History Main / MenuTimeLockout

12th Nov '16 3:19:10 AM HeinousActsZX
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* The first two ''VideoGame/MegaMan'' games had this as an actual offensive/defensive (respectively) tool. In the first, if you paused and unpaused rapidly, large attacks like the Elec Beam would register several hits instead of one (this being the only real way to beat the Yellow Devil). In the second, Mega Man's weird little transformation blip animation would allow certain small projectile attacks to pass right through him; again, almost mandatory for a certain late-game boss.

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* The first two ''VideoGame/MegaMan'' games had this as an actual offensive/defensive (respectively) tool. In the first, if you paused and unpaused rapidly, large attacks like the Elec Beam would register several hits instead of one (this being the only real way to beat makes the Yellow Devil).Devil, an otherwise long and difficult boss, a total joke). In the second, Mega Man's weird little transformation blip animation would allow certain small projectile attacks to pass right through him; again, almost mandatory for a certain late-game boss.
6th Nov '16 9:00:44 AM thatother1dude
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* ''VideoGame/{{Fallout 3}}'' and ''VideoGame/FalloutNewVegas'' had this as well, which was important if you needed to pause the Death claw reaching for your face in order to pop some Stimpacks or Buffouts. Or change out of PowerArmor, repair something, then change back. Impressive.
** This is, sadly, a carryover from the first two games, which while they assessed a small penalty for accessing the inventory, allowed free reign once you had it open.
** Plus you can freeze time to pick your shots in VATS.
** It's for this reason that Hardcore mode in ''New Vegas'' has Stimpaks recover health over 5 seconds after you leave the menu instead of all at once. Otherwise enough Stimpaks let you go from almost zero to full health without any in-game time. In ''VideoGame/{{Fallout 4}}'', Stimpaks ''always'' work this way.
* The first two ''VideoGame/MegaMan'' games had this as an actual offensive/defensive (respectively) tool. In the first, if you paused and unpaused rapidly, large attacks like the Elec Beam would register several hits instead of one (this being the only real way to beat the NintendoHard Yellow Demon). In the second, Mega Man's weird little transformation blip animation would allow certain small projectile attacks to pass right through him; again, almost mandatory for a certain late-game boss.

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* ''VideoGame/{{Fallout}}'':
** In
''VideoGame/{{Fallout 3}}'' 1}}'' and ''VideoGame/FalloutNewVegas'' had this as well, which was important if ''VideoGame/{{Fallout 2}}'', it took 4 Action Points to access the inventory in battle, less with the Quick Pockets perk, but you needed to pause the Death claw reaching for your face in order to pop some Stimpacks or Buffouts. Or change out of PowerArmor, repair something, then change back. Impressive.
** This is, sadly, a carryover from the first two games, which while they assessed a small penalty for accessing the inventory, allowed free reign
could do anything there once you had it open.
** Plus you can freeze time to pick your shots in VATS.
was open.
** It's Averted in ''VideoGame/{{Fallout Tactics|BrotherhoodOfSteel}}'': Opening the inventory is free, but you spend Action Points for this reason that each specific action you take. Quick Pockets instead halves the AP cost for these actions.
** ''VideoGame/{{Fallout 3}}'', ''VideoGame/FalloutNewVegas'', and ''VideoGame/{{Fallout 4}}'' freeze time entirely whenever you open your menu, letting you change equipment and use consumable items as much as you want--in the first two, you could even reload your weapon instantly by taking it off then equipping it again. This let you spam [[HealingPotion stimpaks]] pretty much infinitely unless you suffered a OneHitKill, which is why
Hardcore mode Mode in ''New Vegas'' has Stimpaks recover health and all difficulties of ''4'' have healing take effect over 5 a few seconds after you leave when the menu instead of all at once. Otherwise enough Stimpaks let you go from almost zero to full health without any in-game time. In ''VideoGame/{{Fallout 4}}'', Stimpaks ''always'' work this way.
is closed.
* The first two ''VideoGame/MegaMan'' games had this as an actual offensive/defensive (respectively) tool. In the first, if you paused and unpaused rapidly, large attacks like the Elec Beam would register several hits instead of one (this being the only real way to beat the NintendoHard Yellow Demon).Devil). In the second, Mega Man's weird little transformation blip animation would allow certain small projectile attacks to pass right through him; again, almost mandatory for a certain late-game boss.
25th Jun '16 9:52:50 PM nombretomado
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* The first ''BaldursGate'' averted this; Accessing the inventory screen un-pauses a paused game. The workaround was to play a "multiplayer" game with one character, which did have it. Because many players considered this a nuisance, the second game did not do this, but wouldn't allow you to change armor while in a battle.
** ''PlanescapeTorment'' did the same thing.

