History Main / LoadsAndLoadsOfLoading

11th Dec '17 6:16:06 PM nombretomado
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** ''VideoGame/SimCity 2013'' took this trope to '''absurd''' extremes. The [[{{DRM}} servers the game relied on]] could not hold the strain of all the players. This caused many issues, the most glaring being the ''half hour or longer'' wait times just to connect. This is also before the in game loading screens, which also could be time consuming as well.

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** ''VideoGame/SimCity 2013'' took this trope to '''absurd''' extremes. The [[{{DRM}} [[UsefulNotes/DigitalRightsManagement servers the game relied on]] could not hold the strain of all the players. This caused many issues, the most glaring being the ''half hour or longer'' wait times just to connect. This is also before the in game loading screens, which also could be time consuming as well.
27th Nov '17 3:24:34 PM Prfnoff
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** ''Magical Pop'n'', a simple Metroidvania for the SNES, uses multiple fairly high-quality voice clips for the player character, which is something that only really became used on later consoles, with their faster loading and much more memory. Consequently, load times for this game are unusually long for an SNES title - normal areas take around 5 seconds to load, while the title screen, with its long voice clip of the main character saying the game's title, takes upwards of 10 seconds. And there is a 9-second long clip of the main character's voice actress talking about the game, accessible only in the Sound Test menu, ''which makes the game freeze'' as it loads and plays. The game even has a little chime just for this clip that tells the player that the clip is done playing and the game has unfrozen! Compare this to ''VideoGame/StarFox'', which uses a similarly-long audio clip for a dialogue between the Star Fox crew after the defeat of Andross; this game doesn't have any perceptible loading times, even for this audio clip. Presumably ''Magical Pop'n''[='=]s long loading times are caused by the game having to decompress the large amount of data ''without'' a dedicated decompressor chip.

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** ''Magical Pop'n'', a simple Metroidvania for the SNES, ''VideoGame/MagicalPopn'' uses multiple fairly high-quality voice clips for the player character, which is something that only really became used on later consoles, with their faster loading and much more memory. Consequently, load times for this game are unusually long for an SNES title - normal areas take around 5 seconds to load, while the title screen, with its long voice clip of the main character saying the game's title, takes upwards of 10 seconds. And there is a 9-second long clip of the main character's voice actress talking about the game, accessible only in the Sound Test menu, ''which makes the game freeze'' as it loads and plays. The game even has a little chime just for this clip that tells the player that the clip is done playing and the game has unfrozen! Compare this to ''VideoGame/StarFox'', which uses a similarly-long audio clip for a dialogue between the Star Fox crew after the defeat of Andross; this game doesn't have any perceptible loading times, even for this audio clip. Presumably ''Magical Pop'n''[='=]s long loading times are caused by the game having to decompress the large amount of data ''without'' a dedicated decompressor chip.
26th Nov '17 12:18:16 AM superspyaustin
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** The loading times also make some of the Event matches, where you have to beat a certain amount of enemies in a limited time, {{Unwinnable}}, as you'll lose 5-10 seconds at the start waiting for the first guy to load and drop in. Unless you pause the game, [[TakeAThirdOption or use homebrew to rip your]] [[DigitalPiracyIsEvil owned]] copy of the game to a SD Card or USB storage device, speeding up load times on the hardware side. [[UpToEleven or just use Riivolution]] to load time-sensitive data from the SD Card, and leave the rest up to the disc.
9th Nov '17 8:18:47 AM OlfinBedwere
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* Early versions of the infamously terrible web game ''Dontrel Dolphin'' suffered from this, big-time. It wasn't uncommon for the game to require around ''45 seconds'' on a then-new PC to load new stages, despite the game being a simple 2D platformer with graphics comparable to an early Amiga game. Later versions fixed this, and had pretty minimal loading times... though given that the level title cards were probably the only part of the game not to be offensive to the eyes, that's not necessarily a good thing.
5th Nov '17 8:59:06 PM krakker
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* ''VideoGame/InfinityBlade'': It used to be that the OPENING LOADING SCREEN of the third game took at least five minutes to load at all. It's since been patched but can still be very slow at times.

