History Main / LoadsAndLoadsOfLoading

16th Aug '17 3:09:33 PM Someoneman
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[[folder:Roguelikes]]
* ''VideoGame/CryptOfTheNecrodancer'' attempts to prevent load times from interrupting your game... apparently by loading ''every single file in the game'' at once in a process that can take a couple of minutes each time you boot the game. On the bright side, there are no loading screens after the title screen.
[[/folder]]
10th Aug '17 1:46:57 AM lalalei2001
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-->-- Message on a loading screen in ''VideoGame/YookaLaylee''

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-->-- Message -->--Message on a loading screen in ''VideoGame/YookaLaylee''
3rd Aug '17 12:17:21 AM lalalei2001
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->''" If cartridges were still popular, this game would have finished loading by now."''

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->''" If ->''"If cartridges were still popular, this game would have finished loading by now."''
30th Jul '17 5:06:58 PM nombretomado
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* An obscure 7th-Generation console system called the Creator/{{Mattel}} [=HyperScan=] pulled out C64 loading times. [=HyperScan=] was an attempt to [[XMeetsY join]] CollectibleCardGame [[XMeetsY and]] [[VideogameSystems console]] into one, but failed miserably. Nevermind that it's specs was only inline with sixth-generation consoles (it only had 16MB of RAM- which equalled the amount in the UsefulNotes/SegaDreamcast, and the GPU and CPU would be decent from a sixth generation point of view, but it came out ''after'' the 7th Generation consoles, with their superior specifications, did) and from a 7th generation viewpoint, it was severely underpowered with insufficient RAM and a weak CPU and GPU combo despite the CPU being [=ARM7TDMI=]-based.

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* An obscure 7th-Generation console system called the Creator/{{Mattel}} [=HyperScan=] pulled out C64 loading times. [=HyperScan=] was an attempt to [[XMeetsY [[JustForFun/XMeetsY join]] CollectibleCardGame [[XMeetsY [[JustForFun/XMeetsY and]] [[VideogameSystems console]] into one, but failed miserably. Nevermind that it's specs was only inline with sixth-generation consoles (it only had 16MB of RAM- which equalled the amount in the UsefulNotes/SegaDreamcast, and the GPU and CPU would be decent from a sixth generation point of view, but it came out ''after'' the 7th Generation consoles, with their superior specifications, did) and from a 7th generation viewpoint, it was severely underpowered with insufficient RAM and a weak CPU and GPU combo despite the CPU being [=ARM7TDMI=]-based.
14th Jul '17 7:11:01 PM Drope
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* Mostly absent in ''VideoGame/SuperMarioGalaxy'', the exception being the screen reminding the player to put on the wrist strap (you have to wait longer to be able to skip it than most other Wii games). Otherwise, load times are nonexistent or at the very least well-hidden[[note]]Mario flying through space from a launch star is more or less a loading screen in disguise, but it's so dynamic and fun to watch that it doesn't ruin the immersion[[/note]], and the textures and models are still among the most detailed on the Wii, and the music is in a recorded sound format as opposed to MIDI. This also extends to ''VideoGame/SuperMarioGalaxy2''.

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* Mostly absent in ''VideoGame/SuperMarioGalaxy'', the exception being the screen reminding the player to put on the wrist strap (you have to wait longer to be able to skip it than most other Wii games). Otherwise, load times are nonexistent or at the very least well-hidden[[note]]Mario flying through space from a launch star is more or less a loading screen in disguise, but it's so dynamic and fun to watch that it doesn't ruin well-hidden[[note]]Notice the immersion[[/note]], power stars spinning after you select them in the level mission menu.[[/note]], and the textures and models are still among the most detailed on the Wii, and the music is in a recorded sound format as opposed to MIDI. This also extends to ''VideoGame/SuperMarioGalaxy2''.
11th Jul '17 12:24:50 PM SolidSonicTH
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[[DoorStopper down quickly]]. See also DynamicLoading, when loading sequences are performed "behind the scenes" and (hopefully) go unnoticed by the player. No relation with LoadsAndLoadsOfCharacters.

