History Main / TimedMission

26th Aug '17 6:00:42 PM nombretomado
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* A glitch variant in the second ''ArTonelico'' game, non-Japan release only: Due to a bug in the code, on the sixth attack (not turn) of the penultimate boss [[spoiler:Raki]], the game freezes, because the buffer can't handle the attack. Combines with LuckBasedMission in that who gets first strike is random, and depending on how your spells go, you might not have a good enough spell, even boosted with Replekia, to cut 80% of the enemy's life.

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* A glitch variant in the second ''ArTonelico'' ''[[VideoGame/ArTonelicoIIMelodyOfMetafalica Ar tonelico]]'' game, non-Japan release only: Due to a bug in the code, on the sixth attack (not turn) of the penultimate boss [[spoiler:Raki]], the game freezes, because the buffer can't handle the attack. Combines with LuckBasedMission in that who gets first strike is random, and depending on how your spells go, you might not have a good enough spell, even boosted with Replekia, to cut 80% of the enemy's life.
13th Aug '17 5:19:41 PM TheAmazingBlachman
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* Half of ''VideoGame/LeisureSuitLarry in the Land of the Lounge Lizards'' is, covertly, a timed mission: If Larry does not lose his virginity by sunrise (several hours of game time), he will put a gun to his head and commit suicide.

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* Half of ''VideoGame/LeisureSuitLarry in the Land of the Lounge Lizards'' is, covertly, a timed mission: If Larry does not lose his virginity by sunrise (several hours of game time), he will put a gun to his head and commit suicide. However, the player can circumvent the time limit, by having Larry hiring the prostitute who is available from the beginning of the game. As Larry questions the validity of losing his virginity to a prostitute afterwards, the game resumes, but [[TakeYourTime the time limit is now removed]].
6th Aug '17 11:57:06 PM Luigifan
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** In ''VideoGame/TheLegendOfZeldaSkywardSword'', every battle with the Imprisoned is a Timed Mission, with the distance from the Sealed Temple serving as the timer. You can add time to the clock by knocking the Imprisoned over or nailing it with a Groosenator charge. It can take time ''off the clock'' by dashing forward, climbing along the walls and cliffs, or ''flying''. Each of those is progressively worse, and it is just as bad as it sounds. [[spoiler:The Imprisoned is the sealed form of Demon King Demise, and he needs to eat Hylia's soul to reclaim his true form - this, of course, will cause TheEndOfTheWorldAsWeKnowIt outside of a plot-dictated event. All this is important as, after the second round, you learn that Zelda sealed herself inside the temple to keep the Imprisoned bound, and since she's the reincarnation of Hylia...]]
* Every level in ''NightsIntoDreams'' is a timed mission. Running out of time means your character drops to the ground and [[StalkedByTheBell gets chased around by a giant egg-shaped alarm clock.]] Particularly annoying, as running out of time makes you lose all your points, which means you can't get a high rating on the stage, which means you have to replay the stage or be locked out of the GoldenEnding.
* ''VideoGame/LEGOStarWars 2'' and its sequels have a "super story" mode in which the player must complete all six levels of one of the films within an hour as well as collect a certain number of lego studs in order to gain an extra unlockable. Thankfully the timer pauses for cutscenes.

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** In ''VideoGame/TheLegendOfZeldaSkywardSword'', every battle with the Imprisoned is a Timed Mission, with the distance from the Sealed Temple serving as the timer. You can add time to the clock by knocking the Imprisoned over or nailing it with a Groosenator charge. It can take time ''off the clock'' by dashing forward, climbing along the walls and cliffs, or ''flying''. Each of those is progressively worse, and it is just as bad as it sounds. [[spoiler:The Imprisoned is the sealed form of Demon King Demise, and he needs to eat Hylia's soul to reclaim his true form - -- this, of course, will cause TheEndOfTheWorldAsWeKnowIt outside of a plot-dictated event. All this is important as, after the second round, you learn that Zelda sealed herself inside the temple to keep the Imprisoned bound, and since she's the reincarnation of Hylia...]]
* Every level in ''NightsIntoDreams'' is a timed mission. Running out of time means your character drops to the ground and [[StalkedByTheBell gets chased around by a giant egg-shaped alarm clock.]] Particularly annoying, as running out of time makes you lose [[ScoringPoints all your points, points]], [[GameplayGrading which means you can't get a high rating on the stage, stage]], which means you have to replay the stage or be locked out of the GoldenEnding.
* ''VideoGame/LEGOStarWars 2'' and its sequels have a "super story" mode in which the player must complete all six levels of one of the films within an hour as well as collect a certain number of lego studs in order to gain an extra unlockable. Thankfully Thankfully, the timer pauses for cutscenes.



* The ''VideoGame/HarryPotter'' games on the PSX sum this up in two sentences: "Get to the Charms class before the timer runs out. Walk through the floating clocks to start the timer." And if you mess up? You're "late" and lose points. Never mind the huge obstacle course you have to get past that suggests the teachers ''want'' you to be late. Fortunately you don't lose points in the second game; in fact, you get a BraggingRightsReward [[spoiler: that just about everyone who plays this game has]] for going fast enough.

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* The ''VideoGame/HarryPotter'' games on the PSX sum this up in two sentences: "Get to the Charms class before the timer runs out. Walk through the floating clocks to start the timer." And if you mess up? You're "late" and lose points. Never mind the huge obstacle course you have to get past that suggests the teachers ''want'' you to be late. Fortunately you don't lose points in the second game; in fact, you get a BraggingRightsReward [[spoiler: that [[spoiler:that just about everyone who plays this game has]] for going fast enough.



* ''VideoGame/PandorasTower'' is an example of the whole game being a timed mission. While Aeron's in the Towers, a guage will slowly tick down, showing the progress of Elena's cure: the darker a segment the gauge has emptied too, the more she's mutated. The time can be extended by leaving the Towers to feed Elena some Beast Flesh, the better the flesh, the more time you get back. All Towers after about the fourth are long and complex enough that this goes from an emergency option to a necessity, but fortunately puzzles stay solved and doors stay unlocked, allowing Aeron to make additive chunks of progress in between trips home.

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* ''VideoGame/PandorasTower'' is an example of the whole game being a timed mission. While Aeron's in the Towers, a guage gauge will slowly tick down, showing the progress of Elena's cure: the darker a segment the gauge has emptied too, to, the more she's mutated. The time can be extended by leaving the Towers to feed Elena some Beast Flesh, Flesh; the better the flesh, the more time you get back. All Towers after about the fourth are long and complex enough that this goes from an emergency option to a necessity, but fortunately puzzles stay solved and doors stay unlocked, allowing Aeron to make additive chunks of progress in between trips home.



* In the NES game ''VideoGame/AirFortress'', you must infiltrate each of the eight Air Fortresses and locate a large glowing orange core called the "Power Reactor". From the time you shoot out the Power Reactor you have approximately two minutes to find the level's escape hatch, which contains your ship, and escape the Fortress [[SelfDestructMechanism before the whole place explodes]]. ExactTimeToFailure is averted, but you can judge how much time you have left by the decreasing stability of the environment. Initially, the whole Fortress goes dark; after a short period of time, it begins to quake and rumble; soon thereafter the rumbling gets worse and the lights begin to flash on and off, and finally this intensifies until the explosion occurs and you are completely engulfed in a white screen, at which point the game ends. It is helpful to locate and determine the path to the escape hatch in advance, but [[GuideDangIt not every level grants you this opportunity]] due to the reactor itself blocking the escape path.
* All three [[MultipleEndings endings]] in ''VideoGame/CastlevaniaIISimonsQuest'' are determined by how much [[InUniverseGameClock in-game time]] passes during your play-through. Once you become aware of this, the day-and-night cycles help to pressure you into completing the game as quickly as possible, as well as planning and timing your routes in order to buy the items you need in order to progress as soon as possible (Time only passes when outdoors, and shops and townspeople can only be accessed during day-time). The status screen has a number next to the in-game time representing how many days have passed: 16 and over, 8 to 16, and within 8 each determine which of the three endings you will get.

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* In the NES game ''VideoGame/AirFortress'', you must infiltrate each of the eight Air Fortresses and locate a large glowing orange core called the "Power Reactor". From the time you shoot out the Power Reactor Reactor, you have approximately two minutes to find the level's escape hatch, which contains your ship, and escape the Fortress [[SelfDestructMechanism before the whole place explodes]]. ExactTimeToFailure is averted, but you can judge how much time you have left by the decreasing stability of the environment. Initially, the whole Fortress goes dark; after a short period of time, it begins to quake and rumble; soon thereafter the rumbling gets worse and the lights begin to flash on and off, and finally this intensifies until the explosion occurs and you are completely engulfed in a white screen, at which point the game ends. It is helpful to locate and determine the path to the escape hatch in advance, but [[GuideDangIt not every level grants you this opportunity]] due to the reactor itself blocking the escape path.
* All three [[MultipleEndings endings]] in ''VideoGame/CastlevaniaIISimonsQuest'' are determined by how much [[InUniverseGameClock in-game time]] passes during your play-through. Once you become aware of this, the day-and-night cycles help to pressure you into completing the game as quickly as possible, as well as planning and timing your routes in order to buy the items you need in order to progress as soon as possible (Time (time only passes when outdoors, and shops and townspeople can only be accessed during day-time). The status screen has a number next to the in-game time representing how many days have passed: 16 and over, 8 to 16, and within 8 each determine which of the three endings you will get.



* In ''[[Film/X2XMenUnited X2: Wolverine's Revenge]]'', every level is inexplicably timed, the game being made long after the era when every game had a timer as a matter of course. The interesting thing about this timer is that Wolvie regenerates health over time, which means that if you run low on health you can either attempt to complete the level weakened or spend precious time letting yourself heal. This is pretty obviously the entire reason the timer is there, since the game would be extremely easy if you could pause to heal back to full health after every enemy. However, you have to manage your time to the degree that it becomes the entire game, which makes for a very mediocre game experience.
* ''VideoGame/BlastCorps'' is this and an EscortMission. You have to destroy buildings that are in the carrier's path and while there is no visible timer, you do have to hurry it up if the carrier gets close to a structure or obstacle.

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* In ''[[Film/X2XMenUnited X2: Wolverine's Revenge]]'', every level is inexplicably timed, the game being made long after the era when every game had a timer as a matter of course. The interesting thing about this timer is that Wolvie [[RegeneratingHealth regenerates health over time, time]], which means that if you run low on health health, you can either attempt to complete the level weakened or spend precious time letting yourself heal. This is pretty obviously the entire reason the timer is there, since the game would be extremely easy if you could pause to heal back to full health after every enemy. However, you have to manage your time to the degree that it becomes the entire game, which makes for a very mediocre game experience.
* ''VideoGame/BlastCorps'' is this and an EscortMission. You have to destroy buildings that are in the carrier's path path, and while there is no visible timer, you do have to hurry it up if the carrier gets close to a structure or obstacle.



** Only 1 level in Jet Set Radio Future is timed, and you have 30 minutes to complete the mission (deactivating some bombs) not too bad considering there are only around 8 or 9 bombs.
* The arcade game ''VideoGame/ElevatorAction Returns'' (''Elevator Action II'' in the US) has a time limit when the player takes too long to enter a red door. In that case, the screen will start flashing the word "CAUTION!", and if there is not much time left, the amount of remaining seconds will appear on the screen. When the timer reaches zero, the player will die instantly. The final stage also has a time limit that begins halway through. The countdown starts at 180 seconds (3 minutes) and if the player does not finish that stage in time, then the terrorists will launch the missile, causing an immediate GameOver.
* In ''VideoGame/TheFiremen'' every stage is on a timer, usually lasting around 10 to 15 minutes. Running out of time results in your health bar dropping to almost zero.

