Fire Alarms in video games

Starsky & Hutch

In the mission “Special Withdrawl”, a 6" burglary bell goes off in continuous in a brief cutscene where a bank explodes.

007: From Russia with Love

In the London mission, there are a variety of alarms to be heard as Bond progresses; a 10" bell in continuous during the beginning, and a slow whoop and mechanical horn in slow march time while inside a building. Towards the end, there is also another alarm tone in a faster march time.

In The Sims series of video games, if a fire starts in a home that has a smoke detector inside, it will automatically trigger the alarm. If there is a burglary and a security alarm is within range of the burglar, it will also trigger the alarm, which sounds in an intermittent “hyper whoop” sort of sound.

Tony Hawk’s Project 8 (6th generation systems)

In Beaver High School, there is a (very compressed) pull station in a hallway junction, under a “fire alarm” sign (with arrow pointing down), that looks like a Simplex break glass t-bar; I could have sworn that the pull station was clipart from online, but I can’t find the source.

Re-Volt

In the museum level, there is a security laser that can be driven through, setting off a 6" bell in continuous.

Tony Hawk’s American Wasteland

In the Santa Monica area, on the right building as you enter from Beverly Hills, there are what appear to be MT or Integrity horn/strobes!

In the Oil Rig area, you will periodically hear a slow march time sound from a mechanical horn (the sound seems to closely resemble a Simplex model).

Tony Hawk’s Pro Skater 3

In the Foundry level, a intermittent alarm tone sounds as a bucket pours its contents into a vat. This is accompanied by a red flashing sign with the word “POURING” on front. You can grind on the bucket which will trigger a cutscene that causes the alarm to sound faster and at a higher pitch as the bucket falls into the vat.

In the Airport level, if you go through the customs or security gates without performing a special trick to get over them, an alarm tone sounds in a very fast march time.

In the Cruise Ship level, a cutscene can be triggered from performing a grind to cut two wires supporting a large propeller. Towards the end of the cutscene, a fast whoop can be heard.

Tony Hawk’s Pro Skater 4

In the San Francisco level, to the right of a Nokia store, there is a 10" fire bell.

Tony Hawk’s Underground

In the Tampa level, there is a tower where you can use a spine transfer to break the glass to get inside. When the glass is broken, a security bell sounds in continuous.

In the Slam City Jam level, there are NBG-10 pull stations w/ protective break-glass covers over them.

In the School II level, there are 10" bells used for class change. You can actually vandalize these bells by performing a wallride over them to rip them off. :twisted:

Super Paper Mario

In Chapter 4-4, there is an alarm tone in slow march time that is heard as part of the background music.

In Chapter 5-4, when the Cragnons are released from their prison cells, red beacon lights rotate and an alarm tone sounds in a fast wail which briefly sustains the high pitch.

Tony Hawk’s Underground 2

In the Training level, there is a large (between 15"-20") fire bell w/ the word “FIRE” (in white) on front. You can perform a wallride over the bell, and the trick that comes up on the bottom is “Red button wallride,” which is obviously incorrect, since the fire bell is not a red “button.”

In the Boston level, near where you start (to the left of Jeer’s), is a sign denoting a sprinkler bell at this spot and to call the fire department in case of activation. The strange part, however, is that there is no sprinkler bell here whatsoever–just a pump underneath the sign to connect a fire hose to…

In the Airport level (ported from THPS3), going through the security or customs checkpoints without going over them sets off a mechanical horn in (brief) continuous.

007: Everything or Nothing

In “The Machinery of Evil,” fast and slow whoops can be heard when machines are about to explode.

In “A Simple Exchange,” there are rectangular wall objects (w/ a red, square button on the right of each one) that act as initiating devices; these can be set off by guards which sets off a 10" bell in continuous (and also fails the mission).

In “Diavolo’s Plan,” a mechanical alarm in slow march time and other alarms (latters indescribable) sound when exhaust fans & machines in the level are damaged.

In “A Long Way Down,” there is a brief sounding of a mechanical alarm when flames in the level are shut off.

In “Train Chase,” 10" bells in continuous & mechanical alarms in slow march time are heard in the beginning (which also produces a Doppler effect as Bond drives by the sounds) and flashing red beacons can be seen on some walls.

In “An Old Friend,” if a guard is able to activate an alarm in the beginning, an electronic alarm sound activates in slow march time.

Lastly, in “The Kiss Kiss Club,” 10" bells sound in continuous upon Bond’s first encounter w/ the guards (no initiating devices can be seen, however).

Perfect Dark

In the level dataDyne Research - Defection, a security alarm can be set off if Joanne stand in front of a security camera for too long, or if a guard sets off the alarm from a computer. There are no noticable NAs, pulls, or any other alarm devices throughout the level.

Grand Theft Auto III

The opening cinematic features a bank robbery which has a burglary bell (sounds like a sprinkler bell) sound in continuous.

Max Payne

In Chapter 1 Part 2, when Max enters the bank robbery area, red flashing squares w/ “ALARM” written on them can be seen, along w/ flashing beacons above the control center. These are accompanied by a klaxon alarm.

Max Payne

In Part 3 Chapter 2, there is hyperyelp alarm that sounds just as Max is about to enter the elevator. The beacon I mentioned earlier returns here–I should have mentioned that all the beacons have double projector horns on them.

In Part 3 Chapter 3, the beacons return accompanied by a klaxon alarm.

In Part 3 Chapter 5, there are metal detectors at the main entrance Max can walk through, which sets off an alarm sounding exactly like a car alarm.

In Part 3 Chapter 7, there are unseen flashing red lights accompanied by the hyperyelp from earlier.

Max Payne 2

The hospital in the beginning of the game has an black, antique 6" bell towards the end w/ the wiring covered by a backbox above the bell.

Something I’ve been working on for a map in my game:

The same bell appears in the funhouse towards the end of the game, along w/ a Simplex t-bar! The pull station must be set off to progress through the level; the bell sounds in continuous and sprinklers overhead trigger.

I somehow just got in to the Counter-Strike: Global Offensive beta, and the new CS_Office map has the fire strobes and Whiffle-Ball smokes from L4D2.

The newly released Black Mesa mod (a re-imagining of Half-Life 1) has fire alarms in it.
They are these:


That’s right, SpectrAlerts! There’s also these:

After “the Disaster”, the alarms go off, with a 10" bell SFX. The SpectrAlert’s strobes do a repeated blinking effect, while the bell/strobes’ strobes light up.

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In the chapter “We’ve Got Hostiles” you can see several T-Bars underneath some of the bell/lights.

In a game called “Family Guy Back to the Multiverse”, during a cutscene, some people were pulling every fire alarm for some weird reason. It was a hospital that had a remote strobe. The strobe might be a resemblance of a Wheelock LSM strobe, or an Integrity. But, they were blinking instead, and you’ll actually hear a chime that actually came from the Simplex 4100 series fire alarm panels, and the same cartoon bell sound as before. Also you can see what it looks like a resemblance of a Simplex 2099 series T-bar. You can see a bell as well, right by the strobe.