Clock Tower (AGTP) - Ending H (Part 2)

Channel:
Subscribers:
496
Published on ● Video Link: https://www.youtube.com/watch?v=JM-DRB2Qwi0



Duration: 8:30
324 views
1


Savestates: NO

You should consider starting from Part 1 if you haven't seen it already...

While you take in the mood, I'll just explain a couple of game mechanics for now. See Jennifer's portrait in the lower left? Like DOOM, this show your state of health, but instead of turning into raw hamburger, Jennifer's facial expression becomes more terrified as the portrait's background color changes. Based on my observations, Jennifer's health is actually a number, and the portrait colors represent ranges, e.g. blue = 100-80, green/yellow = 79-50, brown/orange = 49-20, red = 19-0 (I don't know the actual values). Health decreases from continuous running, scary events, and so on. If Jennifer stops walking/running (not counting standing still after opening a door) she will kneel down, catch her breath, and calm down (to restore health).

When the portrait flashes different colors, Jennifer is in a adrenaline-fueled panic, and you'll have to mash B in order to escape whatever situation she's gotten herself into at the moment.

As one gamefaqs writer, Lord Zero, astutely noted, adrenaline also plays an important role when Jennifer is chased, because she can do some things that she would be otherwise unable to do were she in a calm state of mind. You'll likely see examples of this in further videos ;)

Remember, kids: if you see someone running with scissors, run away! Especially if he's headed in your direction and snipping them incessantly.







Tags:
clock
tower
human
entertainment
AGTP
super
famicom
SNES
point
click
run
survival
horror
adventure
ending
part
two