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* ''VideoGame/InfinityBlade'': ''VideoGame/InfinityBlade3'': It used to be that the OPENING LOADING SCREEN of the third game took at least five minutes to load at all. It's since been patched but can still be very slow at times.
3rd Nov '17 10:34:27 AM SeptimusHeap
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** ''VideoGame/{{Half-Life 2}}'', while it loads fine on most systems today, at its release the loading times were extremely long for many people, along with happening at least once every ten minutes or so (yet taking longer than games with longer spaces between loads). This was made more JustForFun/{{egregious}} by how its predecessor was lauded for keeping its loads as short as possible. This [[http://www.screencuisine.net/hlcomic/index.php?date=2006-03-06 comic]] reflects the situation nicely. It's even more prevalent in the Xbox port (original Xbox, not Xbox 360) due to the console's limitations, resulting in loading screens where there aren't any in the PC version.

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** ''VideoGame/{{Half-Life 2}}'', ''VideoGame/HalfLife2'', while it loads fine on most systems today, at its release the loading times were extremely long for many people, along with happening at least once every ten minutes or so (yet taking longer than games with longer spaces between loads). This was made more JustForFun/{{egregious}} by how its predecessor was lauded for keeping its loads as short as possible. This [[http://www.screencuisine.net/hlcomic/index.php?date=2006-03-06 comic]] reflects the situation nicely. It's even more prevalent in the Xbox port (original Xbox, not Xbox 360) due to the console's limitations, resulting in loading screens where there aren't any in the PC version.
19th Oct '17 2:50:30 PM MyFinalEdits
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* [[http://video.google.com/videoplay?docid=-1166948086140164262 This video]] explains why the PSP version of ''[=SmackDown!=] vs. Raw 2006'' might not be the best use of your money...

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* ''[=SmackDown!=]'':
**
[[http://video.google.com/videoplay?docid=-1166948086140164262 This video]] explains why the PSP version of ''[=SmackDown!=] vs. Raw 2006'' might not be the best use of your money...



* 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. 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.



* ''VideoGame/StreetFighterAlpha 2'' saw a port on the SNES with infuriatingly long load times. Despite using the SDD-1 chip for decompression, it took about 8 whole seconds at the start of each fight (in a genre where rounds usually have a time limit between one and two minutes, this is a long time); the screen would stop dead in its tracks, music and all, to load everything, despite the many, many, ''many'' technical shortcuts they had to take to even pull the port off.
** The Saturn version of it also has plenty of loading screens. It does have an option to cut out most of the bits between battles to cut the loading to a minimum though.

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* ''Franchise/StreetFighter'':
**
''VideoGame/StreetFighterAlpha 2'' saw a port on the SNES with infuriatingly long load times. Despite using the SDD-1 chip for decompression, it took about 8 whole seconds at the start of each fight (in a genre where rounds usually have a time limit between one and two minutes, this is a long time); the screen would stop dead in its tracks, music and all, to load everything, despite the many, many, ''many'' technical shortcuts they had to take to even pull the port off.
** The Saturn version of it ''SFA 2'' also has plenty of loading screens. It does have an option to cut out most of the bits between battles to cut the loading to a minimum though.



* ''VideoGame/BlazBlueCalamityTrigger'' loads fast enough. On the other side of the FourthWall, however, it takes RobotGirl Nu-13 at least a full minute to boot up and run her basic IFF software.

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* ''VideoGame/BlazBlue'':
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''VideoGame/BlazBlueCalamityTrigger'' loads fast enough. On the other side of the FourthWall, however, it takes RobotGirl Nu-13 at least a full minute to boot up and run her basic IFF software.
19th Oct '17 2:01:30 PM MrLavisherMoot
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** Due to the 3DS having power that rivals the Gamecube and/or the Wii, 3DS games take a few seconds to load everything, despite the games being on a flash cart.

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** Due to the 3DS having power that rivals the Gamecube [=GameCube=] and/or the Wii, 3DS games take a few seconds to load everything, despite the games being on a flash cart.



* [[http://video.google.com/videoplay?docid=-1166948086140164262 This video]] explains why the PSP version of ''Smackdown vs Raw 2006'' might not be the best use of your money...
** And then there is ''Smackdown vs RAW 2007'', which would have multiple loading screens in a row.

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* [[http://video.google.com/videoplay?docid=-1166948086140164262 This video]] explains why the PSP version of ''Smackdown vs ''[=SmackDown!=] vs. Raw 2006'' might not be the best use of your money...
** And then there is ''Smackdown vs RAW ''[=SmackDown=] vs. Raw 2007'', which would have multiple loading screens in a row.



** This problem goes as far back as ''Smackdown 2: Know Your Role'' for the original [=PS1=]. The loading screens for thirty second cutscenes were over a minute long, sometimes even longer.

