Difference between revisions of "Sonic Weapon"
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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 its selection is relevant.}}|{{NoVideo|'''Dune/Dune2000'''}} | + | {{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'''}}}} |
| 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>--> |
Revision as of 12:11, 7 December 2011
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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 its selection is relevant. |
Dune/Dune2000 |
External Resources