About: Status bar face   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

! Player health ! Default face appearance* |- | 80% - 200% | Completely healthy |- | 60% - 79% | Bloody nose,hair slightly mussed |- | 40% - 59% | Face swollen,grimacing |- | 20% - 39% | Eyes crossed slightly, facedirty and bleeding |- | 1% - 19% | Similar to 20-39%, buteven bloodier |- | 0% (Dead) | Similar to 1-19% butwith eyes closed |}

AttributesValues
rdfs:label
  • Status bar face
rdfs:comment
  • ! Player health ! Default face appearance* |- | 80% - 200% | Completely healthy |- | 60% - 79% | Bloody nose,hair slightly mussed |- | 40% - 59% | Face swollen,grimacing |- | 20% - 39% | Eyes crossed slightly, facedirty and bleeding |- | 1% - 19% | Similar to 20-39%, buteven bloodier |- | 0% (Dead) | Similar to 1-19% butwith eyes closed |}
dcterms:subject
abstract
  • ! Player health ! Default face appearance* |- | 80% - 200% | Completely healthy |- | 60% - 79% | Bloody nose,hair slightly mussed |- | 40% - 59% | Face swollen,grimacing |- | 20% - 39% | Eyes crossed slightly, facedirty and bleeding |- | 1% - 19% | Similar to 20-39%, buteven bloodier |- | 0% (Dead) | Similar to 1-19% butwith eyes closed |} * In the Sega 32X and Game Boy Advance ports, the status bar face does not bleed at all when the player's health status worsens, although the rest of the effects of damage (progressively messier hair, closed eyes when dead, and so on) are there. Conversely, in the Super NES port, the blood on the face is much more pronounced, and the cutoffs for the next-worse-looking face are higher; the state that would normally appear from 20% to 39% health approximately appears at below 50%, for example. * In most versions, should the player die, the head becomes bowed, hair completely disheveled, eyes closed, and about as bloody as the 1% - 19% face. The face explodes when the player dies in the 3DO port, and when the player experiences a gibbing death or being crushed in the PlayStation port. * If the player is attacked from the side, the face will turn to the direction of the attack. This gives a helpful visual cue as to the direction attacks are coming from (the face does not turn if the attack came from behind). This feature does not appear in the Super NES port, possibly due to memory limitations. * If the player picks up a new weapon, the face momentarily displays a malicious grin. This also happens when a player opens a previously saved game at the first item he picks up (at this point it doesn't have to be a weapon). * If the player holds down the fire button for more than 2 seconds, the face grits its teeth until the player ceases fire. The face also grits its teeth briefly if the player takes damage. * In the original PC version the face will grit its teeth when it first takes damage on a damaging floor and each time afterward. On the PlayStation and Saturn ports, should the player run onto a damaging floor, the face will grit its teeth right away regardless of whether or not the player took damage. * If the player is hurt, yet has a net gain of more than 20% health during the damaging event, a rarely displayed "ouch face" expression of shock and pain is shown (originally intended to represent a net loss of 20% health or more; this has been fixed in many source ports and even through a binary hack). This face also appears in the Doom press release beta when the player enters a damaging floor, and sometimes in the PlayStation and Sega Saturn ports when the player is hit from behind. * If the player is invulnerable (because "god mode" is active or the player has picked up an invulnerability powerup), the player has glowing golden eyes, similar to the demon's. * In the various ports of Doom, the eyes of the face will look left, right, and straight ahead arbitrarily, changing direction every second or so. However, due to limitations with the SNES 16-bit cartridge, the face looks around in a specific manner (left, right, left, left, right, left, right, right) over and over in a more rhythmic fashion, looking ahead every half-second.
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