History Main / MenuTimeLockout

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.

to:

* 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.

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* 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.
23rd Apr '17 5:09:37 PM nombretomado
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* All the ''Franchise/StarOcean'' and ''Franchise/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'' and ''Franchise/TalesSeries'' ''VideoGame/TalesSeries'' games let you open menus in battle; some of them even let you re-equip your character's weapon this way, instantly.
9th Apr '17 5:56:49 PM nombretomado
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* Multiplayer sessions usually does not have MenuTimeLockout since it would be quite annoying for everyone you play with, but the game may have it in Single Player. In ''SaintsRowTheThird'', you may check your cell phone while you fight 10-or-so enemies which pauses the game, but if a friend then joins you suddenly the game unpauses, but you're still on your phone. The result will be bloody.

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* Multiplayer sessions usually does not have MenuTimeLockout since it would be quite annoying for everyone you play with, but the game may have it in Single Player. In ''SaintsRowTheThird'', ''VideoGame/SaintsRowTheThird'', you may check your cell phone while you fight 10-or-so enemies which pauses the game, but if a friend then joins you suddenly the game unpauses, but you're still on your phone. The result will be bloody.
12th Mar '17 4:56:41 AM Sabrewing
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* In earlier ''Franchise/ResidentEvil'' games, this trope being played straight was a gameplay mechanic on its own - the rarest thing one would see up until ''4'' came out was a manual reload, an action that is completely useless compared to the in-menu instant reload, which can be done even while the gun still has ammo in it. ''VideoGame/ResidentEvil5'' and ''Outbreak'' avert this, though: time passes freely while the inventory is open.

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* In earlier ''Franchise/ResidentEvil'' games, this trope being played straight was a gameplay mechanic on its own - the rarest thing one would see up until ''4'' came out was a manual reload, an action that is completely useless compared to the in-menu instant reload, which can be done even while the gun still has ammo in it. ''VideoGame/ResidentEvil5'' and ''Outbreak'' ''VideoGame/ResidentEvilOutbreak'' avert this, though: time passes freely while the inventory is open.
10th Mar '17 6:48:18 PM storyyeller
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* Both played straight and averted in ''VideoGame/FinalFantasyVI'': With the "wait" option enabled, time is paused while going through the Magic and Item menus. However, it is NOT paused in the main battle menu.
7th Mar '17 10:24:32 AM BeerBaron
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* ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'' takes this trope to an almost absurd level. Talking to [=NPCs=] [[TalkingIsAFreeAction completely freezes time]] around you and the NPC in question, allowing you to potentially carry on a conversation for eternity. The worst part is, any other [=NPCs=] behind the one you may be addressing will visibly stop dead in their tracks and wait until you have concluded your business, even if they are ''attacking you''. Lockingpicking also pauses the game, removing any need to try to do it quickly or stealthily.
** Then again though, this is actually part of ''Franchise/TheElderScrolls'' in general. ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' would freeze time whenever you spoke to someone, and would allow you to change your gear when you had the game paused. (But would stop you from changing a weapon mid-attack, for obvious reasons.) ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' doesn't freeze time when people talk to you (making for the occasional FunnyBackgroundEvent) but you could still change your weapons and gear mid-battle. It's a highly recommended tactic in ''all three'' games to pause and then chug potions (or eat a bunch of healing food) before the enemies even attack.
** This is actually parodied in a video, where a character says "Wait" when he's about to get attacked, drinks several potions to heal himself, switches out rings, readies up a magic, then says "And I'm set" and incinerates his opponent before they can even finish an attack.

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* ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'' ''Franchise/TheElderScrolls'' takes this trope to an almost absurd level. Talking Bringing up the menu essentially freezes the game world. It is useful in a fight, allowing you to [=NPCs=] 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. The worst part is, any Any other [=NPCs=] behind the one you may be are addressing will visibly stop dead in their tracks and wait until you have concluded your business, conversation, even if they are ''attacking you''. Lockingpicking Finally, the lock picking mini-game also pauses the game, game starting with ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'', removing any need to try to do it quickly or stealthily.
** Then again though, this is actually part of ''Franchise/TheElderScrolls'' in general. ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' would freeze time whenever you spoke to someone, and would allow you to change your gear when you had
stealthily. This trope within the game paused. (But would stop you from changing a weapon mid-attack, for obvious reasons.) ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' doesn't freeze time when people talk to you (making for the occasional FunnyBackgroundEvent) but you could still change your weapons and gear mid-battle. It's a highly recommended tactic in ''all three'' games to pause and then chug potions (or eat a bunch of healing food) before the enemies series is even attack.
** This is actually
parodied in a video, where series of web comics and videos, typiccally showing a character says saying "Wait" when he's about to get attacked, drinks drinking several potions to heal himself, switches switching out rings, readies equipment, readying up a magic, magic spell, then says saying "And I'm set" and incinerates before incinerating his opponent before they can even finish an attack.
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.

to:

* 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.
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