Loading Screen: Difference between revisions

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{{trope}}
{{trope}}
[[File:vcs_loading_8006.jpg|link=Grand Theft Auto Vice City Stories|right|''[[Grand Theft Auto]]'' games give you both a progress bar, and pretty pictures.]]
[[File:vcs_loading_8006.jpg|link=Grand Theft Auto Vice City Stories|frame|''[[Grand Theft Auto]]'' games give you both a progress bar, and pretty pictures.]]




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* ''[[Hostile Waters]]'' shows its pre-mission loading screens as the Antaeus' current position as it closes on another island in the chicane.
* ''[[Hostile Waters]]'' shows its pre-mission loading screens as the Antaeus' current position as it closes on another island in the chicane.
* Lampshaded in ''[[The Legend of Zelda Twilight Princess]]'', when Link visits the fortune teller in Castle Town. As she looks into the crystal ball, she chants, "Elihwa sekat gnidaol... tiaw..." (Try reading it backwards.)
* Lampshaded in ''[[The Legend of Zelda Twilight Princess]]'', when Link visits the fortune teller in Castle Town. As she looks into the crystal ball, she chants, "Elihwa sekat gnidaol... tiaw..." (Try reading it backwards.)
* The single-player campaign in ''[[The Conduit]]'' displayed a transcript of the current briefing with your [[Voice With an Internet Connection]] before each stage, accompanied by a [[Viewer Friendly Interface]] and wireframe fly-by of the next level.
* The single-player campaign in ''[[The Conduit]]'' displayed a transcript of the current briefing with your [[Voice With an Internet Connection]] before each stage, accompanied by a [[Viewer-Friendly Interface]] and wireframe fly-by of the next level.
* ''[[Kane and Lynch]] 2: Dog Days'' retains its digital camcorder-based [[Stylistic Suck]] even while loading, replacing the traditional loading screen with the "Buffering" animation found in [[YouTube]] videos. Both games in the series also include short snippets of dialogue to help advance the plot between missions.
* ''[[Kane and Lynch]] 2: Dog Days'' retains its digital camcorder-based [[Stylistic Suck]] even while loading, replacing the traditional loading screen with the "Buffering" animation found in [[YouTube]] videos. Both games in the series also include short snippets of dialogue to help advance the plot between missions.


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== Examples of extra information in Loading Screens ==
== Examples of extra information in Loading Screens ==
* Loading screens in most versions of ''[[Shadow of the Beast]]'' showed little snippets about your eyes adjusting to the dim light, or returning to the overworld to find its air scorching hot, reaffirming your determination to etc. Simple, effective, bloody rare.
* Loading screens in most versions of ''[[Shadow of the Beast]]'' showed little snippets about your eyes adjusting to the dim light, or returning to the overworld to find its air scorching hot, reaffirming your determination to etc. Simple, effective, bloody rare.
** The original Amiga version had also loading screens with images depicting the present location and text descriptions scrolling below those images. While in the C64 version the loading screens were text-only, there were more of them with more text than in the Amiga version. However, the actual loading times were still shorter in the C64 version, which was released on the cartridge <ref>While some of the early games for C64 were released on cartridges, the storage capacity of these cartridges was very limited when compared to cassettes or disks. However, C64 received later more advanced cartridge format, which was supported by both the original C64 and commercially failed [http://en.wikipedia.org/wiki/Commodore_64_Games_System C64GS]. Unfortunately very few games were released on these new cartridges despite both the high amount of available space and short loading/data access times. However, Shadow of the Beast was one of these and benefitted greatly from the format.</ref> (although there is at least one cracked disk version based on the data of the cartridge release) while the Amiga version was on floppies with no direct hard drive support.
** The original Amiga version had also loading screens with images depicting the present location and text descriptions scrolling below those images. While in the C64 version the loading screens were text-only, there were more of them with more text than in the Amiga version. However, the actual loading times were still shorter in the C64 version, which was released on the cartridge <ref>While some of the early games for C64 were released on cartridges, the storage capacity of these cartridges was very limited when compared to cassettes or disks. However, C64 received later more advanced cartridge format, which was supported by both the original C64 and commercially failed [[wikipedia:Commodore 64 Games System|C64GS]]. Unfortunately very few games were released on these new cartridges despite both the high amount of available space and short loading/data access times. However, Shadow of the Beast was one of these and benefitted greatly from the format.</ref> (although there is at least one cracked disk version based on the data of the cartridge release) while the Amiga version was on floppies with no direct hard drive support.
* The loading screen for the [[ZX Spectrum]] version of ''[[Chuckie Egg]]'' (ask your granddad) included a list of the default keys used for playing the game, making this [[Older Than the NES]].
* The loading screen for the [[ZX Spectrum]] version of ''[[Chuckie Egg]]'' (ask your granddad) included a list of the default keys used for playing the game, making this [[Older Than the NES]].
** Another [[ZX Spectrum]] example was ''Quazatron'', which had text loading screens describing some of the concepts and backstory for the game.
** Another [[ZX Spectrum]] example was ''Quazatron'', which had text loading screens describing some of the concepts and backstory for the game.
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* ''[[Eternal Fighter Zero]]'' uses a large collection of fanart for its loading screens between fights.
* ''[[Eternal Fighter Zero]]'' uses a large collection of fanart for its loading screens between fights.
* The loading screens in ''[[My Sims]]'', which occur ''every time you enter or exit a building'' in addition to the obvious times, give you one or two random game hints.
* The loading screens in ''[[My Sims]]'', which occur ''every time you enter or exit a building'' in addition to the obvious times, give you one or two random game hints.
** All of which you've seen after playing for about ten minutes, and quickly become [[Stop Helping Me|sick of]].
** All of which you've seen after playing for about ten minutes, and quickly become [[Stop Helping Me!|sick of]].
* When the player downloads something in the Wii's Shop Channel, the progress bar is shown as a stream of coins and three ? blocks. For each percent of the file that comes in, Mario gets a coin, either by grabbing it from the ground or by hitting a ? block.
* When the player downloads something in the Wii's Shop Channel, the progress bar is shown as a stream of coins and three ? blocks. For each percent of the file that comes in, Mario gets a coin, either by grabbing it from the ground or by hitting a ? block.
** When it moves quickly (especially for smaller files like NES games), Mario never grabs 100 coins. More like thirty or forty.
** When it moves quickly (especially for smaller files like NES games), Mario never grabs 100 coins. More like thirty or forty.
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[[Category:Video Game Tropes]]
[[Category:Video Game Tropes]]
[[Category:Loading Screen]]
[[Category:Loading Screen]]
[[Category:Trope]]