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** In the earlier ''Megaman'' games, it's also possible to go to your weapons menu just as you're about to be hit by an attack, and when you resume, the projectile will pass right through Mega Man. Pausing and unpausing also resets falling speed, allowing Mega Man to stay airborne longer and make longer jumps than usual. These little bugs were fixed in later games, however.

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** In the earlier ''Megaman'' ''Mega Man'' games, it's also possible to go to your weapons menu just as you're about to be hit by an attack, and when you resume, the projectile will pass right through Mega Man. Pausing and unpausing also resets falling speed, allowing Mega Man to stay airborne longer and make longer jumps than usual. These little bugs were fixed in later games, however.

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* VideoGame/KnightsOfTheOldRepublic has several ways to blatantly take advantage of the feature. First, you can use ''one'' medical or buff item during a turn while the game is paused; so if you are very low on HP, you can use this to apply a medkit. It can also be used to engage a shield or a stimulant buff. Another good use for it is by spamming it during the swoop races, making the sequence go in stop-motion so you can effectively see and target the speed boost pads.


* 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. It's used in ''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.

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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. It's used in ''VideoGame/SuperMario64'' tool-assisted speedruns to enact a glitch that enables you to travel backwards at SonicTheHedgehog-level VideoGame/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.


* In ''VideoGame/ValkyriaChronicles'' and [[VideoGame/ValkyriaChroniclesII its sequel]], the unit you are controlling, (and only the unit you are controlling) will be exposed to suppression fire, whether he or she is stationary, behind cover, or moving. However, enemies will mysteriously cease fire the moment you take aim. This leads to one or two different playstyles. The player will usually either run fast, shoot, and stop controlling the character; or [[GameBreaker walk, aim, walk, aim, walk, aim...]]. When '' Valkyria Chronicles'' got a re-release for Steam, UsefulNotes/NintendoSwitch, and UsefulNotes/Playstation4, [[ObviousRulePatch this was patched out by letting the enemy continue shooting at you until the aiming reticle actually appears]]. This change would also be retained in ''VideoGame/ValkyriaChroniclesIV'', though it was implemented a little more smoothly due to actually being a designed function from the get-go, rather than a later change to an already designed system.

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* In ''VideoGame/ValkyriaChronicles'' and [[VideoGame/ValkyriaChroniclesII its sequel]], the unit you are controlling, (and only the unit you are controlling) will be exposed to suppression fire, whether he or she is stationary, behind cover, or moving. However, enemies will mysteriously cease fire the moment you take aim. This leads to one or two different playstyles. The player will usually either run fast, shoot, and stop controlling the character; or [[GameBreaker walk, aim, walk, aim, walk, aim...]]. When '' Valkyria Chronicles'' got a re-release for Steam, UsefulNotes/NintendoSwitch, and UsefulNotes/Playstation4, [[ObviousRulePatch this was patched out by letting the enemy continue shooting at you until the aiming reticle actually appears]]. This change would also be retained in ''VideoGame/ValkyriaChroniclesIV'', ''VideoGame/ValkyriaChronicles4'', though it was implemented a little more smoothly due to actually being a designed function from the get-go, rather than a later change to an already designed system.


* In ''VideoGame/SeikenDensetsu3'', it was discovered that the charge-up time between selecting a skill or spell and its actual execution continues to elapse even when the player accesses a menu; thus the player can select a spell then switch to their menu so the character doesn't take damage before the spell executes. However, this also works on enemies preparing spells to attack you with....

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* In ''VideoGame/SeikenDensetsu3'', ''VideoGame/TrialsOfMana'', it was discovered that the charge-up time between selecting a skill or spell and its actual execution continues to elapse even when the player accesses a menu; thus the player can select a spell then switch to their menu so the character doesn't take damage before the spell executes. However, this also works on enemies preparing spells to attack you with....


