History Main / PauseScumming

12th Mar '16 8:00:44 PM MyFinalEdits
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* Many games poll the controller every frame (1/30 or 1/60 of a second). This normally limits how frequently a button can be mashed - if the button state changes between pressed/unpressed faster than this interval, the game will only see the "pressed" state on every frame and act as if the button were being held down the entire time. Pausing the game often bypasses this limitation, since the game will register the button being unpressed. This is mostly useful in Tool-Assisted Speedruns.
** Used to glorious effect in ''SuperMario64'' tool-assisted speedruns to enact a glitch that enables you to travel backwards at SonicTheHedgehog-level speeds by alternating between jump and pause, effectively pressing jump on every frame of gameplay instead of every second frame. See [[https://www.youtube.com/watch?v=xL6VE_5PddM here]] for a run which incorporates some of the most stunning examples to date.

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* Many games poll the controller every frame (1/30 or 1/60 of a second). This normally limits how frequently a button can be mashed - if the button state changes between pressed/unpressed faster than this interval, the game will only see the "pressed" state on every frame and act as if the button were being held down the entire time. Pausing the game often bypasses this limitation, since the game will register the button being unpressed. This is mostly useful in Tool-Assisted Speedruns.
** Used to glorious effect
Speedruns. It's used in ''SuperMario64'' ''VideoGame/SuperMario64'' tool-assisted speedruns to enact a glitch that enables you to travel backwards at SonicTheHedgehog-level speeds by alternating between jump and pause, effectively pressing jump on every frame of gameplay instead of every second frame. See [[https://www.youtube.com/watch?v=xL6VE_5PddM here]] for a run which incorporates some of the most stunning examples to date.
10th Mar '16 11:09:27 PM RenaKunisaki
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* Many games poll the controller every frame (1/30 or 1/60 of a second). This normally limits how frequently a button can be mashed - if the button state changes between pressed/unpressed faster than this interval, the game will only see the "pressed" state on every frame and act as if the button were being held down the entire time. Pausing the game often bypasses this limitation, since the game will register the button being unpressed. This is mostly useful in [[ToolAssistedSpeedruns]].
* Used to glorious effect in ''SuperMario64'' tool-assisted speedruns to enact a glitch that enables you to travel backwards at SonicTheHedgehog-level speeds by alternating between jump and pause, effectively pressing jump on every frame of gameplay instead of every second frame. See [[https://www.youtube.com/watch?v=xL6VE_5PddM here]] for a run which incorporates some of the most stunning examples to date.

to:

* Many games poll the controller every frame (1/30 or 1/60 of a second). This normally limits how frequently a button can be mashed - if the button state changes between pressed/unpressed faster than this interval, the game will only see the "pressed" state on every frame and act as if the button were being held down the entire time. Pausing the game often bypasses this limitation, since the game will register the button being unpressed. This is mostly useful in [[ToolAssistedSpeedruns]].
*
Tool-Assisted Speedruns.
**
Used to glorious effect in ''SuperMario64'' tool-assisted speedruns to enact a glitch that enables you to travel backwards at SonicTheHedgehog-level speeds by alternating between jump and pause, effectively pressing jump on every frame of gameplay instead of every second frame. See [[https://www.youtube.com/watch?v=xL6VE_5PddM here]] for a run which incorporates some of the most stunning examples to date.
10th Mar '16 11:07:58 PM RenaKunisaki
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* Used to glorious effect in ''SuperMario64'' tool-assisted speedruns to enact a glitch that enables you to travel backwards at SonicTheHedgehog-level speeds. See [[https://www.youtube.com/watch?v=xL6VE_5PddM here]] for a run which incorporates some of the most stunning examples to date.

to:

* Many games poll the controller every frame (1/30 or 1/60 of a second). This normally limits how frequently a button can be mashed - if the button state changes between pressed/unpressed faster than this interval, the game will only see the "pressed" state on every frame and act as if the button were being held down the entire time. Pausing the game often bypasses this limitation, since the game will register the button being unpressed. This is mostly useful in [[ToolAssistedSpeedruns]].
* Used to glorious effect in ''SuperMario64'' tool-assisted speedruns to enact a glitch that enables you to travel backwards at SonicTheHedgehog-level speeds.speeds by alternating between jump and pause, effectively pressing jump on every frame of gameplay instead of every second frame. See [[https://www.youtube.com/watch?v=xL6VE_5PddM here]] for a run which incorporates some of the most stunning examples to date.
10th Jan '16 5:17:08 AM Mhazard
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Added DiffLines:

** Mentioned in a fanmade music ''[[https://www.youtube.com/watch?v=KLbFctG3tw0 Can't Beat Airman]]'' as "Endless Pause".
20th Oct '15 5:56:57 PM Bissek
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* The slow-motion feature of the [=TurboGrafx-16=] joystick basically just paused and unpaused the game rapidly. There was a glitch in their version of ''VideoGame/StreetFighter'' which prevented computer-controlled fighters from attacking immediately after unpausing, which meant that playing in slow-motion made the human player unbeatable.
6th Sep '15 7:45:59 PM nombretomado
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* In ''NeverwinterNights'', you could use this trick to get extra xp during the prelude by running past all the monsters to the two characters who give auto-level ups at the end of their dialogue trees, then turning around and slaughtering all the enemies before leaving the prelude, though doing the second level up is very difficult without using a speed hack or a fast movement spell to allow you to pause click through his entire dialogue tree before his attack scripts triggered.

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* In ''NeverwinterNights'', ''VideoGame/NeverwinterNights'', you could use this trick to get extra xp during the prelude by running past all the monsters to the two characters who give auto-level ups at the end of their dialogue trees, then turning around and slaughtering all the enemies before leaving the prelude, though doing the second level up is very difficult without using a speed hack or a fast movement spell to allow you to pause click through his entire dialogue tree before his attack scripts triggered.
15th Jul '15 5:57:44 AM case
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Tool-Assisted [[SpeedRun Speed Runs]] allow the performer to simulate this by pausing the emulator, which is a tame trick compared to the other things they can (legitimately) do.

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Tool-Assisted [[SpeedRun Speed Runs]] allow the performer to simulate this by pausing the emulator, which is a tame trick compared to the other things they can (legitimately) do. Note that if you're watching a [=TAS=] and you actually see the game being paused, it's being done to avoid lag or otherwise speed up the game.
12th May '15 9:39:15 AM MegaMarioMan
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* In ''VideoGame/TheUnfinishedSwan'', pausing brightens the screen a bit. This can be useful for spotting Balloons in [[BlackoutBasement the forest]].
12th Apr '15 6:41:55 PM KD
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* Creator/BioWare's games (most notably ''VideoGame/NeverwinterNights2'', ''VideoGame/KnightsOfTheOldRepublic'', and ''Franchise/DragonAge'') actively encourage pause-scumming to set up party tactics.



* In ''VideoGame/TheSims'', this is pretty much required if you want to control every action of your sims and you're playing with a large family, especially if free will is on high or the sims are spaced out over a large area meaning you can't keep an eye on them all at once.




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* In ''[[VideoGame/SuperMonkeyBall Super Monkey Ball]]'', rapidly toggling the pause can help immensely for staying centered over a narrow bridge. Also, there exists a speedrunning technique where the player tries to pauses with the timer showing a specific number, and uses that as a cue to start moving or change direction, doing sequence breaks or slipping past moving obstacles far more easily than reflexes would allow.
28th Feb '15 5:36:52 PM MyFinalEdits
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* In any battle in VideoGame/MountandBlade whether you are fighting in a battlefield or sieging/defending a castle, you can notably increase the number of troops on your side making attacking armies that are 7 times your size a walk in the park.
*** The battle size can be changed from anywhere between 30 to 150, so you start a battle with the minimum size -pause- then set the size to max, you then unpause for a second and pause again so you get a decent number of reinforcements and the enemies get nothing, reset the battle size to the minimum and the enemy only get reinforcements in small groups after most of them are down.
** [[AvertedTrope Averted]] in that it can't be used in a keep or for fighting in the streets as the number of soldiers is set to a fixed amount after winning the primary attack (usually around 4 versus 5).

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* In any battle in VideoGame/MountandBlade ''VideoGame/MountandBlade'' whether you are fighting in a battlefield or sieging/defending a castle, you can notably increase the number of troops on your side making attacking armies that are 7 times your size a walk in the park.
***
park. The battle size can be changed from anywhere between 30 to 150, so you start a battle with the minimum size -pause- then set the size to max, you then unpause for a second and pause again so you get a decent number of reinforcements and the enemies get nothing, reset the battle size to the minimum and the enemy only get reinforcements in small groups after most of them are down.
** [[AvertedTrope Averted]] in that it can't be used in a keep or for fighting in the streets as the number of soldiers is set to a fixed amount after winning the primary attack (usually around 4 versus 5).
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