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** Only 1 level in Jet Set Radio Future is timed, and you have 30 minutes to complete the mission (deactivating some bombs) bombs), not too bad considering there are only around 8 or 9 bombs.
* The arcade game ''VideoGame/ElevatorAction Returns'' (''Elevator Action II'' in the US) has a time limit when the player takes too long to enter a red door. In that case, the screen will start flashing the word "CAUTION!", and if there is not much time left, the amount of remaining seconds will appear on the screen. When the timer reaches zero, the player will die instantly. The final stage also has a time limit that begins halway halfway through. The countdown starts at 180 seconds (3 minutes) and if the player does not finish that stage in time, then the terrorists will launch the missile, causing an immediate GameOver.
* In ''VideoGame/TheFiremen'' ''VideoGame/TheFiremen'', every stage is on a timer, usually lasting around 10 to 15 minutes. Running out of time results in your health bar dropping to almost zero.



* Two levels in ''VideoGame/TheMatrixPathOfNeo'' the first is a training mission to kill 5,000 enemies in about 10 minutes. The last timed level is the mission to save Morpheus where you get, again, ten minutes or it's game over.

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* Two levels in ''VideoGame/TheMatrixPathOfNeo'' ''VideoGame/TheMatrixPathOfNeo'': the first is a training mission to kill 5,000 enemies in about 10 minutes. The last timed level is the mission to save Morpheus where you get, again, ten minutes or it's game over.



** ''VideoGame/KingsQuestIV'' is essentially a timed mission too, but in RealTime and thus extremely lenient. You can check the clock in the haunted mansion. A couple of Time Skips make an exception to the above Real Time, though: Night will automatically fall, if it hasn't already, [[spoiler:when you get the amulet that protects you from the undead.]] And daybreak will automatically come [[spoiler:when you assassinate Lolotte. You only have a few hours after that to get back to Genesta before she dies.]]

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** ''VideoGame/KingsQuestIV'' is essentially a timed mission too, but in RealTime and thus extremely lenient. You can check the clock in the haunted mansion. A couple of Time Skips make an exception to the above Real Time, though: Night will automatically fall, if it hasn't already, [[spoiler:when you get the amulet that protects you from the undead.]] undead]]. And daybreak will automatically come [[spoiler:when you assassinate Lolotte. You only have a few hours after that to get back to Genesta before she dies.]]dies]].



* In ''VideoGame/PoliceQuest 2'', you have about two minutes of figure out how to [[spoiler: disarm a bomb]] before it's game over.

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* In ''VideoGame/PoliceQuest 2'', you have about two minutes of to figure out how to [[spoiler: disarm [[spoiler:disarm a bomb]] before it's game over.



** In the original, you have to escape the Arcadia [[spoiler: and later the Sarien ship]] before the self-destruct sequence completely destroys it.
** In ''Space Quest 2'', after taking care of the BigBad and stopping his plans, you have about five minutes to escape the station before it burns up in the atmosphere of Labion. [[spoiler: That time limit is even more pressing if you were kissed by the alien, as you need to finish before its baby bursts through your chest.]]
** In the third game, after destroying [[spoiler: the stealth field generator]] on Ortega, you have to escape before the explosion sets off a catastrophic series of eruptions that you can't possibly survive. The timer is not shown (but very generous).

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** In the original, you have to escape the Arcadia [[spoiler: and [[spoiler:and later the Sarien ship]] before the self-destruct sequence completely destroys it.
** In ''Space Quest 2'', after taking care of the BigBad and stopping his plans, you have about five minutes to escape the station before it burns up in the atmosphere of Labion. [[spoiler: That [[spoiler:That time limit is even more pressing if you were kissed by the alien, as you need to finish before its baby bursts through your chest.]]
** In the third game, after destroying [[spoiler: the [[spoiler:the stealth field generator]] on Ortega, you have to escape before the explosion sets off a catastrophic series of eruptions that you can't possibly survive. The timer is not shown (but very generous).



** In the fifth game, you have to [[spoiler: destroy the Eureka before the sludge monster breaks free]].
* In ''VideoGame/ConquestsOfCamelot'', in the ending sequence, if you don't find the Holy Grail in time, you'll die from [[spoiler: the rat bite's poison]].
* Although the first game in the series doesn't have a time limit, the rest of the ''VideoGame/QuestForGlory'' games do. In the second game, you're actually subject to the whims of the timer: you ultimately need to get across the desert on a caravan, but the next one won't show up until day 21, and you have to contend with several elementals in the meantime, each of which have their own time limit[[note]]Fail to deal with an elemental by the third day after it appears, and it destroys the city[[/note]], and in the final section of the game, you have a specific but hidden amount of time to stop the BigBad before he [[spoiler: summons Iblis]]. The third game also has events explicitly happen based on how much time has passed, and if you aren't in the right place at the right time, things ''will'' happen without you (resulting in a game over). The fourth game forces you into two time limits: the first is to get a special item for Baba Yaga, and if you fail, you die. The second requires you to find several items within three nights, or you'll die. The fifth game has several time limits: if you fail to complete certain challenges in time, someone else ''will'', and you'll be one step farther from taking the throne of Silmaria.
* ''GoldRush!'' has several time limits, but none are actually game-ending. After the game begins, you have 15 minutes until the announcement of gold being discovered in California, at which point most of your travel options are taken away and things costs dramatically more while the value of your house (selling it is your main source of income) drops like a rock. On the Cape Horn route, if you don't figure out a way to get an alternate source of food in time, you'll be too weak to do anything and die soon after. On the Overland route, on several screens, you have to figure out how to overcome the obstacles you're presented with before they do you in. And finally, when you make it to California, one task requires you to gain entrance to a hotel room that doesn't exist by getting access to someone else's room. If you spend too much time figuring out the secret passage after tricking him out of the room, he'll come back, assume you're a thief and send you to the gallows for a game over.
* The entire game of ''VideoGame/TheSpaceBar'' is a Timed Mission in the form of a turn limit, where each action taken advances the clock by so much time. The overall game has to be solved before the criminal Alias is chasing leaves on the last shuttlecraft off the system. Also several of the alien memories you play through have timed areas within them. Finally, at one point Alias [[spoiler:gets hit with a poisoned dart, and you only have so much time to find an antidote]].

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** In the fifth game, you have to [[spoiler: destroy [[spoiler:destroy the Eureka before the sludge monster breaks free]].
* In ''VideoGame/ConquestsOfCamelot'', in the ending sequence, if you don't find the Holy Grail in time, you'll die from [[spoiler: the [[spoiler:the rat bite's poison]].
* Although the first game in the series doesn't have a time limit, the rest of the ''VideoGame/QuestForGlory'' games do. In the second game, you're actually subject to the whims of the timer: you ultimately need to get across the desert on a caravan, but the next one won't show up until day 21, and you have to contend with several elementals in the meantime, each of which have their own time limit[[note]]Fail to deal with an elemental by the third day after it appears, and it destroys the city[[/note]], and in the final section of the game, you have a specific but hidden amount of time to stop the BigBad before he [[spoiler: summons [[spoiler:summons Iblis]]. The third game also has events explicitly happen based on how much time has passed, and if you aren't in the right place at the right time, things ''will'' happen without you (resulting in a game over). The fourth game forces you into two time limits: the first is to get a special item for Baba Yaga, and if you fail, you die. The second requires you to find several items within three nights, or you'll die. The fifth game has several time limits: if you fail to complete certain challenges in time, someone else ''will'', and you'll be one step farther from taking the throne of Silmaria.
* ''GoldRush!'' has several time limits, but none are actually game-ending. After the game begins, you have 15 minutes until the announcement of gold being discovered in California, at which point most of your travel options are taken away and things costs cost dramatically more more, while the value of your house (selling it is your main source of income) drops like a rock. On the Cape Horn route, if you don't figure out a way to get an alternate source of food in time, you'll be too weak to do anything and die soon after. On the Overland route, on several screens, you have to figure out how to overcome the obstacles you're presented with before they do you in. And finally, when you make it to California, one task requires you to gain entrance to a hotel room that doesn't exist by getting access to someone else's room. If you spend too much time figuring out the secret passage after tricking him out of the room, he'll come back, assume you're a thief thief, and send you to the gallows for a game over.
* The entire game of ''VideoGame/TheSpaceBar'' is a Timed Mission in the form of a turn limit, where each action taken advances the clock by so much time. The overall game has to be solved before the criminal Alias is chasing leaves on the last shuttlecraft off the system. Also Also, several of the alien memories you play through have timed areas within them. Finally, at one point Alias [[spoiler:gets hit with a poisoned dart, and you only have so much time to find an antidote]].



* ''VideoGame/BillNyeTheScienceGuyStopTheRock'' has two different modes: "Join Nye Labs" (Story Mode), plays this straight since you have only 5 days to save the world from a killer asteroid; "Hang Out" (Sandbox Mode), however, averts it since there's no time limit, allowing you to explore Nye Labs and experiment with its various devices all you want.

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* ''VideoGame/BillNyeTheScienceGuyStopTheRock'' has two different modes: "Join Nye Labs" (Story Mode), Mode) plays this straight straight, since you have only 5 days to save the world from a killer asteroid; "Hang Out" (Sandbox Mode), however, averts it it, since there's no time limit, allowing you to explore Nye Labs and experiment with its various devices all you want.



** Taken up even further in the Streets Of Rage Remake. Sure, running out of time in one of the final levels leads to a bad ending, but your life now depends on whether or not you make it in time! To make matters worse, everything is ''still'' trying to kill you, the elevator jams and requires a key card (hidden in one of 20+ boxes in ''one room''), and worst of all, [[TheDragon Shiva,]] [[TheDeterminator now more after your life than ever,]] [[TakingYouWithMe waits for you at the front doors,]] [[RocksFallEveryoneDies more than happy to try to kill you, even if it costs him his own life.]] It doesn't help that the cutscene that's triggered upon greeting him takes ''an eternity'' and time running out Good luck fighting him on one of the upper difficulties!
* ''[[VideoGame/{{Splatterhouse}} Splatterhouse 3]]'' has a rather...unique version of a timer. Each of the stages (especially the first four) require you to reach the end and defeat the boss before time runs out. If the clock ''does'' run out, however, it's not a game over; instead, one of your family gets killed, and you get a worse ending.

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** Taken up even further in the Streets Of Rage Remake. Sure, running out of time in one of the final levels leads to a bad ending, but your life now depends on whether or not you make it in time! To make matters worse, everything is ''still'' trying to kill you, the elevator jams and requires a key card (hidden in one of 20+ boxes in ''one room''), and worst of all, [[TheDragon Shiva,]] [[TheDeterminator now more after your life than ever,]] [[TakingYouWithMe waits for you at the front doors,]] [[RocksFallEveryoneDies more than happy to try to kill you, even if it costs him his own life.]] It doesn't help that the cutscene that's triggered upon greeting him takes ''an eternity'' and time is running out out. Good luck fighting him on one of the upper difficulties!
* ''[[VideoGame/{{Splatterhouse}} Splatterhouse 3]]'' has a rather... unique version of a timer. Each of the stages (especially the first four) require you to reach the end and defeat the boss before time runs out. If the clock ''does'' run out, however, it's not a game over; instead, one of your family gets killed, and you get a worse ending.



* Each stage of ''VideoGame/{{Vigilante}}'' has a timer counting down from 99, and if it runs out you lose a life. The timer runs slower than actual seconds, though.

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* Each stage of ''VideoGame/{{Vigilante}}'' has a timer counting down from 99, and if it runs out out, you lose a life. The timer runs slower than actual seconds, though.