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* The first ''BaldursGate'' ''VideoGame/BaldursGate'' averted this; Accessing the inventory screen un-pauses a paused game. The workaround was to play a "multiplayer" game with one character, which did have it. Because many players considered this a nuisance, the second game did not do this, but wouldn't allow you to change armor while in a battle.
** ''PlanescapeTorment'' ''VideoGame/PlanescapeTorment'' did the same thing.
23rd Feb '16 5:18:07 AM erforce
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* Normal mode in ''DirgeOfCerberus: Final Fantasy VII''.
* All the ''StarOcean'' and ''TalesSeries'' games let you open menus in battle; some of them even let you re-equip your character's weapon this way, instantly.

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* Normal mode in ''DirgeOfCerberus: ''[[VideoGame/DirgeOfCerberus Dirge of Cerberus: Final Fantasy VII''.
VII]]''.
* All the ''StarOcean'' ''Franchise/StarOcean'' and ''TalesSeries'' ''Franchise/TalesSeries'' games let you open menus in battle; some of them even let you re-equip your character's weapon this way, instantly.



* The ''KingdomHearts'' series averts this to a degree. You still equip items, accessories, weapons, and abilities in the pause menu, but the game will give you a normal pause screen rather than the menu if you are in the middle of a fight.

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* The ''KingdomHearts'' ''Franchise/KingdomHearts'' series averts this to a degree. You still equip items, accessories, weapons, and abilities in the pause menu, but the game will give you a normal pause screen rather than the menu if you are in the middle of a fight.



* In ''Franchise/{{Castlevania}}'' games starting with ''VideoGame/CastlevaniaSymphonyOfTheNight'', you can pause and view the menu at any time to change equipment and whatnot, even if Dracula is in front of you, preparing to kill you. In ''SOTN'' itself, however, healing items had to be 'equipped' on your hands and then be used by using the 'attack' button, while the enemy could continue moving and attacking you: potions take several seconds to restore your health when used and food items are thrown on the floor, where you need to pick them up again to be healed.
** This was clumsily inverted in ''VideoGame/CastlevaniaLamentOfInnocence'', where the right stick is used to scroll though your healing items and equipment, even though they're readily accesssible from the main menu and pressing a button to use one there just causes the game to pop up a notice saying "please use the realtime menu to manage your items". Thankfully it was removed in the sequel and not present in any of the newer games.

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* ''Franchise/{{Castlevania}}''
**
In ''Franchise/{{Castlevania}}'' games starting with ''VideoGame/CastlevaniaSymphonyOfTheNight'', you can pause and view the menu at any time to change equipment and whatnot, even if Dracula is in front of you, preparing to kill you. In ''SOTN'' itself, however, healing items had to be 'equipped' on your hands and then be used by using the 'attack' button, while the enemy could continue moving and attacking you: potions take several seconds to restore your health when used and food items are thrown on the floor, where you need to pick them up again to be healed.
** This was clumsily inverted in ''VideoGame/CastlevaniaLamentOfInnocence'', where the right stick is used to scroll though your healing items and equipment, even though they're readily accesssible from the main menu and pressing a button to use one there just causes the game to pop up a notice saying "please use the realtime menu to manage your items". Thankfully it was removed in the sequel [[VideoGame/CastlevaniaCurseOfDarkness next PS2 game]] and not present in any of the newer games.later later ones.



* ''{{Franchise/Ys}}'' series: recent entries such as Oath in Felghana and Origin allow you to do this when fighting mooks in dungeons (playing this trope straight), but disallow this in boss battles (averting the trope).

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* *In the ''{{Franchise/Ys}}'' series: recent series, entries such as Oath ''Oath in Felghana Felghana'' and Origin ''Origin'' allow you to do this when fighting mooks in dungeons (playing this trope straight), but disallow this in boss battles (averting the trope).
23rd Feb '16 5:12:47 AM MegaMarioMan
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* A few of the ''RatchetAndClank'' titles have the option to deactivate this when you're on the quick weapon selection menu.
** The original one didn't even have an option to pause on the quick select in the first place, which was mighty inconvenient.