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** This problem goes as far back as ''Smackdown ''[=SmackDown!=] 2: Know Your Role'' for the original [=PS1=]. The loading screens for thirty second cutscenes were over a minute long, sometimes even longer.



* ''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 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.

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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 UsefulNotes/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.



* ''VideoGame/FinalFantasyXIV'' is pretty decent with load times unless you have a slow hard drive or are moving to an area that has a ton of players. However, the Playstation 3 version is notorious for having very long load times (unless the player swapped out the stock hard drive for a solid state drive) and even if the player loads into an area just fine, there can be times where players and enemies can vanish from the screen because the system can't handle loading all the models.

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* ''VideoGame/FinalFantasyXIV'' is pretty decent with load times unless you have a slow hard drive or are moving to an area that has a ton of players. However, the Playstation [=PlayStation=] 3 version is notorious for having very long load times (unless the player swapped out the stock hard drive for a solid state drive) and even if the player loads into an area just fine, there can be times where players and enemies can vanish from the screen because the system can't handle loading all the models.



* ''VideoGame/SpyroEnterTheDragonfly'' had ridiculous load times for a [=PS2=]/Gamecube game. A particularly jarring thing is that when exiting or entering something it'll often have the typical Spyro loading screen, but immediately afterward have a plain black screen just saying 'Loading' in one corner. That's right, ''even the loading screen needs a loading screen''. Now combine this with Spyro often glitching up when he exits a minigame.

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* ''VideoGame/SpyroEnterTheDragonfly'' had ridiculous load times for a [=PS2=]/Gamecube [=PS2=]/[=GameCube=] game. A particularly jarring thing is that when exiting or entering something it'll often have the typical Spyro loading screen, but immediately afterward have a plain black screen just saying 'Loading' in one corner. That's right, ''even the loading screen needs a loading screen''. Now combine this with Spyro often glitching up when he exits a minigame.



* ''Videogame/CrashBandicootTheWrathOfCortex'' -- which was also the second game not developed by Naughty Dog and the first one for the [=PlayStation=] 2 -- suffered from this. Many of the levels could be completed faster than their load times. Playstation magazines used it as the yardstick for bad loading times for years afterward. The game was released very soon after the [=PS2=]'s launch, so you can pin the long loading times on the developers' unfamiliarity with the new console, along with a lack of any new innovations as far as loading routines go -- and it certainly didn't help that the game was released on a CD, when most [=PS2=] games were already then being released on [=DVDs=]. The loading times were improved for the Greatest Hits re-release of the game, as well as the UsefulNotes/{{Xbox}} and [[UsefulNotes/NintendoGameCube GameCube]] versions.

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* ''Videogame/CrashBandicootTheWrathOfCortex'' -- which was also the second game not developed by Naughty Dog and the first one for the [=PlayStation=] 2 -- suffered from this. Many of the levels could be completed faster than their load times. Playstation [=PlayStation=] magazines used it as the yardstick for bad loading times for years afterward. The game was released very soon after the [=PS2=]'s launch, so you can pin the long loading times on the developers' unfamiliarity with the new console, along with a lack of any new innovations as far as loading routines go -- and it certainly didn't help that the game was released on a CD, when most [=PS2=] games were already then being released on [=DVDs=]. The loading times were improved for the Greatest Hits re-release of the game, as well as the UsefulNotes/{{Xbox}} and [[UsefulNotes/NintendoGameCube GameCube]] versions.



* The [=PlayStation=] 1 game ''PopulousTheBeginning'' took nearly 14 (timed) mins to load, or ''save'', using an entire standard [=PS1=] memory card in the process.

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* The [=PlayStation=] 1 game ''PopulousTheBeginning'' ''VideoGame/PopulousTheBeginning'' took nearly 14 (timed) mins to load, or ''save'', using an entire standard [=PS1=] memory card in the process.



** ''VideoGame/FinalFantasyVII'', if you played it on computer, required ''better'' than the minimum specs. The minimum specs would run the game OK for the most part, but the coliseum section had a very short cut scene that had Cloud run toward the centre of an arena surrounded on all sides by bubbling green acid. If you didn't have significantly more than the minimum specs, this usually 5 second cut-scene would literally last 15 minutes. The Playstation version had it a bit rough for loading times. It took only a few seconds to load the next area whenever you entered it, but entering battles showed just how slow they can be; when a battle starts, you have to endure a FightWoosh for about a second and a half, followed by around 5 seconds of the battle scene loading. This is due to the game loading data and models for the enemies as the camera pans around (to somewhat hide the character models just popping into existence) before your party's models are loaded.

