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1'''Basic Trope''': Despite having a time machine, the {{time travel}}er still has to RaceAgainstTheClock.
2* '''Straight''': Time-traveler Todd takes trips through time, and when he comes home it is always as much later than when he left as the time he spent in the era he visited, forcing him to be aware of how long he spends away.
3* '''Exaggerated''': Todd interrupts a bomber planting a time-bomb with a 5-minute fuse, but the bomber escapes and only the bomber knows how to disarm the bomb. So Todd travels back in time two minutes so he can catch the bomber in the act. Todd catches the bomber with a struggle, but when the bomber reveals the secret, Todd gives up. It's too late, the bomb has already exploded two minutes in the future.
4* '''Downplayed''': The clock is running back home, but it doesn't matter because Todd has as much time as he could want to finish his adventure in the past.
5* '''Justified''':
6** The time machine can only make jumps of exactly ten years, forward or back.
7** The time machine has a "safety catch" that pulls the user back into the present the exact same amount of time they went backwards or fowards.
8** The time machine is a PortalToThePast that has a set jump time.
9** SanDimasTime is a precaution built into Todd's time machine to prevent complications from spending a decade in the past, returning two minutes after he left, and people noticing how much he's aged.
10** The time machine has a limited amount of fuel and Todd doesn't want to risk getting stuck in the past.
11** Overuse of time travel [[RapidAging has]] [[CastFromLifespan harmful]] [[TemporalSickness effects]] on the time traveler.
12** The time machine only causes a local state reversal instead of actual sending the traveler to the past.
13* '''Inverted''': For each hour Todd spends in the past, he is forced to arrive home an hour earlier.
14* '''Subverted''': Todd has an adventure in the past where he races against the clock, but at the end realizes that he has a time machine and the clock never really mattered.
15* '''Double Subverted''': But when he tries it, he discovers that his time machine actually cannot break the rule about the time when he will return home, and the clock actually did matter.
16* '''Parodied''': Todd comes back to the present early, only to be scolded by his mentor for breaking the rules.
17* '''Zig Zagged''': The clock is running back home, but instead of returning to the present, he decides to return the duration of his trip earlier, so the time difference will cancel out and he'll arrive back right after he left. But he's still 'time traveling' and begins to suffer from time displacement sickness and has to come back or his condition will continue to deteriorate.
18* '''Averted''': Todd casually uses time travel to avoid being late for the things he has scheduled.
19* '''Enforced''': The writer feels that the plot would get too confusing if Todd was allowed to go anywhere and everywhere in time.
20* '''Lampshaded''': "Why do you care how long this takes? You have a time machine."
21* '''Invoked''': The inventor of a time machine wants to prevent people from escaping into the past without consequence, so he makes the machine keep track of its own passage of time while traveling, and makes it so that after every excursion it has to return to SanDimasTime before it can set out again.
22* '''Exploited''': Bob sends Todd on a quest in history hoping it will get Todd out of the way for a few days.
23* '''Defied''': Bob reminds Todd that if they return home at the same time that they left, they will have plenty of time to foil the villain's scheme.
24* '''Discussed''': ???
25* '''Conversed''': ???
26* '''Implied''': After Todd travels back in time, his absence is noted.
27----
28Back to SanDimasTime
29----
30%% Optional items, added after Conversed, at your discretion:
31%%
32%%???
33%%* '''Deconstructed''': ???
34%%* '''Reconstructed''': ???
35%%* '''Plotted A Good Waste''': ???
36%%* '''Played For Laughs''': ???

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