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* A few of the ''RatchetAndClank'' titles have the option to deactivate this This happens when you're on you use the quick weapon selection menu.
select in the ''Franchise/RatchetAndClank'' series, although you can turn it off sometimes.
** The original one ''VideoGame/RatchetAndClank2002'' [[EarlyInstallmentWeirdness didn't even have an option to pause on the quick select in the first place, which was mighty inconvenient.though.]]
9th Dec '15 12:36:35 PM KamenRiderOokalf
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* The ''VideoGame/LegendOfZelda'' series even does this when you use specific items (mostly using potions and other bottle-contents). Or play an instrument, open a chest, etc.

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* The ''VideoGame/LegendOfZelda'' ''[[Franchise/TheLegendOfZelda Legend of Zelda]]'' series even does this when you use specific items (mostly using potions and other bottle-contents). Or play an instrument, open a chest, etc.
9th Dec '15 4:55:47 AM Morgenthaler
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* The two ShiningSoul-games for the GBA also averted this, due to them essentially being like Diablo-clones. You had to retreat to a safe corner if you wanted to use healing items or change equipment during dungeon-crawling, since the enemies were happy to attack you while you look at your stats or inventory.
* The ''Zelda'' series even does this when you use specific items (mostly using potions and other bottle-contents). Or play an instrument, open a chest, etc.

to:

* The two ShiningSoul-games ''VideoGame/ShiningSoul''-games for the GBA also averted this, due to them essentially being like Diablo-clones. You had to retreat to a safe corner if you wanted to use healing items or change equipment during dungeon-crawling, since the enemies were happy to attack you while you look at your stats or inventory.
* The ''Zelda'' ''VideoGame/LegendOfZelda'' series even does this when you use specific items (mostly using potions and other bottle-contents). Or play an instrument, open a chest, etc.



* The cell phone menu from ''SilentHillShatteredMemories'' averted this. This makes trying to access the map while running away from the enemies ([[ActualPacifist you cannot fight them]]) rather frightening, especially since the lead character slows down whenever he's using his phone.

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* The cell phone menu from ''SilentHillShatteredMemories'' ''VideoGame/SilentHillShatteredMemories'' averted this. This makes trying to access the map while running away from the enemies ([[ActualPacifist you cannot fight them]]) rather frightening, especially since the lead character slows down whenever he's using his phone.
21st Nov '15 11:44:00 AM thatother1dude
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* ''VideoGame/{{Fallout 3}}'' and ''VideoGame/FalloutNewVegas'' had this as well, which was important if you needed to pause the Deathclaw reaching for your face in order to pop some Stimpacks or Buffouts. Or change out of PowerArmor, repair something, then change back. Impressive.

to:

* ''VideoGame/{{Fallout 3}}'' and ''VideoGame/FalloutNewVegas'' had this as well, which was important if you needed to pause the Deathclaw Death claw reaching for your face in order to pop some Stimpacks or Buffouts. Or change out of PowerArmor, repair something, then change back. Impressive.



** It's for this reason that Hardcore mode in ''New Vegas'' has Stimpaks recover health over 5 seconds after you leave the menu instead of all at once. Otherwise enough Stimpaks let you go from almost zero to full health without any in-game time.

to:

** It's for this reason that Hardcore mode in ''New Vegas'' has Stimpaks recover health over 5 seconds after you leave the menu instead of all at once. Otherwise enough Stimpaks let you go from almost zero to full health without any in-game time. In ''VideoGame/{{Fallout 4}}'', Stimpaks ''always'' work this way.
19th Nov '15 5:28:17 PM nombretomado
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* Subverted in ''RuneFactory3''. During the normal game using the Quick Menu feature makes time stand still giving you as much time as you need to pick items, change weapons and any other equipment. However during the BrutalBonusLevel you don't have such luxury having to carefully sort you recovery items or else you WILL NOT have enough time to eat them before the enemies or simply the boss pummel you to death which most of times is brutal and fast enough and oh, you don't get the full pause menu there so don't even think about trying it.

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* Subverted in ''RuneFactory3''.''VideoGame/RuneFactory3''. During the normal game using the Quick Menu feature makes time stand still giving you as much time as you need to pick items, change weapons and any other equipment. However during the BrutalBonusLevel you don't have such luxury having to carefully sort you recovery items or else you WILL NOT have enough time to eat them before the enemies or simply the boss pummel you to death which most of times is brutal and fast enough and oh, you don't get the full pause menu there so don't even think about trying it.
3rd Oct '15 7:35:27 PM nombretomado
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* Present in the first ''AnimalCrossing''; averted in the DS and Wii games. For example, in the latter, bees are harder to catch in a net.

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* Present in the first ''AnimalCrossing''; ''VideoGame/AnimalCrossing''; averted in the DS and Wii games. For example, in the latter, bees are harder to catch in a net.
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