History Main / TimeKeepsOnTicking

10th Mar '16 7:49:46 PM wolftickets1969
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* In ''VideoGame/OriAndTheBlindForest'', the game timer continues running during the prologue, the cutscenes, and the end credits; the first two of which are skippable, the last of which is not; so even if you technically completed the game in under three hours, you may miss out on the [[SpeedRun "Supersonic"]] achievement due to the time lost during these.
17th Dec '15 3:57:50 PM KoopaKid17
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* Live action TV example: In ''Series/DinnerImpossible'', the timer starts ticking almost as soon as the head chef meets the people for whom he's supposed to cook.



* Another live TV example is ''Series/TwentyFour''. This is quite telling when it's recut for non-American television and the commercials are missing (meaning 24 becomes about 18...)



* GameShow example: The final round of ''Series/WhereInTimeIsCarmenSandiego'' involved competitors trying to get through a maze of gates. In order to open a gate, a question had to be answered correctly, the questions were not all the same length, and the voice asking them spoke ''rather slowly''. Oh, and there was a strict time limit, which didn't stop while the question was being asked.
** FamilyFeud also has this, but the timer is not nearly as strict. (The timer doesn't start until the host finishes asking the first question, and the timer is generally paused if the host is unable to get the next question out--generally, when a contestant gives a ridiculous answer that causes the host to {{corps|ing}}e).


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!!Non-Video Game Examples:
* In ''Series/DinnerImpossible'', the timer starts ticking almost as soon as the head chef meets the people for whom he's supposed to cook.
* ''Series/TwentyFour''. This is quite telling when it's recut for non-American television and the commercials are missing (meaning 24 becomes about 18...)
* The final round of ''Series/WhereInTimeIsCarmenSandiego'' involved competitors trying to get through a maze of gates. In order to open a gate, a question had to be answered correctly, the questions were not all the same length, and the voice asking them spoke ''rather slowly''. Oh, and there was a strict time limit, which didn't stop while the question was being asked.
* ''Series/FamilyFeud'' also has this, but the timer is not nearly as strict. (The timer doesn't start until the host finishes asking the first question, and the timer is generally paused if the host is unable to get the next question out--generally, when a contestant gives a ridiculous answer that causes the host to {{corps|ing}}e).
* ''Series/FindersKeepers'': During the Romp, once the clock started, it ran continuously, even while teams were moving on to the next room. This put a premium on getting to the next room quickly. A wrong turn, especially when moving to the upper floor or lower floor could end up torpedoing the team. More blatant in the UK version, where the host would often hold up the team until they shouted out the answer to the clue. In the US, the host would read the clue and let the team get on with it (occasionally asking the team what they were looking for as they were going about it). Good thing, too, since 90 seconds is quite brutal enough without the team having to shout out the answer.
20th Sep '15 4:39:00 PM nombretomado
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** Another frustration in ''Wild World'' is the lack of a quick way to switch among various tools. Catching certain insects (bees and underground/rock-dwellers like the mole cricket and the pill pug) is annoying and difficult as they run away while you open the menu to grab your net. (The GameCube game pauses bugs while some menus are open; ''City Folk'' and ''New Leaf'' let you switch tools with the Control Pad on the Wii Remote and the 3DS, respectively.)

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** Another frustration in ''Wild World'' is the lack of a quick way to switch among various tools. Catching certain insects (bees and underground/rock-dwellers like the mole cricket and the pill pug) is annoying and difficult as they run away while you open the menu to grab your net. (The GameCube UsefulNotes/NintendoGameCube game pauses bugs while some menus are open; ''City Folk'' and ''New Leaf'' let you switch tools with the Control Pad on the Wii Remote and the 3DS, respectively.)
29th Jun '15 1:33:21 PM Morgenthaler
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* Live action TV example: In ''DinnerImpossible'', the timer starts ticking almost as soon as the head chef meets the people for whom he's supposed to cook.