* All of ''VideoGame/TimeCommando'''s missions. There's a bar filling up that will cause game over if it does so. Fortunately there are places where you can feed "chips" to temporarily reduce the bar's progress.
* ''VideoGame/UrbanReign'' has several missions that have to be completed within a timed limit, otherwise its mission failure. The usual justification for these are that you're supposed to deal with someone before their friends(or the police) show up.

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* All of ''VideoGame/TimeCommando'''s missions. There's a bar filling up that will cause game over if it does so. Fortunately Fortunately, there are places where you can feed "chips" to temporarily reduce the bar's progress.
* ''VideoGame/UrbanReign'' has several missions that have to be completed within a timed limit, otherwise its it's mission failure. The usual justification for these are that you're supposed to deal with someone before their friends(or friends (or the police) show up.



** On "hard" mode the final events start you off with ''five seconds'' left on the clock and no pedestrians anywhere nearby. Your only option is to choose a grid position in front of the weakest opponent, throw your car in reverse and hope you do enough damage to get a time bonus so you can even get off the starting grid before you lose.
** The third game in the series, ''TDR2000'' cracked down on the timer to the point where you get less time in ''easy'' mode than you used to get in ''hard'' mode in the earlier games. A common complaint about the game is that there is simply no time to explore because if you stray off the beaten path you quickly run out of time.

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** On "hard" mode mode, the final events start you off with ''five seconds'' left on the clock and no pedestrians anywhere nearby. Your only option is to choose a grid position in front of the weakest opponent, throw your car in reverse reverse, and hope you do enough damage to get a time bonus so you can even get off the starting grid before you lose.
** The third game in the series, ''TDR2000'' ''TDR2000'', cracked down on the timer to the point where you get less time in ''easy'' mode than you used to get in ''hard'' mode in the earlier games. A common complaint about the game is that there is simply no time to explore because if you stray off the beaten path path, you quickly run out of time.



* SEGA's ''UsefulNotes/{{NASCAR}} Arcade'' throws out the traditional {{checkpoint}}-based timer in favor of one based on moving up positions. During the game you have a "target position"; reaching it will extend the timer and move the target position up a few ranks. Therefore to keep the timer going long enough that you cross the finish line, you have to be very competitive and continously advance positions, and actually finishing the race will often see the player in the top five. If you make a single crash before the final lap, particularly one that knocks you all the way back to last place, just give up and get off the machine.

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* SEGA's ''UsefulNotes/{{NASCAR}} Arcade'' throws out the traditional {{checkpoint}}-based timer in favor of one based on moving up positions. During the game game, you have a "target position"; reaching it will extend the timer and move the target position up a few ranks. Therefore Therefore, to keep the timer going long enough that you cross the finish line, you have to be very competitive and continously advance positions, and actually finishing the race will often see the player in the top five. If you make a single crash before the final lap, particularly one that knocks you all the way back to last place, just give up and get off the machine.



* ''VideoGame/NeoGeoBattleColiseum's'' Arcade Mode handles this differently than in most fighting games. Your team has five minutes in game time to defeat as many foes as possible, and that time limit carries over to your next set of fights (though you can increase the time limit once with a mid-game bonus). Once that time limit expires, you fight a BigBad SNKBoss: there's 4 different ones and the more opponents you defeat, the harder the boss that challenges you at the end.

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* ''VideoGame/NeoGeoBattleColiseum's'' Arcade Mode handles this differently than in most fighting games. Your team has five minutes in game time to defeat as many foes as possible, and that time limit carries over to your next set of fights (though you can increase the time limit once with a mid-game bonus). Once that time limit expires, you fight a BigBad SNKBoss: there's 4 different ones ones, and the more opponents you defeat, the harder the boss that challenges you at the end.



** Break The Targets, Board The Platforms and Race To The Finish are all timed missions.
** ''Melee'' adds Event matches with time limits of either kind: Notably, ''Seconds, Anyone?'' gives you only ''7 seconds'' to defeat Capt. Falcon, and ''Yoshi's Egg'' has you to defend Yoshi and the egg for a period of time.

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** Break The Targets, Board The Platforms Platforms, and Race To The Finish are all timed missions.
** ''Melee'' adds Event matches with time limits of either kind: Notably, ''Seconds, Anyone?'' gives you only ''7 seconds'' to defeat Capt. Falcon, and ''Yoshi's Egg'' has you to defend Yoshi and the egg for a period of time.



** Additionally, though there is no timer for the final level of ''VideoGame/{{Halo 3}}'', [[spoiler: the environment of the unfinished Halo ring will tumble and collapse after a set period of time, forcing the Master Chief and the Arbiter to keep driving forward without stopping.]]
* Also, on the hardest MISSION difficulty setting, the original ''VideoGame/SystemShock'' is one big timed mission. You only have seven hours to complete the game. During that time, you had to [[spoiler: disable the mining laser to prevent SHODAN from using the station as a KillSat, destroy the transmitter to prevent her from uploading herself into Earth's networks, jettison the [[SequelHook hydroponics grove with mutants into deep space]] and reach the command center before she detaches it from the self-destructing station.]]

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** Additionally, though there is no timer for the final level of ''VideoGame/{{Halo 3}}'', [[spoiler: the [[spoiler:the environment of the unfinished Halo ring will tumble and collapse after a set period of time, forcing the Master Chief and the Arbiter to keep driving forward without stopping.]]
stopping]].
* Also, on the hardest MISSION difficulty setting, the original ''VideoGame/SystemShock'' is one big timed mission. You only have seven hours to complete the game. During that time, you had to [[spoiler: disable [[spoiler:disable the mining laser to prevent SHODAN from using the station as a KillSat, destroy the transmitter to prevent her from uploading herself into Earth's networks, jettison the [[SequelHook hydroponics grove with mutants into deep space]] space]], and reach the command center before she detaches it from the self-destructing station.]]



** That said, pretty much ''all'' of the ''Call of Duty'' games have at least one kind of time based mission in each campaign. The vast majority of these missions are the "hold the line" variety.
*** The original game has the "Dulag IIIA" mission - you have exactly ten minutes to rescue Major Ingram from the eponymous prison camp before the Germans lock it down.
*** ''VideoGame/ModernWarfare'' has a bit of a subversion from previous ''Call of Duty'' games: [[spoiler: the second to last mission in the game requires an ''assault'' against an enemy who is attempting to HoldTheLine. Failure to reach the mission objective before the timer runs out results in the US' Eastern Seaboard being nuked and World War III.]]

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** That said, pretty much ''all'' of the ''Call of Duty'' games have at least one kind of time based time-based mission in each campaign. The vast majority of these missions are the "hold the line" variety.
*** The original game has the "Dulag IIIA" mission - -- you have exactly ten minutes to rescue Major Ingram from the eponymous prison camp before the Germans lock it down.
*** ''VideoGame/ModernWarfare'' has a bit of a subversion from previous ''Call of Duty'' games: [[spoiler: the second to last [[spoiler:the second-to-last mission in the game requires an ''assault'' against an enemy who is attempting to HoldTheLine. Failure to reach the mission objective before the timer runs out results in the US' Eastern Seaboard being nuked and World War III.]]



The second timed mission involves fighting your way to the turret controls of a ship to turn-on automated turret fire, after which the stage becomes a hold the line scenario while the player or his squad members turn on the guns.
* ''VideoGame/BattlefieldBadCompany'' has a fairly annoying one during the last mission. US armor is advancing through a small village, and you have to destroy two bridges near said village(don't ask). The problem is that the village is swarming with enemies, and both bridges are being guarded by TANKS. And if you die, you have to start over.

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The second timed mission involves fighting your way to the turret controls of a ship to turn-on turn on automated turret fire, after which the stage becomes a hold the line scenario while the player or his squad members turn on the guns.
* ''VideoGame/BattlefieldBadCompany'' has a fairly annoying one during the last mission. US armor is advancing through a small village, and you have to destroy two bridges near said village(don't village (don't ask). The problem is that the village is swarming with enemies, and both bridges are being guarded by TANKS. And if you die, you have to start over.



* ''VideoGame/Left4Dead2'' subverts this at first, with the final mission of Parish telling you to get across the bridge in 10 minutes or the helicopter will leave without you. No matter how long you wait the helicopter will not take off without you inside (though with all the zombies trying to kill you, you really can't afford to wait). It then plays it straight with the achievement Bridge over Treble Slaughter, which requires you to get across the bridge in 3 minutes (basically running for your dear life and don't stop AT ALL).

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* ''VideoGame/Left4Dead2'' subverts this at first, with the final mission of Parish telling you to get across the bridge in 10 minutes or the helicopter will leave without you. No matter how long you wait wait, the helicopter will not take off without you inside (though with all the zombies trying to kill you, you really can't afford to wait). It then plays it straight with the achievement Bridge over Treble Slaughter, which requires you to get across the bridge in 3 minutes (basically running for your dear life and don't stop AT ALL).



** Metroid Prime 2 gives you 8 minutes to escape Dark Aether after defeating the LoadBearingBoss, but 99% of this time is spent fighting the FinalBoss.
** Metroid Prime 3 has ''four'' of these, with no actual clock onscreen; TakeYourTime is averted in all instances.

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** Metroid ''Metroid Prime 2 2'' gives you 8 minutes to escape Dark Aether after defeating the LoadBearingBoss, but 99% of this time is spent fighting the FinalBoss.
** Metroid ''Metroid Prime 3 3'' has ''four'' of these, with no actual clock onscreen; TakeYourTime is averted in all instances.



*** The next timer comes after assembling the Theronian bomb needed to destroy a shield below the clouds of the planet where Samus has 5 minutes to fix the release mechanism for the escape pod or die riding the bomb on impact.
*** The final timed mission [[spoiler: is the entire finale on Phaaze. Samus has to vent all of her Energy Tanks to avoid being totally corrupted on the planet, so she has a limited amount of time to find and beat the FinalBoss before the phazon corrupts her. How much time she gets depends on how many Energy Tanks the player has collected up to this point, with damage taking time off the clock and Anti-Phazon pickups putting it back on.]]
** Metroid Prime Hunters has a timer kick in every time Samus takes one of the MacGuffins needed to reach the FinalBoss. If Samus can't get back to her ship before the clock runs out, she dies.

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*** The next timer comes after assembling the Theronian bomb needed to destroy a shield below the clouds of the planet planet, where Samus has 5 minutes to fix the release mechanism for the escape pod or die riding the bomb on impact.
*** The final timed mission [[spoiler: is [[spoiler:is the entire finale on Phaaze. Samus has to vent all of her Energy Tanks to avoid being totally corrupted on the planet, so she has a limited amount of time to find and beat the FinalBoss before the phazon corrupts her. How much time she gets depends on how many Energy Tanks the player has collected up to this point, with damage taking time off the clock and Anti-Phazon pickups putting it back on.]]
** Metroid ''Metroid Prime Hunters Hunters'' has a timer kick in every time Samus takes one of the MacGuffins needed to reach the FinalBoss. If Samus can't get back to her ship before the clock runs out, she dies.



* The final mission in ''Videogame/TheWorldIsNotEnough'' involves escaping a sinking submarine. Ironically, it's not because of the water rising but because a nuclear meltdown is about to take place. There's also the mission where Bond must defuse a bomb on which the timer gets shorter the higher the difficulty you are playing on all the while saving every hostage along the way (which ''also'' increase in number the higher the difficulty).

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* The final mission in ''Videogame/TheWorldIsNotEnough'' involves escaping a sinking submarine. Ironically, it's not because of the water rising rising, but because a nuclear meltdown is about to take place. There's also the mission where Bond must defuse a bomb on which the timer gets shorter the higher the difficulty you are playing on on, all the while saving every hostage along the way (which ''also'' increase in number the higher the difficulty).



