In some games, when you complete a timed task, how much you score in points or earn in game cash can be determined by how fast you successfully complete it. In game shows, the task could be "hit the buzzer sooner than others" or "hit the buzzer when you feel lucky." A subtrope of Gameplay Grading. Race Against the Clock, Time Trial, Timed Mission and Time-Limit Boss are sister tropes. Compare Time Trial, that's when time is the main challenge; here, there's no necessity of finishing it quickly, but if you do, you'll get bonus.
- How Much is Enough? had four contestants try to stop a "money clock" that counted up or down depending on one of five rounds. Whoever had the highest money value for a particular round (not total) won nothing (in the fifth round, the most cautious player also won nothing). The final round took the totals of the two highest scoring players to make a final money clock that would give the player who buzzed in first the total of the clock as their prize (the other player won nothing).
- Press Your Luck and it's predecessor, Second Chance, had the "Big Board" which random values/prizes flashed, and when you rang in whatever the lights stopped on was what you got. Also, hitting a Whammy at random was a "loss" and not a "win."
- Sale of the Century did this with the third version of the "Fame Game" in the Jim Perry Era. Once a player won control of the Fame Game Board, a "Money Card" which could add to a player's in-game score was shown, and lights flashed, with the player able to stop the lights. Either the Money Card value (or A value if two or three were in play) was added to the score, or cash or prize was awarded. There were two "Or Try Again" spaces that allowed for another chance to stop the lights on a Money Card if the player in control needed the Money Card more than the possible cash value.
- Monty Python's Flying Circus: On the TV call-in gameshow "Blackmail" they run some hidden camera footage, and the longer it takes you to call in to promise to give them money the higher the price is for them to not release the rest of it.
- The Mercenaries: Playground of Destruction game has a few escort missions where if you safely and successfully make to checkpoints before the timer runs out you get a bonus.
- The You Don't Know Jack Facebook game has a 20-second countdown timer that is stopped when you click on the right answer in the first four questions, and when you want to enter your response to the Gibberish Question. The faster you enter a response the more you can win or lose. In a "Dis or Dat" question if you finish all seven items before 30 seconds is up, you get a bonus. (The Gibberish Question is $150 per second or fraction thereof, and the other questions $100 per second, $1 per 0.01 of a second.)
- Super Metroid: You get different endings depending on how fast you beat the game.
- The Sonic the Hedgehog handheld games may count as this - while points are awarded for things like how many rings you get, those points barely matter at all. The bulk of the points you get are in the time bonus, meaning that improving your score becomes a case of simply trying to get through the level as fast as possible.
- Some challenges in the game Sonic Heroes, requiring that you have to get an A at a specific time you finish a challenge.
- In Valkyria Chronicles, the amount of turns spent to complete a mission is the only thing that counts for the final score, regardless of how many tanks and aces you've taken down.
- Old First-Person shooters like Doom and Duke Nukem 3D had Par times in which a level would normally be finished under. This led to a whole community of speedrunners whose goal is to finish the entire level, and the entire game as a whole, in as little time as possible.
- Some versions of computer Solitaire give you bonus points based on how quickly you win the hand (provided you do win it), or conversely subtract points the longer it takes you to finish the hand.
- Games like the original Donkey Kong and Donkey Kong Junior might apply here, though there is also the added danger of you losing a life if the timer hit zero.
- Super Pac-Man had the Bonus Stage was a race to see if you could clear the board as Super Pac before a timer hit zero too—if you did you got the timer value as bonus.
- The take-off, landing, and in-flight refueling minigames in the Ace Combat series rate your performance by how fast you complete the respective maneuver.
- El Sword: one of the ways of how the game grades you in the end of a dungeon is how fast you finish it; the faster you do, the higher points you get.
- In Final Fantasy XIII, your post-battle rating is determined mainly by how much time you took to defeat the enemies. Higher ratings nets you better bonuses in a long run.
- Hotline Miami: how quickly one completes a level factors into one's score at the end of the level.
- In Marc Ecko's Getting Up: Contents Under Pressure, the player can receive points for completing graffiti pieces within a time limit.
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