Difference between revisions of "Sonic Weapon"

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| v20backface =SonicWeapon-back-v20.png
 
| v20backface =SonicWeapon-back-v20.png
 
| screenshots=
 
| screenshots=
| rel-tag1=Context:<br>
+
| v10rel-tag1=Context:<br>
| rel1=[[Consequent Sound]], [[Engagement]]<br>
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| v10rel1=[[Consequent Sound]], [[Engagement]]<br>
| rel-tag2=Contrasts with:<br>
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| v10rel-tag2=Contrasts with:<br>
| rel2=[[Make Sound not War]]<br>
+
| v10rel2=[[Make Sound not War]]<br>
| rel-tag3=Relates to:<br>
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| v10rel-tag3=Relates to:<br>
| rel3=[[Sound Decoys]], [[Sound Suppressing]]<br>
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| v10rel3=[[Sound Decoys]], [[Sound Suppressing]]<br>
 +
| v20rel-tag1=Context:<br>
 +
| v20rel1=[[Consequent Sound]], [[Engagement]]<br>
 +
| v20rel-tag2=Contrasts with:<br>
 +
| v20rel2=[[Make Sound not War]]<br>
 +
| v20rel-tag3=Relates to:<br>
 +
| v20rel3=[[Sound Decoys]], [[Sound Suppressing]]<br>
 
| revisions =Introduced in version 1.0<br />Version 2.0: updated synopsis
 
| revisions =Introduced in version 1.0<br />Version 2.0: updated synopsis
 
| description=
 
| description=
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| examples=
 
| examples=
{{NoVideoTable|{{NoVideo|'''Beat Hazard: '''The output of the cannons is dictated by the intensity of the Music playing, which is customizable. So, Music works as ammunition and its selection is relevant.}}|{{NoVideo|'''Dune/Dune2000'''}}
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{{NoVideoTable|{{NoVideo|'''Beat Hazard: '''The output of the cannons is dictated by the intensity of the [[Music]] playing, which is customizable. So, [[Music]] works as ammunition and, consequently, its selection is relevant.}}|{{NoVideo|'''Dune/Dune2000:'''}}|{{NoVideo|'''Mortal Kombat: Deception:'''}}}}
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{{NoVideoTable|{{NoVideo|'''Gnilley: '''}}|{{NoVideo|'''Zekkyo Senshi Sakebrain: '''}}|}}
 
| ex1=<mt p="SonicWeapon" g="Patapon" w="{{R16by9W}}" h="{{R16by9H}}">Megapons carry massive horns and their (audible) sound waves transform into shapes that inflict much damage in the enemy.</mt>
 
| ex1=<mt p="SonicWeapon" g="Patapon" w="{{R16by9W}}" h="{{R16by9H}}">Megapons carry massive horns and their (audible) sound waves transform into shapes that inflict much damage in the enemy.</mt>
 
<!--| ex_=<mt p="SonicWeapon" g="Beat Hazard" h="200"></mt>-->
 
<!--| ex_=<mt p="SonicWeapon" g="Beat Hazard" h="200"></mt>-->

Latest revision as of 03:01, 18 July 2012

Front face Back face
The card's front face The card's back face

Synopsis

Using sound to inflict damage.

Relationships

Context:
Consequent Sound , Engagement .
Contrasts with:
Make Sound not War .
Relates to:
Sound Decoys , Sound Suppressing .

Description

Some games include weapons designed to use sound as the destructive element.

Some other explorations of audio, such as the use of Sound Decoys, also have the potential to inflict damage. Yet, contrary to such explorations where sound is used as in a intermediate stage, Sonic Weapons use sound as the actual damaging element.

Examples

Beat Hazard: The output of the cannons is dictated by the intensity of the Music playing, which is customizable. So, Music works as ammunition and, consequently, its selection is relevant.
Dune/Dune2000:
Mortal Kombat: Deception:
Gnilley:
Zekkyo Senshi Sakebrain:
Patapon: Megapons carry massive horns and their (audible) sound waves transform into shapes that inflict much damage in the enemy.
[show less examples...]


External Resources

Megapon Units in Patapon

FakeX-front-v10.pngFakeX-back-v10.png