** Many of the "Commander Escapes" type objectives tend to be times missions in disguise. The enemy commander will usually reach his escape point in a fixed amount of time, though other objectives will give the player chances to slow down, stall, or even prevent his escape entirely (or in other words, mess with the hidden "timer").

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** Many of the "Commander Escapes" type objectives tend to be times timed missions in disguise. The enemy commander will usually reach his escape point in a fixed amount of time, though other objectives will give the player chances to slow down, stall, or even prevent his escape entirely (or in other words, mess with the hidden "timer").



* In ''The Family Legacy'' you have from 8 PM Friday until 8 PM Sunday to locate the [=MacAdam=] Claymore, with every command taking three minutes of game time.

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* In ''The Family Legacy'' Legacy'', you have from 8 PM Friday until 8 PM Sunday to locate the [=MacAdam=] Claymore, with every command taking three minutes of game time.



* ''VisualNovel/{{SOON}}'': [[spoiler:After getting the bomb, there are a limited number of time jumps before the robots manage to follow and catch up with Atlas through the temporal distortion. If they do, Atlas will activate the SelfDestructMechanism of the time machine, effectively committing suicide to prevent the technology from falling into robots' hands.]]

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* ''VisualNovel/{{SOON}}'': [[spoiler:After getting the bomb, there are a limited number of time jumps before the robots manage to follow and catch up with Atlas through the temporal distortion. If they do, Atlas will activate the SelfDestructMechanism of the time machine, effectively committing suicide to prevent the technology from falling into the robots' hands.]]



** The original ''Time Crisis'' brings you to the continue screen if time ran out, instead of just taking a life. On top of that, it has stricter time limits and the timer increases by a certain amount of seconds every time you clear a section (instead of resetting to 40, 60, or what have you), so if you're slow on one section, you'll have to work faster in the next or risk running out of time, a risk that almost never happens in later titles. The final straw is that the timer ''keeps running in cutscenes'' when the player is running from one area to the next. It gets ludicrous near the end where 30 seconds is added to the timer - then the player waits for 15 seconds for ''an elevator to take him to the villain''.

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** The original ''Time Crisis'' brings you to the continue screen if time ran out, instead of just taking a life. On top of that, it has stricter time limits and the timer increases by a certain amount of seconds every time you clear a section (instead of resetting to 40, 60, or what have you), so if you're slow on one section, you'll have to work faster in the next or risk running out of time, a risk that almost never happens in later titles. The final straw is that the timer ''keeps running in cutscenes'' when the player is running from one area to the next. It gets ludicrous near the end where 30 seconds is added to the timer - -- then the player waits for 15 seconds for ''an elevator to take him to the villain''.



* ''VideoGame/CityOfHeroes'' has its share of Timed Missions - however, to be fair, it usually places them in enclosed zones or interior spaces to limit how much running about the hero or heroes have to do. It gets aggravating though when completing a mission immediately triggers a timed mission without the player being warned (even more annoying when the timed follow up mission involves defeating a foe that cannot be defeated without a large team). Fortunately the Devs have been removing or modifying these in ''City of Heroes'' and such mission combos are almost non-existent in ''City of Villains''. In any case, the timer is usually two or three times the length needed (provided you start straight away).

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* ''VideoGame/CityOfHeroes'' has its share of Timed Missions - -- however, to be fair, it usually places them in enclosed zones or interior spaces to limit how much running about the hero or heroes have to do. It gets aggravating though aggravating, though, when completing a mission immediately triggers a timed mission without the player being warned (even more annoying when the timed follow up follow-up mission involves defeating a foe that cannot be defeated without a large team). Fortunately Fortunately, the Devs have been removing or modifying these in ''City of Heroes'' and such mission combos are almost non-existent in ''City of Villains''. In any case, the timer is usually two or three times the length needed (provided you start straight away).



*** Perhaps the most annoying facet of the COH Timed missions is that most missions tell you that you must hurry to save a life or stop a demon summoning, but there's no hurry at all. Timed missions don't phrase the mission with any more or less urgency but you can actually fail them.

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*** Perhaps the most annoying facet of the COH Timed missions is that most missions tell you that you must hurry to save a life or stop a demon summoning, but there's no hurry at all. Timed missions don't phrase the mission with any more or less urgency urgency, but you can actually fail them.



* ''VideoGame/TheLordOfTheRingsOnline'' has several timed missions, and one subversion. You are given 30 minutes to kill boar in the area, but there are no boar there. The task seems impossible until you consider the ExactWords of the quest, and then you realise all you have to do to win is let the timer run out.

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* ''VideoGame/TheLordOfTheRingsOnline'' has several timed missions, and one subversion. You are given 30 minutes to kill boar boars in the area, but there are no boar boars there. The task seems impossible until you consider the ExactWords of the quest, and then you realise all you have to do to win is let the timer run out.



** There is also something called the Boss Enrage Timer. Essentially in most raid boss battles, you have an invisible (though visible through the use of add-ons) timer in which the boss must be defeated in before it becomes Enraged. At this point in time, the damage of said boss will be multiplied immensely, usually resulting in a one hit kill to anyone still alive. Typically the timers are generous enough to where they're not an issue, and only exist to make sure a fight does not go on forever or won by a small number of players that just happen to continue to live through various means. However the Trope is also played straight as sometimes they're purposefully short resulting in the players needing to cause as much damage as possible in the short amount of time (referred to as a DPS race encounter). Unlike most Timed Missions, the boss is still killable after the timer ends and he becomes Enraged, it's just very unlikely. If it enrages at an extremely low amount of health, however, the players may be able to finish it off before everyone is finally killed off.
*** Some bosses make the timer an ExactTimeToFailure, if you fail to make the timer, the [[OneHitKO boss kills you outright]].
*** Other bosses use a "soft enrage timer", instead of a single timer which [[TurnsRed jacks up the boss in a huge leap]], the soft enrage is a repeating short timer which increases the boss a little bit each time, until the boss grows too powerful for the group to handle. This shifts the urgency from the DPS to the Tanks and Healers, as a hard timer requires the DPS to burn the boss before the enrage, but with a soft enrage, the time the DPS has to kill the boss is dependent on how good the Tanks can soak the damage, and how good the Healers can recover it.

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** There is also something called the Boss Enrage Timer. Essentially Essentially, in most raid boss battles, you have an invisible (though visible through the use of add-ons) timer in which the boss must be defeated in before it becomes Enraged. At this point in time, the damage of said boss will be multiplied immensely, usually resulting in a one hit one-hit kill to anyone still alive. Typically Typically, the timers are generous enough to where they're not an issue, and only exist to make sure a fight does not go on forever or won by a small number of players that just happen to continue to live through various means. However However, the Trope is also played straight straight, as sometimes they're purposefully short short, resulting in the players needing to cause as much damage as possible in the short amount of time (referred to as a DPS race encounter). Unlike most Timed Missions, the boss is still killable after the timer ends and he becomes Enraged, it's just very unlikely. If it enrages at an extremely low amount of health, however, the players may be able to finish it off before everyone is finally killed off.
*** Some bosses make the timer an ExactTimeToFailure, ExactTimeToFailure; if you fail to make the timer, the [[OneHitKO the boss kills you outright]].
*** Other bosses use a "soft enrage timer", timer"; instead of a single timer which [[TurnsRed jacks up the boss in a huge leap]], the soft enrage is a repeating short timer which increases the boss boss's power a little bit each time, until the boss grows too powerful for the group to handle. This shifts the urgency from the DPS to the Tanks and Healers, as a hard timer requires the DPS to burn the boss before the enrage, but with a soft enrage, the time the DPS has to kill the boss is dependent on how good the Tanks can soak the damage, and how good the Healers can recover it.



** Some of Darkmoon Faire games use a different kind of timer: You can play for a set amount of time for each token, but you don't lose any points if you run out of time.

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** Some of the Darkmoon Faire games use a different kind of timer: You can play for a set amount of time for each token, but you don't lose any points if you run out of time.



* ''VideoGame/{{Mabinogi}}'' has quite a few... They are usually quite generous with the clock though.

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* ''VideoGame/{{Mabinogi}}'' has quite a few... They are usually quite generous with the clock clock, though.



* ''Pinball/SafeCracker'' is ''made'' on this concept; instead of a finite amount of balls, the game has a finite amount of time instead, and running out of time started "Sudden Death". In Sudden Death, you ''could'' lose the ball - and thus, the game as a whole.

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* ''Pinball/SafeCracker'' is ''made'' on this concept; instead of a finite amount of balls, the game has a finite amount of time instead, and running out of time started "Sudden Death". In Sudden Death, you ''could'' lose the ball - -- and thus, the game as a whole.



*** T he Speedy Comets give you 4 minutes to complete them.

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*** T he The Speedy Comets give you 4 minutes to complete them.



** [[Webcomic/CaptainSNES "What does a bomb go off or something?" "No, you just-a die."]]

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** [[Webcomic/CaptainSNES "What "What, does a bomb go off or something?" "No, you just-a die."]]



*** Tail's stages have him racing against Sonic and, in the last level, Eggman. He has a limited amount of time to get to the goal before they do, though Sonic's AI may get him stuck. The "timer" is a meter at the bottom of the screen that shows the progress of Sonic/Eggman. The A-Rank version of his stages make Sonic and Eggman go faster.

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*** Tail's Tails' stages have him racing against Sonic and, in the last level, Eggman. He has a limited amount of time to get to the goal before they do, though Sonic's AI may get him stuck. The "timer" is a meter at the bottom of the screen that shows the progress of Sonic/Eggman. The A-Rank version of his stages make Sonic and Eggman go faster.



*** The FinalBoss battles against Shadow in the Hero Story and Sonic in the Dark Story have a hidden 10 minute timer due to it taking place just before the Eclipse Cannon is fired. If you fail to win before time's up, the battlefield will start collapsing and you'll fall into the void of space.

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*** The FinalBoss battles against Shadow in the Hero Story and Sonic in the Dark Story have a hidden 10 minute 10-minute timer due to it taking place just before the Eclipse Cannon is fired. If you fail to win before time's up, the battlefield will start collapsing and you'll fall into the void of space.



** ''VideoGame/SonicHeroes'':
*** The 2nd mission of every Team Sonic level and certain Team Chaotix levels are this. (This can, and ''does'', reach NintendoHard levels. Rail Canyon comes to mind.)
** ''VideoGame/ShadowTheHedgehog'':
*** Three of the stages -- Central City, Cosmic Fall, and [[TheVeryDefinitelyFinalDungeon The Last Way]] -- have time limits (8 minutes, 15 minutes, and 10 minutes, respectively). All 3 are justified (lots of bombs primed to go off, the ARK falling apart, and Black Doom's nerve gas spreading across the Earth, respectively).
** ''VideoGame/SonicTheHedgehog2006'':
*** Sonic and Shadow both have to get through Radical Train within a certain amount of time, lest Eggman's train crash into a wall of bombs or escape, respectively. Silver can [[TakeYourTime take his time]], since he's following Sonic, not Eggman.
*** Dawdle too much in End Of The World, and, well, the stage's name will happen. Basically, the stage is steadily filling up with time rifts, and when they grow too numerous, space-time collapses. However, you can make them go away temporarily by hitting certain switches.