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[[DoorStopper down quickly]]. See also DynamicLoading, when loading sequences are performed "behind the scenes" and (hopefully) go unnoticed by the player. No relation with LoadsAndLoadsOfCharacters.
LoadsAndLoadsOfCharacters[[note]]Unless you're the [=PlayStation=] version of ''[[VideoGame/MortalKombat3 Mortal Kombat Trilogy]]'', which had one cause the other[[/note]].
17th Jun '17 6:05:01 PM nombretomado
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* ''VideoGame/DeusExInvisibleWar'' doesn't as much load a new level as restart the game with the correct level loaded. Additionally, even over half a decade after it's release, it still takes quite a bit of time to load a new level on a modern, high-end computer, and the levels in the game small because it was made for the [=64mb=] of RAM the XBox had, so you'll have to load a lot, especially compared to ''VideoGame/DeusEx'', which had large, open levels and loaded quickly. Plus, there's about a 1 in 20 chance that the game will simply not start up again once it's done loading, deleting the last autosave but not making a new one.

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* ''VideoGame/DeusExInvisibleWar'' doesn't as much load a new level as restart the game with the correct level loaded. Additionally, even over half a decade after it's release, it still takes quite a bit of time to load a new level on a modern, high-end computer, and the levels in the game small because it was made for the [=64mb=] of RAM the XBox UsefulNotes/XBox had, so you'll have to load a lot, especially compared to ''VideoGame/DeusEx'', which had large, open levels and loaded quickly. Plus, there's about a 1 in 20 chance that the game will simply not start up again once it's done loading, deleting the last autosave but not making a new one.



* In the XBox360 port of ''VideoGame/QuakeIV'', the lengthy intro cutscene is unskippable, among others, not to mention the countless loading screens between chapters.

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* In the XBox360 UsefulNotes/Xbox360 port of ''VideoGame/QuakeIV'', the lengthy intro cutscene is unskippable, among others, not to mention the countless loading screens between chapters.



* The UsefulNotes/{{Xbox 360}} and [=PlayStation=] 3 ''VideoGame/SonicTheHedgehog2006'' games were notorious for huge numbers of loading times for almost everything - including menus, [[http://www.youtube.com/watch?v=VDtY4TxVo64 10 second long puzzles]] and ''single lines of dialogue, without voice acting''. ''...[[color:#ee1100:LOADING]]...''

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* The UsefulNotes/{{Xbox 360}} UsefulNotes/Xbox360 and [=PlayStation=] 3 ''VideoGame/SonicTheHedgehog2006'' games were notorious for huge numbers of loading times for almost everything - including menus, [[http://www.youtube.com/watch?v=VDtY4TxVo64 10 second long puzzles]] and ''single lines of dialogue, without voice acting''. ''...[[color:#ee1100:LOADING]]...''



* The original {{Xbox}} set out to avoid this by allowing games "cache space" on the internal HDD - data could be copied there for fast access during gameplay. But games which actually ''used'' this feature took forever to initially fire up (eg ''VideoGame/{{Fable|I}}, VideoGame/NinjaGaiden''), as it basically amounted to copying a few hundred megabytes in one massive loading spree (it still generally did a better job than the [=PS2=], due to a superior DVD drive - the Xbox knocks about a minute off ''[[VideoGame/GrandTheftAutoSanAndreas San Andreas']]'' start time, for example). Both systems could be modified to run entire games off a HDD, obliterating load times and removing the need to get up and swap discs.

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* The original {{Xbox}} UsefulNotes/{{Xbox}} set out to avoid this by allowing games "cache space" on the internal HDD - data could be copied there for fast access during gameplay. But games which actually ''used'' this feature took forever to initially fire up (eg ''VideoGame/{{Fable|I}}, VideoGame/NinjaGaiden''), as it basically amounted to copying a few hundred megabytes in one massive loading spree (it still generally did a better job than the [=PS2=], due to a superior DVD drive - the Xbox knocks about a minute off ''[[VideoGame/GrandTheftAutoSanAndreas San Andreas']]'' start time, for example). Both systems could be modified to run entire games off a HDD, obliterating load times and removing the need to get up and swap discs.