* In ''VideoGame/MetroidFusion'', there is one missile expansion that cannot normally be skipped, which is a problem for [[Minimalist Run 0% runs]]. The only way to avoid this expansion is with an extremely specific shinespark (a sort of flying dash performed by storing a Speed Booster dash and releasing it later) maneuver. In normal gameplay, getting the up-to-three second (180 frame) shinespark charge to last long enough to perform the maneuver is impossible, but with repeated pausing, it's possible to gain frame-perfect control and force the game to poll the inputs often enough to nullify the momentum in the jumps needed to get to the point where the shinespark would have to be performed and get the entire travel time from entering the shinespark charge state (by crouching while in the middle of using the Speed Booster, which requires a significant run-up) to actually performing the shinespark down to as little as 173 frames, leaving only seven frames of error.

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* In ''VideoGame/MetroidFusion'', there is one missile expansion that cannot normally be skipped, which is a problem for [[Minimalist Run [[MinimalistRun 0% runs]]. The only way to avoid this expansion is with an extremely specific shinespark (a sort of flying dash performed by storing a Speed Booster dash and releasing it later) maneuver. In normal gameplay, getting the up-to-three second (180 frame) shinespark charge to last long enough to perform it in the maneuver correct place is impossible, but with repeated pausing, it's possible to gain the frame-perfect control and force the game to poll the inputs often enough to needed nullify the momentum in the jumps needed to get to the point where the shinespark would have to be performed and get the entire travel time from entering the shinespark charge state (by crouching while in the middle of using the Speed Booster, which requires a significant run-up) to actually performing the shinespark down to as little as 173 frames, leaving only seven frames of error.

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* In ''VideoGame/MetroidFusion'', there is one missile expansion that cannot normally be skipped, which is a problem for [[Minimalist Run 0% runs]]. The only way to avoid this expansion is with an extremely specific shinespark (a sort of flying dash performed by storing a Speed Booster dash and releasing it later) maneuver. In normal gameplay, getting the up-to-three second (180 frame) shinespark charge to last long enough to perform the maneuver is impossible, but with repeated pausing, it's possible to gain frame-perfect control and force the game to poll the inputs often enough to nullify the momentum in the jumps needed to get to the point where the shinespark would have to be performed and get the entire travel time from entering the shinespark charge state (by crouching while in the middle of using the Speed Booster, which requires a significant run-up) to actually performing the shinespark down to as little as 173 frames, leaving only seven frames of error.


* In ''VideoGame/ValkyriaChronicles'' and [[VideoGame/ValkyriaChroniclesII its sequel]], the unit you are controlling, (and only the unit you are controlling) will be exposed to suppression fire, whether he or she is stationary, behind cover, or moving. However, enemies will mysteriously cease fire the moment you take aim. This leads to one or two different playstyles. The player will usually either run fast, shoot, and stop controlling the character; or [[GameBreaker walk, aim, walk, aim, walk, aim...]].

to:

* In ''VideoGame/ValkyriaChronicles'' and [[VideoGame/ValkyriaChroniclesII its sequel]], the unit you are controlling, (and only the unit you are controlling) will be exposed to suppression fire, whether he or she is stationary, behind cover, or moving. However, enemies will mysteriously cease fire the moment you take aim. This leads to one or two different playstyles. The player will usually either run fast, shoot, and stop controlling the character; or [[GameBreaker walk, aim, walk, aim, walk, aim...]]. When '' Valkyria Chronicles'' got a re-release for Steam, UsefulNotes/NintendoSwitch, and UsefulNotes/Playstation4, [[ObviousRulePatch this was patched out by letting the enemy continue shooting at you until the aiming reticle actually appears]]. This change would also be retained in ''VideoGame/ValkyriaChroniclesIV'', though it was implemented a little more smoothly due to actually being a designed function from the get-go, rather than a later change to an already designed system.

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* One of the bosses in ''VideoGame/KingdomHeartsII Final Mix'' (Luxord) requires the player character hit the right option on the menu as the the four options spin around like a slot machine. Expect people pausing in the menu to get the timing right when accomplishing a NoDamageRun of the boss.


** The Classic Mode prizes in [[VideoGame/SuperSmashBrosForNintendo3DSWiiU the 3DS game]] are determine by roulette. You can press the Home button to pause the entire game, and when you see that it's on the prize you want, you can simply hold down the A button before returning to the game to get it.