*** In the finale [[spoiler:you get 3 minutes to flee the station, take out an [[FinalBoss Omega Metroid]], and board your ship.]]
* The entire ''VideoGame/PrinceOfPersia1'' is a timed mission, giving you one hour to complete it. (This is increased to two hours in the SNES version, since it has more levels.) You have an infinite number of lives, but get sent back to the beginning of the level when you die. An indicator at the bottom of the screen shows the time remaining at regular intervals, and at every death. Interestingly, the clock stops when you defeat the final boss, even though you still have to walk a bit from there to SaveThePrincess. The same happens when you are dead (although staying AFK for too long will [[NonstandardGameOver cause the game to restart from the title screen]] - indicated by the blinking "PRESS A BUTTON TO CONTINUE" prompt)

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*** In the finale finale, [[spoiler:you get 3 minutes to flee the station, take out an [[FinalBoss Omega Metroid]], and board your ship.]]
ship]].
* The entire ''VideoGame/PrinceOfPersia1'' is a timed mission, giving you one hour to complete it. (This is increased to two hours in the SNES version, since it has more levels.) You have an infinite number of lives, but get sent back to the beginning of the level when you die. An indicator at the bottom of the screen shows the time remaining at regular intervals, and at every death. Interestingly, the clock stops when you defeat the final boss, even though you still have to walk a bit from there to SaveThePrincess. The same happens when you are dead (although staying AFK for too long will [[NonstandardGameOver cause the game to restart from the title screen]] - -- indicated by the blinking "PRESS A BUTTON TO CONTINUE" prompt)prompt).



** A timed ''Final Boss Battle of the series which was a bitch to begin with''! Justified, you are on a [[ColonyDrop falling piece of machinery]] that is hurtling down to Earth, after all.

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** A timed ''Final Boss ''FinalBoss Battle of the series which was a bitch to begin with''! Justified, you are on a [[ColonyDrop falling piece of machinery]] that is hurtling down to Earth, after all.



* Done in ''VideoGame/WarioLand 4'' and ''The Shake Dimension'' for certain levels. While usually you have to escape the level under a time limit once you reach the end (StalkedByTheBell), these levels actually start the escape timer either as soon as or a short while after the level starts, forcing you to run through the entire level under the time limit. This is the case with the Golden Passage in ''VideoGame/WarioLand 4'', Lowdown Depths from ''VideoGame/WarioLand The Shake Dimension'' and Launchpad Labyrinth from same latter game.

to:

* Done in ''VideoGame/WarioLand 4'' ''VideoGame/WarioLand4'' and ''The Shake Dimension'' ''VideoGame/WarioLandTheShakeDimension'' for certain levels.every level. While usually you have to escape the level under a time limit once you reach the end (StalkedByTheBell), these levels actually start the escape timer either as soon as or a short while after the level starts, forcing you to run through the entire level under the time limit. This is the case with the Golden Passage in ''VideoGame/WarioLand 4'', Lowdown Depths from ''VideoGame/WarioLand The Shake Dimension'' Dimension'', and Launchpad Labyrinth from same latter game.



*** It is justified in that if the platform falls there is no way to get out of the level without jumping and dying.

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*** It is justified in that if the platform falls falls, there is no way to get out of the level without jumping and dying.



*** The formula is a 10-minute base, and another minute for each blueprint piece you collected. 40 blueprint pieces means you can have up to 50 minutes. (Justified in-universe as the guy you bring them to needs more info to better sabotage the giant laser cannon). As one more side note, it's also a case of TimeKeepsOnTicking, because the clock does run while you read the description of the game.

to:

*** The formula is a 10-minute base, and another minute for each blueprint piece you collected. 40 blueprint pieces means you can have up to 50 minutes. (Justified in-universe as the guy you bring them to needs more info to better sabotage the giant laser cannon). cannon.) As one more side note, it's also a case of TimeKeepsOnTicking, because the clock does run while you read the description of the game.



* With few exceptions, each stage in ''VideoGame/{{Purple}}'' has a time limit running out of which kills you.

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* With few exceptions, each stage in ''VideoGame/{{Purple}}'' has a time limit limit, running out of which kills you.



* In ''VideoGame/DeBlob'', you have a time limit on each level. It is explained that the time limit is in place because if you don't get the mission done soon enough the enemy will learn about your presence there and mobilize. This makes sense... until the last level where you fight the leader of the Inkies. OF COURSE they know you're there! The time limit is nonsensical!

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* In ''VideoGame/DeBlob'', you have a time limit on each level. It is explained that the time limit is in place because if you don't get the mission done soon enough enough, the enemy will learn about your presence there and mobilize. This makes sense... until the last level level, where you fight the leader of the Inkies. OF COURSE they know you're there! The time limit is nonsensical!



* In ''VideoGame/{{Antichamber}}'', as soon as you start the game, a timer appears in the HubLevel labelled "Time Remaining", counting down from 1 hour and 30 minutes. [[spoiler:Once it expires, no indication is given until you return to the lobby area, [[SubvertedTrope and you see a cartoon displayed above the timer]] with the caption saying "[[http://i.stack.imgur.com/VTNGT.png Live on your own watch, not on someone elses.]] ''[sic]''". Letting the timer run out is, however, required for getting HundredPercentCompletion of the picture panels]].
* ''VideoGame/AVirusNamedTom'' gives us the ever depleting energy meter, serving as both health and a time limit.

to:

* In ''VideoGame/{{Antichamber}}'', as soon as you start the game, a timer appears in the HubLevel labelled "Time Remaining", counting down from 1 hour and 30 minutes. [[spoiler:Once it expires, no indication is given until you return to the lobby area, [[SubvertedTrope and you see a cartoon displayed above the timer]] with the caption saying "[[http://i.stack.imgur.com/VTNGT.png Live on your own watch, not on someone elses.else's.]] ''[sic]''". Letting the timer run out is, however, required for getting HundredPercentCompletion of the picture panels]].
* ''VideoGame/AVirusNamedTom'' gives us the ever depleting ever-depleting energy meter, serving as both health and a time limit.



* ''TetrisTheGrandMaster 2'': The entirety of this game's [[HarderThanHard T.A. Death]] mode and ''[=TGM3=]'' 's Sakura, Master, and Shirase modes are Timed Missions. Sakura mode requires you to complete a set of stages within each stage's time limit. T.A. Death, ''[=TGM3=]'' Master, and Shirase have checkpoints that terminate your game early if you reach them too slowly.
* ''VideoGame/WorldOfGoo'': "Super Fuse Challenge Time" is ExactlyWhatItSaysOnTheTin--a long string of flammable goo threaten to burn up your support from below before you can evacuate enough non-flammable goo out the exit pipe.

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* ''TetrisTheGrandMaster 2'': The entirety of this game's [[HarderThanHard T.A. Death]] mode and ''[=TGM3=]'' 's ''[=TGM3=]''[='=]s Sakura, Master, and Shirase modes are Timed Missions. Sakura mode requires you to complete a set of stages within each stage's time limit. T.A. Death, ''[=TGM3=]'' Master, and Shirase have checkpoints that terminate your game early if you reach them too slowly.
* ''VideoGame/WorldOfGoo'': "Super Fuse Challenge Time" is ExactlyWhatItSaysOnTheTin--a ExactlyWhatItSaysOnTheTin -- a long string of flammable goo threaten to burn up your support from below before you can evacuate enough non-flammable goo out the exit pipe.



* Timed missions occasionally happen in RealTimeStrategy games. It's rare that a RTS timed mission will fail completely if the timer runs out, though; the effect is more often along the lines of "destroy this secondary base before the timer runs out and it won't send the engineers to repair the bridge, which will make it easier to destroy the main base as it won't get reinforcements". If the timer runs out before you've killed the first base you'll have to fight it, the other one and the reinforcements all at the same time, and the game will get harder. Some players deliberately wait for the timer to run out before engaging the enemy because they love the challenge. See also Main/UnstableEquilibrium.
* ''VideoGame/{{Pandemic}}'' is a timed game, you have a set number of days until humankind creates a vaccine to destroy you (The Virus) [[spoiler: There is a chance that the vaccine will backfire though, making you immune to all future vaccines.]] This is also a rare example of where you can ''lengthen'' the timer - the more hospitals that are shut down, the longer it takes to make the vaccine. [[spoiler: If all or almost all of them shut, or there's hardly anyone left alive, the timer is set to 'infinity'.]]

to:

* Timed missions occasionally happen in RealTimeStrategy games. It's rare that a RTS timed mission will fail completely if the timer runs out, though; the effect is more often along the lines of "destroy this secondary base before the timer runs out and it won't send the engineers to repair the bridge, which will make it easier to destroy the main base as it won't get reinforcements". If the timer runs out before you've killed the first base base, you'll have to fight it, the other one one, and the reinforcements all at the same time, and the game will get harder. Some players deliberately wait for the timer to run out before engaging the enemy because they love the challenge. See also Main/UnstableEquilibrium.
* ''VideoGame/{{Pandemic}}'' is a timed game, game; you have a set number of days until humankind creates a vaccine to destroy you (The Virus) [[spoiler: There Virus). [[spoiler:There is a chance that the vaccine will backfire though, making you immune to all future vaccines.]] This is also a rare example of where you can ''lengthen'' the timer - -- the more hospitals that are shut down, the longer it takes to make the vaccine. [[spoiler: If [[spoiler:If all or almost all of them shut, or there's hardly anyone left alive, the timer is set to 'infinity'.''infinity''.]]



** The series whole has a partial example with each day. During the night the local creatures become vicious, giving the player and Pikmin until noon ([[VideoGameTime about 13 minutes]]) to complete any objective the player has set on themselves before gathering and taking off to low orbit until the next day.

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** The series whole has a partial example with each day. During the night night, the local creatures become vicious, giving the player and Pikmin until noon ([[VideoGameTime about 13 minutes]]) to complete any objective the player has set on themselves before gathering and taking off to low orbit until the next day.



* ''VideoGame/{{Starcraft}}'' has at least one in the expansion campaign. Kerrigan has to recapture the Matriarch before the Protoss can teleport her away. [[spoiler:Finishing with more than 5 minutes remaining out of the original 25-minute timer unlocks the secret mission]].

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* ''VideoGame/{{Starcraft}}'' has at least one in the expansion campaign. Kerrigan has to recapture the Matriarch before the Protoss can teleport her away. [[spoiler:Finishing with more than 5 minutes remaining out of the original 25-minute timer unlocks the secret mission]].mission.]]



** At least at one point, it ''was'' possible to win the first two one-player guitar battles on points at the end of the songs, on the easiest difficulty setting - just very unlikely due to the asymmetry of the parts.

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** At least at one point, it ''was'' possible to win the first two one-player guitar battles on points at the end of the songs, on the easiest difficulty setting - -- just very unlikely due to the asymmetry of the parts.



*** That's because the game actually has [[FireIceLightning no Water Element in it]] - Demyx is a ''Blizzard'' Elemental enemy, which is closest to Water physically in the element trio (since ice is technically water), but makes no sense otherwise.

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*** That's because the game actually has [[FireIceLightning no Water Element in it]] - -- Demyx is a ''Blizzard'' Elemental enemy, which is closest to Water physically in the element trio (since ice is technically water), but makes no sense otherwise.



* In Oboro-maru's mission in ''VideoGame/LiveALive'', in order to rescue the prisoner, you have to defeat a certain boss, but in order to actually kill him, you need to kill the spirits he maintains, otherwise he will rejuvenate. You only have a limited amount of time before all spirits reappear, making this very tedious.

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* In Oboro-maru's mission in ''VideoGame/LiveALive'', in order to rescue the prisoner, you have to defeat a certain boss, but in order to actually kill him, you need to kill the spirits he maintains, otherwise he will rejuvenate. You only have a limited amount of time before all the spirits reappear, making this very tedious.