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* Live action TV example: In ''DinnerImpossible'', ''Series/DinnerImpossible'', the timer starts ticking almost as soon as the head chef meets the people for whom he's supposed to cook.
17th Apr '15 5:43:41 AM Quanyails
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* ''SuperSmashBros/'' Brawl and Melee have this during the pause screen in some areas, like the Target Tests. Probably justifiable in that case, as pausing the game also gives you a good look at where all the targets are.

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* ''SuperSmashBros/'' Brawl ''VideoGame/SuperSmashBros'' ''Brawl'' and Melee ''Melee'' have this during the pause screen in some areas, like the Target Tests. Probably justifiable in that case, as pausing the game also gives you a good look at where all the targets are.
24th Jan '15 11:33:07 PM LucaEarlgrey
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* ''VideoGame/TimeCrisis 1'' had this. Plus instant GameOver upon time-out, and [[UnstableEquilibrium time extensions dependent on skill]].
** Ditto for the ''SilentScope'' series.
* The NintendoHard BulletHell NES ShootEmUp ''VideoGame/{{Recca}}''. There's a time limit constantly counting down, if it reaches 0 it's GameOver and it still counts down even when the game was paused!

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* ''VideoGame/TimeCrisis 1'' had has this. Plus instant GameOver upon time-out, and [[UnstableEquilibrium time extensions dependent on skill]].
**
skill]]. Successive games reset the timer and keep it locked until the "ACTION" prompt shows up.
*
Ditto for the ''SilentScope'' series.
* The NintendoHard BulletHell NES ShootEmUp ''VideoGame/{{Recca}}''. There's a time limit constantly counting down, if it reaches 0 it's GameOver and it still counts down even when the game was paused!
series.


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* "Caravan" modes in ''VideoGame/StarSoldier'' games keep the timer going even if the game is paused. This serves two purposes: First, Hudson ran a series of score attack events and keeping the timer running even during pause prevented one single player from hoarding the game. Second, this prevents PauseScumming, punishing players who try to pause the game to take their time.
* ''Summer Carnival '92 VideoGame/{{Recca}}'' does the same as the "Caravan" example above, but in all of its modes, as the game was originally developed for an event.
18th Dec '14 11:25:10 AM PaladinPhoenix
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* In ''VideoGame/HalfMinuteHero'', Normal difficulty stops the clock inside towns. Hard mode does not, forcing the player to manage his time even more strictly. The Time Goddess also does this as [[VideoGameCrueltyPunishment punishment]] if you try to short-change her on the money she requests for a prayer.

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* In ''VideoGame/HalfMinuteHero'', Normal difficulty stops the clock inside towns. Hard mode does not, forcing the player to manage his time even more strictly. The Time Goddess also does this as [[VideoGameCrueltyPunishment punishment]] towns, but if you try to short-change her on turn back time without having the money she requests to pay for it (the cost of which increases every time you use it), the Time Goddess, in addition to taking all of your equipment, stops messing with time to help you - no more rewinds, the clock runs normally in towns - making this a prayer.DesperationMove. On Hard, time ''never'' stops.
18th Dec '14 11:16:16 AM PaladinPhoenix
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** The timer can be crippling in some re-releases, partly because of extended loading times. Especially on the Playstation releases, where loading a battle can take upwards of 5-7 seconds during which the timer is ''still running'', the previously generous timers are suddenly much more restrictive.
20th Sep '14 2:54:00 PM Someoneman
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-->''And there's one more important piece of advice for you. So listen up! [[TropeNamer Time keeps on ticking]] [[OhCrap even as you are reading this message!]]''

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-->''And there's one more important piece of advice for you. So listen up! [[TropeNamer Time keeps on ticking]] [[OhCrap ticking even as you are reading this message!]]''message!''
12th Sep '14 7:00:26 AM case
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** UpToEleven in Tool-Assisted Speedruns, which almost always prioritize external time and aim to avoid wasted frames caused by lag or arbitrary mechanisms. For example, Bowser's fall at the end of Super Mario Bros 3 varies wildly (by [=TAS=] standards) in how long it takes, based on exactly how, when, and where he falls. If a published run looks like it's wasting time, what it's really doing is avoiding this trope.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.TimeKeepsOnTicking