History Main / MenuTimeLockout

6th Apr '18 4:42:59 PM intastiel
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* Half averted in ''VideoGame/HarvestMoonGrandBazaar'' where the storage room and menu do not pause the clock but the cooking menu and [[TalkingIsAFreeAction dialogue windows]] do.

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* Half averted [[ZigZaggingTrope Zig-zagged]] in ''VideoGame/HarvestMoonGrandBazaar'' where the storage room and menu do not pause the clock but the cooking menu and [[TalkingIsAFreeAction dialogue windows]] do.
3rd Apr '18 9:53:59 AM Pichu-kun
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* Half averted in ''[[VideoGame/HarvestMoon Harvest Moon: Grand Bazaar]]'' where the storage room and menu do not pause the clock but the cooking menu and [[TalkingIsAFreeAction dialogue windows]] do.

to:

* Half averted in ''[[VideoGame/HarvestMoon Harvest Moon: Grand Bazaar]]'' ''VideoGame/HarvestMoonGrandBazaar'' where the storage room and menu do not pause the clock but the cooking menu and [[TalkingIsAFreeAction dialogue windows]] do.
2nd Apr '18 10:30:42 PM intastiel
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* ''VideoGame/FableIII'' This game takes this trope to ridiculous levels. There is no menu, you canonically teleport back to your secret hideout while your enemy is swinging his sword and peruse your collection of weapons and armor, equipping them at your leisure, and then teleport back into battle. Your enemy is still mid swing.

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* ''Franchise/{{Fable}}'':
** Played straight in ''VideoGame/FableI'' with anything involving retrieving items, whether the Hero is using his inventory, pulling stuff out of InexplicableTreasureChests or containers, digging up buried items, using the FishingMinigame to reel stuff out of the water...
**
''VideoGame/FableIII'' This game takes this trope to ridiculous levels. There is no menu, you canonically teleport back to your secret hideout while your enemy is swinging his sword and peruse your collection of weapons and armor, equipping them at your leisure, and then teleport back into battle. Your enemy is still mid swing.


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** [=NPCs=] also benefit from this: attack a sleeping guard in ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'' and their armour and weaponry manifest on their body before they even sit up in bed.
29th Mar '18 9:10:37 PM nombretomado
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* All the ''Franchise/StarOcean'' and ''VideoGame/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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* All the ''Franchise/StarOcean'' ''VideoGame/StarOcean'' and ''VideoGame/TalesSeries'' games let you open menus in battle; some of them even let you re-equip your character's weapon this way, instantly.
22nd Jan '18 6:57:50 AM BeerBaron
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* ''Franchise/TheElderScrolls'' takes this trope to an almost absurd level. Bringing up the menu essentially freezes the game world. It is useful in a fight, allowing you to change armor, change clothing items, ready spells or enchantments, and drink/eat any potions or food you want. The only thing you can't do is change your weapon mid-swing. Prior to ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', this also held true when engaged in conversation with a NPC. [[TalkingIsAFreeAction Talking completely freezes time]] around you and the NPC in question, allowing you to potentially carry on a conversation for eternity. Any other [=NPCs=] behind the one you are addressing will visibly stop dead in their tracks and wait until you have concluded your conversation, even if they are ''attacking you''. Finally, the lock picking mini-game also pauses the game starting with ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'', removing any need to try to do it quickly or stealthily. This trope within the series is even parodied in a series of web comics and videos, typiccally showing a character saying "Wait" when he's about to get attacked, drinking several potions to heal himself, switching out equipment, readying up a magic spell, then saying "And I'm set" before incinerating his opponent before they can even finish an attack.