** A variation occurs near the end of the game, in the battles with [[spoiler: the Koopa Kids]]. While you have all the time in the world to pick your moves, you must win within a certain number of turns. A bomb on-screen keeps track of how many are left.
** ''[[VideoGame/MarioAndLuigiBowsersInsideStory Bowser's Inside Story]]'' has the fight with the Fawful Express - 100 kilomoles from the starting position is a bridge that can support the train's weight but not [[AttackOfTheFiftyFootWhatever Bowser's]], which leads to him plummeting into a ravine if you don't destroy the train before it can make it across. This timer is so strict, you might find yourself ''right at the bridge'', and probably crossing your fingers on one hand hoping you don't mess up the next attack.
** The duel between you and Peach's Castle turned battle mech. After a bit, the castle generates two black holes (behind both you [[TooDumbToLive and it]] which will occasionally suck you and it inside and do damage to you if you're not careful. After taking it down the critical health, [[RocksFallEveryoneDies the black holes envelop you and the mech and position you right in front of one another.]] Being damaged constantly, you have to throw yourself at the castle multiple times to finish it off, but be careful when you attack; every 2 seconds, it will brandish spikes on its hands that will damage you even further if touched.

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** A variation occurs near the end of the game, in the battles with [[spoiler: the [[spoiler:the Koopa Kids]]. While you have all the time in the world to pick your moves, you must win within a certain number of turns. A bomb on-screen keeps track of how many are left.
** ''[[VideoGame/MarioAndLuigiBowsersInsideStory Bowser's Inside Story]]'' has the fight with the Fawful Express - -- 100 kilomoles from the starting position is a bridge that can support the train's weight but not [[AttackOfTheFiftyFootWhatever Bowser's]], which leads to him plummeting into a ravine if you don't destroy the train before it can make it across. This timer is so strict, you might find yourself ''right at the bridge'', and probably crossing your fingers on one hand hoping you don't mess up the next attack.
** The duel between you and Peach's Castle turned battle mech. After a bit, the castle generates two black holes (behind both you [[TooDumbToLive and it]] it]]) which will occasionally suck you and it inside and do damage to you if you're not careful. After taking it down the critical health, [[RocksFallEveryoneDies the black holes envelop you and the mech and position you right in front of one another.]] Being damaged constantly, you have to throw yourself at the castle multiple times to finish it off, but be careful when you attack; every 2 seconds, it will brandish spikes on its hands that will damage you even further if touched.



* ''VideoGame/RomancingSaGa'' was full of them: Especially the Fatestone missions (you had to get them before a certain number of battles fought or you would be unable to get them)

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* ''VideoGame/RomancingSaGa'' was full of them: Especially them, especially the Fatestone missions (you had to get them before a certain number of battles fought or you would be unable to get them)them).



** The first battle with Ultros is on an invisible timer. You can slow it down by hitting him with Fire spells ("YEOWCH! SEAFOOD SOUP!"), but if too long passes, he declares that you frighten him - and then hits Bannon with a lethal-damage tentacle. [[WeCannotGoOnWithoutYou You cannot go on without him.]]

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** The first battle with Ultros is on an invisible timer. You can slow it down by hitting him with Fire spells ("YEOWCH! SEAFOOD SOUP!"), but if too long passes, he declares that you frighten him - -- and then hits Bannon with a lethal-damage tentacle. [[WeCannotGoOnWithoutYou You cannot go on without him.]]



** But remember: if the timer ''isn't'' running, you can take your time, even if it seems urgent. Damsel hanging by her fingernails over a deadly drop? There's no timer so by all means delegate the task, do some random battles, have a cutscene, make a speech, complete some options, bactrack a bit, some more battles, hijack a jetpack, and...oh, yeah, is she still hanging there? However, time is an important factor to determine your SEED rank, which in turn determines your income. Some Timed Missions reward you for being swift (like the Dollet field test--don't dawdle when ordered to withdraw), others for accurately gauging your strength and completing the mission with only a short time on the clock (the Ifrit training mission; you get to pick the time limit, and you get a better score the closer to 0 you get before you win).

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** But remember: if the timer ''isn't'' running, you can take your time, even if it seems urgent. Damsel hanging by her fingernails over a deadly drop? There's no timer timer, so by all means delegate the task, do some random battles, have a cutscene, make a speech, complete some options, bactrack a bit, some more battles, hijack a jetpack, and...oh, yeah, is she still hanging there? However, time is an important factor to determine your SEED rank, which in turn determines your income. Some Timed Missions reward you for being swift (like the Dollet field test--don't test -- don't dawdle when ordered to withdraw), others for accurately gauging your strength and completing the mission with only a short time on the clock (the Ifrit training mission; you get to pick the time limit, and you get a better score the closer to 0 you get before you win).



* ''Franchise/ShinMegamiTensei'' has a few, the most notable being in ''VideoGame/{{Persona 2}}: Eternal Punishment'', when [[spoiler:JOKER (A psychotic grinning maniac not to be confused with a more popular psychotic grinning maniac) lights the air and space museum on fire.]] You have a half-hour to find all the kids and evacuate them to the roof before the building burns down. However, it takes roughly 25 minutes to get to the top, followed by a pretty dangerous boss fight. At least it was justified! Also, strangely enough the items aren't too far off the beaten path, you only lose about a minute to gather them up.
** ''VideoGame/{{Persona 2}}: Innocent Sin'' has one in which you're given 30 minutes to beat the boss and escape from the Music Hall before [[StuffBlowingUp a bomb explodes]]. This can be done easily in less than 10 minutes, making the AlwaysClose moment that follows even more, well, stupid. If you choose to [[spoiler:jump in right away and rescue Lisa rather than watching what happens]], the timer will be lowered (in the PSP version, the timer will go down to 1 minute from 3) along with her not getting Eros Prime. There is also [[spoiler:the same Air Museum being lit, this time by King Leo.]] You have 40 minutes to save the kids, get any treasures, and escape. The timers for these are changed in the PSP remake, going from 30 and 40 minutes to 3 and 10, but will not go down during battles instead.

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* ''Franchise/ShinMegamiTensei'' has a few, the most notable being in ''VideoGame/{{Persona 2}}: Eternal Punishment'', when [[spoiler:JOKER (A (a psychotic grinning maniac not to be confused with a more popular psychotic grinning maniac) lights the air and space museum on fire.]] fire]]. You have a half-hour to find all the kids and evacuate them to the roof before the building burns down. However, it takes roughly 25 minutes to get to the top, followed by a pretty dangerous boss fight. At least it was justified! Also, strangely enough enough, the items aren't too far off the beaten path, you only lose about a minute to gather them up.
** ''VideoGame/{{Persona 2}}: Innocent Sin'' has one in which you're given 30 minutes to beat the boss and escape from the Music Hall before [[StuffBlowingUp a bomb explodes]]. This can be done easily in less than 10 minutes, making the AlwaysClose moment that follows even more, well, stupid. If you choose to [[spoiler:jump in right away and rescue Lisa rather than watching what happens]], the timer will be lowered (in the PSP version, the timer will go down to 1 minute from 3) along with her not getting Eros Prime. There is also [[spoiler:the same Air Museum being lit, this time by King Leo.]] Leo]]. You have 40 minutes to save the kids, get any treasures, and escape. The timers for these are changed in the PSP remake, going from 30 and 40 minutes to 3 and 10, but will not go down during battles instead.



*** A second mission in the main game, involving rooting out an NCR traitor, has a very punishing timer. After overhearing a message between the traitor and Caesar's Legion about [[spoiler: a bomb on the Vegas monorail]], doing ''anything'' except running to the [[spoiler: monorail]] as quickly as possible results in [[spoiler: detonation]]. This includes confronting the traitor, reporting the traitor, or looting a container. The timer doesn't stop even when you're explaining yourself to the guard you need to talk past to get to your destination.

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*** A second mission in the main game, involving rooting out an NCR traitor, has a very punishing timer. After overhearing a message between the traitor and Caesar's Legion about [[spoiler: a [[spoiler:a bomb on the Vegas monorail]], doing ''anything'' except running to the [[spoiler: monorail]] [[spoiler:monorail]] as quickly as possible results in [[spoiler: detonation]].[[spoiler:detonation]]. This includes confronting the traitor, reporting the traitor, or looting a container. The timer doesn't stop even when you're explaining yourself to the guard you need to talk past to get to your destination.



* ''VideoGame/KnightsInTheNightmare'' has its battlefields limited by number of turns, and every turn on a one-minute timer. Interestingly, this resource only counts down while charging up an attack or if the Wisp hit by an enemy bullet. Makes sense, as the Wisp is a spiritual entity trying to complete its objectives before it runs out of energy and ceases to exist.

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* ''VideoGame/KnightsInTheNightmare'' has its battlefields limited by number of turns, and every turn on a one-minute timer. Interestingly, this resource only counts down while charging up an attack or if the Wisp is hit by an enemy bullet. Makes sense, as the Wisp is a spiritual entity trying to complete its objectives before it runs out of energy and ceases to exist.



*** The ''Arrival'' {{DLC}} uses timers for dramatic effect in the second half of the mission. On entering Project Base, Shepard is informed that the scientists [[ExactTimeToFailure know to the minute when the Reapers will arrive]] because of signal being broadcast by the local ArtifactOfDoom. They've helpfully filled the base with large digital countdown clocks, and failing to activate the Project and destroy the Alpha Relay before they run out treats you to a cutscene of [[ItsAWonderfulFailure the Reapers destroying galactic civilisation]]. Fortunately, the timer's so generous the only way to fail is to deliberately stand around to see what happens. Of far more concern is a second timer at the end of the mission. After activating the Project and running to the landing pad you're treated to a dramatic view of the Alpha Relay in the sky above you: [[OhCrap It's getting bigger. Rapidly]]. And yes, taking too long to dispatch the last wave of enemies ''will'' result in the base [[ColonyDrop slamming into the relay]] [[GameOver with Shepard still on board]].

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*** The ''Arrival'' {{DLC}} uses timers for dramatic effect in the second half of the mission. On entering Project Base, Shepard is informed that the scientists [[ExactTimeToFailure know to the minute when the Reapers will arrive]] because of signal being broadcast by the local ArtifactOfDoom. They've helpfully filled the base with large digital countdown clocks, and failing to activate the Project and destroy the Alpha Relay before they run out treats you to a cutscene of [[ItsAWonderfulFailure the Reapers destroying galactic civilisation]]. Fortunately, the timer's so generous the only way to fail is to deliberately stand around to see what happens. Of far more concern is a second timer at the end of the mission. After activating the Project and running to the landing pad you're treated to a dramatic view of the Alpha Relay in the sky above you: [[OhCrap It's getting bigger. Rapidly]]. Rapidly.]] And yes, taking too long to dispatch the last wave of enemies ''will'' result in the base [[ColonyDrop slamming into the relay]] [[GameOver with Shepard still on board]].



* The first ''VideoGame/{{Fable|I}}'' game has a single timed mission: Save the Archeologist. It involves making your way down a winding seaside path to stop a purportedly important NPC from being boarded onto a ship of doom, or something. You're given less than five minutes, and, along the way, you have to fight several ''dozen'' minions (ie the toughest melee enemies in the game)... basically, if you haven't thought to pick up Slow Time and a good Area of Effect spell, you're just not going to beat the clock. Thank Avo that you don't need to [[EscortMission keep your guard escort alive]] as one of the victory conditions.

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* The first ''VideoGame/{{Fable|I}}'' game has a single timed mission: Save the Archeologist. It involves making your way down a winding seaside path to stop a purportedly important NPC from being boarded onto a ship of doom, or something. You're given less than five minutes, and, along the way, you have to fight several ''dozen'' minions (ie (i.e. the toughest melee enemies in the game)... basically, if you haven't thought to pick up Slow Time and a good Area of Effect spell, you're just not going to beat the clock. Thank Avo that you don't need to [[EscortMission keep your guard escort alive]] as one of the victory conditions.



