History Main / DynamicLoading

7th Dec '17 4:05:55 PM nombretomado
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* Comes in two flavors in {{Darksiders}}. The named (and large) locations are connected by long, winding areas, with some enemies, simple puzzles and items to mask their true purpose, and sometimes manage to be interesting places on their own. You can also use Serpent Tunnels to teleport between locations... but it forces you to walk through a series of featureless platforms suspended in a void, essentially an interactive progress bar. In both cases, the game opts for a momentary freeze, if the player moves too fast.

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* Comes in two flavors in {{Darksiders}}.''VideoGame/{{Darksiders}}''. The named (and large) locations are connected by long, winding areas, with some enemies, simple puzzles and items to mask their true purpose, and sometimes manage to be interesting places on their own. You can also use Serpent Tunnels to teleport between locations... but it forces you to walk through a series of featureless platforms suspended in a void, essentially an interactive progress bar. In both cases, the game opts for a momentary freeze, if the player moves too fast.
27th Nov '17 3:33:37 PM Prfnoff
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* ''VideoGame/MegaMan1'' game for NES was originally planned as a {{UsefulNotes/Famicom}} title. The boss's animation cels would load in the empty corridor before the boss's room. The loading (but not the corridors) was scrapped when the game was ported to a cartridge. In the later ''Mega Man'' games for the original [=PlayStation=], the corridor still wasn't long enough to load all data needed for the boss from the CD, leading to eight-second "WARNING" delays in ''VideoGame/MegaManX 6''.

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* ''VideoGame/MegaMan1'' game for NES was originally planned as a {{UsefulNotes/Famicom}} Famicom Disk System title. The boss's animation cels would load in the empty corridor before the boss's room. The loading (but not the corridors) was scrapped when the game was ported to a cartridge. In the later ''Mega Man'' games for the original [=PlayStation=], the corridor still wasn't long enough to load all data needed for the boss from the CD, leading to eight-second "WARNING" delays in ''VideoGame/MegaManX 6''.
21st Oct '17 9:38:17 PM AirofMystery
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* The ''VideoGame/DarkSouls'' series, its predecessor ''VideoGame/DemonsSouls'', and its goth cousin ''VideoGame/Bloodborne'' all feature large, sprawling levels, some interconnecting directly through unusual paths. Its favoured method of dynamic loading is extremely slow-to-open doors. This not only helps buy time for loading the next level, it can also trap the player while [[NintendoHard the ravenous horde of monsters approaches]].

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* The ''VideoGame/DarkSouls'' series, its predecessor ''VideoGame/DemonsSouls'', and its goth cousin ''VideoGame/Bloodborne'' ''VideoGame/{{Bloodborne}}'' all feature large, sprawling levels, some interconnecting directly through unusual paths. Its favoured method of dynamic loading is extremely slow-to-open doors. This not only helps buy time for loading the next level, it can also trap the player while [[NintendoHard the ravenous horde of monsters approaches]].
21st Oct '17 9:37:50 PM AirofMystery
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Added DiffLines:

* The ''VideoGame/DarkSouls'' series, its predecessor ''VideoGame/DemonsSouls'', and its goth cousin ''VideoGame/Bloodborne'' all feature large, sprawling levels, some interconnecting directly through unusual paths. Its favoured method of dynamic loading is extremely slow-to-open doors. This not only helps buy time for loading the next level, it can also trap the player while [[NintendoHard the ravenous horde of monsters approaches]].
14th Sep '17 3:38:19 PM GrammarNavi
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* Beyond the initial loading screen, ''VideoGame/OperationFlashpoint'' and its successor the ''ArmA series'' all exhibit near-seamless dynamic loading - on maps larger than those found in most open-world [=RPGs=].

