History Main / PauseScumming

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.
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.
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