History Main / BladderOfSteel

11th Feb '18 5:40:06 PM nombretomado
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* In ''PAYDAYTheHeist'', the First World Bank has a secret room that can only be opened on the [[HarderThanHard Overkill 145+]] difficulty after doing some convoluted steps to make the door appear. To access the secret vault, you have to let the drill do its job for ''2 hours''. This means you can't take a break since the game lacks a "go idle" feature and the waves of cops are near endless. Better hope your connection doesn't suddenly drop!

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* In ''PAYDAYTheHeist'', ''VideoGame/PAYDAYTheHeist'', the First World Bank has a secret room that can only be opened on the [[HarderThanHard Overkill 145+]] difficulty after doing some convoluted steps to make the door appear. To access the secret vault, you have to let the drill do its job for ''2 hours''. This means you can't take a break since the game lacks a "go idle" feature and the waves of cops are near endless. Better hope your connection doesn't suddenly drop!
8th Jan '18 5:50:51 AM Cryoclaste
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** Some ''individual'' songs can even be this if your group isn't prepared. Never say "I'll go after the next song" when someone has just picked, say, [[EpicRocking "Camera Eye"]] or [[SerialEscalation "2112"]][[note]]yes, the whole thing can be played as one song in-game[[/note]] by {{Rush}}.

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** Some ''individual'' songs can even be this if your group isn't prepared. Never say "I'll go after the next song" when someone has just picked, say, [[EpicRocking "Camera Eye"]] or [[SerialEscalation "2112"]][[note]]yes, the whole thing can be played as one song in-game[[/note]] by {{Rush}}.Music/{{Rush}}.
5th Jan '18 10:14:03 PM nombretomado
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* In the freeware game ''IrisuSyndrome,'' attempting to click away from the game window on your [[ThirteenIsUnlucky 13th]] playthrough will result in... [[DarthWiki/IrisuSyndrome a little surprise.]]

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* In the freeware game ''IrisuSyndrome,'' ''VideoGame/IrisuSyndrome,'' attempting to click away from the game window on your [[ThirteenIsUnlucky 13th]] playthrough will result in... [[DarthWiki/IrisuSyndrome a little surprise.]]
23rd Nov '17 12:41:42 PM UchuuFlamenco
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* The ''Franchise/MortalKombat'' games for the earlier systems lacked pause features, since pressing Start was to ''block''. Even though the Super NES had the L and R buttons to do this (and mapped R to Run in ''VideoGame/MortalKombat3'' and ''Ultimate''), it still had no pause (unless you unlocked the cheat menus, but only on ''[=MK3=]/[=UMK3=]''). Same with ''StreetFighter'' on the 3-button Genesis controller, where pressing Start switched from punching to kicking (the 6-button controller did let you pause).

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* The ''Franchise/MortalKombat'' games for the earlier systems lacked pause features, since pressing Start was to ''block''. Even though the Super NES had the L and R buttons to do this (and mapped R to Run in ''VideoGame/MortalKombat3'' and ''Ultimate''), it still had no pause (unless you unlocked the cheat menus, but only on ''[=MK3=]/[=UMK3=]''). Same with ''StreetFighter'' ''Franchise/StreetFighter'' on the 3-button Genesis controller, where pressing Start switched from punching to kicking (the 6-button controller did let you pause).
15th Nov '17 6:18:57 AM UchuuFlamenco
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* The ''MortalKombat'' games for the earlier systems lacked pause features, since pressing Start was to ''block''. Even though the Super NES had the L and R buttons to do this (and mapped R to Run in ''VideoGame/MortalKombat3'' and ''Ultimate''), it still had no pause (unless you unlocked the cheat menus, but only on ''[=MK3=]/[=UMK3=]''). Same with ''StreetFighter'' on the 3-button Genesis controller, where pressing Start switched from punching to kicking (the 6-button controller did let you pause).

to:

* The ''MortalKombat'' ''Franchise/MortalKombat'' games for the earlier systems lacked pause features, since pressing Start was to ''block''. Even though the Super NES had the L and R buttons to do this (and mapped R to Run in ''VideoGame/MortalKombat3'' and ''Ultimate''), it still had no pause (unless you unlocked the cheat menus, but only on ''[=MK3=]/[=UMK3=]''). Same with ''StreetFighter'' on the 3-button Genesis controller, where pressing Start switched from punching to kicking (the 6-button controller did let you pause).
18th Oct '17 5:53:25 PM WillKeaton
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** Before that there was [=DWInsanity's=] J-Paradise Megamix, which is 15 minutes of songs from Dancemania's J-Paradise music album (Including some fan favorites from DDR Hot Limit, Synchronized Love, and a remix of Rhythm of Police). Although the higher BPMs didn't make this song a drag, there is many moments where the arrows follow the hyper 16th note synth sounds (like Flash in the Night from DDR MAX DDR 6th Mix), so, have fun tackling frequent FITN runs in an over 15 minute song (especially on a pad)

