History Main / PauseScumming

2nd Jun '17 2:00:20 AM Medinoc
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* The ASCII Pad and many similar controllers in the 8- and 16-bit eras had toggles that pressed the pause button many times a second, often labeled "slow-mo".

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* The ASCII Pad and many similar "turbo" controllers in the 8- and 16-bit eras had toggles that pressed the pause button many times a second, often labeled "slow-mo".
18th Apr '17 6:24:28 AM zaqq
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* Defied on ''VideoGame/StarCraft'', as each player can pause the game only 3 times. But its used in its [[SpeedRun speedruns]], where an open system menu doesn't give much advantage now that the action is paused per-se. What it does is stopping the timer ticking, while not preventing progression of scripted engine scenes audio dialogue. It's just that sometimes next player actions have to come after the dialogue finishes.

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* Defied on ''VideoGame/StarCraft'', as each player can pause the game only 3 times. But its it's used in its [[SpeedRun speedruns]], where an open system menu doesn't give much advantage now that the action is paused per-se.per se. What it does is stopping the timer ticking, while not preventing progression of scripted engine scenes audio dialogue. It's just that sometimes next player actions have to come after the dialogue finishes.
18th Apr '17 6:23:07 AM zaqq
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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.

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* In any battle in ''VideoGame/MountandBlade'' ''[[VideoGame/MountandBlade Mount & Blade]]'' 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.
29th Mar '17 3:49:03 AM NoxSky12599
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* In the NES game ''VideoGame/{{Xexyz}}'', there are a number of auto-scrolling flying segments, and most bosses use BulletHell-style attacks. Pausing repeatedly can give you more time to react to oncoming obstacles and projectiles.
10th Mar '17 12:00:30 PM BeerBaron
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* In [[VideoGame/TheElderScrollsIIIMorrowind Morrowind]], [[VideoGame/TheElderScrollsIVOblivion Oblivion]], and [[VideoGame/TheElderScrollsVSkyrim Skyrim]], you can enter the game menu, which pauses the game, at any time. In this menu, you can drink an unlimited number of potions or [[ChangingClothesIsAFreeAction change armor]] in a nick of time, even in the middle of combat.
** In the background fluff, this (and save-scumming, among other things) is a canon ability of certain individuals in the world. Notably player characters and some kings.

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* In [[VideoGame/TheElderScrollsIIIMorrowind Morrowind]], [[VideoGame/TheElderScrollsIVOblivion Oblivion]], ''Franchise/TheElderScrolls'' ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'', and [[VideoGame/TheElderScrollsVSkyrim Skyrim]], ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', you can enter the game menu, which pauses the game, at any time. In this menu, you can drink an unlimited number of potions or [[ChangingClothesIsAFreeAction change armor]] in a nick of time, even in the middle of combat.
** In
combat. Hidden under the background fluff, layers of metaphysics and allegory, the [[InGameNovel in-game book series]] ''The 36 Lessons of Vivec'' (as well as the dialogue of Vivec himself in ''Morrowind'') mentions this (and save-scumming, among other things) is (as well as SaveScumming, the MasterConsole, the Construction Set LevelEditor, etc.) as a canon FourthWallBreaking ability of certain important individuals in the world. Notably player characters game world, notably [[PlayerCharacter Player Characters]] and some kings.divine historical figures.
2nd Feb '17 4:00:08 AM Morgenthaler
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* In ''RockBand 3'', when the player pauses and unpauses in the middle of a song, the track scrolls back a few bars to help the player catch up after a pause, which can be abused to split up a really hard track into smaller, manageable sections. While this has never been outright ''fixed'', the game was eventually patched so that players who pause often will have their scores nullified.
* There is a very easy way to beat a rather difficult but initially non-hostile boss Firkraag in ''VideoGame/BaldursGate II'', which consists of right-clicking on him as if to talk, pausing the game, and manually ordering your party to attack him instead. Since the game locks him in dialogue mode, he will not aggro and fight back until you are about half-way through his HP.

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* In ''RockBand ''VideoGame/RockBand 3'', when the player pauses and unpauses in the middle of a song, the track scrolls back a few bars to help the player catch up after a pause, which can be abused to split up a really hard track into smaller, manageable sections. While this has never been outright ''fixed'', the game was eventually patched so that players who pause often will have their scores nullified.
* There is a very easy way to beat a rather difficult but initially non-hostile boss Firkraag in ''VideoGame/BaldursGate II'', ''VideoGame/BaldursGateII'', which consists of right-clicking on him as if to talk, pausing the game, and manually ordering your party to attack him instead. Since the game locks him in dialogue mode, he will not aggro and fight back until you are about half-way through his HP.