* The UsefulNotes/{{Xbox 360}} officially integrated this feature in a firmware update - though it requires that the disc for the game you wish to play be in the DVD drive to function [[DigitalPiracyIsEvil to prevent the rampant piracy]] that often resulted with modded UsefulNotes/{{PS2}} and UsefulNotes/{{Xbox}} consoles. This can still be quite handy should the DVD drive start to fail as it requires much less work from it. However, some games actually ''slow down'' when played off the hard drive. ''VideoGame/{{Halo 3}}'', in particular, outright calls people that install the game to their hard drives idiots. This is because the 360, like the original Xbox before it, has dedicated "cache space" on the hard drive. If a game gets a full install, then it may still try to use that cache space - but instead of copying from the disc drive to the HDD (in which case the two drives can operate simultaneously), it's copying from the HDD to the same HDD (and the read/write operations can't happen at the same time). Programmers could, in theory, tweak their games to disable caching for full installs (in which case there'd be a hands-down performance improvement), but the ''Halo 3'' coders did their work before such installs were possible (and have no apparent interest in releasing a patch).

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* The UsefulNotes/{{Xbox 360}} UsefulNotes/Xbox360 officially integrated this feature in a firmware update - though it requires that the disc for the game you wish to play be in the DVD drive to function [[DigitalPiracyIsEvil to prevent the rampant piracy]] that often resulted with modded UsefulNotes/{{PS2}} and UsefulNotes/{{Xbox}} consoles. This can still be quite handy should the DVD drive start to fail as it requires much less work from it. However, some games actually ''slow down'' when played off the hard drive. ''VideoGame/{{Halo 3}}'', in particular, outright calls people that install the game to their hard drives idiots. This is because the 360, like the original Xbox before it, has dedicated "cache space" on the hard drive. If a game gets a full install, then it may still try to use that cache space - but instead of copying from the disc drive to the HDD (in which case the two drives can operate simultaneously), it's copying from the HDD to the same HDD (and the read/write operations can't happen at the same time). Programmers could, in theory, tweak their games to disable caching for full installs (in which case there'd be a hands-down performance improvement), but the ''Halo 3'' coders did their work before such installs were possible (and have no apparent interest in releasing a patch).
9th Jun '17 3:23:20 PM nombretomado
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9th Jun '17 3:23:09 PM nombretomado
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* The otherwise superb ''VideoGame/SuperSmashBros Brawl'' suffers from this. Transforming characters also take longer to load than they did in ''Melee''. If multiple characters transform at once, the loading time will even increase for all involved. Additionally, scrolling through the various alternate colours for your character will add on to the loading time for the match for some reason. One reason there are no more transforming characters in the 3DS/WiiU version is to cut down on otherwise unpredictable load times.

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* The otherwise superb ''VideoGame/SuperSmashBros Brawl'' suffers from this. Transforming characters also take longer to load than they did in ''Melee''. If multiple characters transform at once, the loading time will even increase for all involved. Additionally, scrolling through the various alternate colours for your character will add on to the loading time for the match for some reason. One reason there are no more transforming characters in the 3DS/WiiU 3DS/[=WiiU=] version is to cut down on otherwise unpredictable load times.
8th Jun '17 8:48:39 AM Piterpicher
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** UsefulNotes/NeoGeo CD. For games where it only had to load each level, like ''AeroFighters 3'' or ''VideoGame/MetalSlug'', it was okay. For fighting games, it'd take about half a minute for each fight. For ''VideoGame/TheKingOfFighters'' games, it took the same time for each ''round''.

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** UsefulNotes/NeoGeo CD. For games where it only had to load each level, like ''AeroFighters ''VideoGame/AeroFighters 3'' or ''VideoGame/MetalSlug'', it was okay. For fighting games, it'd take about half a minute for each fight. For ''VideoGame/TheKingOfFighters'' games, it took the same time for each ''round''.
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