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* Beyond the initial loading screen, ''VideoGame/OperationFlashpoint'' and its successor the ''ArmA ''VideoGame/{{ARMA}} series'' all exhibit near-seamless dynamic loading - on maps larger than those found in most open-world [=RPGs=].
27th Aug '17 1:37:19 AM SeptimusHeap
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* The [[VideoGame/QuakeI first]] [[VideoGame/QuakeII two]] ''{{Quake}}'' games used the Winding Corridors method, in addition to elevators and speed bumps. The PSX version of the second game has somewhat jarring loading screens mid-level, due to RAM limitations.

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* The [[VideoGame/QuakeI first]] [[VideoGame/QuakeII two]] ''{{Quake}}'' ''VideoGame/{{Quake}}'' games used the Winding Corridors method, in addition to elevators and speed bumps. The PSX version of the second game has somewhat jarring loading screens mid-level, due to RAM limitations.
26th Aug '17 11:17:50 PM wolftickets1969
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29th Jul '17 10:24:32 AM nombretomado
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* ''VideoGame/MegaMan1'' game for NES was originally planned as a FamicomDiskSystem title. The boss's animation cels would load in the empty corridor before the boss's room. The loading (but not the corridors) was scrapped when the game was ported to a cartridge. In the later ''Mega Man'' games for the original [=PlayStation=], the corridor still wasn't long enough to load all data needed for the boss from the CD, leading to eight-second "WARNING" delays in ''VideoGame/MegaManX 6''.

to:

* ''VideoGame/MegaMan1'' game for NES was originally planned as a FamicomDiskSystem {{UsefulNotes/Famicom}} title. The boss's animation cels would load in the empty corridor before the boss's room. The loading (but not the corridors) was scrapped when the game was ported to a cartridge. In the later ''Mega Man'' games for the original [=PlayStation=], the corridor still wasn't long enough to load all data needed for the boss from the CD, leading to eight-second "WARNING" delays in ''VideoGame/MegaManX 6''.
24th Jul '17 9:04:14 PM wolftickets1969
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** In ''VideoGame/TheLegendOfZeldaTheWindWaker'' islands load while you are sailing towards them. In fact, the developers set the sailing speed as seen in the Gamecube version in order to ensure the islands do get loaded. With the improved hardware of the UsefulNotes/WiiU, loading has improved, and there is a new speed for the boat obtainable in the game. If you somehow managed to beat out the dynamic loading, the game [[IrisOut irised-out]] and reset you in your boat in the loaded quadrant without a word.

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** In ''VideoGame/TheLegendOfZeldaTheWindWaker'' islands load while you are sailing towards them. In fact, the developers set the sailing speed as seen in the Gamecube version in order to ensure the islands do get loaded. With the improved hardware of the UsefulNotes/WiiU, loading has improved, and there is a new speed for the boat obtainable in the game. If you somehow managed to beat out the dynamic loading, the game [[IrisOut irised-out]] and reset you in your boat in the loaded quadrant without a word. With the improved hardware of the UsefulNotes/WiiU, loading has improved to the point of being able to load the entire Great Sea at once, and there is a new [[SprintShoes Swift Sail]] for the boat obtainable in the game.
9th Jun '17 3:12:59 PM nombretomado
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** In ''VideoGame/TheLegendOfZeldaTheWindWaker'' islands load while you are sailing towards them. In fact, the developers set the sailing speed as seen in the Gamecube version in order to ensure the islands do get loaded. With the improved hardware of the WiiU, loading has improved, and there is a new speed for the boat obtainable in the game. If you somehow managed to beat out the dynamic loading, the game [[IrisOut irised-out]] and reset you in your boat in the loaded quadrant without a word.

to:

** In ''VideoGame/TheLegendOfZeldaTheWindWaker'' islands load while you are sailing towards them. In fact, the developers set the sailing speed as seen in the Gamecube version in order to ensure the islands do get loaded. With the improved hardware of the WiiU, UsefulNotes/WiiU, loading has improved, and there is a new speed for the boat obtainable in the game. If you somehow managed to beat out the dynamic loading, the game [[IrisOut irised-out]] and reset you in your boat in the loaded quadrant without a word.
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