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** The Classic Mode prizes in [[VideoGame/SuperSmashBrosForNintendo3DSWiiU [[VideoGame/SuperSmashBrosForNintendo3DSAndWiiU the 3DS game]] are determine by roulette. You can press the Home button to pause the entire game, and when you see that it's on the prize you want, you can simply hold down the A button before returning to the game to get it.


*** ''VideoGame/FinalFantasyVI'' DoubleSubverted this with Setzer. Pausing the game allows the player to manipulate his slots easily, so the game uses a pseudo-RNG to determine what abilities are available (rigging it so that you can't hit 7-7-7 every time). Then someone discovered that the RNG is easily manipulated, so the player can re-rig it to the most favorable seed, then pause scum the instant kill.

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*** ''VideoGame/FinalFantasyVI'' DoubleSubverted this with Setzer. Pausing the game allows the player to manipulate his slots easily, so the game uses a pseudo-RNG to determine what abilities are available on Setzer's 'Slots' skill (rigging it so that you can't hit 7-7-7 every time). Then someone discovered that the RNG is easily manipulated, so the player can re-rig it to the most favorable seed, then pause scum the instant kill.



** Averted in Hardcore mode where the difficulty is locked to Hard at all times.



** Pausing results in all the blocks to be obscured from the playfield and the "next block" window(s) to be blanked out, [[AvertedTrope so you get no extra time to think over where to put the next block]].
** The TI-84 calculator version tries to do the same thing by covering the screen like all other versions do, [[ZigZaggingTrope but upon unpausing, the block you are controlling will float in midair for a few seconds]], allowing you to take your time preciseply placing every block... until you reach a certain level, where no matter how you played the game, the game will no longer accept any button input and just drop blocks until you get game over.
** 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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** Pausing results in all the blocks to be obscured from the playfield and the "next block" window(s) to be blanked out, [[AvertedTrope so you get no extra time to think over where to put the next block]].
block.
** The TI-84 calculator version tries to do the same thing by covering the screen like all other versions do, [[ZigZaggingTrope but upon unpausing, the block you are controlling will float in midair for a few seconds]], seconds, allowing you to take your time preciseply placing every block... until you reach a certain level, where no matter how you played the game, the game will no longer accept any button input and just drop blocks until you get game over.
** Averted ([[NotTheIntendedUse unintentionally]]) in In the official NES version. Although the screen is fully obscured, there is normally an acceleration period when moving blocks left and right. Holding version, holding left and right while the pause screen is open can max out horizontal 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.


* In ''VideoGame/BlasterMaster,'' it's possible to beat some of the bosses by hitting them with grenades and pausing at the right moment. If you do it right, the boss will keep taking damage while paused.

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* In ''VideoGame/BlasterMaster,'' ''VideoGame/BlasterMaster'', it's possible to beat some of the bosses by hitting them with grenades and pausing at the right moment. If you do it right, the boss will keep taking damage while paused.



** In the first game, if you pause after every frame of movement, then the on-screen timer won't clock forward. This makes it possible to complete the Break the Targets and Board the Platforms challenges with a time of 0:00.
** The Classic Mode prizes in the 3DS game are determine by roulette. You can press the Home button to pause the entire game, and when you see that it's on the prize you want, you can simply hold down the A button before returning to the game to get it.

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** In [[VideoGame/SuperSmashBros64 the first game, game]], if you pause after every frame of movement, then the on-screen timer won't clock forward. This makes it possible to complete the Break the Targets and Board the Platforms challenges with a time of 0:00.
** The Classic Mode prizes in [[VideoGame/SuperSmashBrosForNintendo3DSWiiU the 3DS game game]] are determine by roulette. You can press the Home button to pause the entire game, and when you see that it's on the prize you want, you can simply hold down the A button before returning to the game to get it.

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* ''VideoGame/CaveStory'' has a glitch where your usual MercyInvincibility goes away as soon as you pause. In normal gameplay, it's the opposite of helpful, but during a {{Speedrun}} it's essential. Negating invincibility lets you bounce off a single enemy multiple times, and pulling this off in Grasstown lets you [[SequenceBreak jump over Chaco's house]] and skip an entire FetchQuest.

