{FPS}}es like ''UnrealTournament''. They ARE a little more action-y than the standard RTS hybrid, so this is to be expected. (though you can give orders you are also fighting on the field, and randomly snagging enemy craft when the mood hits you.)
* ''AbsoluteZero'' had an interesting justification in its [[AllThereInTheManual fluff]] for the HUD, and even for the 1st-person cockpit graphics. Instead of actually having windows or internal displays, the pilot cabins and such in all of the vehicles are windowless and featureless. Instead of windows, the pilot wears a VR helmet, which is fed by cameras and other sensors to make a composite of the world outside the vehicle. To keep the pilot from being disoriented, a virtual cockpit with windows and instruments is inserted into the augmented reality.
* ''DeusEx 2'' had a somewhat eyeball-shaped elliptical HUD, so that it would seem more like it was "projected over the agent's vision." Due to clunky design, the gimmick went over poorly with players of the last game.
* ''MechWarrior 3'''s HUD would get more fuzzy as your Mech took more damage.
* On the same note, ''Mechwarrior 4'''s HUD got fuzzy when the mech was overheating, would turn off if the mech shut down, and went into {{Interface Screw}} mode and became nearly useless if you mech suffered a blow to the cockpit.
* ''{{Echelon}}'''s HUD would partially disappear when entering enemy disabling fields.
* ''{{FEAR}}'''s interface would flicker in response to supernatural happenings.
** In ''{{FEAR}} 2'' the HUD is part of the players combat eye wear and vanishes when they are removed.
* ''StarWars Republic Commando'' also has the HUD as the electronic display inside the player's helmet. EMP grenades can disrupt this or cover the screen with noise. Most awesomely, the front of the helmet has some sort of energy ''windshield wiper'' that cleans your HUD of obstructions - usually splattered blood from an enemy after a punch-dagger to the face. It's also probably one of the only HUDs where you can actually see the inside of your helmet.
** Another ''StarWars'' example would be in ''LegacyOfTheForce'', where Karen Traviss is more than a little obsessed with the HUD inside Boba Fett's helmet.
* After ''KimPossible's'' mission outfit got ruined in "Clothes Minded", she tried a series of replacements, including a spacesuit-like contraption built by her dad. Unfortunately, when he installed the heads-up display Kimmunicator in the faceplate, he overlooked that "must under no circumstances interfere with the operator's view beyond the panel" thing. Even more unfortunately, Wade called while [[KindaBusyHere Kim was in the middle of fighting Shego]].
* The ''NavalOps'' series uses a HUD that covers most of the screen. Most of it is a radar that shows enemies close to you; the rest indicates things like speed and heading and whether anything is horribly wrong with your ship (like a torpedo taking out your rudder). It can be a little hard to read if the enemy spams missiles or torpedoes.
* In ''CodeGeass'', the [[http://codegeass.wikia.com/wiki/Factsphere_Sensor Factsphere Sensor]] (which is essentially an advanced thermo-camera) works this way, providing extra information to the pilot's cockpit screens. A miniaturized version is used by Britannian soldiers in their helmets (as seen with Suzaku's helmet display in episode 1), and is compared to a HUD in the wiki article.
* A number of Apple applications (the most common being Xcode and iMovie) use HUDs in lieu of right-click popup menus for certain functions. Implementing them in non-Apple apps, however, is a somewhat ad hoc process...
* In [[MarvelVsCapcom Marvel Vs. Capcom 3]], the HUD is [[BreakingTheFourthWall used as an offensive weapon]] by {{Deadpool}}, [[NoFourthwall natch]].

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