* The Steamwood missions from ''VideoGame/BraveFencerMusashi''. You have 24 in-game hours to stop a massive reactor from exploding, which translates to roughly 20 minutes. To do it you have to turn cranks with very specific timing as a meter increases. Not only does the timer ''not'' stop during these segments, but if you go sixty seconds between ''completing'' cranks all of them reset. You're also forced to use a dodgy elevator that takes forever to reach the floors you need, dodge steam bursts, and if you fall to the bottom it can sometimes take a full five minutes to get back to where you were thanks to the elevator. The ''second'' time you do it you have a DoubleJump which makes it slightly easier, but you also have to run and find the cranks which are no longer in their respective spots this time. Later on you get until sunset (about 10 minutes) to climb Twinpeak Mountain to find a plant that will prevent a kid from becoming a [[OurVampiresAreDifferent Vambee]], but it's ''much'' more merciful than the Steamwood segments.

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* The Steamwood missions from ''VideoGame/BraveFencerMusashi''. You have 24 in-game hours to stop a massive reactor from exploding, which translates to roughly 20 minutes. To do it it, you have to turn cranks with very specific timing as a meter increases. Not only does the timer ''not'' stop during these segments, but if you go sixty seconds between ''completing'' cranks cranks, all of them reset. You're also forced to use a dodgy elevator that takes forever to reach the floors you need, dodge steam bursts, and if you fall to the bottom bottom, it can sometimes take a full five minutes to get back to where you were thanks to the elevator. The ''second'' time you do it it, you have a DoubleJump which makes it slightly easier, but you also have to run and find the cranks which are no longer in their respective spots this time. Later on on, you get until sunset (about 10 minutes) to climb Twinpeak Mountain to find a plant that will prevent a kid from becoming a [[OurVampiresAreDifferent Vambee]], but it's ''much'' more merciful than the Steamwood segments.



* The old ''Prohibition'''s entire gameplay consisting in shooting enemies before a set timer expires (said timer starts at 2 to 5 seconds depending on the enemy).

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* The old ''Prohibition'''s entire gameplay consisting in consists of shooting enemies before a set timer expires (said timer starts at 2 to 5 seconds depending on the enemy).



* Speaking of timed missions in every level, there are the ''VideoGame/TraumaCenter'' games. It's part of what makes the games so wonderfully NintendoHard. It ''is'' somewhat justified though, as you're performing emergency surgery. ''Trauma Team'' does away with the timer for most missions, since they're not necessarily emergency procedures.
* ''VideoGame/Pandemic'' and its spiritual successor ''VideoGame/PlagueInc'' have the vaccine research, which will start a timer as soon as your disease is discovered and keep ticking down: once the vaccine is completely researched the disease will be cured, preventing you from wiping out mankind. Most mid- and late-game strategies require finding ways to slow down the timer by hindering the research, and destabilizing countries to the point further research is impossible stops it entirely.

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* Speaking of timed missions in every level, there are the ''VideoGame/TraumaCenter'' games. It's part of what makes the games so wonderfully NintendoHard. It ''is'' somewhat justified justified, though, as you're performing emergency surgery. ''Trauma Team'' does away with the timer for most missions, since they're not necessarily emergency procedures.
* ''VideoGame/Pandemic'' ''VideoGame/{{Pandemic}}'' and its spiritual successor ''VideoGame/PlagueInc'' have the vaccine research, which will start a timer as soon as your disease is discovered and keep ticking down: once the vaccine is completely researched researched, the disease will be cured, preventing you from wiping out mankind. Most mid- and late-game strategies require finding ways to slow down the timer by hindering the research, and destabilizing countries to the point further research is impossible stops it entirely.



* The ''VideoGame/AceCombat'' series is nothing but timed missions, even when they shouldn't (like being escorted). Luckily, the limits are so ridiculously relaxed that they are, for all intents and purposes, non existent. ''VideoGame/{{Ace Combat 5|TheUnsungWar}}'''s Arcade Mode has a pretty short timer for each mission, but you earn more time with each kill. The early games used a fuel meter, which made it plausible, though it led to an InstantWinCondition as you could complete a mission with 1% fuel left and not have to worry about RTB, though the fuel gauge may simply have measured the time until the absolute critical point (bingo fuel)--past that, you don't have enough fuel to make it back unless you have a friendly refueling plane somewhere nearby.

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* The ''VideoGame/AceCombat'' series is nothing but timed missions, even when they shouldn't (like being escorted). Luckily, the limits are so ridiculously relaxed that they are, for all intents and purposes, non existent.non-existent. ''VideoGame/{{Ace Combat 5|TheUnsungWar}}'''s Arcade Mode has a pretty short timer for each mission, but you earn more time with each kill. The early games used a fuel meter, which made it plausible, though it led to an InstantWinCondition as you could complete a mission with 1% fuel left and not have to worry about RTB, though the fuel gauge may simply have measured the time until the absolute critical point (bingo fuel)--past fuel) -- past that, you don't have enough fuel to make it back unless you have a friendly refueling plane somewhere nearby.



* The ''Videogame/WingCommander'' series has these pop up from [[IncrediblyLamePun time to time]]
* ''VideoGame/CrimsonSkies: High Road to Revenge'' had a subtle one in a lategame mission, where a giant zeppelin-"eater" shows up. Being invincible from the outside, you had to fly a plane inside to destroy its core. Taking too long would lead to it destroying Nathan's zeppelin and a game over, but you wouldn't know that there was a time limit till you saw the cutscene where that happens.

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* The ''Videogame/WingCommander'' series has these pop up from [[IncrediblyLamePun time to time]]
time]].
* ''VideoGame/CrimsonSkies: High Road to Revenge'' had a subtle one in a lategame late-game mission, where a giant zeppelin-"eater" shows up. Being invincible from the outside, you had to fly a plane inside to destroy its core. Taking too long would lead to it destroying Nathan's zeppelin and a game over, but you wouldn't know that there was a time limit till you saw the cutscene where that happens.



* ''VideoGame/AfterBurner Climax'' has two invisible-timer bits, namely the parts where you have to hunt down the prototype plane and the B-2. If you fall too far behind you would miss out on them, but even if you kept them in sight, if you didn't splash them in time the mission will still make you let them go. The B-2 chase is particularly annoying because you need to gun it down.

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* ''VideoGame/AfterBurner Climax'' has two invisible-timer bits, namely the parts where you have to hunt down the prototype plane and the B-2. If you fall too far behind behind, you would miss out on them, but even if you kept them in sight, if you didn't splash them in time time, the mission will still make you let them go. The B-2 chase is particularly annoying because you need to gun it down.



** Subverted in another Hang Glider mission, where you have to land ''as close to'' 3 minutes as possible, ideally exactly at 3 minutes. Which means if you just {{speedrun}} the mission you will get very few Time Points.
* The scenarios in ''VideoGame/{{Wolf}}'' are all timed, with limits ranging from twelve hours to a few days on the InUniverseGameClock. Sometimes, the limit is directly tied to your objective - e.g., find water within twelve hours, because that's when you die of dehydration. Other times, the limit is slightly more arbitrary, such as defeating your pack's alpha within two days - breeding season is coming up, and taking any longer means you'll have to wait (and survive) ''a full year'' before you get your chance at fathering the next generation.

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** Subverted in another Hang Glider mission, where you have to land ''as close to'' 3 minutes as possible, ideally exactly at 3 minutes. Which means if you just {{speedrun}} the mission mission, you will get very few Time Points.
* The scenarios in ''VideoGame/{{Wolf}}'' are all timed, with limits ranging from twelve hours to a few days on the InUniverseGameClock. Sometimes, the limit is directly tied to your objective - -- e.g., find water within twelve hours, because that's when you die of dehydration. Other times, the limit is slightly more arbitrary, such as defeating your pack's alpha within two days - -- breeding season is coming up, and taking any longer means you'll have to wait (and survive) ''a full year'' before you get your chance at fathering the next generation.



* ''VideoGame/MetalGearSolid2SonsOfLiberty'' subverts, or perhaps parodies, this trope in its Tanker episode to complete a mission before the commandant's speech ends. It's not a set-in-stone limit, however, as after every few lines the timer pauses as he lets the Marines stretch their necks or tests if they could repel an attack. If time actually does run out, he decides to extend the speech and the timer is similarly extended a couple of minutes. If this extra time elapses, however, NonstandardGameOver results.
** The original ''VideoGame/MetalGearSolid'' spoofed this too. At the end, the base is under threat from an air strike. A counter starts in the corner, solely to 'give a sense of urgency', as stated by the director - even if the timer reaches 0, nothing actually happens. In-story, the air strike was not going to happen anyway. The game revolves around an 18-hour deadline which also never becomes an issue, partly for plot reasons, and partly because of the brevity of the game.
** The Metal Gear series does have a few straight examples though. In the first game, escaping Shadow Moses at the end of the game is timed. In the second game, there are three. Two of them involve disabling a bomb before it explodes, and the other involves reaching the Shell 1's core before [[spoiler:Emma dies]]. In the third game, Volgin is a timed boss battle, as is The Boss. In the fourth game, once again, escaping Shadow Moses is timed. In Portable Ops, reaching ICBMG's launch Silo is timed.

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* ''VideoGame/MetalGearSolid2SonsOfLiberty'' subverts, or perhaps parodies, this trope in its Tanker episode to complete a mission before the commandant's speech ends. It's not a set-in-stone limit, however, as after every few lines lines, the timer pauses as he lets the Marines stretch their necks or tests if they could repel an attack. If time actually does run out, he decides to extend the speech and the timer is similarly extended a couple of minutes. If this extra time elapses, however, NonstandardGameOver results.
** The original ''VideoGame/MetalGearSolid'' spoofed this too. At the end, the base is under threat from an air strike. A counter starts in the corner, solely to 'give a sense of urgency', as stated by the director - -- even if the timer reaches 0, nothing actually happens. In-story, the air strike was not going to happen anyway. The game revolves around an 18-hour deadline which also never becomes an issue, partly for plot reasons, and partly because of the brevity of the game.
** The Metal Gear series does have a few straight examples examples, though. In the first game, escaping Shadow Moses at the end of the game is timed. In the second game, there are three. Two of them involve disabling a bomb before it explodes, and the other involves reaching the Shell 1's core before [[spoiler:Emma dies]]. In the third game, Volgin is a timed boss battle, as is The Boss. In the fourth game, once again, escaping Shadow Moses is timed. In Portable Ops, reaching ICBMG's launch Silo is timed.



** First, you have to kill four enemies and meet up with other assassins in 5 minutes. It's actually pretty generous, but combined with the fact that you can't be detected it creates a frantic situation.

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** First, you have to kill four enemies and meet up with other assassins in 5 minutes. It's actually pretty generous, but combined with the fact that you can't be detected detected, it creates a frantic situation.



** Also when you go out into Monteriggioni, you are given a timer. When it expires you are ''[[CutsceneDrop magically teleported]]'' back to the base.

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** Also Also, when you go out into Monteriggioni, you are given a timer. When it expires expires, you are ''[[CutsceneDrop magically teleported]]'' back to the base.



** Worst of all is a required mission called "And They're Off" where you have to hit sixteen markers on a map in two minutes. This requires almost perfect execution - you have maybe ten seconds of slack, so missing a move (due to your character not jumping in exactly the direction you wanted, or the camera position changing making you jump in an entirely different direction, or starting to climb a building when you didn't want to, etc.) will make you fail and have to redo the entire mission from scratch. It's not uncommon for players to have spent an hour or two trying to beat the clock.