* ''TwistedMetal 2'' implemented the pause feature in an odd way. Your car and the enemy cars would stop dead as expected, but projectiles would continue as normal, the sole exception being the [[IncrediblyObviousBomb ricochet bomb]]. With timely use of the pause button you could land every single Roadkill boomerang, every single Sweet Tooth ice cream cone, every single freeze missile, break out of a Mr. Slam [[CycleOfHurting infinite freeze missile loop]], blow up opponents with their own mines (because the delay before they arm didn't stop when the game was paused, of course) and avoid running into projectiles fired in front of you. The list goes on. Conversely, you could also die during the pause screen.
* In ''Ninja Saga'', you are allowed to change weapons in the pause screen during battle. Different weapons give different bonuses to dodging, criticals, and some other boosts, but the most powerful weapons (at least, the most powerful you can get without paying in real world money) have no bonuses. So a cheap advantage you can get is to equip the weapons that have bonuses while you're using moves, and go back to using the strong weapons when you run out of chakra.

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* ''TwistedMetal ''VideoGame/TwistedMetal 2'' implemented the pause feature in an odd way. Your car and the enemy cars would stop dead as expected, but projectiles would continue as normal, the sole exception being the [[IncrediblyObviousBomb ricochet bomb]]. With timely use of the pause button you could land every single Roadkill boomerang, every single Sweet Tooth ice cream cone, every single freeze missile, break out of a Mr. Slam [[CycleOfHurting infinite freeze missile loop]], blow up opponents with their own mines (because the delay before they arm didn't stop when the game was paused, of course) and avoid running into projectiles fired in front of you. The list goes on. Conversely, you could also die during the pause screen.
* In ''Ninja Saga'', ''VideoGame/NinjaSaga'', you are allowed to change weapons in the pause screen during battle. Different weapons give different bonuses to dodging, criticals, and some other boosts, but the most powerful weapons (at least, the most powerful you can get without paying in real world money) have no bonuses. So a cheap advantage you can get is to equip the weapons that have bonuses while you're using moves, and go back to using the strong weapons when you run out of chakra.



* In ''{{Battlespire}}'' when you shoot a bow, it normally takes a few seconds for it to be reloaded and ready to fire. Pausing the game stops all the other action, but the bow reloading continued. This allowed you to murder high level enemies by turning them into a pincushion by shooting them repeatedly with each reload only taking a fraction of a second of "real" time.

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* In ''{{Battlespire}}'' ''VideoGame/{{Battlespire}}'' when you shoot a bow, it normally takes a few seconds for it to be reloaded and ready to fire. Pausing the game stops all the other action, but the bow reloading continued. This allowed you to murder high level enemies by turning them into a pincushion by shooting them repeatedly with each reload only taking a fraction of a second of "real" time.



* The final boss in ''DynamiteHeaddy'' involves an orb that changes colours, a roulette of heads for Headdy to choose from for a split second after the colour is revealed, and then the boss attacking based on the colour of the orb. Choosing the right head is suitably tough normally, but becomes a joke with Pause Scumming.

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* The final boss in ''DynamiteHeaddy'' ''VideoGame/DynamiteHeaddy'' involves an orb that changes colours, a roulette of heads for Headdy to choose from for a split second after the colour is revealed, and then the boss attacking based on the colour of the orb. Choosing the right head is suitably tough normally, but becomes a joke with Pause Scumming.
2nd Jul '16 7:35:44 PM sarysa
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** Averted ([[NotTheIntendedUse unintentionally]) in the official NES version. Although the screen is fully obscured, there is normally an acceleration period when moving blocks left and right. Holding left and right while the pause screen is open can max out acceleration, carrying over when you unpause. This trick is extremely helpful at level 19 and above, where blocks fall normally at drop speed and just getting blocks over to an edge can be impossible if you don't plan ahead.

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** Averted ([[NotTheIntendedUse unintentionally]) unintentionally]]) in the official NES version. Although the screen is fully obscured, there is normally an acceleration period when moving blocks left and right. Holding left and right while the pause screen is open can max out acceleration, carrying over when you unpause. This trick is extremely helpful at level 19 and above, where blocks fall normally at drop speed and just getting blocks over to an edge can be impossible if you don't plan ahead.
2nd Jul '16 7:35:06 PM sarysa
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Added DiffLines:

** Averted ([[NotTheIntendedUse unintentionally]) in the official NES version. Although the screen is fully obscured, there is normally an acceleration period when moving blocks left and right. Holding left and right while the pause screen is open can max out acceleration, carrying over when you unpause. This trick is extremely helpful at level 19 and above, where blocks fall normally at drop speed and just getting blocks over to an edge can be impossible if you don't plan ahead.
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.
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