History Main / RealTimeWithPause

29th Sep '17 6:24:24 PM wrpen99
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** The ''VideoGame/AgeOfEmpires'' series
20th May '17 11:42:33 AM nombretomado
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* Outside of combat in games like the ''Franchise/{{Ultima}}'' or ''VideoGame/{{Exile}}'' series, the entire thing in others like ''VideoGame/MightAndMagic'' or ''VideoGame/{{Cythera}}'', where you can only control a single character at a time.

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* Outside of combat in games like the ''Franchise/{{Ultima}}'' ''VideoGame/{{Ultima}}'' or ''VideoGame/{{Exile}}'' series, the entire thing in others like ''VideoGame/MightAndMagic'' or ''VideoGame/{{Cythera}}'', where you can only control a single character at a time.
19th Apr '17 7:38:04 AM Jagger
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* The 1991 {{Hentai}} game ''VideoGame/KnightsOfXentar'' uses a form of pausable real-time combat. Its 1991 release makes it the UrExample of this combat system.

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* The ''[[http://www.giantbomb.com/first-queen/3025-2837/ First Queen]]'' series of {{Strategy RPG}} titles used a form of pausable real-time as early as 1988, making them {{Ur Example}}s.
* The 1991 {{Hentai}} game ''VideoGame/KnightsOfXentar'' uses a form of pausable real-time combat. Its 1991 release also makes it the UrExample of this combat system.an UrExample.



* The ''[[http://www.giantbomb.com/first-queen/3025-2837/ First Queen]]'' series of {{Strategy RPG}} titles used a form of pausable real-time as early as 1988, making them an UrExample.
19th Apr '17 7:28:34 AM Jagger
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* The 1991 {{Hentai}} game ''VideoGame/KnightsOfXentar'' uses a form of pausable real-time combat. Its 1991 release makes it the UrExample of this combat system.



* The 1991 {{Hentai}} game ''VideoGame/KnightsOfXentar'' uses a form of simultaneous turn-based combat.
29th Jan '17 2:55:07 PM Headrock
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* ''VideoGame/Rimworld''

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* ''VideoGame/Rimworld''''VideoGame/{{Rimworld}}''
29th Jan '17 2:54:45 PM Headrock
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* ''VideoGame/PrisonArchitect''
* ''VideoGame/Rimworld''
29th Jan '17 9:13:11 AM Weirdoinventor
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* ''VideoGame/BattleBugs''

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* ''VideoGame/BattleBugs''''VideoGame/BattleBugs'' is designed around this, and precision to a fraction of a second in the orders for several different units is needed to win many of the later mission.




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* ''VideoGame/{{Stunts}}'' is a rare racing game example of this. Pausing a racing game to think of your next move may not sound very useful, as you generally pause too late to do any good. That's why Stunts allows you to rewind and restart from any previous point in time. It crosses over in the unintentional category as the feature was intended to exist, but it wasn't intended to allow you to set official record times. Amongst the fan community racing with "replay handling" is now more popular than without, and it allows for some pretty crazy stunts using the bugs the game features.
2nd Sep '16 6:00:02 AM ChronoLegion
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** The 2016 game has plain Realtime With Pause to replace the traditional turn-based combat of the series.
16th Aug '16 7:36:02 AM htuttle
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* ''{{VideoGame/X-COM}}'''s [[RiskStyleMap Geoscape]]. The first two games had TurnBasedCombat though.
** In ''{{VideoGame/X-COM}}: Apocalypse'' you can choose between PRT and a pure turn-based mode for combat, but only before a battle starts. The cityscape portion of the game always uses PRT.
** The ''{{VideoGame/X-COM}}'' series' SpiritualSequel, ''VideoGame/UFOAfterBlank'' (''[[VideoGame/UFOAftermath Aftermath]]'', ''[[VideoGame/UFOAftershock Aftershock]]'' and ''[[VideoGame/UFOAfterlight Afterlight]]'') had PRT throughout the entire game - both battles and world map.

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* ''{{VideoGame/X-COM}}'''s ''{{VideoGame/XCOM}}'''s [[RiskStyleMap Geoscape]]. The first two games had TurnBasedCombat though.
** In ''{{VideoGame/X-COM}}: Apocalypse'' ''VideoGame/XComApocalypse'' you can choose between PRT and a pure turn-based mode for combat, but only before a battle starts. The cityscape portion of the game always uses PRT.
** The ''{{VideoGame/X-COM}}'' series' SpiritualSequel, ''VideoGame/UFOAfterBlank'' (''[[VideoGame/UFOAftermath Aftermath]]'', ''[[VideoGame/UFOAftershock Aftershock]]'' and ''[[VideoGame/UFOAfterlight Afterlight]]'') had PRT throughout the entire game - both battles and world map.
13th Aug '16 5:24:56 PM Headrock
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* ''VideoGame/StarHammer''
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http://tvtropes.org/pmwiki/article_history.php?article=Main.RealTimeWithPause