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* In the series finale of StargateSG1, the team thought they could pull this off for real (to them) using Asgard technology to avoid Ori weapons by stopping time to figure out what to do. Unfortunately they soon got themselves into a near-unwinnable situation with the beam too near to avoid. In the end, they still sort of make it work by learning how to rewind time in the lifetime they spend on pause, but they never try it again.


* In ''VideoGame/ValkyriaChronicles'' and its sequel, the unit you are controlling, (and only the unit you are controlling) will be exposed to suppression fire, whether he or she is stationary, behind cover, or moving. However, enemies will mysteriously cease fire the moment you take aim. This leads to one or two different playstyles. The player will usually either run fast, shoot, and stop controlling the character; or [[GameBreaker walk, aim, walk, aim, walk, aim...]].

to:

* In ''VideoGame/ValkyriaChronicles'' and [[VideoGame/ValkyriaChroniclesII its sequel, sequel]], the unit you are controlling, (and only the unit you are controlling) will be exposed to suppression fire, whether he or she is stationary, behind cover, or moving. However, enemies will mysteriously cease fire the moment you take aim. This leads to one or two different playstyles. The player will usually either run fast, shoot, and stop controlling the character; or [[GameBreaker walk, aim, walk, aim, walk, aim...]].



* ''[[{{VideoGame/Fallout3}} Fallout 3]]'' has this. Going to your [=PipBoy=] menu during combat to heal is quite effective and weighing your advantages and disadvantages through the menu is also a plus. Of course, most players do this as a standard anyway, even though there's shortcuts you can use. Putting an ammo-using weapon in the inventory and pulling it out also reloads it. Same goes for ''[[VideoGame/FalloutNewVegas New Vegas]]'', unless you have Hardcore mode activated (which makes healing item recover health over time instead of immediately).

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* ''[[{{VideoGame/Fallout3}} Fallout 3]]'' ''VideoGame/Fallout3'' has this. Going to your [=PipBoy=] menu during combat to heal is quite effective and weighing your advantages and disadvantages through the menu is also a plus. Of course, most players do this as a standard anyway, even though there's shortcuts you can use. Putting an ammo-using weapon in the inventory and pulling it out also reloads it. Same goes for ''[[VideoGame/FalloutNewVegas New Vegas]]'', unless you have Hardcore mode activated (which makes healing item recover health over time instead of immediately).



* ''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.

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* ''VideoGame/TwistedMetal 2'' ''VideoGame/TwistedMetal2'' 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.



* The Commodore 64 version of Donald Duck's Playground, an educational game in which Donald works (you play minigames) to earn money to buy toys for his nephews, could be pause scummed. Pause/unpause was bound to the space bar, and repeatedly tapping it (holding it down didn't work) would slow the game down. Not a big deal - that's a pain to do. Except that the game used Joystick 2, and it's well-known that Joystick 1's fire button often mimics a tap of the space bar. A spare joystick with autofire became a slow-motion feature. Odder still is that the in-game clock never counted down while you were doing this: the clock seemingly "forgot" about whatever fractions of a second it was internally tracking when it was paused. Since all the minigames are on timers (and one has a second timer you also need to keep an eye on), this slow-motion also comes in handy for finishing a minigame task about to be left half-complete, so Donald could get out with a sweet sweet extra fifteen cents.

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* The Commodore 64 version of Donald ''Donald Duck's Playground, Playground'', an educational game in which Donald works (you play minigames) to earn money to buy toys for his nephews, could be pause scummed. Pause/unpause was bound to the space bar, and repeatedly tapping it (holding it down didn't work) would slow the game down. Not a big deal - that's a pain to do. Except that the game used Joystick 2, and it's well-known that Joystick 1's fire button often mimics a tap of the space bar. A spare joystick with autofire became a slow-motion feature. Odder still is that the in-game clock never counted down while you were doing this: the clock seemingly "forgot" about whatever fractions of a second it was internally tracking when it was paused. Since all the minigames are on timers (and one has a second timer you also need to keep an eye on), this slow-motion also comes in handy for finishing a minigame task about to be left half-complete, so Donald could get out with a sweet sweet extra fifteen cents.

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