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** Before that there was [=DWInsanity's=] J-Paradise Megamix, which is 15 minutes of songs from Dancemania's J-Paradise music album (Including some fan favorites from DDR Hot Limit, Synchronized Love, and a remix of Rhythm of Police). Although the higher BPMs [=BPMs=] didn't make this song a drag, there is many moments where the arrows follow the hyper 16th note synth sounds (like Flash in the Night from DDR MAX DDR 6th Mix), so, have fun tackling frequent FITN runs in an over 15 minute song (especially on a pad)
18th Oct '17 5:53:06 PM WillKeaton
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** Before that there was DWInsanity's J-Paradise Megamix, which is 15 minutes of songs from Dancemania's J-Paradise music album (Including some fan favorites from DDR Hot Limit, Synchronized Love, and a remix of Rhythm of Police). Although the higher BPMs didn't make this song a drag, there is many moments where the arrows follow the hyper 16th note synth sounds (like Flash in the Night from DDR MAX DDR 6th Mix), so, have fun tackling frequent FITN runs in an over 15 minute song (especially on a pad)

to:

** Before that there was DWInsanity's [=DWInsanity's=] J-Paradise Megamix, which is 15 minutes of songs from Dancemania's J-Paradise music album (Including some fan favorites from DDR Hot Limit, Synchronized Love, and a remix of Rhythm of Police). Although the higher BPMs didn't make this song a drag, there is many moments where the arrows follow the hyper 16th note synth sounds (like Flash in the Night from DDR MAX DDR 6th Mix), so, have fun tackling frequent FITN runs in an over 15 minute song (especially on a pad)



* Americans have their SuperBowl, Canada has Hockey in general. In fact, during the 2010 Winter Olympics in Vancouver, with the Canadians and Americans vying for the Gold Medal, [[http://beta.images.theglobeandmail.com/archive/00524/flush-graphic_524241a.jpg someone in Edmonton noticed interesting variations of water usage during the game]]. Canada won 3-2.

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* Americans have their SuperBowl, Canada has Hockey in general. In fact, during the 2010 Winter Olympics in Vancouver, with the Canadians and Americans vying for the Gold Medal, [[http://beta.images.theglobeandmail.com/archive/00524/flush-graphic_524241a.jpg someone in Edmonton noticed interesting variations of water usage during the game]]. game.]] Canada won 3-2.
16th Oct '17 6:16:31 AM CosmicFerret
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* The ''Franchise/MetalGear'' series is infamous for its long cutscenes that can either invoke this trope if you insist on not missing out on the story, or serve as a good sandwich and bathroom break if you don't care or if you've seen it before. One of the most notorious stretches of non-gameplay occurs right at the end of ''VideoGame/MetalGearSolid2'', with a solid 30 minutes of cutscenes and codec chatter between the Metal Gear RAY boss fight and the final boss fight. And some of the cutscenes in ''VideoGame/MetalGearSolid4'' can run even longer than that, but thankfully [=MGS4=] finally allows you to pause them by pressing the menu button.

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* The ''Franchise/MetalGear'' ''VideoGame/MetalGear'' series is infamous for its long cutscenes that can either invoke this trope if you insist on not missing out on the story, or serve as a good sandwich and bathroom break if you don't care or if you've seen it before. One of the most notorious stretches of non-gameplay occurs right at the end of ''VideoGame/MetalGearSolid2'', with a solid 30 minutes of cutscenes and codec chatter between the Metal Gear RAY boss fight and the final boss fight. And some of the cutscenes in ''VideoGame/MetalGearSolid4'' can run even longer than that, but thankfully [=MGS4=] finally allows you to pause them by pressing the menu button.
13th Aug '17 8:05:32 PM LucaEarlgrey
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Added DiffLines:

* ''VideoGame/DiabloIII'' lets you pause if you're in a private single-player game. If your game is public and/or multiplayer, you can't, as indicated by the text on the ESC menu.
* ''VideoGame/PathOfExile'' disallows pausing, period. Even if you're not in a party and you're not in a town!
10th Aug '17 7:40:37 PM rjd1922
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* ''VideoGame/{{D}}'' or ''D No Shokutaku'' is based on a real-world 3-hour time limit, with no pause function or saving. This ''does'' accomplish the goal of adding a genuine sense of urgency to the proceedings... but it also penalizes you for having to step away for any reason.

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* ''VideoGame/{{D}}'' or ''D No no Shokutaku'' (''Table of D'') is based on a real-world 3-hour three-hour time limit, with no pause function or saving. This ''does'' accomplish the goal of adding a genuine sense of urgency to the proceedings... but it also penalizes you for having to step away for any reason.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.BladderOfSteel