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** ''VideoGame/FinalFantasyVII'', if you played it on computer, required ''better'' than the minimum specs. The minimum specs would run the game OK for the most part, but the coliseum section had a very short cut scene that had Cloud run toward the centre of an arena surrounded on all sides by bubbling green acid. If you didn't have significantly more than the minimum specs, this usually 5 second cut-scene would literally last 15 minutes. The Playstation [=PlayStation=] version had it a bit rough for loading times. It took only a few seconds to load the next area whenever you entered it, but entering battles showed just how slow they can be; when a battle starts, you have to endure a FightWoosh for about a second and a half, followed by around 5 seconds of the battle scene loading. This is due to the game loading data and models for the enemies as the camera pans around (to somewhat hide the character models just popping into existence) before your party's models are loaded.



* ''VideoGame/TalesOfTheAbyss'' for the Playstation 2 had an animated loading screen every time you entered a new location, and it took even longer to load when booting up a cutscene. Though, it made it easy to tell when a cutscene was coming, because the animation would freeze. Also, after battles on the world map, it takes a ridiculously long time to load up the map. Particularly annoying, as 2 dungeons technically take place on the map. The load times being especially awful when you were in the desert. Oddly, this loading problem only existed in the US version for whatever reason (never has been proven, but believed to be poor coding when re-inserting the translated dialogue). The Japanese version's load times are less than 1/3 of the US's.

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* ''VideoGame/TalesOfTheAbyss'' for the Playstation [=PlayStation=] 2 had an animated loading screen every time you entered a new location, and it took even longer to load when booting up a cutscene. Though, it made it easy to tell when a cutscene was coming, because the animation would freeze. Also, after battles on the world map, it takes a ridiculously long time to load up the map. Particularly annoying, as 2 dungeons technically take place on the map. The load times being especially awful when you were in the desert. Oddly, this loading problem only existed in the US version for whatever reason (never has been proven, but believed to be poor coding when re-inserting the translated dialogue). The Japanese version's load times are less than 1/3 of the US's.



** ''VideoGame/PokemonStadium 2'' had a feature to play the Pokémon GameBoy games on your TV. It let the player choose between loading just a little bit before starting and interrupting the game by loading stuff, or loading a lot before starting, thus allowing the game to be interrupted less frequently. ''Pokémon Stadium'' also had this feature, but only with the option to load everything at once. Although, loading times were noticeably shorter in this game.

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** ''VideoGame/PokemonStadium 2'' had a feature to play the Pokémon GameBoy UsefulNotes/GameBoy games on your TV. It let the player choose between loading just a little bit before starting and interrupting the game by loading stuff, or loading a lot before starting, thus allowing the game to be interrupted less frequently. ''Pokémon Stadium'' also had this feature, but only with the option to load everything at once. Although, loading times were noticeably shorter in this game.



* ''[[VideoGame/LunarTheSilverStar Lunar: Silver Star Harmony]]'' for the PSP, despite being much better than the PSX version in terms of VA, music and graphics, has to load ''every. Single. Screen.'' Individually. This wouldn't be so bad, but the load time for each screen is about three to four seconds, the music fades out and the ''battle system'', which is entirely different in terms of graphics and layout, ''loads faster''. Also, the game features [=PS1=]-style fade in/fade out transitions to make the loading less noticeable, but these transitions are STILL THERE in the Playstation Network version. PSN versions of games require hardly any loading, if any at all, since the entire game has been installed on your memory card, but due to the the fade animation you have still have to wait like everyone who bought a disk copy.

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* ''[[VideoGame/LunarTheSilverStar Lunar: Silver Star Harmony]]'' for the PSP, despite being much better than the PSX version in terms of VA, music and graphics, has to load ''every. Single. Screen.'' Individually. This wouldn't be so bad, but the load time for each screen is about three to four seconds, the music fades out and the ''battle system'', which is entirely different in terms of graphics and layout, ''loads faster''. Also, the game features [=PS1=]-style fade in/fade out transitions to make the loading less noticeable, but these transitions are STILL THERE in the Playstation [=PlayStation=] Network version. PSN versions of games require hardly any loading, if any at all, since the entire game has been installed on your memory card, but due to the the fade animation you have still have to wait like everyone who bought a disk copy.



** The Playstation 2 port of ''A Wonderful Life'' severely suffered from this as well. Actually, the entire game was significantly slower than it's Gamecube counter-part. It didn't help ''Special Edition'' that the [=GameCube=] version had little to no load time at all. The additional content wasn't enough to make up for the loading screens.

