Difference between revisions of "Patapon"

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| ex7=<mt prompt="[[Cutscene]]" p="Cutscene" g="Patapon" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
 
| ex7=<mt prompt="[[Cutscene]]" p="Cutscene" g="Patapon" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
 
| ex8=<mt prompt="[[Death]]" p="Death" g="Patapon" w=“{{R16by9W}}” h=“{{R16by9H}}”></mt>
 
| ex8=<mt prompt="[[Death]]" p="Death" g="Patapon" w=“{{R16by9W}}” h=“{{R16by9H}}”></mt>
<!--| ex9=<mt prompt="[[Dialogue]]" p="Dialogue" g="Patapon" i=2 w=“{{R16by9W}}” h=“{{R16by9H}}”>Not using sound for [[Dialogue]], or using just a elemental expression as in this example, seems to have been a design decision.</mt>-->
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| ex9=<mt prompt="[[Dialogue]]" p="Dialogue" g="Patapon" i=2 w=“{{R16by9W}}” h=“{{R16by9H}}”>Not using sound for [[Dialogue]], or using just a elemental expression as in this example, seems to have been a design decision.</mt>
 
| ex10=<mt prompt="[[Emotional Script]]" p="EmotionalScript" g="Patapon" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
 
| ex10=<mt prompt="[[Emotional Script]]" p="EmotionalScript" g="Patapon" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
 
| ex11=<mt prompt="[[Engagement]]" p="Engagement" g="Patapon" w=“{{R16by9W}}” h=“{{R16by9H}}”></mt>
 
| ex11=<mt prompt="[[Engagement]]" p="Engagement" g="Patapon" w=“{{R16by9W}}” h=“{{R16by9H}}”></mt>

Revision as of 01:25, 22 December 2011

Synopsis

[1] (for other Patapon 2 and Patapon 3 see [2]) Patapedia http://patapon.wikia.com

List of identified patterns

Achievement , Acoustic Ecology , Aesthetics , Ambiance , Character Soundprint , Contextual Music , Cutscene File:M385px-Cutscene-front-v20.png, Death , Dialogue , Emotional Script , Engagement , Entrainment , Failure , Foley , Footsteps , In-game Feedback , Levelled Performance , Menus , Music , Musical Outcome , Ouch! , Revelation , Rhythm Gameplay , Shout and Yell , Signature , Silence , Sing to Act , Sonic Weapon , Sound Effects , Sound Input , Sound Visualization , Subtitles and Captions , Title Screens , Trance , Variety , Voice Acting , Window of Opportunity .

Examples

Dialogue: Not using sound for Dialogue, or using just a elemental expression as in this example, seems to have been a design decision.
Entrainment: In this game Entrainment is not only a consequence but also a requisite of the Rhythm Gameplay. The player voluntary seeks to keep in sync with the beat of the game. The exteriorization of the game's beat in the player's body language is a common testimony. The game's tempo is 120 bpm (4/4).
Foley: It is possible to perceive the Foley from the hammers hitting the target, as well as the boss's claws ditching the ground and its Footsteps. (In turn, for abstract actions, such as the charging and shooting of the boss's beam Sound Effects were created).
Levelled Performance: Songs and, later, Miracles that trigger specific effects, are progressively made available along the the game.
Sonic Weapon: Megapons carry massive horns and their (audible) sound waves transform into shapes that inflict much damage in the enemy.
Sound Visualization: The all visual representation pulses with the sound - from the most objective, as the rectangle in the border and the drums' onomatopoeias (mapping the Sound Input), to the more subtle, as the moves and details of the characters (which map and the Sound Input and the sound they echo themselves).
Subtitles and Captions: Speech balloons represent messages that are not actually heard.