When gameplay gradually goes into fast forward as you progress. The core gameplay mechanics stay the same, but everything speeds up, forcing the player to react with quicker reflexes to stay alive.

Historically, in older games, fast forwarding was often used to compensate for a limited number of [[GameLevel level]]s--when they ran out of new levels to show you, they'd have you play through the old ones again at a faster speed. Nowadays, it's still standard issue in action/survival-type {{Puzzle Game}}s like ''VideoGame/{{Tetris}}'', and one of the most popular ways to add DynamicDifficulty to an EndlessGame, including many {{Endless Running Game}}s.

If you're lucky, the controls (player character / cursor movement, key repetition, etc.) get faster too, allowing you to keep up. If you aren't, you're eventually [[FakeDifficulty felled by the controls' lack of responsiveness]].

{{Subtrope}} of DynamicDifficulty. Compare KillOneOthersGetStronger.

!! Examples:

[[AC:Video Games]]

%% Please add examples in alphabetical order by work title.
* The race sections of ''VideoGame/{{Battletoads}}'' get faster and faster towards the end of each level.
* ''VideoGame/{{Breakout}}'' is one of the earliest examples of this trope, dating all the way back to 1976. The ball speeds up as the player destroys more bricks.
* Part of the package in ''VideoGame/{{Burnout}}'', where over the course of the Career Mode you would unlock gradually faster cars. The hardest part about the Super and Special class cars isn't the tracks, but the speed of the cars; you would have less time to react to corners, walls and oncoming traffic.
* ''VideoGame/{{Critical Mass|2011}}'' uses this in most of its gameplay modes.
* In ''VideoGame/DuckHunt'', the ducks fly faster every level.
* ''VideoGame/FruityFrank'': If you started on "slow", the speed progresses to "fast" in 5-6 levels, but doesn't increase further.
* ''VideoGame/{{Frogger}}''. The cars that move across your path in the first half of the screen and some of the turtles in the second half can increase in speed after you clear a screen.
* ''Website/FunOrb'' includes several games that do this, including ''Bouncedown'', ''Deko Bloko'', ''Lexicominos'', ''Geoblox'', ''Pixelate'', and ''The Track Controller''.
* ''VideoGame/{{Galaga}}'' gets faster and faster as you progress.
* Most ''UsefulNotes/GameAndWatch'' games work this way, although they often reset back to a slower speed after a certain number of iterations.
* ''Videogame/JetpackJoyride'' twists the trope: the power-up vehicles usually dial back the scroll speed to give the player a chance to adjust to the change in controls. Depending on how far the player's current run lasts, the speed may decrease or increase again on losing the vehicle.
* With ''VideoGame/NumberMunchers'' level 19, the troggles move faster.
* ''VideoGame/PacMan'' gets faster and faster on higher levels, continuing until the KillScreen.
* ''VideoGame/{{Prohibition}}'': If you manage to survive long enough killing gangsters, the game will eventually loop back to the first enemy... with the timer (and nothing else) going down faster.
* The original video game "Pong". Every time a paddle hit the ball, the ball would speed up slightly, increasing the difficulty in returning the ball.
* ''VideoGame/RhythmHeaven'' has minigames that speed up in mid-play. Also, in ''Megamix'', some challenge courses ratchet up the difficulty with "Tempo Up" modifiers, though some games that silence the music to trip a player's timing can become [[NonIndicativeDifficulty easier]] at higher speed.
* ''VideoGame/RobotUnicornAttack'' does this.
* ''VideoGame/RunNGun'' has this.
* In ''[[VideoGame/WithFriends Stampede Run]]'', the game gets faster every 1000Ms.
* The special stages in ''VideoGame/SonicTheHedgehog3'' do this the longer you remain in the stage, with music to match.
* This was a lucky accident in ''VideoGame/SpaceInvaders''. Just rendering all the sprites of the enemies was a heavy load for [=CPU=]s of the time, but as the player killed more aliens, the computer was able to devote more cycles to moving the enemies, making them faster. Of particular note was that the game designer was unaware that the slow speed was a processing issue, and deliberately set the game to a high speed to compensate. He didn't realize his error until he started playing and shooting at aliens. He liked the effect though, and deliberately left it in.
* ''VideoGame/StarCastle'', by Cinematronics. The game speeds up as time goes by, the only difficulty increase in the game.
* In ''VideoGame/SubwaySurfers'', not only does the player character move faster, but so do oncoming trains! This does make jumping the gaps between trains easier to a point, and also means that the player gets more mileage out of magnet and jetpack power-ups because more coins scroll by to collect in the same time interval.
* ''VideoGame/SuperCrossfire'' speeds up each time you reach a checkpoint, making it more difficult to dodge the enemy shots.
* ''VideoGame/TempleRun'' plays this straight.
** In fact, the number of {{Endless Running Game}}s that ''don't'' use this are practically non-existent, outside of ''VideoGame/FlappyBird'' and it's many many clones.
* ''VideoGame/{{Tetris}}'', the poster child for the FallingBlocks game, is a classic example. In Nintendo's ''Tetris'' games, the pieces will eventually reach fall speeds that are so fast that it is impossible to move a piece to the extreme left or right, resulting in a KillScreen. In SEGA's ''Tetris'' games, the max fall speed is even faster, but to compensate, pieces can land on the stack or the floor and still move around for a short period of time. In ''VideoGame/TetrisTheGrandMaster'', the SpiritualSuccessor to SEGA's games, pieces will eventually hit instant drop speed. Later non-Arika ''Tetris'' games such as ''Tetris DS'' would eventually implement instant-drop speeds.
* ''VideoGame/TheMatrixPathOfNeo'' even on 'Easy mode' while Neo gets faster later on, so do most of the enemies, especially the harder ones.
* The microgames in ''VideoGame/WarioWare'' are ludicrously simple, so this is the main source of challenge. There's also speedup within some boss stages -- a notable example is Kat's boss stage in the original, where red and blue platforms speed up and slow down the game respectively when jumped on.
* Zone races in the ''VideoGame/{{Wipeout}}'' series. Your speed increases slowly and gradually, and [[EndlessGame the only way out is to crash.]]
* ''VideoGame/{{ZooCube}}'' plays it straight.
%% Please add examples in alphabetical order by work title.

[[AC:Non-Videogame examples]]

* In ''Literature/DuneMessiah'', Alia's combat simulator attacks faster and faster the longer she manages to evade it. Eventually, she manages to evade long enough for the simulator to go off the rails and start dishing out potentially lethal blows.
* In ''Literature/EndersGame'', Ender briefly plays a space combat simulator. He quickly tires of playing against the computer, because the AI plateaus and from then on it just keeps running the same strategy with increased speed until no human reflexes could keep up.
* ''WebVideo/TheIrateGamer'' exaggerates this through ManipulativeEditing -- when he says that the Kool-Aid Man video game for Atari gets faster in later levels, he cues sped up gameplay footage.
* In Creator/WilliamsElectronics' not-quite-a-{{Pinball}} ShootEmUp ''Pinball/{{Hyperball}}'', the attacking enemies move faster as the player advances in levels.