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** The Playstation [=PlayStation=] 2 port of ''A Wonderful Life'' severely suffered from this as well. Actually, the entire game was significantly slower than it's Gamecube its [=GameCube=] counter-part. It didn't help ''Special Edition'' that the [=GameCube=] version had little to no load time at all. The additional content wasn't enough to make up for the loading screens.



* ''Hot Shots Golf 5'' on the UsefulNotes/PlayStation3. The loading times aren't bad, but they're not great. So why is it worth a mention? Because of the ~15 minute mandatory initial install. It has about the same graphics as the Gamecube Mario Golf, on a ''way'' more powerful system, with 5GB of information loaded on the system's hard drive (thus theoretically averting the main disadvantage of the system: slow disc read times), and it still has slower load times overall. So the otherwise bearable spoonfuls and spoonfuls of loading wouldn't normally feel so bad, they're disheartening after loads and loads of install.

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* ''Hot Shots Golf 5'' on the UsefulNotes/PlayStation3. The loading times aren't bad, but they're not great. So why is it worth a mention? Because of the ~15 minute mandatory initial install. It has about the same graphics as ''Mario Golf'' on the Gamecube Mario Golf, [=GameCube=], on a ''way'' more powerful system, with 5GB of information loaded on the system's hard drive (thus theoretically averting the main disadvantage of the system: slow disc read times), and it still has slower load times overall. So the otherwise bearable spoonfuls and spoonfuls of loading wouldn't normally feel so bad, they're disheartening after loads and loads of install.



* The [=PS2=] version of ''[[VideoGame/TonyHawksProSkater Tony Hawk's Underground]]'' suffers from this, with load times taking up about 30 seconds to load a level, compared to the Gamecube, Xbox & PC versions, which load the levels almost instantly.

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* The [=PS2=] version of ''[[VideoGame/TonyHawksProSkater Tony Hawk's Underground]]'' suffers from this, with load times taking up about 30 seconds to load a level, compared to the Gamecube, [=GameCube=], Xbox & and PC versions, which load the levels almost instantly.



* Nearly all the of Playstation ''Franchise/TombRaider'' games suffered from loading times in a variety of ways.

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* Nearly all of the of Playstation [=PlayStation=] ''Franchise/TombRaider'' games suffered from loading times in a variety of ways.



* ''VideoGame/PlaystationHome'', the [=PS3=]'s virtual-world, ProductPlacement-heavy timewaster is made up of a lot of small areas. Each of them has to be loaded individually, taking 30 seconds to a minute even if it's already cached to your hard drive. This is followed by Loads and Loads of DynamicLoading as peoples avatars download and pop-in and videos on screens ([[ProductPlacement invariably also ads]]) buffer for playback.

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* ''VideoGame/PlaystationHome'', ''VideoGame/PlayStationHome'', the [=PS3=]'s virtual-world, ProductPlacement-heavy timewaster is made up of a lot of small areas. Each of them has to be loaded individually, taking 30 seconds to a minute even if it's already cached to your hard drive. This is followed by Loads and Loads of DynamicLoading as peoples avatars download and pop-in and videos on screens ([[ProductPlacement invariably also ads]]) buffer for playback.



* The 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).

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* The 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}} [[UsefulNotes/PlayStation2 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).
7th Oct '17 1:05:13 PM TheTraveller
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Added DiffLines:

**The popular 3D fangame ''Sonic World'' also has a fairly annoying problem with loading - the load times from between menus are fast, but loading ''levels'' reveals problems on par with (if not ''worse than'') Sonic 06. Not only does the loading process take a long time (likely owing to the engine and the sheer size of the levels), but every time you want to restart the level[[note]]as in, from the beginning, not dying and restarting at a checkpoint[[/note]], it '''reloads''' the entire thing, so you have to sit through the long loading process all over again! For the record, even 06 restarted a level near instantly. Going for a Perfect score bonus for those sweet S-Ranks can be painful at times, especially due to the wonky physics producing a lot of unforeseeable deaths.
23rd Sep '17 9:36:13 AM nombretomado
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** Curiously, the Japanese version of the game has about half the loading time of the English version. Apparently {{Atlus}} didn't do the best coding job in the world.

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** Curiously, the Japanese version of the game has about half the loading time of the English version. Apparently {{Atlus}} Creator/{{Atlus}} didn't do the best coding job in the world.
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