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** Worst of all is a required mission called "And They're Off" where you have to hit sixteen markers on a map in two minutes. This requires almost perfect execution - -- you have maybe ten seconds of slack, so missing a move (due to your character not jumping in exactly the direction you wanted, or the camera position changing making you jump in an entirely different direction, or starting to climb a building when you didn't want to, etc.) will make you fail and have to redo the entire mission from scratch. It's not uncommon for players to have spent an hour or two trying to beat the clock.



* If the player chooses to play ''VideoGame/WhiteDayALabyrinthNamedSchool'' on the Hard or Real difficulty, you have to complete the game before the clock strikes midnight (in-game), and the game starts at 10 PM. Fail to finish the game in time and its GameOver for you.
* ''VideoGame/{{D}}'' has a two hour time limit to complete the game. And it all has to be done in one sitting; no saving and no pausing allowed.

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* If the player chooses to play ''VideoGame/WhiteDayALabyrinthNamedSchool'' on the Hard or Real difficulty, you have to complete the game before the clock strikes midnight (in-game), and the game starts at 10 PM. Fail to finish the game in time and its it's GameOver for you.
* ''VideoGame/{{D}}'' has a two hour two-hour time limit to complete the game. And it all has to be done in one sitting; no saving and no pausing allowed.
4th Aug '17 2:03:58 PM GrammarNavi
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** The final mission of ''VideoGame/AceCombatZero'' deserves special mention: while the previous missions all had generous time limits, after a certain point in the final mission, you suddenly have a very ''restrictive'' time limit in the form of an impending nuclear attack. Fail to win, and the nuke detonates and you lose.

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** The final mission of ''VideoGame/AceCombatZero'' ''VideoGame/AceCombatZeroTheBelkanWar'' deserves special mention: while the previous missions all had generous time limits, after a certain point in the final mission, you suddenly have a very ''restrictive'' time limit in the form of an impending nuclear attack. Fail to win, and the nuke detonates and you lose.
28th Jul '17 8:46:30 PM ecuvulle6267
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Added DiffLines:

* ''VisualNovel/{{SOON}}'': [[spoiler:After getting the bomb, there are a limited number of time jumps before the robots manage to follow and catch up with Atlas through the temporal distortion. If they do, Atlas will activate the SelfDestructMechanism of the time machine, effectively committing suicide to prevent the technology from falling into robots' hands.]]
25th Jul '17 11:13:00 PM thatother1dude
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*** A second mission in the main game, involving rooting out an NCR traitor, has a very punishing timer. After overhearing a message between the traitor and Caesar's Legion about [[spoiler: a bomb on the Vegas monorail]], doing ''anything'' except running to the [[spoiler: monorail]] as quickly as possible results in [[spoiler: detonation]]. This includes confronting the traitor, reporting the traitor, looting a container, or even just walking too slowly due to low agility. The timer doesn't stop even when you're explaining yourself to the guard you need to talk past to get to your destination.

to:

*** A second mission in the main game, involving rooting out an NCR traitor, has a very punishing timer. After overhearing a message between the traitor and Caesar's Legion about [[spoiler: a bomb on the Vegas monorail]], doing ''anything'' except running to the [[spoiler: monorail]] as quickly as possible results in [[spoiler: detonation]]. This includes confronting the traitor, reporting the traitor, or looting a container, or even just walking too slowly due to low agility.container. The timer doesn't stop even when you're explaining yourself to the guard you need to talk past to get to your destination.
30th Jun '17 2:27:22 PM Someoneman
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* Done multiple times in the ''VideoGame/GrandTheftAuto'' series, to the [[ThatOneLevel great annoyance of everyone]].

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* %%* Done multiple times in the ''VideoGame/GrandTheftAuto'' series, to the [[ThatOneLevel great annoyance of everyone]].series.



** A few areas on Mars, including [[ThatOneLevel a maze]], are completely without oxygen, but you're given an oxygen mask with ten minutes of air to make it through all of them. The same area also features a [[LuckBasedMission luck-based color match puzzle]] that you have only a few minutes to complete before a core overloads.

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** A few areas on Mars, including [[ThatOneLevel a maze]], maze, are completely without oxygen, but you're given an oxygen mask with ten minutes of air to make it through all of them. The same area also features a [[LuckBasedMission luck-based color match puzzle]] that you have only a few minutes to complete before a core overloads.



** The timer counts down in every single level of the original ''[[VideoGame/SuperMarioBros1 Super Mario Bros.]]'', and some of its sequels. When it reaches 100, it sounds the classic warning, and [[SongsInTheKeyOfPanic the music speeds up]]. When it reaches zero, Mario [[CriticalExistenceFailure dies for no explained reason]].
** EarlyInstallmentWeirdness makes the timer tick much faster in the original game and in ''[[VideoGame/SuperMarioBrosTheLostLevels The Lost Levels]]'', compared to the later Mario games.
** The time limit is outright pointless in the {{Auto Scrolling Level}}s, though.

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** The timer counts down in every single level of the original ''[[VideoGame/SuperMarioBros1 Super Mario Bros.]]'', and some of its sequels. When it reaches 100, it sounds the classic warning, and [[SongsInTheKeyOfPanic the music speeds up]]. When it reaches zero, Mario [[CriticalExistenceFailure dies for no explained reason]].
**
reason]]. EarlyInstallmentWeirdness makes the timer tick much faster in the original game and in ''[[VideoGame/SuperMarioBrosTheLostLevels The Lost Levels]]'', compared to the later Mario games.
** The time limit is outright pointless in the {{Auto Scrolling Level}}s, though.
games.



** There are also the Speedy Comets in ''VideoGame/SuperMarioGalaxy'' (4 Minutes is plenty of time though).
*** However, some of the purple coin missions are also timed, and in those, time is very, very precious. For instance, the one-minute time limit in Ghostly Galaxy is enough to make that one ThatOneLevel.
*** The most annoying thing is even after you get 100 of the coins to make the star appear, ''the clock still counts down and it's possible to run out of time and die after making the star appear''!

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** There are also the ** ''VideoGame/SuperMarioGalaxy''
***T he
Speedy Comets in ''VideoGame/SuperMarioGalaxy'' (4 Minutes is plenty of time though).
give you 4 minutes to complete them.
*** However, some Some of the purple coin missions are also timed, and in those, time is very, very precious. For instance, the one-minute time limit in Ghostly Galaxy is enough to make that one ThatOneLevel.
*** The most annoying thing is even after you get 100 of the coins to make the star appear, ''the clock still counts down and it's possible to run out of time and die after making the star appear''!
precious.



*** The second one, though brief, happens in [[spoiler:the restricted area when the metroids escape their captivity. You get 60 seconds to flee before it detaches into space, which is [[ThatOneLevel tricker than it sounds]].]]

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*** The second one, though brief, happens in [[spoiler:the restricted area when the metroids escape their captivity. You get 60 seconds to flee before it detaches into space, which is [[ThatOneLevel tricker than it sounds]].sounds.]]



* The [[ThatOneLevel much-abhorred]] Steamwood missions from ''VideoGame/BraveFencerMusashi''. You have 24 in-game hours to stop a massive reactor from exploding, which translates to roughly 20 minutes. To do it you have to turn cranks with very specific timing as a meter increases. Not only does the timer ''not'' stop during these segments, but if you go sixty seconds between ''completing'' cranks all of them reset. You're also forced to use a dodgy elevator that takes forever to reach the floors you need, dodge steam bursts, and if you fall to the bottom it can sometimes take a full five minutes to get back to where you were thanks to the elevator. The ''second'' time you do it you have a DoubleJump which makes it slightly easier, but you also have to run and find the cranks which are no longer in their respective spots this time. Later on you get until sunset (about 10 minutes) to climb Twinpeak Mountain to find a plant that will prevent a kid from becoming a [[OurVampiresAreDifferent Vambee]], but it's ''much'' more merciful than the Steamwood segments.

to:

* The [[ThatOneLevel much-abhorred]] Steamwood missions from ''VideoGame/BraveFencerMusashi''. You have 24 in-game hours to stop a massive reactor from exploding, which translates to roughly 20 minutes. To do it you have to turn cranks with very specific timing as a meter increases. Not only does the timer ''not'' stop during these segments, but if you go sixty seconds between ''completing'' cranks all of them reset. You're also forced to use a dodgy elevator that takes forever to reach the floors you need, dodge steam bursts, and if you fall to the bottom it can sometimes take a full five minutes to get back to where you were thanks to the elevator. The ''second'' time you do it you have a DoubleJump which makes it slightly easier, but you also have to run and find the cranks which are no longer in their respective spots this time. Later on you get until sunset (about 10 minutes) to climb Twinpeak Mountain to find a plant that will prevent a kid from becoming a [[OurVampiresAreDifferent Vambee]], but it's ''much'' more merciful than the Steamwood segments.



** Worst of all is a required mission called [[ThatOneLevel "And They're Off"]] where you have to hit sixteen markers on a map in two minutes. This requires almost perfect execution - you have maybe ten seconds of slack, so missing a move (due to your character not jumping in exactly the direction you wanted, or the camera position changing making you jump in an entirely different direction, or starting to climb a building when you didn't want to, etc.) will make you fail and have to redo the entire mission from scratch. It's not uncommon for players to have spent an hour or two trying to beat the clock.

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** Worst of all is a required mission called [[ThatOneLevel "And They're Off"]] Off" where you have to hit sixteen markers on a map in two minutes. This requires almost perfect execution - you have maybe ten seconds of slack, so missing a move (due to your character not jumping in exactly the direction you wanted, or the camera position changing making you jump in an entirely different direction, or starting to climb a building when you didn't want to, etc.) will make you fail and have to redo the entire mission from scratch. It's not uncommon for players to have spent an hour or two trying to beat the clock.
17th Jun '17 3:49:14 PM DrFraud
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* In ''The Family Legacy'' you have from 8 PM Friday until 8 PM Sunday to locate the [=MacAdam=] Claymore, with every command taking about three minutes of game time.

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* In ''The Family Legacy'' you have from 8 PM Friday until 8 PM Sunday to locate the [=MacAdam=] Claymore, with every command taking about three minutes of game time.


Added DiffLines:

* ''The Z-Machine Matter'' gives you two hours to solve the mystery, with every command taking two minutes of game time.
15th Jun '17 1:01:05 AM superkeijikun
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** Every mission in ''VideoGame/{{Persona 4}}''. You have roughly two or three weeks to rescue the victim [[spoiler: [[YoutubePoop or else, they will die!]]]] The ability to TakeYourTime is quite limited here.

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** Every mission in ''VideoGame/{{Persona 4}}''. You have roughly two or three weeks to rescue the victim [[spoiler: [[YoutubePoop or else, they victim. Failure to do so will die!]]]] result in their demise [[spoiler:or the Shadows invading the real world when pursuing the killer late in the game]]. The ability to TakeYourTime is quite limited here.
14th Jun '17 5:25:44 PM DrFraud
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[[folder:Interactive Fiction]]
* ''Countdown to Doom'' mentions in the backstory that you have 400 turns before your crashed spaceship will be corroded by the planet's atmosphere, rendering it incapable of takeoff.
* In ''The Family Legacy'' you have from 8 PM Friday until 8 PM Sunday to locate the [=MacAdam=] Claymore, with every command taking about three minutes of game time.
* ''Zegrothenus'' gives you 300 turns to invent a new potion so the title character can keep his wizard's license.
[[/folder]]



* ''Countdown to Doom'' mentions in the backstory that you only have 400 turns before your crashed spaceship will be corroded by the planet's atmosphere, rendering it incapable of takeoff.
* In ''The Family Legacy'' you have from 8 PM Friday until 8 PM Sunday to locate the [=MacAdam=] Claymore, with every turn taking about three minutes of game time.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.TimedMission