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* ''Franchise/TheElderScrolls'' takes this trope to an almost absurd level. Bringing up ''Franchise/TheElderScrolls'':
** Played straight throughout the series. Opening
the menu essentially freezes the game world. It is useful in a fight, time around you, allowing you to change weapons, ready spells, change armor, change clothing items, ready spells or enchantments, and drink/eat any potions or food you want. The only thing you can't do is change your weapon mid-swing. Prior to ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', this also held true when engaged in conversation with a NPC. gulp down potions, eat [[HyperactiveMetabolism several hundred pounds of food]], etc. Depending on the specific game, [[TalkingIsAFreeAction Talking completely freezes time]] around you and the NPC in question, allowing you to potentially carry on a conversation for eternity. Any other [=NPCs=] behind the one you are addressing will visibly stop dead in their tracks and wait until you have concluded your conversation, even if they are ''attacking you''. Finally, the lock entering conversations]] with [=NPCs=], [[LockpickingMiniGame picking mini-game locks]], and engaging in ItemCrafting (Enchanting, Spell-Making, Alchemy, etc.) may also pauses freeze the game starting with time.
** Parodied in several web comics and videos regarding
''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'', removing any need to try to do it quickly or stealthily. This trope within the series is even parodied in a series of web comics Oblivion]]'' and videos, typiccally showing ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]''. These typically show a character saying "Wait" when he's about to get attacked, drinking several potions to heal himself, switching out equipment, readying up a magic spell, then saying "And I'm set" before incinerating his opponent before they can even finish an attack.
5th Jan '18 9:25:03 PM nombretomado
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* Averted in ''InfiniteUndiscovery''. The menu does ''not'' pause the game, so you better hope you don't need to use items or adjust any options in battle. This is made worse by the fact that your NPC party members -- who [[TheComputerIsACheatingBastard can use items freely and instantly]] -- can't use {{Mana}} restoratives for some reason.

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* Averted in ''InfiniteUndiscovery''.''VideoGame/InfiniteUndiscovery''. The menu does ''not'' pause the game, so you better hope you don't need to use items or adjust any options in battle. This is made worse by the fact that your NPC party members -- who [[TheComputerIsACheatingBastard can use items freely and instantly]] -- can't use {{Mana}} restoratives for some reason.
26th Nov '17 9:08:02 AM nombretomado
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* In the ''Franchise/MetalGear'' series, all the protagonists apparently stop time when considering their inventory, changing weapons or using items like Rations. Holding a shoulder button down to pause the game is a good way to take stock of the situation in an emergency. In the GameBoyColor game, weapons and items can only be equipped after first pausing the game.

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* In the ''Franchise/MetalGear'' series, all the protagonists apparently stop time when considering their inventory, changing weapons or using items like Rations. Holding a shoulder button down to pause the game is a good way to take stock of the situation in an emergency. In the GameBoyColor UsefulNotes/GameBoyColor game, weapons and items can only be equipped after first pausing the game.
3rd Sep '17 7:58:46 PM wolftickets1969
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* In ''VideoGame/BlasterMaster'', similar to ''VideoGame/MegaMan'', Jason's grenade launcher continues to deal damage when the game is paused during an explosion, which was useful in quickly taking down many of bosses, [[ContractualBossImmunity except for the]] GiantEnemyCrab [[ThatOneBoss in Area 5]].

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* In ''VideoGame/BlasterMaster'', similar to ''VideoGame/MegaMan'', Jason's grenade launcher continues to deal damage when the game is paused during an explosion, which was useful in can quickly taking take down many of the bosses, [[ContractualBossImmunity except for the]] GiantEnemyCrab [[ThatOneBoss in Area 5]].
3rd Sep '17 7:54:50 PM wolftickets1969
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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 makes the Yellow 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.

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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 makes the Yellow Devil, [[ThatOneBoss an otherwise long and difficult boss, 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.


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* In ''VideoGame/BlasterMaster'', similar to ''VideoGame/MegaMan'', Jason's grenade launcher continues to deal damage when the game is paused during an explosion, which was useful in quickly taking down many of bosses, [[ContractualBossImmunity except for the]] GiantEnemyCrab [[ThatOneBoss in Area 5]].
30th Apr '17 2:18:15 PM nombretomado
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* Half averted in ''[[HarvestMoon Harvest Moon: Grand Bazaar]]'' where the storage room and menu do not pause the clock but the cooking menu and [[TalkingIsAFreeAction dialogue windows]] do.

to:

* Half averted in ''[[HarvestMoon ''[[VideoGame/HarvestMoon Harvest Moon: Grand Bazaar]]'' where the storage room and menu do not pause the clock but the cooking menu and [[TalkingIsAFreeAction dialogue windows]] do.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.MenuTimeLockout